- footpoint = DoRotation((player[j].jointPos(abdomen) + player[j].jointPos(neck)) / 2, 0, player[j].yaw, 0) * player[j].scale + player[j].coords;
- if (owner == -1 && distsqflat(&position, &player[j].coords) < 1.5 &&
- distsq(&position, &player[j].coords) < 4 && player[j].weaponstuck == -1 &&
- !player[j].skeleton.free && j != oldowner) {
- if ((player[j].aitype != attacktypecutoff || abs(Random() % 6) == 0 || (player[j].animTarget != backhandspringanim && player[j].animTarget != rollanim && player[j].animTarget != flipanim && Random() % 2 == 0)) && !missed) {
- if ( (player[j].creature == wolftype && Random() % 3 != 0 && player[j].weaponactive == -1 && (player[j].isIdle() || player[j].isRun() || player[j].animTarget == walkanim)) ||
- (player[j].creature == rabbittype && Random() % 2 == 0 && player[j].aitype == attacktypecutoff && player[j].weaponactive == -1)) {
- emit_sound_at(knifedrawsound, player[j].coords, 128.);
-
- player[j].weaponactive = 0;
- player[j].animTarget = removeknifeanim;
- player[j].frameTarget = 1;
- player[j].target = 1;
- owner = player[j].id;
- if (player[j].num_weapons > 0) {
- player[j].weaponids[player[j].num_weapons] = player[j].weaponids[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)) {
+ if ((Person::players[j]->aitype != attacktypecutoff || abs(Random() % 6) == 0 || (Person::players[j]->animTarget != backhandspringanim && Person::players[j]->animTarget != rollanim && Person::players[j]->animTarget != flipanim && Random() % 2 == 0)) && !missed) {
+ 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)) {
+ 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];