extern bool gamestarted;
-//~ Person player[maxplayers];
std::vector<std::shared_ptr<Person>> Person::players(1, std::shared_ptr<Person>(new Person()));
/* EFFECT
if (indialogue != -1 && howactive == typeactive && creature == rabbittype)
return talkidleanim;
if (hasvictim && (victim != this->shared_from_this())/*||(id==0&&attackkeydown)*/)
- if (/*(id==0&&attackkeydown)||*/(!victim->dead && victim->aitype != passivetype && victim->aitype != searchtype && aitype != passivetype && aitype != searchtype && victim->id < numplayers)) {
+ if (/*(id==0&&attackkeydown)||*/(!victim->dead && victim->aitype != passivetype &&
+ victim->aitype != searchtype && aitype != passivetype && aitype != searchtype &&
+ victim->id < Person::players.size())) {
if ((aitype == playercontrolled && stunned <= 0 && weaponactive == -1) || pause) {
if (creature == rabbittype)
return fightidleanim;
}
victim->weaponactive = -1;
- for (int j = 0; j < numplayers; j++) {
+ for (unsigned j = 0; j < Person::players.size(); j++) {
Person::players[j]->wentforweapon = 0;
}
}
}
victim->weaponactive = -1;
- for (int j = 0; j < numplayers; j++) {
+ for (unsigned j = 0; j < Person::players.size(); j++) {
Person::players[j]->wentforweapon = 0;
}
}
}
victim->weaponactive = -1;
- for (int j = 0; j < numplayers; j++) {
+ for (unsigned j = 0; j < Person::players.size(); j++) {
Person::players[j]->wentforweapon = 0;
}
}
}
victim->weaponactive = -1;
- for (int j = 0; j < numplayers; j++) {
+ for (unsigned j = 0; j < Person::players.size(); j++) {
Person::players[j]->wentforweapon = 0;
}
}
victim->weaponstuck = 0;
}
victim->weaponactive = -1;
- for (int i = 0; i < numplayers; i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
}
weaponstuck = 0;
}
weaponactive = -1;
- for (int i = 0; i < numplayers; i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
skeleton.specialforward[0] = facing;
//skeleton.specialforward[0]=DoRotation(facing,0,yaw,0);
- static int i;
- for (i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.num_muscles; i++) {
if (skeleton.muscles[i].visible && (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head)) {
skeleton.FindRotationMuscle(i, animTarget);
}
if (!isnormal(tilt)) tilt = 0;
if (!isnormal(tilt2)) tilt2 = 0;
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
skeleton.joints[i].delay = 0;
skeleton.joints[i].locked = 0;
skeleton.joints[i].position = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
skeleton.joints[i].realoldposition = skeleton.joints[i].position * scale + coords;
}
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
skeleton.joints[i].velocity = 0;
skeleton.joints[i].velchange = 0;
}
speed *= speedmult;
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
if ((animation[animCurrent].attack != reversed || animCurrent == swordslashreversedanim) && animCurrent != rabbitkickanim && !isLanding() && !wasLanding() && animation[animCurrent].height == animation[animTarget].height)
skeleton.joints[i].velocity = velocity / scale + facing * 5 + DoRotation(DoRotation(DoRotation((animation[animTarget].position[i][frameTarget] - animation[animCurrent].position[i][frameCurrent]) * speed, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
else
updatedelay = 0;
velocity = 0;
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
velocity += skeleton.joints[i].velocity * scale;
}
velocity /= skeleton.num_joints;
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
}
void Person::DoAnimations()
{
if (!skeleton.free) {
- int i = 0;
static float oldtarget;
if (isIdle() && animCurrent != getIdle())
}
if (animation[animTarget].label[frameTarget] == 4 && (weaponactive == -1 || (animTarget != knifeslashstartanim && animTarget != knifethrowanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != knifefollowanim))) {
if (animation[animTarget].attack != neutral) {
- i = abs(Random() % 3);
- if (i == 0)
+ unsigned r = abs(Random() % 3);
+ if (r == 0)
whichsound = lowwhooshsound;
- if (i == 1)
+ if (r == 1)
whichsound = midwhooshsound;
- if (i == 2)
+ if (r == 2)
whichsound = highwhooshsound;
}
if (animation[animTarget].attack == neutral)
int whichsound = -1;
if (animation[animTarget].label[frameTarget] == 4 && aitype != playercontrolled) {
if (animation[animTarget].attack != neutral) {
- i = abs(Random() % 4);
+ unsigned r = abs(Random() % 4);
if (creature == rabbittype) {
- if (i == 0) whichsound = rabbitattacksound;
- if (i == 1) whichsound = rabbitattack2sound;
- if (i == 2) whichsound = rabbitattack3sound;
- if (i == 3) whichsound = rabbitattack4sound;
+ if (r == 0) whichsound = rabbitattacksound;
+ if (r == 1) whichsound = rabbitattack2sound;
+ if (r == 2) whichsound = rabbitattack3sound;
+ if (r == 3) whichsound = rabbitattack4sound;
}
if (creature == wolftype) {
- if (i == 0) whichsound = barksound;
- if (i == 1) whichsound = bark2sound;
- if (i == 2) whichsound = bark3sound;
- if (i == 3) whichsound = barkgrowlsound;
+ if (r == 0) whichsound = barksound;
+ if (r == 1) whichsound = bark2sound;
+ if (r == 2) whichsound = bark3sound;
+ if (r == 3) whichsound = barkgrowlsound;
}
speechdelay = .3;
}
frameTarget++;
if (animTarget == removeknifeanim && animation[animTarget].label[frameCurrent] == 5) {
- for (i = 0; i < weapons.size(); i++) {
+ for (unsigned i = 0; i < weapons.size(); i++) {
if (weapons[i].owner == -1)
if (distsqflat(&coords, &weapons[i].position) < 4 && weaponactive == -1) {
if (distsq(&coords, &weapons[i].position) >= 1) {
}
if (animTarget == crouchremoveknifeanim && animation[animTarget].label[frameCurrent] == 5) {
- for (i = 0; i < weapons.size(); i++) {
+ for (unsigned i = 0; i < weapons.size(); i++) {
bool willwork = true;
if (weapons[i].owner != -1)
if (Person::players[weapons[i].owner]->weaponstuck != -1)
- if (Person::players[weapons[i].owner]->weaponids[Person::players[weapons[i].owner]->weaponstuck] == i)
+ if (Person::players[weapons[i].owner]->weaponids[Person::players[weapons[i].owner]->weaponstuck] == int(i))
if (Person::players[weapons[i].owner]->num_weapons > 1)
willwork = 0;
- if ((weapons[i].owner == -1) || (hasvictim && weapons[i].owner == victim->id && victim->skeleton.free))
+ if ((weapons[i].owner == -1) || (hasvictim && (weapons[i].owner == int(victim->id)) && victim->skeleton.free))
if (willwork && distsqflat(&coords, &weapons[i].position) < 3 && weaponactive == -1) {
if (distsq(&coords, &weapons[i].position) < 1 || hasvictim) {
bool fleshstuck = false;
if (weapons[i].owner != -1)
if (victim->weaponstuck != -1) {
- if (victim->weaponids[victim->weaponstuck] == i) {
+ if (victim->weaponids[victim->weaponstuck] == int(i)) {
fleshstuck = true;
}
}
footvel = 0;
footpoint = weapons[i].position;
if (victim->weaponstuck != -1) {
- if (victim->weaponids[victim->weaponstuck] == i) {
+ if (victim->weaponids[victim->weaponstuck] == int(i)) {
if (bloodtoggle)
Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
weapons[i].bloody = 2;
if (victim->num_weapons > 0) {
if (victim->weaponstuck != 0 && victim->weaponstuck != -1)
victim->weaponstuck = 0;
- if (victim->weaponids[0] == i)
+ if (victim->weaponids[0] == int(i))
victim->weaponids[0] = victim->weaponids[victim->num_weapons];
}
targetloc = velocity;
Normalise(&targetloc);
targetloc += coords;
- for (i = 0; i < numplayers; i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
if (i != id)
if (distsq(&targetloc, &Person::players[i]->coords) < closestdist || closestdist == 0) {
closestdist = distsq(&targetloc, &Person::players[i]->coords);
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, -90, 0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 200;
relative.y -= 1;
Normalise(&relative);
relative = DoRotation(relative, 0, 90, 0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 20;
}
victim->jointVel(head) += relative * damagemult * 100;
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, -90, 0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 200;
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, 90, 0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 200;
relative = victim->coords - coords;
relative.y = 0;
Normalise(&relative);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 30;
}
victim->jointVel(head) += relative * damagemult * 100;
victim->skeleton.broken = 0;
victim->skeleton.spinny = 1;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velchange = 0;
victim->skeleton.joints[i].delay = 0;
victim->skeleton.joints[i].locked = 0;
relative = 0;
relative.y = 1;
Normalise(&relative);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity.y = relative.y * 10;
victim->skeleton.joints[i].position.y += relative.y * .3;
victim->skeleton.joints[i].oldposition.y += relative.y * .3;
relative = victim->coords - coords;
relative.y = 0;
Normalise(&relative);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 90;
}
victim->Puff(abdomen);
victim->skeleton.broken = 0;
victim->skeleton.spinny = 1;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velchange = 0;
//victim->skeleton.joints[i].delay=0;
victim->skeleton.joints[i].locked = 0;
Normalise(&relative);
relative.y += .3;
Normalise(&relative);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 20;
}
if (!victim->dead)
victim->skeleton.free = 1;
victim->skeleton.broken = 0;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velchange = 0;
victim->skeleton.joints[i].locked = 0;
//victim->skeleton.joints[i].velocity=0;
victim->skeleton.free = 1;
victim->skeleton.broken = 0;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velchange = 0;
victim->skeleton.joints[i].locked = 0;
//victim->skeleton.joints[i].velocity=0;
relative = victim->coords - coords;
relative.y = 0;
Normalise(&relative);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity = relative * 30;
}
victim->jointVel(head) += relative * damagemult * 150;
Normalise(&relative);
relative.y = .3;
Normalise(&relative);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity = relative * 5;
}
victim->jointVel(abdomen) += relative * damagemult * 400;
victim->weaponstuck = 0;
}
victim->weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
relative = DoRotation(relative, 0, 90, 0);
relative.y -= 1;
Normalise(&relative);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 60;
}
victim->jointVel(head) += relative * damagemult * 230;
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, -90, 0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 220;
victim->skeleton.free = 1;
victim->skeleton.broken = 0;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velchange = 0;
victim->skeleton.joints[i].locked = 0;
//victim->skeleton.joints[i].velocity=0;
relative.y = -1;
Normalise(&relative);
if (!victim->dead) {
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity = relative * damagemult * 40;
}
//FootLand(1,2);
victim->jointVel(abdomen) += relative * damagemult * 40;
}
if (victim->dead) {
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity = relative * damagemult * abs(Random() % 20);
}
//FootLand(1,2);
DoBlood(.2, 250);
}
victim->RagDoll(0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(head) += relative * damagemult * 200;
} else {
if (victim->damage >= victim->damagetolerance)
victim->RagDoll(0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 10;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
if (animation[victim->animTarget].height == middleheight || animation[victim->animCurrent].height == middleheight || victim->damage >= victim->damagetolerance - 40) {
victim->RagDoll(0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 15;
}
relative = DoRotation(relative, 0, -90, 0);
relative.y += .1;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
victim->skeleton.joints[i].velocity = relative * 80;
}
} else {
if (victim->damage >= victim->damagetolerance)
victim->RagDoll(0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 10;
}
relative = DoRotation(relative, 0, -90, 0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
victim->skeleton.joints[i].velocity += relative * damagemult * 80;
}
relative.y = 0;
Normalise(&relative);
//relative=DoRotation(relative,0,-90,0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
if ((animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim) && animation[animTarget].label[frameCurrent] == 5) {
if (victim->weaponactive != -1 && victim->num_weapons > 0) {
- if (weapons[victim->weaponids[victim->weaponactive]].owner == victim->id) {
+ if (weapons[victim->weaponids[victim->weaponactive]].owner == int(victim->id)) {
weapons[victim->weaponids[victim->weaponactive]].owner = id;
weaponactive = 0;
if (num_weapons > 0) {
relative.y = 0;
Normalise(&relative);
//relative=DoRotation(relative,0,-90,0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 30;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
relative.y = 0;
Normalise(&relative);
//relative=DoRotation(relative,0,-90,0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 30;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
Normalise(&relative);
//relative*=-1;
relative.y -= .1;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 70;
}
victim->jointVel(lefthand) *= .1;
Normalise(&relative);
//relative*=-1;
relative.y -= .1;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 70;
}
victim->jointVel(lefthand) *= .1 - 1;
relative.y = 0;
Normalise(&relative);
relative = DoRotation(relative, 0, -90, 0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
victim->jointVel(abdomen) += relative * damagemult * 200;
Normalise(&relative);
if (victim->id == 0)
relative /= 30;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
//victim->DoDamage(1000);
if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && animation[animTarget].label[frameCurrent] == 6) {
escapednum = 0;
victim->velocity = 0;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity = 0;
}
if (animTarget == knifefollowanim) {
victim->RagDoll(0);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity = 0;
}
}
if (hasvictim && animTarget == swordsneakattackanim && animation[animTarget].label[frameCurrent] == 6) {
escapednum = 0;
victim->velocity = 0;
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity = 0;
}
if (weaponactive != -1) {
relative = DoRotation(relative, 0, 90, 0);
relative.y = .5;
Normalise(&relative);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 20;
}
victim->jointVel(head) += relative * damagemult * 200;
relative = DoRotation(relative, 0, 90, 0);
relative.y = .5;
Normalise(&relative);
- for (i = 0; i < victim->skeleton.num_joints; i++) {
+ for (int i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 20;
}
victim->jointVel(head) += relative * damagemult * 200;
int closest = -1;
float closestdist = -1;
float distance;
- if (numplayers > 1)
- for (i = 0; i < numplayers; i++) {
+ if (Person::players.size() > 1)
+ for (unsigned i = 0; i < Person::players.size(); i++) {
if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
distance = distsq(&Person::players[i]->coords, &coords);
if (closestdist == -1 || distance < closestdist) {
int closest = -1;
float closestdist = -1;
float distance;
- if (numplayers > 1)
- for (i = 0; i < numplayers; i++) {
+ if (Person::players.size() > 1)
+ for (unsigned i = 0; i < Person::players.size(); i++) {
if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
distance = distsq(&Person::players[i]->coords, &coords);
if (closestdist == -1 || distance < closestdist) {
}
if (animCurrent != oldanimCurrent || animTarget != oldanimTarget || ((frameCurrent != oldframeCurrent || frameTarget != oldframeTarget) && !calcrot)) {
//Old rotates
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent];
}
skeleton.FindForwards();
- for (i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.num_muscles; i++) {
if (skeleton.muscles[i].visible) {
skeleton.FindRotationMuscle(i, animTarget);
}
}
- for (i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.num_muscles; i++) {
if (skeleton.muscles[i].visible) {
if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
skeleton.muscles[i].oldrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
}
//New rotates
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
skeleton.joints[i].position = animation[animTarget].position[i][frameTarget];
}
skeleton.FindForwards();
- for (i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.num_muscles; i++) {
if (skeleton.muscles[i].visible) {
skeleton.FindRotationMuscle(i, animTarget);
}
}
- for (i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.num_muscles; i++) {
if (skeleton.muscles[i].visible) {
if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
skeleton.muscles[i].newrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
oldframeTarget = frameTarget;
oldframeCurrent = frameCurrent;
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
skeleton.joints[i].velocity = (animation[animCurrent].position[i][frameCurrent] * (1 - target) + animation[animTarget].position[i][frameTarget] * (target) - skeleton.joints[i].position) / multiplier;
skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent] * (1 - target) + animation[animTarget].position[i][frameTarget] * (target);
}
offset = currentoffset * (1 - target) + targetoffset * target;
- for (i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.num_muscles; i++) {
if (skeleton.muscles[i].visible) {
skeleton.muscles[i].rotate1 = skeleton.muscles[i].oldrotate1 * (1 - target) + skeleton.muscles[i].newrotate1 * (target);
skeleton.muscles[i].rotate2 = skeleton.muscles[i].oldrotate2 * (1 - target) + skeleton.muscles[i].newrotate2 * (target);
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
}
dead = 2;
if (animTarget == knifefollowedanim && !skeleton.free) {
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
skeleton.joints[i].velocity = 0;
skeleton.joints[i].velocity.y = -2;
}
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
}
dead = 0;
skeleton.free = 1;
damage -= 20;
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
skeleton.joints[i].velocity = 0;
}
}
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
+ for (unsigned i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
}
//velocity=jointVel(groin)*scale;
velocity = 0;
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
velocity += skeleton.joints[i].velocity * scale;
}
velocity /= skeleton.num_joints;
//if(middle.y>0)targetoffset.y=middle.y+1;
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
tempanimation.position[i][0] = skeleton.joints[i].position;
tempanimation.position[i][0] = DoRotation(tempanimation.position[i][0], 0, -yaw, 0);
}
if (middle.y > 0 && animTarget != rollanim)
targetoffset.y = middle.y + 1;
- for (i = 0; i < skeleton.num_joints; i++) {
+ for (int i = 0; i < skeleton.num_joints; i++) {
tempanimation.position[i][0] = skeleton.joints[i].position;
tempanimation.position[i][0] = DoRotation(tempanimation.position[i][0], 0, -yaw, 0);
}
if (!skeleton.free) {
bool play;
play = 0;
- if ((stunned > 0 || surprised > 0) && numplayers > 2 && aitype != passivetype)
+ if ((stunned > 0 || surprised > 0) && Person::players.size() > 2 && aitype != passivetype)
play = 1;
if (hasvictim)
if (aitype != passivetype && victim->skeleton.free && !victim->dead)
if (hasvictim) {
if ((victim != this->shared_from_this()) && !victim->dead && (victim->aitype != passivetype) &&
(victim->aitype != searchtype) && (aitype != passivetype) &&
- (aitype != searchtype) && (victim->id < numplayers) && (aitype != passivetype)) {
+ (aitype != searchtype) && (victim->id < Person::players.size()) && (aitype != passivetype)) {
behind = (normaldotproduct(facing, coords - victim->coords) > 0);
}
}
skeleton.drawmodelclothes.vertex[i] = 0;
skeleton.drawmodelclothes.vertex[i].y = 999;
}
- for (i = 0; i < skeleton.num_muscles; i++) {
+ for (int i = 0; i < skeleton.num_muscles; i++) {
// convenience renames
const int p1 = skeleton.muscles[i].parent1->label;
const int p2 = skeleton.muscles[i].parent2->label;