static XYZ point[3];
static XYZ closestpoint;
static XYZ closestswordpoint;
- static XYZ extramove;
static float tempmult;
if (owner != -1) {
position = colpoint - normalrot * .2;
else if (type == staff)
position = colpoint - normalrot * .2;
- XYZ temppoint1, temppoint2, tempforward;
+ XYZ temppoint1, temppoint2;
float distance;
temppoint1 = 0;
(Person::players[j]->creature == rabbittype && Random() % 2 == 0 && Person::players[j]->aitype == attacktypecutoff && Person::players[j]->weaponactive == -1)) {
emit_sound_at(knifedrawsound, Person::players[j]->coords, 128.);
- Person::players[j]->weaponactive = 0;
Person::players[j]->animTarget = removeknifeanim;
Person::players[j]->frameTarget = 1;
Person::players[j]->target = 1;
- owner = Person::players[j]->id;
- if (Person::players[j]->num_weapons > 0) {
- Person::players[j]->weaponids[Person::players[j]->num_weapons] = Person::players[j]->weaponids[0];
- }
- Person::players[j]->num_weapons++;
- Person::players[j]->weaponids[0] = i;
+ Person::players[j]->takeWeapon(i);
Person::players[j]->aitype = attacktypecutoff;
} else {
tippoint.z = M[14];
glPopMatrix();
position -= tippoint * .15;
- XYZ temppoint1, temppoint2, tempforward;
+ XYZ temppoint1, temppoint2;
rotation3 = 0;
smallrotation = 90;
if (velocity.x != 0 || velocity.z != 0 || velocity.y != 0) {
velocity.y += gravity * multiplier;
- XYZ temppoint1, temppoint2, tempforward;
+ XYZ temppoint1, temppoint2;
float distance;
temppoint1 = 0;
tipvelocity.y += gravity * multiplier;
//Rotation
- XYZ temppoint1, temppoint2, tempforward;
+ XYZ temppoint1, temppoint2;
float distance;
temppoint1 = position;
physics = 1;
}
+void Weapon::thrown(XYZ v, bool sethitsomething)
+{
+ drop(v, v, sethitsomething);
+ missed = 0;
+ physics = 0;
+}
+
int Weapons::Draw()
{
glAlphaFunc(GL_GREATER, 0.9);