if (numplayers > maxplayers) {
cout << "Warning: this level contains more players than allowed" << endl;
}
if (numplayers > maxplayers) {
cout << "Warning: this level contains more players than allowed" << endl;
}
try {
Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
j++;
} catch (InvalidPersonException e) {
try {
Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
j++;
} catch (InvalidPersonException e) {
{
float headprop, bodyprop, armprop, legprop;
{
float headprop, bodyprop, armprop, legprop;
if (!Person::players[i]->isLanding())
Person::players[i]->tempdeltav = deltav;
if (Person::players[i]->tempdeltav < 0)
if (!Person::players[i]->isLanding())
Person::players[i]->tempdeltav = deltav;
if (Person::players[i]->tempdeltav < 0)
Person::players[i]->aitype != playercontrolled)) {
if (Person::players[i]->jumppower > multiplier * 6) {
Person::players[i]->velocity.y += multiplier * 6;
Person::players[i]->aitype != playercontrolled)) {
if (Person::players[i]->jumppower > multiplier * 6) {
Person::players[i]->velocity.y += multiplier * 6;
if (changedelay > 0 && !Person::players[0]->dead && !won) {
//high scores, awards, win
if (campaign) {
if (changedelay > 0 && !Person::players[0]->dead && !won) {
//high scores, awards, win
if (campaign) {
- accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
+ wonleveltime = leveltime;
+ Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);