Person::players[owner]->num_weapons--;
if (Person::players[owner]->num_weapons) {
Person::players[owner]->weaponids[0] = Person::players[owner]->weaponids[Person::players[owner]->num_weapons];
Person::players[owner]->num_weapons--;
if (Person::players[owner]->num_weapons) {
Person::players[owner]->weaponids[0] = Person::players[owner]->weaponids[Person::players[owner]->num_weapons];
Object::objects[k]->model.MakeDecal(breakdecal, DoRotation(colpoint - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), .1, 1, Random() % 360);
normalrot = DoRotation(Object::objects[k]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0);
velocity = 0;
Object::objects[k]->model.MakeDecal(breakdecal, DoRotation(colpoint - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), .1, 1, Random() % 360);
normalrot = DoRotation(Object::objects[k]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0);
velocity = 0;
footvel = 0;
footpoint = DoRotation((Person::players[j]->jointPos(abdomen) + Person::players[j]->jointPos(neck)) / 2, 0, Person::players[j]->yaw, 0) * Person::players[j]->scale + Person::players[j]->coords;
if (owner == -1 && distsqflat(&position, &Person::players[j]->coords) < 1.5 &&
footvel = 0;
footpoint = DoRotation((Person::players[j]->jointPos(abdomen) + Person::players[j]->jointPos(neck)) / 2, 0, Person::players[j]->yaw, 0) * Person::players[j]->scale + Person::players[j]->coords;
if (owner == -1 && distsqflat(&position, &Person::players[j]->coords) < 1.5 &&
- distsq(&position, &Person::players[j]->coords) < 4 && Person::players[j]->weaponstuck == -1 &&
- !Person::players[j]->skeleton.free && (int(j) != oldowner)) {
+ distsq(&position, &Person::players[j]->coords) < 4 && Person::players[j]->weaponstuck == -1 &&
+ !Person::players[j]->skeleton.free && (int(j) != oldowner)) {
- if ( (Person::players[j]->creature == wolftype && Random() % 3 != 0 && Person::players[j]->weaponactive == -1 && (Person::players[j]->isIdle() || Person::players[j]->isRun() || Person::players[j]->animTarget == walkanim)) ||
- (Person::players[j]->creature == rabbittype && Random() % 2 == 0 && Person::players[j]->aitype == attacktypecutoff && Person::players[j]->weaponactive == -1)) {
+ if (Person::players[j]->catchKnife()) {
emit_sound_at(knifedrawsound, Person::players[j]->coords, 128.);
Person::players[j]->animTarget = removeknifeanim;
emit_sound_at(knifedrawsound, Person::players[j]->coords, 128.);
Person::players[j]->animTarget = removeknifeanim;
Person::players[j]->num_weapons++;
Person::players[j]->weaponstuck = Person::players[j]->num_weapons - 1;
Person::players[j]->num_weapons++;
Person::players[j]->weaponstuck = Person::players[j]->num_weapons - 1;
Person::players[j]->jointVel(neck) += velocity * 2;
Person::players[j]->jointVel(rightshoulder) += velocity * 2;
Person::players[j]->jointVel(leftshoulder) += velocity * 2;
Person::players[j]->jointVel(neck) += velocity * 2;
Person::players[j]->jointVel(rightshoulder) += velocity * 2;
Person::players[j]->jointVel(leftshoulder) += velocity * 2;
Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .8, .3);
Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .8, .3);
Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * -1, 1, 0, 0, .6, 1);
Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * -1, 1, 0, 0, .6, 1);
Person::players[j]->damage += 200 / Person::players[j]->armorhigh;
Person::players[j]->deathbleeding = 1;
Person::players[j]->bloodloss += (200 + abs((float)(Random() % 40)) - 20) / Person::players[j]->armorhigh;
Person::players[j]->damage += 200 / Person::players[j]->armorhigh;
Person::players[j]->deathbleeding = 1;
Person::players[j]->bloodloss += (200 + abs((float)(Random() % 40)) - 20) / Person::players[j]->armorhigh;
XYZ terrainlight;
terrainlight = terrain.getLighting(position.x, position.z);
if (environment == snowyenvironment) {
XYZ terrainlight;
terrainlight = terrain.getLighting(position.x, position.z);
if (environment == snowyenvironment) {
Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
//Object collisions
whichpatchx = (position.x) / (terrain.size / subdivision * terrain.scale);
whichpatchz = (position.z) / (terrain.size / subdivision * terrain.scale);
//Object collisions
whichpatchx = (position.x) / (terrain.size / subdivision * terrain.scale);
whichpatchz = (position.z) / (terrain.size / subdivision * terrain.scale);
position += terrainnormal * .002;
bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
position += terrainnormal * .002;
bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
tippoint += terrainnormal * .002;
bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
tippoint += terrainnormal * .002;
bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
tipvelocity -= bounceness;
frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
tipvelocity -= bounceness;
for (int m = 0; m < 2; m++) {
mid = (position * (21 + (float)m * 10) + tippoint * (19 - (float)m * 10)) / 40;
oldmid2 = mid;
for (int m = 0; m < 2; m++) {
mid = (position * (21 + (float)m * 10) + tippoint * (19 - (float)m * 10)) / 40;
oldmid2 = mid;
ReflectVector(&velocity, &terrainnormal);
bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
ReflectVector(&velocity, &terrainnormal);
bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
emit_sound_at(whichsound, mid, 128 * findLengthfast(&bounceness));
}
position += (mid - oldmid2) * (20 / (1 + (float)m * 10));
emit_sound_at(whichsound, mid, 128 * findLengthfast(&bounceness));
}
position += (mid - oldmid2) * (20 / (1 + (float)m * 10));
ReflectVector(&tipvelocity, &terrainnormal);
bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
ReflectVector(&tipvelocity, &terrainnormal);
bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
tipvelocity -= bounceness;
frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
tipvelocity -= bounceness;
emit_sound_at(whichsound, mid, 128 * findLengthfast(&bounceness));
}
tippoint += (mid - oldmid2) * (20 / (1 + (float)m * 10));
}
}
emit_sound_at(whichsound, mid, 128 * findLengthfast(&bounceness));
}
tippoint += (mid - oldmid2) * (20 / (1 + (float)m * 10));
}
}
start = position;
end = tippoint;
whichhit = Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw);
start = position;
end = tippoint;
whichhit = Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw);
point[0] = DoRotation(Object::objects[k]->model.getTriangleVertex(whichhit, 0), 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position;
point[1] = DoRotation(Object::objects[k]->model.getTriangleVertex(whichhit, 1), 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position;
point[2] = DoRotation(Object::objects[k]->model.getTriangleVertex(whichhit, 2), 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position;
point[0] = DoRotation(Object::objects[k]->model.getTriangleVertex(whichhit, 0), 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position;
point[1] = DoRotation(Object::objects[k]->model.getTriangleVertex(whichhit, 1), 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position;
point[2] = DoRotation(Object::objects[k]->model.getTriangleVertex(whichhit, 2), 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position;
- if (DistancePointLine(&closestswordpoint, &point[0], &point[1], &distance, &colpoint )) {
+ if (DistancePointLine(&closestswordpoint, &point[0], &point[1], &distance, &colpoint)) {
- if (DistancePointLine(&closestswordpoint, &point[1], &point[2], &distance, &colpoint )) {
+ if (DistancePointLine(&closestswordpoint, &point[1], &point[2], &distance, &colpoint)) {
- if (DistancePointLine(&closestswordpoint, &point[2], &point[0], &distance, &colpoint )) {
+ if (DistancePointLine(&closestswordpoint, &point[2], &point[0], &distance, &colpoint)) {
if (distance < closestdistance || closestdistance == -1) {
closestpoint = colpoint;
closestdistance = distance;
}
}
if (closestdistance != -1 && isnormal(closestdistance)) {
if (distance < closestdistance || closestdistance == -1) {
closestpoint = colpoint;
closestdistance = distance;
}
}
if (closestdistance != -1 && isnormal(closestdistance)) {
- if (DistancePointLine(&closestpoint, &position, &tippoint, &distance, &colpoint )) {
+ if (DistancePointLine(&closestpoint, &position, &tippoint, &distance, &colpoint)) {
closestswordpoint = colpoint;
velocity += (closestpoint - closestswordpoint);
tipvelocity += (closestpoint - closestswordpoint);
closestswordpoint = colpoint;
velocity += (closestpoint - closestswordpoint);
tipvelocity += (closestpoint - closestswordpoint);
whichhit = terrain.lineTerrain(oldposition, position, &colpoint);
if (whichhit != -1 || position.y < terrain.getHeight(position.x, position.z)) {
hitsomething = 1;
whichhit = terrain.lineTerrain(oldposition, position, &colpoint);
if (whichhit != -1 || position.y < terrain.getHeight(position.x, position.z)) {
hitsomething = 1;
terrainnormal = terrain.getNormal(position.x, position.z);
ReflectVector(&velocity, &terrainnormal);
position += terrainnormal * .002;
bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
terrainnormal = terrain.getNormal(position.x, position.z);
ReflectVector(&velocity, &terrainnormal);
position += terrainnormal * .002;
bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
if (findLengthfast(&bounceness) > 1) {
int whichsound;
if (terrain.getOpacity(position.x, position.z) > .2) {
if (findLengthfast(&bounceness) > 1) {
int whichsound;
if (terrain.getOpacity(position.x, position.z) > .2) {
} else {
whichsound = footstepsound + abs(Random() % 2);
}
emit_sound_at(whichsound, position,
} else {
whichsound = footstepsound + abs(Random() % 2);
}
emit_sound_at(whichsound, position,
if (terrain.getOpacity(position.x, position.z) < .2) {
XYZ terrainlight;
terrainlight = terrain.getLighting(position.x, position.z);
if (environment == snowyenvironment) {
if (terrain.getOpacity(position.x, position.z) < .2) {
XYZ terrainlight;
terrainlight = terrain.getLighting(position.x, position.z);
if (environment == snowyenvironment) {
Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
Sprite::MakeSprite(cloudsprite, position, velocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
}
}
}
}
whichhit = terrain.lineTerrain(oldtippoint, tippoint, &colpoint);
if (whichhit != -1 || tippoint.y < terrain.getHeight(tippoint.x, tippoint.z)) {
}
}
}
}
whichhit = terrain.lineTerrain(oldtippoint, tippoint, &colpoint);
if (whichhit != -1 || tippoint.y < terrain.getHeight(tippoint.x, tippoint.z)) {
terrainnormal = terrain.getNormal(tippoint.x, tippoint.z);
ReflectVector(&tipvelocity, &terrainnormal);
tippoint += terrainnormal * .002;
bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
terrainnormal = terrain.getNormal(tippoint.x, tippoint.z);
ReflectVector(&tipvelocity, &terrainnormal);
tippoint += terrainnormal * .002;
bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
tipvelocity -= bounceness;
frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
tipvelocity -= bounceness;
if (findLengthfast(&bounceness) > 1) {
int whichsound;
if (terrain.getOpacity(tippoint.x, tippoint.z) > .2) {
if (findLengthfast(&bounceness) > 1) {
int whichsound;
if (terrain.getOpacity(tippoint.x, tippoint.z) > .2) {
} else {
whichsound = footstepsound + abs(Random() % 2);
}
emit_sound_at(whichsound, tippoint,
} else {
whichsound = footstepsound + abs(Random() % 2);
}
emit_sound_at(whichsound, tippoint,
if (terrain.getOpacity(tippoint.x, tippoint.z) < .2) {
XYZ terrainlight;
terrainlight = terrain.getLighting(tippoint.x, tippoint.z);
if (environment == snowyenvironment) {
if (terrain.getOpacity(tippoint.x, tippoint.z) < .2) {
XYZ terrainlight;
terrainlight = terrain.getLighting(tippoint.x, tippoint.z);
if (environment == snowyenvironment) {
Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7);
Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5);
Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
Sprite::MakeSprite(cloudsprite, tippoint, tipvelocity, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7);
ReflectVector(&velocity, &terrainnormal);
//mid+=terrainnormal*.002;
bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
ReflectVector(&velocity, &terrainnormal);
//mid+=terrainnormal*.002;
bounceness = terrainnormal * findLength(&velocity) * (abs(normaldotproduct(velocity, terrainnormal)));
if (findLengthfast(&bounceness) > 1) {
int whichsound;
if (terrain.getOpacity(mid.x, mid.z) > .2) {
if (findLengthfast(&bounceness) > 1) {
int whichsound;
if (terrain.getOpacity(mid.x, mid.z) > .2) {
} else {
whichsound = footstepsound + abs(Random() % 2);
}
emit_sound_at(whichsound, mid,
} else {
whichsound = footstepsound + abs(Random() % 2);
}
emit_sound_at(whichsound, mid,
ReflectVector(&tipvelocity, &terrainnormal);
//mid+=terrainnormal*.002;
bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
ReflectVector(&tipvelocity, &terrainnormal);
//mid+=terrainnormal*.002;
bounceness = terrainnormal * findLength(&tipvelocity) * (abs(normaldotproduct(tipvelocity, terrainnormal)));
frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
tipvelocity -= bounceness;
frictionness = abs(normaldotproduct(tipvelocity, terrainnormal));
tipvelocity -= bounceness;
if (findLengthfast(&bounceness) > 1) {
int whichsound;
if (terrain.getOpacity(mid.x, mid.z) > .2) {
if (findLengthfast(&bounceness) > 1) {
int whichsound;
if (terrain.getOpacity(mid.x, mid.z) > .2) {
} else {
whichsound = footstepsound + abs(Random() % 2);
}
emit_sound_at(whichsound, mid,
} else {
whichsound = footstepsound + abs(Random() % 2);
}
emit_sound_at(whichsound, mid,
static GLfloat M[16];
if ((frustum.SphereInFrustum(position.x, position.y, position.z, 1) &&
static GLfloat M[16];
if ((frustum.SphereInFrustum(position.x, position.y, position.z, 1) &&
- if (Person::players[owner]->occluded < 25)
- if ((frustum.SphereInFrustum(Person::players[owner]->coords.x, Person::players[owner]->coords.y + Person::players[owner]->scale * 3, Person::players[owner]->coords.z, Person::players[owner]->scale * 8) && distsq(&viewer, &Person::players[owner]->coords) < viewdistance * viewdistance) || Person::players[owner]->skeleton.free == 3)
+ if (Person::players[owner]->occluded < 25) {
+ if ((frustum.SphereInFrustum(Person::players[owner]->coords.x, Person::players[owner]->coords.y + Person::players[owner]->scale * 3, Person::players[owner]->coords.z, Person::players[owner]->scale * 8) && distsq(&viewer, &Person::players[owner]->coords) < viewdistance * viewdistance) || Person::players[owner]->skeleton.free == 3) {
if (
(Person::players[owner]->animTarget == knifeslashstartanim ||
Person::players[owner]->animTarget == swordsneakattackanim ||
if (
(Person::players[owner]->animTarget == knifeslashstartanim ||
Person::players[owner]->animTarget == swordsneakattackanim ||
Person::players[owner]->animTarget == swordgroundstabanim ||
Person::players[owner]->animTarget == knifethrowanim) &&
Person::players[owner]->animTarget == lastdrawnanim &&
Person::players[owner]->animTarget == swordgroundstabanim ||
Person::players[owner]->animTarget == knifethrowanim) &&
Person::players[owner]->animTarget == lastdrawnanim &&
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, j / drawhowmany);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, j / drawhowmany);
glTranslatef(position.x * (((float)(j)) / drawhowmany) + lastdrawnposition.x * (1 - ((float)(j)) / drawhowmany), position.y * (((float)(j)) / drawhowmany) + lastdrawnposition.y * (1 - ((float)(j)) / drawhowmany), position.z * (((float)(j)) / drawhowmany) + lastdrawnposition.z * (1 - ((float)(j)) / drawhowmany));
glTranslatef(position.x * (((float)(j)) / drawhowmany) + lastdrawnposition.x * (1 - ((float)(j)) / drawhowmany), position.y * (((float)(j)) / drawhowmany) + lastdrawnposition.y * (1 - ((float)(j)) / drawhowmany), position.z * (((float)(j)) / drawhowmany) + lastdrawnposition.z * (1 - ((float)(j)) / drawhowmany));
glTranslatef(position.x * (((float)(j)) / drawhowmany) + lastdrawnposition.x * (1 - ((float)(j)) / drawhowmany), position.y * (((float)(j)) / drawhowmany) - .02 + lastdrawnposition.y * (1 - ((float)(j)) / drawhowmany), position.z * (((float)(j)) / drawhowmany) + lastdrawnposition.z * (1 - ((float)(j)) / drawhowmany));
glTranslatef(position.x * (((float)(j)) / drawhowmany) + lastdrawnposition.x * (1 - ((float)(j)) / drawhowmany), position.y * (((float)(j)) / drawhowmany) - .02 + lastdrawnposition.y * (1 - ((float)(j)) / drawhowmany), position.z * (((float)(j)) / drawhowmany) + lastdrawnposition.z * (1 - ((float)(j)) / drawhowmany));
glRotatef(bigrotation * (((float)(j)) / drawhowmany) + lastdrawnbigrotation * (1 - ((float)(j)) / drawhowmany), 0, 1, 0);
glRotatef(bigtilt2 * (((float)(j)) / drawhowmany) + lastdrawnbigtilt2 * (1 - ((float)(j)) / drawhowmany), 1, 0, 0);
glRotatef(bigtilt * (((float)(j)) / drawhowmany) + lastdrawnbigtilt * (1 - ((float)(j)) / drawhowmany), 0, 0, 1);
glRotatef(bigrotation * (((float)(j)) / drawhowmany) + lastdrawnbigrotation * (1 - ((float)(j)) / drawhowmany), 0, 1, 0);
glRotatef(bigtilt2 * (((float)(j)) / drawhowmany) + lastdrawnbigtilt2 * (1 - ((float)(j)) / drawhowmany), 1, 0, 0);
glRotatef(bigtilt * (((float)(j)) / drawhowmany) + lastdrawnbigtilt * (1 - ((float)(j)) / drawhowmany), 0, 0, 1);
- case knife:
- if (!bloody || !bloodtoggle)
- throwingknifemodel.drawdifftex(knifetextureptr);
- if (bloodtoggle) {
- if (bloody == 1)
- throwingknifemodel.drawdifftex(lightbloodknifetextureptr);
- if (bloody == 2)
- throwingknifemodel.drawdifftex(bloodknifetextureptr);
- }
- break;
- case sword:
- if (!bloody || !bloodtoggle)
- swordmodel.drawdifftex(swordtextureptr);
- if (bloodtoggle) {
- if (bloody == 1)
- swordmodel.drawdifftex(lightbloodswordtextureptr);
- if (bloody == 2)
- swordmodel.drawdifftex(bloodswordtextureptr);
- }
- break;
- case staff:
- staffmodel.drawdifftex(stafftextureptr);
- break;
+ case knife:
+ if (!bloody || !bloodtoggle) {
+ throwingknifemodel.drawdifftex(knifetextureptr);
+ }
+ if (bloodtoggle) {
+ if (bloody == 1) {
+ throwingknifemodel.drawdifftex(lightbloodknifetextureptr);
+ }
+ if (bloody == 2) {
+ throwingknifemodel.drawdifftex(bloodknifetextureptr);
+ }
+ }
+ break;
+ case sword:
+ if (!bloody || !bloodtoggle) {
+ swordmodel.drawdifftex(swordtextureptr);
+ }
+ if (bloodtoggle) {
+ if (bloody == 1) {
+ swordmodel.drawdifftex(lightbloodswordtextureptr);
+ }
+ if (bloody == 2) {
+ swordmodel.drawdifftex(bloodswordtextureptr);
+ }
+ }
+ break;
+ case staff:
+ staffmodel.drawdifftex(stafftextureptr);
+ break;
lastdrawnbigtilt2 = bigtilt2;
lastdrawnsmallrotation = smallrotation;
lastdrawnsmallrotation2 = smallrotation2;
lastdrawnbigtilt2 = bigtilt2;
lastdrawnsmallrotation = smallrotation;
lastdrawnsmallrotation2 = smallrotation2;