lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
XYZ tempcoords1 = lowpoint;
whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
- if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
+ if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
Person::players[k]->setTargetAnimation(walljumpleftanim);
emit_sound_at(movewhooshsound, Person::players[k]->coords);
if (k == 0)
pause_sound(whooshsound);
- lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
Person::players[k]->yaw = 180 - Person::players[k]->yaw;
lowpoint = tempcoords1;
lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
- if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
+ if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
Person::players[k]->setTargetAnimation(walljumprightanim);
emit_sound_at(movewhooshsound, Person::players[k]->coords);
if (k == 0)
pause_sound(whooshsound);
- lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
Person::players[k]->yaw = 180 - Person::players[k]->yaw;
lowpoint = tempcoords1;
lowpointtarget = lowpoint + Person::players[k]->facing * 2;
whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
- if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
+ if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
Person::players[k]->setTargetAnimation(walljumpbackanim);
emit_sound_at(movewhooshsound, Person::players[k]->coords);
if (k == 0)
pause_sound(whooshsound);
- lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
Person::players[k]->yaw = 180 - Person::players[k]->yaw;
lowpoint = tempcoords1;
lowpointtarget = lowpoint - Person::players[k]->facing * 2;
whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
- if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
+ if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
Person::players[k]->setTargetAnimation(walljumpfrontanim);
emit_sound_at(movewhooshsound, Person::players[k]->coords);
if (k == 0)
pause_sound(whooshsound);
- lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
Person::players[k]->yaw = 180 - Person::players[k]->yaw;
lowpoint.y += (float)j / 13;
lowpointtarget = lowpoint + facing * 1.3;
flatfacing = Person::players[k]->coords;
- Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * .01;
+ Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
Person::players[k]->coords.y = lowpointtarget.y - .07;
Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
}
emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
- lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
+ lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
if (lowpointtarget.z < 0)
Person::players[k]->yaw = 180 - Person::players[k]->yaw;