}
inline float stepTowardf(float from, float to, float by)
{
- if (fabs(from - to) < by) return to;
- else if (from > to) return from - by;
- else return from + by;
+ if (fabs(from - to) < by)
+ return to;
+ else if (from > to)
+ return from - by;
+ else
+ return from + by;
}
void playdialogueboxsound()
float alphanum;
//Is it valid?
if (opened) {
- if (tintr > 1)tintr = 1;
- if (tintg > 1)tintg = 1;
- if (tintb > 1)tintb = 1;
+ if (tintr > 1) tintr = 1;
+ if (tintg > 1) tintg = 1;
+ if (tintb > 1) tintb = 1;
- if (tintr < 0)tintr = 0;
- if (tintg < 0)tintg = 0;
- if (tintb < 0)tintb = 0;
+ if (tintr < 0) tintr = 0;
+ if (tintg < 0) tintg = 0;
+ if (tintb < 0) tintb = 0;
int bytesPerPixel = texture.bpp / 8;
int tempnum = 0;
alphanum = 255;
for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
- if (bytesPerPixel == 3)alphanum = 255;
- else if ((i + 1) % 4 == 0)alphanum = texture.data[i];
+ if (bytesPerPixel == 3)
+ alphanum = 255;
+ else if ((i + 1) % 4 == 0)
+ alphanum = texture.data[i];
//alphanum/=2;
if ((i + 1) % 4 || bytesPerPixel == 3) {
- if ((i % 4) == 0)texture.data[i] *= tintr;
- if ((i % 4) == 1)texture.data[i] *= tintg;
- if ((i % 4) == 2)texture.data[i] *= tintb;
+ if ((i % 4) == 0)
+ texture.data[i] *= tintr;
+ if ((i % 4) == 1)
+ texture.data[i] *= tintg;
+ if ((i % 4) == 2)
+ texture.data[i] *= tintb;
array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
tempnum++;
}
}
- } else return 0;
+ } else
+ return 0;
return 1;
}
ipstream.ignore(256, ' ');
ipstream.getline(dialoguetext[numdialogues][i], 128);
for (int j = 0; j < 128; j++) {
- if (dialoguetext[numdialogues][i][j] == '\\')dialoguetext[numdialogues][i][j] = '\n';
+ if (dialoguetext[numdialogues][i][j] == '\\')
+ dialoguetext[numdialogues][i][j] = '\n';
}
ipstream.ignore(256, ':');
ipstream >> dialogueboxsound[numdialogues][i];
ipstream.ignore(256, ' ');
ipstream.getline(dialoguetext[whichdi][i], 128);
for (int j = 0; j < 128; j++) {
- if (dialoguetext[whichdi][i][j] == '\\')dialoguetext[whichdi][i][j] = '\n';
+ if (dialoguetext[whichdi][i][j] == '\\')
+ dialoguetext[whichdi][i][j] = '\n';
}
ipstream.ignore(256, ':');
ipstream >> dialogueboxsound[whichdi][i];
/********************> Tick() <*****/
extern bool save_image(const char * fname);
-void Screenshot (void)
+void Screenshot (void)
{
char temp[1024];
- time_t t = time(NULL);
- struct tm *tme = localtime(&t);
+ time_t t = time(NULL);
+ struct tm *tme = localtime(&t);
sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
#if defined(_WIN32)
last = closest;
count++;
}
- if (count < smallestcount)smallestcount = count;
+ if (count < smallestcount)
+ smallestcount = count;
}
return smallestcount;
}
objects.type[i] != firetype) {
colviewer = startpoint;
coltarget = endpoint;
- if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)return i;
+ if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
+ return i;
}
}
}
colviewer = startpoint;
coltarget = endpoint;
//FIXME: i/what
- if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)return i;
+ if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
+ return i;
}
}
}
- if (what == 1000)if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)return 1000;
+ if (what == 1000)
+ if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
+ return 1000;
return -1;
}
temptexdetail = texdetail;
- if (texdetail > 1)texdetail = 4;
- skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
+ if (texdetail > 1)
+ texdetail = 4;
+ skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
":Data:Textures:Skybox(snow):Left.jpg",
":Data:Textures:Skybox(snow):Back.jpg",
":Data:Textures:Skybox(snow):Right.jpg",
temptexdetail = texdetail;
- if (texdetail > 1)texdetail = 4;
- skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
+ if (texdetail > 1)
+ texdetail = 4;
+ skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
":Data:Textures:Skybox(sand):Left.jpg",
":Data:Textures:Skybox(sand):Back.jpg",
":Data:Textures:Skybox(sand):Right.jpg",
temptexdetail = texdetail;
- if (texdetail > 1)texdetail = 4;
- skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
+ if (texdetail > 1)
+ texdetail = 4;
+ skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
":Data:Textures:Skybox(grass):Left.jpg",
":Data:Textures:Skybox(grass):Back.jpg",
":Data:Textures:Skybox(grass):Right.jpg",
dialoguetext[k][l][m] = 0;
funpackf(tfile, "Bi", &templength);
- if (templength > 64 || templength <= 0)templength = 64;
+ if (templength > 64 || templength <= 0)
+ templength = 64;
for (m = 0; m < templength; m++) {
funpackf(tfile, "Bb", &dialoguename[k][l][m]);
if (dialoguename[k][l][m] == '\0')
for (int i = 0; i < player[1].skeleton.num_joints; i++) {
if (Random() % 2 == 0) {
- if (!player[1].skeleton.free)temp2 = (player[1].coords - player[1].oldcoords) / multiplier / 2; //velocity/2;
- if (player[1].skeleton.free)temp2 = player[1].skeleton.joints[i].velocity * player[1].scale / 2;
- if (!player[1].skeleton.free)temp = DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position, 0, 0, player[1].tilt), player[1].tilt2, 0, 0), 0, player[1].yaw, 0) * player[1].scale + player[1].coords;
- if (player[1].skeleton.free)temp = player[1].skeleton.joints[i].position * player[1].scale + player[1].coords;
+ if (!player[1].skeleton.free)
+ temp2 = (player[1].coords - player[1].oldcoords) / multiplier / 2; //velocity/2;
+ if (player[1].skeleton.free)
+ temp2 = player[1].skeleton.joints[i].velocity * player[1].scale / 2;
+ if (!player[1].skeleton.free)
+ temp = DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position, 0, 0, player[1].tilt), player[1].tilt2, 0, 0), 0, player[1].yaw, 0) * player[1].scale + player[1].coords;
+ if (player[1].skeleton.free)
+ temp = player[1].skeleton.joints[i].position * player[1].scale + player[1].coords;
Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
}
}
if (bonus == cannon) {
bonus = Slicebonus;
againbonus = 1;
- } else againbonus = 0;
+ } else
+ againbonus = 0;
break;
case 22:
tutorialmaxtime = 500;
for (int i = 0; i < player[1].skeleton.num_joints; i++) {
if (Random() % 2 == 0) {
- if (!player[1].skeleton.free)temp2 = (player[1].coords - player[1].oldcoords) / multiplier / 2; //velocity/2;
- if (player[1].skeleton.free)temp2 = player[1].skeleton.joints[i].velocity * player[1].scale / 2;
- if (!player[1].skeleton.free)temp = DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position, 0, 0, player[1].tilt), player[1].tilt2, 0, 0), 0, player[1].yaw, 0) * player[1].scale + player[1].coords;
- if (player[1].skeleton.free)temp = player[1].skeleton.joints[i].position * player[1].scale + player[1].coords;
+ if (!player[1].skeleton.free)
+ temp2 = (player[1].coords - player[1].oldcoords) / multiplier / 2; //velocity/2;
+ if (player[1].skeleton.free)
+ temp2 = player[1].skeleton.joints[i].velocity * player[1].scale / 2;
+ if (!player[1].skeleton.free)
+ temp = DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position, 0, 0, player[1].tilt), player[1].tilt2, 0, 0), 0, player[1].yaw, 0) * player[1].scale + player[1].coords;
+ if (player[1].skeleton.free)
+ temp = player[1].skeleton.joints[i].position * player[1].scale + player[1].coords;
Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
}
}
default:
break;
}
- if (tutorialstage <= 51)tutorialstagetime = 0;
+ if (tutorialstage <= 51)
+ tutorialstagetime = 0;
}
//Tutorial success
if (tutorialstagetime < tutorialmaxtime - 3) {
switch (tutorialstage) {
case 3:
- if (deltah || deltav)tutorialsuccess += multiplier;
+ if (deltah || deltav)
+ tutorialsuccess += multiplier;
break;
case 4:
- if (player[0].forwardkeydown || player[0].backkeydown || player[0].leftkeydown || player[0].rightkeydown)tutorialsuccess += multiplier;
+ if (player[0].forwardkeydown || player[0].backkeydown || player[0].leftkeydown || player[0].rightkeydown)
+ tutorialsuccess += multiplier;
break;
case 5:
- if (player[0].jumpkeydown)tutorialsuccess = 1;
+ if (player[0].jumpkeydown)
+ tutorialsuccess = 1;
break;
case 6:
- if (player[0].isCrouch())tutorialsuccess = 1;
+ if (player[0].isCrouch())
+ tutorialsuccess = 1;
break;
case 7:
- if (player[0].animTarget == rollanim)tutorialsuccess = 1;
+ if (player[0].animTarget == rollanim)
+ tutorialsuccess = 1;
break;
case 8:
- if (player[0].animTarget == sneakanim)tutorialsuccess += multiplier;
+ if (player[0].animTarget == sneakanim)
+ tutorialsuccess += multiplier;
break;
case 9:
- if (player[0].animTarget == rabbitrunninganim || player[0].animTarget == wolfrunninganim)tutorialsuccess += multiplier;
+ if (player[0].animTarget == rabbitrunninganim || player[0].animTarget == wolfrunninganim)
+ tutorialsuccess += multiplier;
break;
case 11:
- if (player[0].isWallJump())tutorialsuccess = 1;
+ if (player[0].isWallJump())
+ tutorialsuccess = 1;
break;
case 12:
- if (player[0].animTarget == flipanim)tutorialsuccess = 1;
+ if (player[0].animTarget == flipanim)
+ tutorialsuccess = 1;
break;
case 15:
- if (player[0].animTarget == upunchanim || player[0].animTarget == winduppunchanim)tutorialsuccess = 1;
+ if (player[0].animTarget == upunchanim || player[0].animTarget == winduppunchanim)
+ tutorialsuccess = 1;
break;
case 16:
- if (player[0].animTarget == winduppunchanim)tutorialsuccess = 1;
+ if (player[0].animTarget == winduppunchanim)
+ tutorialsuccess = 1;
break;
case 17:
- if (player[0].animTarget == spinkickanim)tutorialsuccess = 1;
+ if (player[0].animTarget == spinkickanim)
+ tutorialsuccess = 1;
break;
case 18:
- if (player[0].animTarget == sweepanim)tutorialsuccess = 1;
+ if (player[0].animTarget == sweepanim)
+ tutorialsuccess = 1;
break;
case 19:
- if (player[0].animTarget == dropkickanim)tutorialsuccess = 1;
+ if (player[0].animTarget == dropkickanim)
+ tutorialsuccess = 1;
break;
case 20:
- if (player[0].animTarget == rabbitkickanim)tutorialsuccess = 1;
+ if (player[0].animTarget == rabbitkickanim)
+ tutorialsuccess = 1;
break;
case 21:
- if (bonus == cannon)tutorialsuccess = 1;
+ if (bonus == cannon)
+ tutorialsuccess = 1;
break;
case 22:
- if (bonus == spinecrusher)tutorialsuccess = 1;
+ if (bonus == spinecrusher)
+ tutorialsuccess = 1;
break;
case 23:
- if (player[0].animTarget == walljumprightkickanim || player[0].animTarget == walljumpleftkickanim)tutorialsuccess = 1;
+ if (player[0].animTarget == walljumprightkickanim || player[0].animTarget == walljumpleftkickanim)
+ tutorialsuccess = 1;
break;
case 24:
- if (player[0].animTarget == rabbittacklinganim)tutorialsuccess = 1;
+ if (player[0].animTarget == rabbittacklinganim)
+ tutorialsuccess = 1;
break;
case 25:
- if (player[0].animTarget == backhandspringanim)tutorialsuccess = 1;
+ if (player[0].animTarget == backhandspringanim)
+ tutorialsuccess = 1;
break;
case 28:
- if (animation[player[0].animTarget].attack == reversed && player[0].feint)tutorialsuccess = 1;
+ if (animation[player[0].animTarget].attack == reversed && player[0].feint)
+ tutorialsuccess = 1;
break;
case 29:
if (player[0].escapednum == 2) {
}
break;
case 33:
- if (animation[player[0].animTarget].attack == reversal)tutorialsuccess = 1;
+ if (animation[player[0].animTarget].attack == reversal)
+ tutorialsuccess = 1;
break;
case 34:
- if (animation[player[0].animTarget].attack == reversal)tutorialsuccess = 1;
+ if (animation[player[0].animTarget].attack == reversal)
+ tutorialsuccess = 1;
break;
case 35:
if (animation[player[0].animTarget].attack == reversal) {
}
break;
case 40:
- if (player[0].num_weapons > 0)tutorialsuccess = 1;
+ if (player[0].num_weapons > 0)
+ tutorialsuccess = 1;
break;
case 41:
- if (player[0].weaponactive == -1 && player[0].num_weapons > 0)tutorialsuccess = 1;
+ if (player[0].weaponactive == -1 && player[0].num_weapons > 0)
+ tutorialsuccess = 1;
break;
case 43:
- if (player[0].animTarget == knifeslashstartanim)tutorialsuccess = 1;
+ if (player[0].animTarget == knifeslashstartanim)
+ tutorialsuccess = 1;
break;
case 44:
- if (animation[player[0].animTarget].attack == reversal)tutorialsuccess = 1;
+ if (animation[player[0].animTarget].attack == reversal)
+ tutorialsuccess = 1;
break;
case 45:
- if (animation[player[0].animTarget].attack == reversal)tutorialsuccess = 1;
+ if (animation[player[0].animTarget].attack == reversal)
+ tutorialsuccess = 1;
break;
case 46:
- if (animation[player[0].animTarget].attack == reversal)tutorialsuccess = 1;
+ if (animation[player[0].animTarget].attack == reversal)
+ tutorialsuccess = 1;
break;
case 49:
- if (player[1].weaponstuck != -1)tutorialsuccess = 1;
+ if (player[1].weaponstuck != -1)
+ tutorialsuccess = 1;
break;
default:
break;
}
- if (tutorialsuccess >= 1)tutorialstagetime = tutorialmaxtime - 3;
+ if (tutorialsuccess >= 1)
+ tutorialstagetime = tutorialmaxtime - 3;
if (tutorialstagetime == tutorialmaxtime - 3) {
emit_sound_at(splattersound, blah);
emit_sound_at(breaksound2, blah, 100.);
- if (player[closest].skeleton.free == 2)player[closest].skeleton.free = 0;
+ if (player[closest].skeleton.free == 2)
+ player[closest].skeleton.free = 0;
player[closest].RagDoll(0);
player[closest].dead = 2;
player[closest].headless = 1;
emit_sound_at(breaksound2, blah);
for (int i = 0; i < player[closest].skeleton.num_joints; i++) {
- if (!player[closest].skeleton.free)flatvelocity2 = player[closest].velocity;
- if (player[closest].skeleton.free)flatvelocity2 = player[closest].skeleton.joints[i].velocity;
- if (!player[closest].skeleton.free)flatfacing2 = DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position, 0, 0, player[closest].tilt), player[closest].tilt2, 0, 0), 0, player[closest].yaw, 0) * player[closest].scale + player[closest].coords;
- if (player[closest].skeleton.free)flatfacing2 = player[closest].skeleton.joints[i].position * player[closest].scale + player[closest].coords;
+ if (!player[closest].skeleton.free)
+ flatvelocity2 = player[closest].velocity;
+ if (player[closest].skeleton.free)
+ flatvelocity2 = player[closest].skeleton.joints[i].velocity;
+ if (!player[closest].skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position, 0, 0, player[closest].tilt), player[closest].tilt2, 0, 0), 0, player[closest].yaw, 0) * player[closest].scale + player[closest].coords;
+ if (player[closest].skeleton.free)
+ flatfacing2 = player[closest].skeleton.joints[i].position * player[closest].scale + player[closest].coords;
flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
}
for (int i = 0; i < player[closest].skeleton.num_joints; i++) {
- if (!player[closest].skeleton.free)flatvelocity2 = player[closest].velocity;
- if (player[closest].skeleton.free)flatvelocity2 = player[closest].skeleton.joints[i].velocity;
- if (!player[closest].skeleton.free)flatfacing2 = DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position, 0, 0, player[closest].tilt), player[closest].tilt2, 0, 0), 0, player[closest].yaw, 0) * player[closest].scale + player[closest].coords;
- if (player[closest].skeleton.free)flatfacing2 = player[closest].skeleton.joints[i].position * player[closest].scale + player[closest].coords;
+ if (!player[closest].skeleton.free)
+ flatvelocity2 = player[closest].velocity;
+ if (player[closest].skeleton.free)
+ flatvelocity2 = player[closest].skeleton.joints[i].velocity;
+ if (!player[closest].skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position, 0, 0, player[closest].tilt), player[closest].tilt2, 0, 0), 0, player[closest].yaw, 0) * player[closest].scale + player[closest].coords;
+ if (player[closest].skeleton.free)
+ flatfacing2 = player[closest].skeleton.joints[i].position * player[closest].scale + player[closest].coords;
flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
}
for (int i = 0; i < player[closest].skeleton.num_joints; i++) {
- if (!player[closest].skeleton.free)flatvelocity2 = player[closest].velocity;
- if (player[closest].skeleton.free)flatvelocity2 = player[closest].skeleton.joints[i].velocity;
- if (!player[closest].skeleton.free)flatfacing2 = DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position, 0, 0, player[closest].tilt), player[closest].tilt2, 0, 0), 0, player[closest].yaw, 0) * player[closest].scale + player[closest].coords;
- if (player[closest].skeleton.free)flatfacing2 = player[closest].skeleton.joints[i].position * player[closest].scale + player[closest].coords;
+ if (!player[closest].skeleton.free)
+ flatvelocity2 = player[closest].velocity;
+ if (player[closest].skeleton.free)
+ flatvelocity2 = player[closest].skeleton.joints[i].velocity;
+ if (!player[closest].skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position, 0, 0, player[closest].tilt), player[closest].tilt2, 0, 0), 0, player[closest].yaw, 0) * player[closest].scale + player[closest].coords;
+ if (player[closest].skeleton.free)
+ flatfacing2 = player[closest].skeleton.joints[i].position * player[closest].scale + player[closest].coords;
flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
}
for (int i = 0; i < player[closest].skeleton.num_joints; i++) {
- if (!player[closest].skeleton.free)flatvelocity2 = player[closest].velocity;
- if (player[closest].skeleton.free)flatvelocity2 = player[closest].skeleton.joints[i].velocity;
- if (!player[closest].skeleton.free)flatfacing2 = DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position, 0, 0, player[closest].tilt), player[closest].tilt2, 0, 0), 0, player[closest].yaw, 0) * player[closest].scale + player[closest].coords;
- if (player[closest].skeleton.free)flatfacing2 = player[closest].skeleton.joints[i].position * player[closest].scale + player[closest].coords;
+ if (!player[closest].skeleton.free)
+ flatvelocity2 = player[closest].velocity;
+ if (player[closest].skeleton.free)
+ flatvelocity2 = player[closest].skeleton.joints[i].velocity;
+ if (!player[closest].skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position, 0, 0, player[closest].tilt), player[closest].tilt2, 0, 0), 0, player[closest].yaw, 0) * player[closest].scale + player[closest].coords;
+ if (player[closest].skeleton.free)
+ flatfacing2 = player[closest].skeleton.joints[i].position * player[closest].scale + player[closest].coords;
flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
boxcoords.x = player[0].coords.x;
boxcoords.z = player[0].coords.z;
boxcoords.y = player[0].coords.y - 3;
- if (editortype == bushtype)boxcoords.y = player[0].coords.y - .5;
- if (editortype == firetype)boxcoords.y = player[0].coords.y - .5;
+ if (editortype == bushtype)
+ boxcoords.y = player[0].coords.y - .5;
+ if (editortype == firetype)
+ boxcoords.y = player[0].coords.y - .5;
//objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
float temprotat, temprotat2;
temprotat = editoryaw;
temprotat2 = editorpitch;
- if (temprotat < 0 || editortype == bushtype)temprotat = Random() % 360;
- if (temprotat2 < 0)temprotat2 = Random() % 360;
+ if (temprotat < 0 || editortype == bushtype)
+ temprotat = Random() % 360;
+ if (temprotat2 < 0)
+ temprotat2 = Random() % 360;
objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
if (editortype == treetrunktype)
if (distsq(&pathpoint[i], &player[0].coords) < .5 && i != pathpointselected && !connected) {
alreadyconnected = 0;
for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
- if (pathpointconnect[pathpointselected][j] == i)alreadyconnected = 1;
+ if (pathpointconnect[pathpointselected][j] == i)
+ alreadyconnected = 1;
}
if (!alreadyconnected) {
numpathpointconnect[pathpointselected]++;
if (Input::isKeyPressed(SDLK_LEFT) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
editortype--;
- if (editortype == treeleavestype || editortype == 10)editortype--;
- if (editortype < 0)editortype = firetype;
+ if (editortype == treeleavestype || editortype == 10)
+ editortype--;
+ if (editortype < 0)
+ editortype = firetype;
}
if (Input::isKeyPressed(SDLK_RIGHT) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
editortype++;
- if (editortype == treeleavestype || editortype == 10)editortype++;
- if (editortype > firetype)editortype = 0;
+ if (editortype == treeleavestype || editortype == 10)
+ editortype++;
+ if (editortype > firetype)
+ editortype = 0;
}
if (Input::isKeyDown(SDLK_LEFT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
editoryaw -= multiplier * 100;
- if (editoryaw < -.01)editoryaw = -.01;
+ if (editoryaw < -.01)
+ editoryaw = -.01;
}
if (Input::isKeyDown(SDLK_RIGHT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
if (Input::isKeyDown(SDLK_DOWN) && !Input::isKeyDown(SDLK_LCTRL)) {
editorsize -= multiplier;
- if (editorsize < .1)editorsize = .1;
+ if (editorsize < .1)
+ editorsize = .1;
}
if (Input::isKeyDown(SDLK_DOWN) && Input::isKeyDown(SDLK_LCTRL)) {
editorpitch -= multiplier * 100;
- if (editorpitch < -.01)editorpitch = -.01;
+ if (editorpitch < -.01)
+ editorpitch = -.01;
}
if (Input::isKeyPressed(SDLK_DELETE) && objects.numobjects && Input::isKeyDown(SDLK_LSHIFT)) {
int closest = findClosestObject();
{
for (int k = 0; k < numplayers; k++)
for (int i = k; i < numplayers; i++) {
- if (i == k)continue;
+ if (i == k)
+ continue;
if ( player[k].skeleton.free == 0 &&
player[i].skeleton.oldfree == 0 &&
(player[i].animTarget == jumpupanim ||
if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
player[k].setAnimation(walljumprightanim);
emit_sound_at(movewhooshsound, player[k].coords);
- if (k == 0)pause_sound(whooshsound);
+ if (k == 0)
+ pause_sound(whooshsound);
lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
- if (lowpointtarget.z < 0)player[k].yaw = 180 - player[k].yaw;
+ if (lowpointtarget.z < 0)
+ player[k].yaw = 180 - player[k].yaw;
player[k].targetyaw = player[k].yaw;
player[k].lowyaw = player[k].yaw;
- if (k == 0)numwallflipped++;
+ if (k == 0)
+ numwallflipped++;
} else {
lowpoint = tempcoords1;
lowpointtarget = lowpoint + player[k].facing * 2;
if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
player[k].setAnimation(walljumpbackanim);
emit_sound_at(movewhooshsound, player[k].coords);
- if (k == 0)pause_sound(whooshsound);
+ if (k == 0)
+ pause_sound(whooshsound);
lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
- if (lowpointtarget.z < 0)player[k].yaw = 180 - player[k].yaw;
+ if (lowpointtarget.z < 0)
+ player[k].yaw = 180 - player[k].yaw;
player[k].targetyaw = player[k].yaw;
player[k].lowyaw = player[k].yaw;
- if (k == 0)numwallflipped++;
+ if (k == 0)
+ numwallflipped++;
} else {
lowpoint = tempcoords1;
lowpointtarget = lowpoint - player[k].facing * 2;
if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
player[k].setAnimation(walljumpfrontanim);
emit_sound_at(movewhooshsound, player[k].coords);
- if (k == 0)pause_sound(whooshsound);
+ if (k == 0)
+ pause_sound(whooshsound);
lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
player[k].yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
- if (lowpointtarget.z < 0)player[k].yaw = 180 - player[k].yaw;
+ if (lowpointtarget.z < 0)
+ player[k].yaw = 180 - player[k].yaw;
player[k].yaw += 180;
player[k].targetyaw = player[k].yaw;
player[k].lowyaw = player[k].yaw;
- if (k == 0)numwallflipped++;
+ if (k == 0)
+ numwallflipped++;
}
}
}
}
}
- if (!hostile || indialogue != -1)player[0].attackkeydown = 0;
+ if (!hostile || indialogue != -1)
+ player[0].attackkeydown = 0;
for (int k = 0; k < numplayers; k++) {
- if (indialogue != -1)player[k].attackkeydown = 0;
+ if (indialogue != -1)
+ player[k].attackkeydown = 0;
if (player[k].animTarget != rabbitrunninganim && player[k].animTarget != wolfrunninganim) {
if (player[k].aitype != playercontrolled)
player[k].victim = &player[0];
player[k].jumppower -= 2;
} else {
for (int i = 0; i < numplayers; i++) {
- if (i == k)continue;
+ if (i == k)
+ continue;
if (player[i].animTarget == swordslashanim ||
player[i].animTarget == knifeslashstartanim ||
player[i].animTarget == staffhitanim ||
}
}
if (player[k].animTarget != dodgebackanim) {
- if (k == 0)numflipped++;
+ if (k == 0)
+ numflipped++;
player[k].setAnimation(backhandspringanim);
player[k].targetyaw = -yaw + 180;
if (player[k].leftkeydown)
player[k].hasvictim = 0;
if (numplayers > 1)
for (int i = 0; i < numplayers; i++) {
- if (i == k || !(k == 0 || i == 0))continue;
+ if (i == k || !(k == 0 || i == 0))
+ continue;
if (!player[k].hasvictim)
if (animation[player[k].animTarget].attack != reversal) {
//choose an attack
const bool hasstaff = attackweapon == staff;
if (k == 0 && numplayers > 1)
for (int i = 0; i < numplayers; i++) {
- if (i == k)continue;
+ if (i == k)
+ continue;
if ((playerrealattackkeydown || player[i].dead || !hasstaff) &&
animation[player[k].animTarget].attack == neutral) {
const float distance = distsq(&player[k].coords, &player[i].coords);
if (!player[k].hasvictim) {
//find victim
for (int i = 0; i < numplayers; i++) {
- if (i == k || !(i == 0 || k == 0))continue;
+ if (i == k || !(i == 0 || k == 0))
+ continue;
if (!player[i].skeleton.free) {
if (player[k].hasvictim) {
if (distsq(&player[k].coords, &player[i].coords) <
if (distsq(&player[i].coords, &player[k].coords)
< 3 * sq((player[i].scale + player[k].scale) * 2.5)) {
if (player[i].onfire || player[k].onfire) {
- if (!player[i].onfire)player[i].CatchFire();
- if (!player[k].onfire)player[k].CatchFire();
+ if (!player[i].onfire)
+ player[i].CatchFire();
+ if (!player[k].onfire)
+ player[k].CatchFire();
}
}
player[i].lastpathfindpoint2 = -1;
player[i].lastpathfindpoint3 = -1;
player[i].lastpathfindpoint4 = -1;
- } else player[i].laststanding = j;
+ } else
+ player[i].laststanding = j;
}
}
//check out last seen location
player[i].throwkeydown = 0;
if (player[i].avoidcollided > .8 && !player[i].jumpkeydown && player[i].collided < .8) {
- if (!player[i].avoidsomething)player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1);
+ if (!player[i].avoidsomething)
+ player[i].targetyaw += 90 * (player[i].whichdirection * 2 - 1);
else {
XYZ leftpos, rightpos;
float leftdist, rightdist;
rightpos = player[i].coords - DoRotation(player[i].facing, 0, 90, 0);
leftdist = distsq(&leftpos, &player[i].avoidwhere);
rightdist = distsq(&rightpos, &player[i].avoidwhere);
- if (leftdist < rightdist)player[i].targetyaw += 90;
- else player[i].targetyaw -= 90;
+ if (leftdist < rightdist)
+ player[i].targetyaw += 90;
+ else
+ player[i].targetyaw -= 90;
}
}
}
strcat(temp, " ");
name += temp;
sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
- if ((int)(accountactive->getFastTime(i)) % 60 < 10)strcat(temp, "0");
+ if ((int)(accountactive->getFastTime(i)) % 60 < 10)
+ strcat(temp, "0");
name += temp;
sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
name += temp;
fireSound();
flash();
mainmenu = 3;
- if (newdetail > 2) newdetail = detail;
- if (newdetail < 0) newdetail = detail;
- if (newscreenwidth > 3000) newscreenwidth = screenwidth;
- if (newscreenwidth < 0) newscreenwidth = screenwidth;
- if (newscreenheight > 3000) newscreenheight = screenheight;
- if (newscreenheight < 0) newscreenheight = screenheight;
+ if (newdetail > 2)
+ newdetail = detail;
+ if (newdetail < 0)
+ newdetail = detail;
+ if (newscreenwidth > 3000)
+ newscreenwidth = screenwidth;
+ if (newscreenwidth < 0)
+ newscreenwidth = screenwidth;
+ if (newscreenheight > 3000)
+ newscreenheight = screenheight;
+ if (newscreenheight < 0)
+ newscreenheight = screenheight;
break;
case 3:
fireSound();
break;
case 1:
newdetail++;
- if (newdetail > 2) newdetail = 0;
+ if (newdetail > 2)
+ newdetail = 0;
break;
case 2:
bloodtoggle++;
- if (bloodtoggle > 2) bloodtoggle = 0;
+ if (bloodtoggle > 2)
+ bloodtoggle = 0;
break;
case 3:
difficulty++;
- if (difficulty > 2) difficulty = 0;
+ if (difficulty > 2)
+ difficulty = 0;
break;
case 4:
ismotionblur = !ismotionblur;
}
if (!mainmenu) {
- if (hostile == 1)hostiletime += multiplier;
- else hostiletime = 0;
- if (!winfreeze)leveltime += multiplier;
+ if (hostile == 1)
+ hostiletime += multiplier;
+ else
+ hostiletime = 0;
+ if (!winfreeze)
+ leveltime += multiplier;
//keys
if (Input::isKeyPressed(SDLK_v) && debugmode) {
Input::isKeyPressed(SDLK_0) ||
Input::isKeyPressed(SDLK_MINUS)) {
int whichend;
- if (Input::isKeyPressed(SDLK_1))whichend = 1;
- if (Input::isKeyPressed(SDLK_2))whichend = 2;
- if (Input::isKeyPressed(SDLK_3))whichend = 3;
- if (Input::isKeyPressed(SDLK_4))whichend = 4;
- if (Input::isKeyPressed(SDLK_5))whichend = 5;
- if (Input::isKeyPressed(SDLK_6))whichend = 6;
- if (Input::isKeyPressed(SDLK_7))whichend = 7;
- if (Input::isKeyPressed(SDLK_8))whichend = 8;
- if (Input::isKeyPressed(SDLK_9))whichend = 9;
- if (Input::isKeyPressed(SDLK_0))whichend = 0;
+ if (Input::isKeyPressed(SDLK_1)) whichend = 1;
+ if (Input::isKeyPressed(SDLK_2)) whichend = 2;
+ if (Input::isKeyPressed(SDLK_3)) whichend = 3;
+ if (Input::isKeyPressed(SDLK_4)) whichend = 4;
+ if (Input::isKeyPressed(SDLK_5)) whichend = 5;
+ if (Input::isKeyPressed(SDLK_6)) whichend = 6;
+ if (Input::isKeyPressed(SDLK_7)) whichend = 7;
+ if (Input::isKeyPressed(SDLK_8)) whichend = 8;
+ if (Input::isKeyPressed(SDLK_9)) whichend = 9;
+ if (Input::isKeyPressed(SDLK_0)) whichend = 0;
if (Input::isKeyPressed(SDLK_MINUS))
whichend = -1;
if (whichend != -1) {
Input::isKeyDown(SDLK_KP9) ||
Input::isKeyDown(SDLK_KP0)) {
int whichend;
- if (Input::isKeyDown(SDLK_KP1))whichend = 1;
- if (Input::isKeyDown(SDLK_KP2))whichend = 2;
- if (Input::isKeyDown(SDLK_KP3))whichend = 3;
- if (Input::isKeyDown(SDLK_KP4))whichend = 4;
- if (Input::isKeyDown(SDLK_KP5))whichend = 5;
- if (Input::isKeyDown(SDLK_KP6))whichend = 6;
- if (Input::isKeyDown(SDLK_KP7))whichend = 7;
- if (Input::isKeyDown(SDLK_KP8))whichend = 8;
- if (Input::isKeyDown(SDLK_KP9))whichend = 9;
- if (Input::isKeyDown(SDLK_KP0))whichend = 0;
+ if (Input::isKeyDown(SDLK_KP1)) whichend = 1;
+ if (Input::isKeyDown(SDLK_KP2)) whichend = 2;
+ if (Input::isKeyDown(SDLK_KP3)) whichend = 3;
+ if (Input::isKeyDown(SDLK_KP4)) whichend = 4;
+ if (Input::isKeyDown(SDLK_KP5)) whichend = 5;
+ if (Input::isKeyDown(SDLK_KP6)) whichend = 6;
+ if (Input::isKeyDown(SDLK_KP7)) whichend = 7;
+ if (Input::isKeyDown(SDLK_KP8)) whichend = 8;
+ if (Input::isKeyDown(SDLK_KP9)) whichend = 9;
+ if (Input::isKeyDown(SDLK_KP0)) whichend = 0;
participantfacing[whichdialogue][indialogue][whichend] = facing;
}
if (indialogue >= numdialogueboxes[whichdialogue]) {
player[i].weaponactive = 0;
if (weapons[k].owner != -1) {
- if (player[i].victim->num_weapons == 1)player[i].victim->num_weapons = 0;
- else player[i].victim->num_weapons = 1;
+ if (player[i].victim->num_weapons == 1)
+ player[i].victim->num_weapons = 0;
+ else
+ player[i].victim->num_weapons = 1;
player[i].victim->skeleton.longdead = 0;
player[i].victim->skeleton.free = 1;
footpoint = weapons[k].position;
if (player[i].victim->weaponstuck != -1) {
if (player[i].victim->weaponids[player[i].victim->weaponstuck] == k) {
- if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
+ if (bloodtoggle)
+ Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
weapons[k].bloody = 2;
weapons[k].blooddrip = 5;
player[i].victim->weaponstuck = -1;
}
}
if (player[i].victim->num_weapons > 0) {
- if (player[i].victim->weaponstuck != 0 && player[i].victim->weaponstuck != -1)player[i].victim->weaponstuck = 0;
+ if (player[i].victim->weaponstuck != 0 && player[i].victim->weaponstuck != -1)
+ player[i].victim->weaponstuck = 0;
if (player[i].victim->weaponids[0] == k)
player[i].victim->weaponids[0] = player[i].victim->weaponids[player[i].victim->num_weapons];
}
player[i].throwtogglekeydown = 1;
weapons[player[i].weaponids[0]].owner = -1;
weapons[player[i].weaponids[0]].velocity = player[i].velocity * .2;
- if (weapons[player[i].weaponids[0]].velocity.x == 0)weapons[player[i].weaponids[0]].velocity.x = .1;
+ if (weapons[player[i].weaponids[0]].velocity.x == 0)
+ weapons[player[i].weaponids[0]].velocity.x = .1;
weapons[player[i].weaponids[0]].tipvelocity = weapons[player[i].weaponids[0]].velocity;
weapons[player[i].weaponids[0]].missed = 1;
weapons[player[i].weaponids[0]].freetime = 0;
player[i].num_weapons--;
if (player[i].num_weapons) {
player[i].weaponids[0] = player[i].weaponids[player[i].num_weapons];
- if (player[i].weaponstuck == player[i].num_weapons)player[i].weaponstuck = 0;
+ if (player[i].weaponstuck == player[i].num_weapons)
+ player[i].weaponstuck = 0;
}
player[i].weaponactive = -1;
}
if (!player[i].crouchkeydown) {
//Uncrouch
- if (!player[i].isRun() && player[i].animTarget != sneakanim && i == 0)player[i].superruntoggle = 0;
+ if (!player[i].isRun() && player[i].animTarget != sneakanim && i == 0)
+ player[i].superruntoggle = 0;
target = -2;
if (player[i].isCrouch()) {
if (numplayers > 1)
player[i].velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
}
player[i].targetyaw -= 90;
- if (player[i].forwardkeydown)player[i].targetyaw += 45;
- if (player[i].backkeydown)player[i].targetyaw -= 45;
+ if (player[i].forwardkeydown)
+ player[i].targetyaw += 45;
+ if (player[i].backkeydown)
+ player[i].targetyaw -= 45;
movekey = 1;
}
if ( player[i].leftkeydown) {
player[i].velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
}
player[i].targetyaw += 90;
- if (player[i].forwardkeydown)player[i].targetyaw -= 45;
- if (player[i].backkeydown)player[i].targetyaw += 45;
+ if (player[i].forwardkeydown)
+ player[i].targetyaw -= 45;
+ if (player[i].backkeydown)
+ player[i].targetyaw += 45;
movekey = 1;
}
if (player[i].backkeydown) {
facing.z = -1;
flatfacing = DoRotation(facing, 0, player[i].targetyaw + 180, 0);
- if (movekey)player[i].velocity = flatfacing * player[i].speed * 45 * player[i].scale;
- if (!movekey)player[i].velocity = 0;
+ if (movekey)
+ player[i].velocity = flatfacing * player[i].speed * 45 * player[i].scale;
+ if (!movekey)
+ player[i].velocity = 0;
//Dodge sweep?
target = -2;
if (distsq(&player[j].coords, &player[j].victim->coords) < 3 &&
player[j].victim == &player[i] &&
(player[j].animTarget == sweepanim)) {
- if (target >= 0)target = -1;
- else target = j;
+ if (target >= 0)
+ target = -1;
+ else
+ target = j;
}
}
}
- if (target >= 0)player[i].velocity.y = 1;
- else if (player[i].crouchkeydown || player[i].aitype != playercontrolled) {
+ if (target >= 0)
+ player[i].velocity.y = 1;
+ else
+ if (player[i].crouchkeydown || player[i].aitype != playercontrolled) {
player[i].velocity.y = 7;
player[i].crouchtogglekeydown = 1;
} else player[i].velocity.y = 5;
if (mousejump && i == 0 && debugmode) {
- if (!player[i].isLanding())player[i].tempdeltav = deltav;
- if (player[i].tempdeltav < 0)player[i].velocity.y -= (float)(player[i].tempdeltav) / multiplier / 1000;
+ if (!player[i].isLanding())
+ player[i].tempdeltav = deltav;
+ if (player[i].tempdeltav < 0)
+ player[i].velocity.y -= (float)(player[i].tempdeltav) / multiplier / 1000;
}
player[i].coords.y += .2;
player[i].jumppower = 0;
}
}
- if (((floatjump || editorenabled) && debugmode) && i == 0)player[i].velocity.y += multiplier * 30;
+ if (((floatjump || editorenabled) && debugmode) && i == 0)
+ player[i].velocity.y += multiplier * 30;
}
if (!movekey) {
for (int i = 0; i < player[1].skeleton.num_joints; i++) {
if (Random() % 2 == 0) {
- if (!player[1].skeleton.free)temp2 = (player[1].coords - player[1].oldcoords) / multiplier / 2; //velocity/2;
- if (player[1].skeleton.free)temp2 = player[1].skeleton.joints[i].velocity * player[1].scale / 2;
- if (!player[1].skeleton.free)temp = DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position, 0, 0, player[1].tilt), player[1].tilt2, 0, 0), 0, player[1].yaw, 0) * player[1].scale + player[1].coords;
- if (player[1].skeleton.free)temp = player[1].skeleton.joints[i].position * player[1].scale + player[1].coords;
+ if (!player[1].skeleton.free)
+ temp2 = (player[1].coords - player[1].oldcoords) / multiplier / 2; //velocity/2;
+ if (player[1].skeleton.free)
+ temp2 = player[1].skeleton.joints[i].velocity * player[1].scale / 2;
+ if (!player[1].skeleton.free)
+ temp = DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position, 0, 0, player[1].tilt), player[1].tilt2, 0, 0), 0, player[1].yaw, 0) * player[1].scale + player[1].coords;
+ if (player[1].skeleton.free)
+ temp = player[1].skeleton.joints[i].position * player[1].scale + player[1].coords;
Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
}
}
for (int i = 0; i < player[1].skeleton.num_joints; i++) {
player[1].skeleton.joints[i].velocity = 0;
if (Random() % 2 == 0) {
- if (!player[1].skeleton.free)temp2 = (player[1].coords - player[1].oldcoords) / multiplier / 2; //velocity/2;
- if (player[1].skeleton.free)temp2 = player[1].skeleton.joints[i].velocity * player[1].scale / 2;
- if (!player[1].skeleton.free)temp = DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position, 0, 0, player[1].tilt), player[1].tilt2, 0, 0), 0, player[1].yaw, 0) * player[1].scale + player[1].coords;
- if (player[1].skeleton.free)temp = player[1].skeleton.joints[i].position * player[1].scale + player[1].coords;
+ if (!player[1].skeleton.free)
+ temp2 = (player[1].coords - player[1].oldcoords) / multiplier / 2; //velocity/2;
+ if (player[1].skeleton.free)
+ temp2 = player[1].skeleton.joints[i].velocity * player[1].scale / 2;
+ if (!player[1].skeleton.free)
+ temp = DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position, 0, 0, player[1].tilt), player[1].tilt2, 0, 0), 0, player[1].yaw, 0) * player[1].scale + player[1].coords;
+ if (player[1].skeleton.free)
+ temp = player[1].skeleton.joints[i].position * player[1].scale + player[1].coords;
Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
}
}
if (alldead && !player[0].dead && maptype == mapkilleveryone) {
changedelay = 1;
targetlevel = whichlevel + 1;
- if (targetlevel > numchallengelevels - 1)targetlevel = 0;
+ if (targetlevel > numchallengelevels - 1)
+ targetlevel = 0;
}
if (winhotspot || windialogue) {
changedelay = 0.1;
targetlevel = whichlevel + 1;
- if (targetlevel > numchallengelevels - 1)targetlevel = 0;
+ if (targetlevel > numchallengelevels - 1)
+ targetlevel = 0;
}
if (killhotspot) {
changedelay = 1;
targetlevel = whichlevel + 1;
- if (targetlevel > numchallengelevels - 1)targetlevel = 0;
+ if (targetlevel > numchallengelevels - 1)
+ targetlevel = 0;
}
if (changedelay > 0 && !player[0].dead && !won) {
viewerfacing = facing;
if (!cameramode) {
- if ((animation[player[0].animTarget].attack != 3 && animation[player[0].animCurrent].attack != 3) || player[0].skeleton.free)target = player[0].coords + player[0].currentoffset * (1 - player[0].target) * player[0].scale + player[0].targetoffset * player[0].target * player[0].scale - player[0].facing * .05;
- else target = player[0].oldcoords + player[0].currentoffset * (1 - player[0].target) * player[0].scale + player[0].targetoffset * player[0].target * player[0].scale - player[0].facing * .05;
+ if ((animation[player[0].animTarget].attack != 3 && animation[player[0].animCurrent].attack != 3) || player[0].skeleton.free)
+ target = player[0].coords + player[0].currentoffset * (1 - player[0].target) * player[0].scale + player[0].targetoffset * player[0].target * player[0].scale - player[0].facing * .05;
+ else
+ target = player[0].oldcoords + player[0].currentoffset * (1 - player[0].target) * player[0].scale + player[0].targetoffset * player[0].target * player[0].scale - player[0].facing * .05;
target.y += .1;
if (player[0].skeleton.free) {
for (int i = 0; i < player[0].skeleton.num_joints; i++) {
if (findLengthfast(&player[0].velocity) > 400) {
cameraspeed = 20 + (findLength(&player[0].velocity) - 20) * .96;
}
- if (player[0].skeleton.free == 0 && player[0].animTarget != hanganim && player[0].animTarget != climbanim)target.y += 1.4;
+ if (player[0].skeleton.free == 0 && player[0].animTarget != hanganim && player[0].animTarget != climbanim)
+ target.y += 1.4;
coltarget = target - cameraloc;
- if (findLengthfast(&coltarget) < multiplier * multiplier * 400)cameraloc = target;
+ if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
+ cameraloc = target;
else {
Normalise(&coltarget);
- if (player[0].animTarget != hanganim && player[0].animTarget != climbanim && player[0].animCurrent != climbanim && player[0].currentoffset.x == 0)cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
- else cameraloc = cameraloc + coltarget * multiplier * 8;
+ if (player[0].animTarget != hanganim && player[0].animTarget != climbanim && player[0].animCurrent != climbanim && player[0].currentoffset.x == 0)
+ cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
+ else
+ cameraloc = cameraloc + coltarget * multiplier * 8;
}
- if (editorenabled)cameraloc = target;
+ if (editorenabled)
+ cameraloc = target;
cameradist += multiplier * 5;
- if (cameradist > 2.3)cameradist = 2.3;
+ if (cameradist > 2.3)
+ cameradist = 2.3;
viewer = cameraloc - facing * cameradist;
colviewer = viewer;
coltarget = cameraloc;
int i = terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
colviewer = viewer;
coltarget = cameraloc;
- if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)viewer = col;
+ if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
+ viewer = col;
}
if (terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
for (int j = 0; j < terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz]; j++) {
/*
//what did autocam do?
if(player[0].skeleton.free!=2&&autocam){
- cameraspeed=20;
- if(findLengthfast(&player[0].velocity)>400){
- cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
- }
- if(player[0].skeleton.free==0&&player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim)target.y+=1.4;
- cameradist+=multiplier*5;
- if(cameradist>3.3)cameradist=3.3;
- coltarget=target-cameraloc;
- if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
- else if(findLengthfast(&coltarget)>1)
- {
- Normalise(&coltarget);
- if(player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim&&player[0].animCurrent!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
- else cameraloc=cameraloc+coltarget*multiplier*8;
- }
- if(editorenabled)cameraloc=target;
- viewer=cameraloc;
- colviewer=viewer;
- coltarget=cameraloc;
- objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
- if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
- for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
- int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
- colviewer=viewer;
- coltarget=cameraloc;
- if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col;
- }
+ cameraspeed=20;
+ if(findLengthfast(&player[0].velocity)>400){
+ cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
+ }
+ if(player[0].skeleton.free==0&&player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim)target.y+=1.4;
+ cameradist+=multiplier*5;
+ if(cameradist>3.3)cameradist=3.3;
+ coltarget=target-cameraloc;
+ if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
+ else if(findLengthfast(&coltarget)>1)
+ {
+ Normalise(&coltarget);
+ if(player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim&&player[0].animCurrent!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
+ else cameraloc=cameraloc+coltarget*multiplier*8;
+ }
+ if(editorenabled)cameraloc=target;
+ viewer=cameraloc;
+ colviewer=viewer;
+ coltarget=cameraloc;
+ objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
+ if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
+ for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
+ int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
+ colviewer=viewer;
+ coltarget=cameraloc;
+ if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col;
+ }
if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
}
}
*/
- if (camerashake > .8)camerashake = .8;
+ if (camerashake > .8)
+ camerashake = .8;
//if(woozy>10)woozy=10;
//woozy+=multiplier;
woozy += multiplier;
- if (player[0].dead)camerashake = 0;
- if (player[0].dead)woozy = 0;
+ if (player[0].dead)
+ camerashake = 0;
+ if (player[0].dead)
+ woozy = 0;
camerashake -= multiplier * 2;
blackout -= multiplier * 2;
//if(player[0].isCrouch())woozy-=multiplier*8;
- if (camerashake < 0)camerashake = 0;
- if (blackout < 0)blackout = 0;
+ if (camerashake < 0)
+ camerashake = 0;
+ if (blackout < 0)
+ blackout = 0;
//if(woozy<0)woozy=0;
if (camerashake) {
viewer.x += (float)(Random() % 100) * .0005 * camerashake;