extern float viewdistance;
extern float blackout;
extern int difficulty;
-extern bool decals;
+extern bool decalstoggle;
extern float fadestart;
extern bool freeze;
extern bool winfreeze;
}
}
}
- if (decals) {
+ if (decalstoggle) {
// FIXME: manipulating attributes
bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25;
bleedxint = 0;
Game::flash(.5, 0);
}
- if (bloodtoggle && decals && !Tutorial::active) {
+ if (bloodtoggle && decalstoggle && !Tutorial::active) {
if (bleeding <= 0 && spurt) {
spurt = 0;
for (int i = 0; i < 3; i++) {
float coordsx, coordsy;
float total;
- if (bloodtoggle && decals && !Tutorial::active) {
+ if (bloodtoggle && decalstoggle && !Tutorial::active) {
where -= coords;
if (!skeleton.free)
where = DoRotation(where, 0, -yaw, 0);
/* EFFECT
* I think I added this in an attempt to clean up code
*/
-void Person::setAnimation(int animation)
+void Person::setTargetAnimation(int animation)
{
animTarget = animation;
frameTarget = 0;
velocity.y = 0;
if (velspeed < multiplier * 300 * scale) {
velocity = 0;
- } else
+ } else {
velocity -= velocity / velspeed * multiplier * 300 * scale;
+ }
if (velspeed > 5 && (isLanding() || isLandhard())) {
skiddingdelay += multiplier;
if (skiddelay <= 0) {
FootLand(rightfoot, .5);
skiddelay = .02;
}
- } else
+ } else {
skiddingdelay = 0;
+ }
}
if (isLandhard()) {
velspeed = findLength(&velocity);
- velocity.y = 0;
- if (velspeed < multiplier * 600 * scale) {
- velocity = 0;
- } else
- velocity -= velocity / velspeed * multiplier * 600 * scale;
velocity = 0;
if (velspeed > 5 && (isLanding() || isLandhard())) {
skiddingdelay += multiplier;
FootLand(rightfoot, .5);
skiddelay = .02;
}
- } else
+ } else {
skiddingdelay = 0;
+ }
}
if (skiddingdelay < 0)
}
static XYZ mid;
static float M[16];
- static int i, k;
+ static int k;
static int weaponattachmuscle;
static int weaponrotatemuscle;
static XYZ weaponpoint;
if (Animation::animations[animTarget].attack == 3)
targetheadyaw += 180;
}
- for (i = 0; i < skeleton.drawmodel.vertexNum; i++) {
+ for (int i = 0; i < skeleton.drawmodel.vertexNum; i++) {
skeleton.drawmodel.vertex[i] = 0;
skeleton.drawmodel.vertex[i].y = 999;
}
- for (i = 0; i < skeleton.drawmodellow.vertexNum; i++) {
+ for (int i = 0; i < skeleton.drawmodellow.vertexNum; i++) {
skeleton.drawmodellow.vertex[i] = 0;
skeleton.drawmodellow.vertex[i].y = 999;
}
- for (i = 0; i < skeleton.drawmodelclothes.vertexNum; i++) {
+ for (int i = 0; i < skeleton.drawmodelclothes.vertexNum; i++) {
skeleton.drawmodelclothes.vertex[i] = 0;
skeleton.drawmodelclothes.vertex[i].y = 999;
}
- for (unsigned i = 0; i < skeleton.muscles.size(); i++) {
+ for (unsigned int i = 0; i < skeleton.muscles.size(); i++) {
// convenience renames
const int p1 = skeleton.muscles[i].parent1->label;
const int p2 = skeleton.muscles[i].parent2->label;
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glBegin(GL_POINTS);
- if (playerdetail)
- for (i = 0; i < skeleton.drawmodel.vertexNum; i++) {
+ if (playerdetail) {
+ for (int i = 0; i < skeleton.drawmodel.vertexNum; i++) {
XYZ &v0 = skeleton.drawmodel.vertex[i];
glVertex3f(v0.x, v0.y, v0.z);
}
+ }
glEnd();
glBegin(GL_LINES);
- if (playerdetail)
- for (i = 0; i < skeleton.drawmodel.TriangleNum; i++) {
+ if (playerdetail) {
+ for (unsigned int i = 0; i < skeleton.drawmodel.Triangles.size(); i++) {
XYZ &v0 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]];
XYZ &v1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]];
XYZ &v2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]];
glVertex3f(v2.x, v2.y, v2.z);
glVertex3f(v0.x, v0.y, v0.z);
}
+ }
glEnd();
}
if (num_weapons > 0) {
for (k = 0; k < num_weapons; k++) {
- i = weaponids[k];
+ int i = weaponids[k];
if (weaponactive == k) {
if (weapons[i].getType() != staff) {
for (unsigned j = 0; j < skeleton.muscles.size(); j++) {
*/
int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, Model *model)
{
- static int i, j;
static float distance;
static float olddistance;
static int intersecting;
return -1;
if (*rotate)
*p1 = DoRotation(*p1, 0, -*rotate, 0);
- for (i = 0; i < 4; i++) {
- for (j = 0; j < model->TriangleNum; j++) {
- if (model->facenormals[j].y <= slopethreshold) {
+ for (int i = 0; i < 4; i++) {
+ for (unsigned int j = 0; j < model->Triangles.size(); j++) {
+ if (model->Triangles[j].facenormal.y <= slopethreshold) {
intersecting = 0;
- distance = abs((model->facenormals[j].x * p1->x) + (model->facenormals[j].y * p1->y) + (model->facenormals[j].z * p1->z) - ((model->facenormals[j].x * model->vertex[model->Triangles[j].vertex[0]].x) + (model->facenormals[j].y * model->vertex[model->Triangles[j].vertex[0]].y) + (model->facenormals[j].z * model->vertex[model->Triangles[j].vertex[0]].z)));
+ distance = abs((model->Triangles[j].facenormal.x * p1->x) + (model->Triangles[j].facenormal.y * p1->y) + (model->Triangles[j].facenormal.z * p1->z) - ((model->Triangles[j].facenormal.x * model->vertex[model->Triangles[j].vertex[0]].x) + (model->Triangles[j].facenormal.y * model->vertex[model->Triangles[j].vertex[0]].y) + (model->Triangles[j].facenormal.z * model->vertex[model->Triangles[j].vertex[0]].z)));
if (distance < radius) {
- point = *p1 - model->facenormals[j] * distance;
- if (PointInTriangle( &point, model->facenormals[j], &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]]))
+ point = *p1 - model->Triangles[j].facenormal * distance;
+ if (PointInTriangle( &point, model->Triangles[j].facenormal, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]]))
intersecting = 1;
if (!intersecting)
intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]],
&model->vertex[model->Triangles[j].vertex[2]],
p1, &radius);
end = *p1 - point;
- if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) {
+ if (dotproduct(&model->Triangles[j].facenormal, &end) > 0 && intersecting) {
start = *p1;
end = *p1;
end.y -= radius;
- if (LineFacetd(&start, &end, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]], &model->facenormals[j], &point)) {
+ if (LineFacetd(&start, &end, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]], &model->Triangles[j].facenormal, &point)) {
p1->y = point.y + radius;
if ((animTarget == jumpdownanim || isFlip())) {
if (isFlip() && (frameTarget < 5 || targetFrame().label == 7 || targetFrame().label == 4))
}
}
}
- for (j = 0; j < model->TriangleNum; j++) {
- if (model->facenormals[j].y > slopethreshold) {
+ for (unsigned int j = 0; j < model->Triangles.size(); j++) {
+ if (model->Triangles[j].facenormal.y > slopethreshold) {
intersecting = 0;
start = *p1;
start.y -= radius / 4;
XYZ &v0 = model->vertex[model->Triangles[j].vertex[0]];
XYZ &v1 = model->vertex[model->Triangles[j].vertex[1]];
XYZ &v2 = model->vertex[model->Triangles[j].vertex[2]];
- distance = abs((model->facenormals[j].x * start.x)
- + (model->facenormals[j].y * start.y)
- + (model->facenormals[j].z * start.z)
- - ((model->facenormals[j].x * v0.x)
- + (model->facenormals[j].y * v0.y)
- + (model->facenormals[j].z * v0.z)));
+ distance = abs((model->Triangles[j].facenormal.x * start.x)
+ + (model->Triangles[j].facenormal.y * start.y)
+ + (model->Triangles[j].facenormal.z * start.z)
+ - ((model->Triangles[j].facenormal.x * v0.x)
+ + (model->Triangles[j].facenormal.y * v0.y)
+ + (model->Triangles[j].facenormal.z * v0.z)));
if (distance < radius * .5) {
- point = start - model->facenormals[j] * distance;
- if (PointInTriangle( &point, model->facenormals[j], &v0, &v1, &v2))
+ point = start - model->Triangles[j].facenormal * distance;
+ if (PointInTriangle( &point, model->Triangles[j].facenormal, &v0, &v1, &v2))
intersecting = 1;
if (!intersecting)
intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v1.x, v1.y, v1.z, p1->x, p1->y, p1->z, radius / 2);
if (!intersecting)
intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v2.x, v2.y, v2.z, p1->x, p1->y, p1->z, radius / 2);
end = *p1 - point;
- if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) {
+ if (dotproduct(&model->Triangles[j].facenormal, &end) > 0 && intersecting) {
if ((animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) {
start = velocity;
- velocity -= DoRotation(model->facenormals[j], 0, *rotate, 0) * findLength(&velocity) * abs(normaldotproduct(velocity, DoRotation(model->facenormals[j], 0, *rotate, 0))); //(distance-radius*.5)/multiplier;
+ velocity -= DoRotation(model->Triangles[j].facenormal, 0, *rotate, 0) * findLength(&velocity) * abs(normaldotproduct(velocity, DoRotation(model->Triangles[j].facenormal, 0, *rotate, 0))); //(distance-radius*.5)/multiplier;
if (findLengthfast(&start) < findLengthfast(&velocity))
velocity = start;
}
- *p1 += model->facenormals[j] * (distance - radius * .5);
+ *p1 += model->Triangles[j].facenormal * (distance - radius * .5);
}
}
if ((distance < olddistance || firstintersecting == -1) && intersecting) {
if (aitype != passivetype) {
if (howactive == typesleeping)
- setAnimation(getupfromfrontanim);
+ setTargetAnimation(getupfromfrontanim);
howactive = typeactive;
}
}
j = Object::checkcollide(test2, test);
if (j == -1) {
velocity = 0;
- setAnimation(getStop());
+ setTargetAnimation(getStop());
targetyaw += 180;
stunned = .5;
//aitype=passivetype;
if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
if (isIdle() || isCrouch() || isRun() || isFlip()) {
- if (abs(Random() % 2) == 0)
- setAnimation(backhandspringanim);
- else
- setAnimation(rollanim);
+ if (abs(Random() % 2) == 0) {
+ setTargetAnimation(backhandspringanim);
+ } else {
+ setTargetAnimation(rollanim);
+ }
targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
wentforweapon = 0;
}
- if (animTarget == jumpupanim || animTarget == jumpdownanim)
- setAnimation(flipanim);
+ if (animTarget == jumpupanim || animTarget == jumpdownanim) {
+ setTargetAnimation(flipanim);
+ }
}
}
forwardkeydown = 0;
j = Object::checkcollide(test2, test);
if (j == -1) {
velocity = 0;
- setAnimation(getStop());
+ setTargetAnimation(getStop());
targetyaw += 180;
stunned = .5;
aitype = pathfindtype;