static void ch_cellar(const char *args)
{
- LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
static void ch_tint(const char *args)
player[0].scale = atof(args) * .2;
}
-static int find_closest()
-{
- int closest = 0;
- float closestdist = std::numeric_limits<float>::max();
-
- for (int i = 1; i < numplayers; i++) {
- float distance;
- distance = findDistancefast(&player[i].coords,&player[0].coords);
- if (distance < closestdist) {
- closestdist = distance;
- closest = i;
+static int findClosestPlayer(){
+ int closest = -1;
+ float closestdist = std::numeric_limits<float>::max();
+
+ for(int i=1; i<numplayers; i++){
+ float distance = findDistancefast(&player[i].coords, &player[0].coords);
+ if(distance < closestdist){
+ closestdist = distance;
+ closest = i;
+ }
}
- }
- return closest;
+ return closest;
+}
+
+static int findClosestObject(){
+ int closest = -1;
+ float closestdist = std::numeric_limits<float>::max();
+
+ for(int i=0; i<objects.numobjects; i++){
+ float distance = findDistancefast(&objects.position[i], &player[0].coords);
+ if(distance < closestdist){
+ closestdist = distance;
+ closest = i;
+ }
+ }
+ return closest;
}
static void ch_sizenear(const char *args)
{
- int closest = find_closest();
-
- if (closest)
+ int closest = findClosestPlayer();
+ if(closest>=0)
player[closest].scale = atof(args) * .2;
}
static void ch_proportionnear(const char *args)
{
- int closest = find_closest();
- if (closest)
+ int closest = findClosestPlayer();
+ if(closest>=0)
set_proportion(closest, args);
}
static void ch_protectionnear(const char *args)
{
- int closest = find_closest();
- if (closest)
+ int closest = findClosestPlayer();
+ if(closest>=0)
set_protection(closest, args);
}
static void ch_armornear(const char *args)
{
- int closest = find_closest();
- if (closest)
+ int closest = findClosestPlayer();
+ if(closest>=0)
set_armor(closest, args);
}
static void set_noclothes(int pnum, const char *args)
{
player[pnum].numclothes = 0;
- LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
- &player[pnum].skeleton.drawmodel.textureptr,1,
- &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
+ player[pnum].skeleton.drawmodel.textureptr.load(
+ creatureskin[player[pnum].creature][player[pnum].whichskin],1,
+ &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
}
static void ch_noclothes(const char *args)
static void ch_noclothesnear(const char *args)
{
- int closest = find_closest();
- if (closest)
+ int closest = findClosestPlayer();
+ if(closest>=0)
set_noclothes(closest, args);
}
static void ch_clothesnear(const char *args)
{
- int closest = find_closest();
- if (closest)
+ int closest = findClosestPlayer();
+ if(closest>=0)
set_clothes(closest, args);
}
":Data:Models:Body4.solid",":Data:Models:Body5.solid",
":Data:Models:Body6.solid",":Data:Models:Body7.solid",
":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
- LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
player[0].creature=rabbittype;
player[0].scale=.2;
player[0].headless=0;
":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
- LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
player[0].creature=wolftype;
player[0].damagetolerance=300;
set_proportion(0, "1 1 1 1");
static void ch_wolf(const char *args)
{
- LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
static void ch_snowwolf(const char *args)
{
- LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
static void ch_darkwolf(const char *args)
{
- LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
static void ch_lizardwolf(const char *args)
{
- LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
static void ch_white(const char *args)
{
- LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
static void ch_brown(const char *args)
{
- LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
static void ch_black(const char *args)
{
- LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
- &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ player[0].skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg",1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
static void ch_sizemin(const char *args)
}
player[0].numclothes=0;
- LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
- &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
- &player[0].skeleton.skinsize);
+ player[0].skeleton.drawmodel.textureptr.load(
+ creatureskin[player[0].creature][player[0].whichskin],1,
+ &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
editoractive=typeactive;
player[0].immobile=0;
if(ambientsound)
emit_stream_np(stream_wind);
- LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
- LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
- LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
- LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0);
+ objects.treetextureptr.load(":Data:Textures:snowtree.png",0,1);
+ objects.bushtextureptr.load(":Data:Textures:bushsnow.png",0,1);
+ objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg",1,0);
+ objects.boxtextureptr.load(":Data:Textures:snowbox.jpg",1,0);
footstepsound = footstepsn1;
footstepsound2 = footstepsn2;
footstepsound3 = footstepst1;
footstepsound4 = footstepst2;
- LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
-
- LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
+ terraintexture.load(":Data:Textures:snow.jpg",1,0);
+ terraintexture2.load(":Data:Textures:rock.jpg",1,0);
//LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
} else if(environment==desertenvironment){
windvector=0;
windvector.z=2;
- LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
- LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
- LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
- LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0);
+ objects.treetextureptr.load(":Data:Textures:deserttree.png",0,1);
+ objects.bushtextureptr.load(":Data:Textures:bushdesert.png",0,1);
+ objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg",1,0);
+ objects.boxtextureptr.load(":Data:Textures:desertbox.jpg",1,0);
if(ambientsound)
footstepsound3 = footstepsn1;
footstepsound4 = footstepsn2;
- LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
-
- LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
+ terraintexture.load(":Data:Textures:sand.jpg",1,0);
+ terraintexture2.load(":Data:Textures:sandslope.jpg",1,0);
//LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
} else if(environment==grassyenvironment){
windvector=0;
windvector.z=2;
- LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
- LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
- LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
- LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
+ objects.treetextureptr.load(":Data:Textures:tree.png",0,1);
+ objects.bushtextureptr.load(":Data:Textures:bush.png",0,1);
+ objects.rocktextureptr.load(":Data:Textures:boulder.jpg",1,0);
+ objects.boxtextureptr.load(":Data:Textures:grassbox.jpg",1,0);
if(ambientsound)
emit_stream_np(stream_wind, 100.);
footstepsound3 = footstepst1;
footstepsound4 = footstepst2;
- LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
-
- LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
+ terraintexture.load(":Data:Textures:grassdirt.jpg",1,0);
+ terraintexture2.load(":Data:Textures:mossrock.jpg",1,0);
//LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
ifstream test(ConvertFileName((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str()));
if(test.good()) {
- LoadTexture((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str(),&Mainmenuitems[7],0,0);
+ Mainmenuitems[7].load((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str(),0,0);
} else {
- LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
+ Mainmenuitems[7].load(":Data:Textures:World.png",0,0);
}
if(accountactive->getCampaignChoicesMade()==0) {
(char *)":Data:Models:Body7.solid",
(char *)":Data:Models:Bodylow.solid",
(char *)":Data:Models:Belt.solid",1);
- LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
+ player[i].skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png",1,1);
}
if(player[i].creature==wolftype){
player[i].skeleton.Load(
//~ int texsize;
//~ texsize=512*512*3/texdetail/texdetail;
- LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
+ player[i].skeleton.drawmodel.textureptr.load(creatureskin[player[i].creature][player[i].whichskin],1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
if(player[i].numclothes){
for(int j=0;j<player[i].numclothes;j++){
}
if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(numplayers>1)
- for(int i=1;i<numplayers;i++){
- distance=findDistancefast(&player[i].coords,&player[0].coords);
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=i;
- }
- }
- if(closest!=-1){
+ int closest=findClosestPlayer();
+ if(closest>=0){
if(player[closest].num_weapons){
if(weapons[player[closest].weaponids[0]].getType()==sword)
weapons[player[closest].weaponids[0]].setType(staff);
}
if(Input::isKeyDown(SDLK_u)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(numplayers>1)
- for(int i=1;i<numplayers;i++){
- distance=findDistancefast(&player[i].coords,&player[0].coords);
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=i;
- }
- }
- player[closest].yaw+=multiplier*50;
- player[closest].targetyaw=player[closest].yaw;
+ int closest=findClosestPlayer();
+ if(closest>=0){
+ player[closest].yaw+=multiplier*50;
+ player[closest].targetyaw=player[closest].yaw;
+ }
}
if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(numplayers>1)
- for(int i=1;i<numplayers;i++){
- distance=findDistancefast(&player[i].coords,&player[0].coords);
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=i;
- }
- }
- if(Input::isKeyDown(SDLK_LCTRL))closest=0;
+ int closest=findClosestPlayer();
+ if(Input::isKeyDown(SDLK_LCTRL))
+ closest=0;
- if(closest!=-1){
+ if(closest>=0){
player[closest].whichskin++;
if(player[closest].whichskin>9)
player[closest].whichskin=0;
if(player[closest].whichskin>2&&player[closest].creature==wolftype)
player[closest].whichskin=0;
- LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
- &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
+ player[closest].skeleton.drawmodel.textureptr.load(creatureskin[player[closest].creature][player[closest].whichskin],1,
+ &player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
}
if(player[closest].numclothes){
}
if(Input::isKeyPressed(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(numplayers>1)
- for(int i=1;i<numplayers;i++){
- distance=findDistancefast(&player[i].coords,&player[0].coords);
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=i;
- }
- }
- if(closest!=-1){
+ int closest=findClosestPlayer();
+ if(closest>=0){
if(player[closest].creature==wolftype){
headprop=player[closest].proportionhead.x/1.1;
bodyprop=player[closest].proportionbody.x/1.1;
if(player[closest].creature==rabbittype){
player[closest].skeleton.id=closest;
player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf",(char *)":Data:Skeleton:Basic Figure Wolf Low",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Wolf.solid",(char *)":Data:Models:Wolf2.solid",(char *)":Data:Models:Wolf3.solid",(char *)":Data:Models:Wolf4.solid",(char *)":Data:Models:Wolf5.solid",(char *)":Data:Models:Wolf6.solid",(char *)":Data:Models:Wolf7.solid",(char *)":Data:Models:Wolflow.solid",(char *)":Data:Models:Belt.solid",0);
- LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
+ player[closest].skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg",1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
player[closest].whichskin=0;
player[closest].creature=wolftype;
{
player[closest].skeleton.id=closest;
player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
- LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
+ player[closest].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg",1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
player[closest].whichskin=0;
player[closest].creature=rabbittype;
if(((Input::isKeyPressed(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))){
- int closest=-1;
- float closestdist=-1;
- float distance;
+ int closest = -1;
+ float closestdist = std::numeric_limits<float>::max();
+
+ for(int i=1; i<numplayers; i++){
+ float distance = findDistancefast(&player[i].coords, &player[0].coords);
+ if(!player[i].headless)
+ if(distance < closestdist){
+ closestdist = distance;
+ closest = i;
+ }
+ }
+
XYZ flatfacing2,flatvelocity2;
XYZ blah;
- if(numplayers>1)
- for(int i=1;i<numplayers;i++){
- distance=findDistancefast(&player[i].coords,&player[0].coords);
- if(distance<144&&!player[i].headless)
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=i;
- blah = player[i].coords;
- }
- }
-
- if(closest!=-1){
+ if(closest!=-1 && findDistancefast(&player[closest].coords, &player[0].coords)<144){
+ blah = player[closest].coords;
XYZ headspurtdirection;
//int i = player[closest].skeleton.jointlabels[head];
Joint& headjoint= player[closest].getJointFor(head);
}
if(((Input::isKeyPressed(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))){
- int closest=-1;
- float closestdist=-1;
- float distance;
+ int closest=findClosestPlayer();
XYZ flatfacing2,flatvelocity2;
XYZ blah;
- if(numplayers>1)
- for(int i=1;i<numplayers;i++){
- distance=findDistancefast(&player[i].coords,&player[0].coords);
- if(distance<144)
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=i;
- blah=player[i].coords;
- }
- }
-
- if(closest!=-1){
+ if(closest>=0 && findDistancefast(&player[closest].coords,&player[0].coords)<144){
+ blah=player[closest].coords;
emit_sound_at(splattersound, blah);
-
emit_sound_at(breaksound2, blah);
for(int i=0;i<player[closest].skeleton.num_joints; i++){
if(editorenabled){
if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(numplayers>1)
- for(int i=1;i<numplayers;i++){
- distance=findDistancefast(&player[i].coords,&player[0].coords);
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=i;
- }
- }
- if(closestdist>0&&closest>=0){
+ int closest=findClosestPlayer();
+ if(closest>=0){
//player[closest]=player[numplayers-1];
//player[closest].skeleton=player[numplayers-1].skeleton;
numplayers--;
}
if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- if(max_objects>1)
- for(int i=1;i<max_objects;i++){
- distance=findDistancefast(&objects.position[i],&player[0].coords);
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=i;
- }
- }
- if(closestdist>0&&closest>=0){
+ int closest=findClosestObject();
+ if(closest>=0)
objects.position[closest].y-=500;
- }
}
if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
int k=abs(Random()%2)+1;
if(k==0){
- LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
+ player[numplayers].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg",1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
player[numplayers].whichskin=0;
}
else if(k==1){
- LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
+ player[numplayers].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg",1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
player[numplayers].whichskin=1;
}
else {
- LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
+ player[numplayers].skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg",1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
player[numplayers].whichskin=2;
}
- LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
+ player[numplayers].skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png",1,1);
player[numplayers].power=1;
player[numplayers].speedmult=1;
player[numplayers].currentanimation=bounceidleanim;
if(editorpitch<-.01)editorpitch=-.01;
}
if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){
- int closest=-1;
- float closestdist=-1;
- float distance;
- for(int i=0;i<objects.numobjects;i++){
- distance=findDistancefast(&objects.position[i],&player[0].coords);
- if(closestdist==-1||distance<closestdist){
- closestdist=distance;
- closest=i;
- }
- }
- if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
+ int closest=findClosestObject();
+ if(closest>=0)
+ objects.DeleteObject(closest);
}
}
}
}
}
+extern SDL_Rect **resolutions;
+
void MenuTick(){
//menu buttons
selected=Menu::getSelected(mousecoordh*640/screenwidth,480-mousecoordv*480/screenheight);
bool isCustomResolution,found;
switch(selected){
case 0:
- extern SDL_Rect **resolutions;
isCustomResolution = true;
found = false;
for(int i = 0; (!found) && (resolutions[i]); i++) {