#include "Settings.h"
#include "Input.h"
#include "Animation.h"
+#include "Awards.h"
using namespace std;
extern bool vblsync;
extern bool immediate;
extern bool velocityblur;
-extern int bonus;
-extern int oldbonus;
-extern float bonusvalue;
-extern float bonustotal;
-extern float bonustime;
-extern float startbonustotal;
extern float tintr,tintg,tintb;
-extern float bonusnum[100];
extern bool skyboxtexture;
extern float skyboxr;
extern float skyboxg;
extern bool canattack;
extern bool cananger;
extern float damagedealt;
-extern float damagetaken;
extern int maptype;
extern int editoractive;
extern int editorpathtype;
extern bool stillloading;
extern bool winfreeze;
-extern int numfalls;
-extern int numflipfail;
-extern int numseen;
-extern int numstaffattack;
-extern int numswordattack;
-extern int numknifeattack;
-extern int numunarmedattack;
-extern int numescaped;
-extern int numflipped;
-extern int numwallflipped;
-extern int numthrowkill;
-extern int numafterkill;
-extern int numreversals;
-extern int numattacks;
-extern int maxalarmed;
-extern int numresponded;
-
extern int numdialogues;
extern int numdialogueboxes[max_dialogues];
extern int dialoguetype[max_dialogues];
player[i].RagDoll(0);
if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
- bonus=aimbonus;
- bonustime=0;
- bonusvalue=150;
+ award_bonus(0, aimbonus);
}
player[i].DoDamage(findLengthfast(&rotatetarget)/4);
player[k].RagDoll(0);
if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
- bonus=aimbonus;
- bonustime=0;
- bonusvalue=150;
+ award_bonus(0, aimbonus); // Huh, again?
}
player[k].DoDamage(findLengthfast(&rotatetarget)/4);
player[i].DoDamage(20);
player[i].RagDoll(0);
player[k].lastcollide=1;
- if(k==0){
- bonus=AboveBonus;
- bonustime=0;
- bonusvalue=50;
- }
+ award_bonus(k, AboveBonus);
}
if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&!player[k].isCrouch()&&player[k].targetanimation!=rollanim&&!player[i].skeleton.oldfree&&!player[i].skeleton.free&&player[i].lastcollide<=0&&player[i].velocity.y<-10){
player[k].velocity=player[i].velocity;
player[k].DoDamage(20);
player[k].RagDoll(0);
player[i].lastcollide=1;
- if(i==0){
- bonus=AboveBonus;
- bonustime=0;
- bonusvalue=50;
- }
+ award_bonus(i, AboveBonus);
}
}
}