if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping)
if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25)
for (i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping)
if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25)
for (i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
}
text->glPrint(130, 120, string, 0, .8, 1024, 768);
}
text->glPrint(130, 120, string, 0, .8, 1024, 768);
text->glPrint(10, 155, string, 0, .8, 1024, 768);
text->glPrint(10, 155, string, 0, .8, 1024, 768);
- sprintf (string, "Player %d: numwaypoints: %d", numplayers, Person::players[numplayers - 1]->numwaypoints);
+ sprintf (string, "Player %d: numwaypoints: %d", Person::players.size()-1, Person::players.back()->numwaypoints);
text->glPrint(10, 140, string, 0, .8, 1024, 768);
}
sprintf (string, "Difficulty: %d", difficulty);
text->glPrint(10, 140, string, 0, .8, 1024, 768);
}
sprintf (string, "Difficulty: %d", difficulty);
if (!Person::players[i]->dead) {
tempdist = distsq(¢er, &Person::players[i]->coords);
if (tempdist > maxdistance) {
if (!Person::players[i]->dead) {
tempdist = distsq(¢er, &Person::players[i]->coords);
if (tempdist > maxdistance) {
distcheck = distsq(&Person::players[0]->coords, &Person::players[i]->coords);
if (distcheck < mapviewdist) {
glPushMatrix();
distcheck = distsq(&Person::players[0]->coords, &Person::players[i]->coords);
if (distcheck < mapviewdist) {
glPushMatrix();