static float rotationpoint;
static int whichtri;
static XYZ p1, p2, p3, p0;
- static XYZ N, temp;
XYZ bary;
XYZ gxx, gyy;
float coordsx, coordsy;
p1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[0]];
p2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[1]];
p3 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[2]];
- /*
- CrossProduct(p2-p1,p3-p1,&N);
- CrossProduct(p0-p1,p3-p1,&temp);
- s = dotproduct(&temp,&N)/findLength(&N);
- CrossProduct(p2-p1,p1-p0,&temp);
- t = dotproduct(&temp,&N)/findLength(&N);
- r = 1 - (s + t);*/
bary.x = distsq(&p0, &p1);
bary.y = distsq(&p0, &p2);
coordsx = skeleton.drawmodel.Triangles[whichtri].gx[0] * bary.x + skeleton.drawmodel.Triangles[whichtri].gx[1] * bary.y + skeleton.drawmodel.Triangles[whichtri].gx[2] * bary.z;
coordsy = skeleton.drawmodel.Triangles[whichtri].gy[0] * bary.x + skeleton.drawmodel.Triangles[whichtri].gy[1] * bary.y + skeleton.drawmodel.Triangles[whichtri].gy[2] * bary.z;
- //coordsx=skeleton.drawmodel.Triangles[whichtri].gx[1];
- //coordsy=skeleton.drawmodel.Triangles[whichtri].gy[1];
-
if (bleeding <= 0 && spurt) {
spurt = 0;
for (int i = 0; i < 3; i++) {
if (hasvictim) {
if ((victim != this->shared_from_this()) && !victim->dead && (victim->aitype != passivetype) &&
(victim->aitype != searchtype) && (aitype != passivetype) &&
- (aitype != searchtype) && (victim->id < Person::players.size()) && (aitype != passivetype)) {
+ (aitype != searchtype) && (victim->id < Person::players.size())) {
behind = (normaldotproduct(facing, coords - victim->coords) > 0);
}
}
*/
void IKHelper(Person *p, float interp)
{
- XYZ point, newpoint, change, change2;
+ XYZ point, change, change2;
float heightleft, heightright;
// TODO: implement localToWorld and worldToLocal
weapons[i].smallrotation2 = 50;
}
if ((animCurrent == crouchstabanim && animTarget == crouchstabanim) || (animCurrent == backhandspringanim && animTarget == backhandspringanim)) {
- XYZ temppoint1, temppoint2, tempforward;
+ XYZ temppoint1, temppoint2;
float distance;
temppoint1 = jointPos(righthand);
weapons[i].rotation1 = 360 - weapons[i].rotation1;
}
if ((animCurrent == knifeslashreversalanim && animTarget == knifeslashreversalanim) || (animCurrent == knifeslashreversedanim && animTarget == knifeslashreversedanim)) {
- XYZ temppoint1, temppoint2, tempforward;
+ XYZ temppoint1, temppoint2;
float distance;
temppoint1 = jointPos(righthand);
weapons[i].rotation3 = 0;
}
if ((animTarget == swordgroundstabanim && animCurrent == swordgroundstabanim) || (animTarget == swordsneakattackanim && animCurrent == swordsneakattackanim) || (animTarget == swordslashparryanim && animCurrent == swordslashparryanim) || (animTarget == swordslashparriedanim && animCurrent == swordslashparriedanim) || (animTarget == swordslashreversalanim && animCurrent == swordslashreversalanim) || (animTarget == swordslashreversedanim && animCurrent == swordslashreversedanim) || (animTarget == knifeslashreversalanim && animCurrent == knifeslashreversalanim) || (animTarget == knifeslashreversedanim && animCurrent == knifeslashreversedanim) || (animTarget == swordslashanim && animCurrent == swordslashanim) || (animTarget == drawleftanim && animCurrent == drawleftanim) || (animCurrent == backhandspringanim && animTarget == backhandspringanim)) {
- XYZ temppoint1, temppoint2, tempforward;
+ XYZ temppoint1, temppoint2;
float distance;
temppoint1 = animation[animCurrent].position[skeleton.jointlabels[righthand]][frameCurrent] * (1 - target) + animation[animTarget].position[skeleton.jointlabels[righthand]][frameTarget] * (target); //jointPos(righthand);
weapons[i].smallrotation = 100;
weapons[i].smallrotation2 = 0;
if ((animTarget == staffhitanim && animCurrent == staffhitanim) || (animTarget == staffhitreversedanim && animCurrent == staffhitreversedanim) || (animTarget == staffspinhitreversedanim && animCurrent == staffspinhitreversedanim) || (animTarget == staffgroundsmashanim && animCurrent == staffgroundsmashanim) || (animTarget == staffspinhitanim && animCurrent == staffspinhitanim)) {
- XYZ temppoint1, temppoint2, tempforward;
+ XYZ temppoint1, temppoint2;
float distance;
temppoint1 = animation[animCurrent].position[skeleton.jointlabels[righthand]][frameCurrent] * (1 - target) + animation[animTarget].position[skeleton.jointlabels[righthand]][frameTarget] * (target); //jointPos(righthand);
calcrot = 0;
if (skeleton.free)
calcrot = 1;
- if (animation[animTarget].attack || isRun() || animTarget == staggerbackhardanim || isFlip() || animTarget == climbanim || animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim || animTarget == backhandspringanim || isFlip() || isWallJump())
+ if (animation[animTarget].attack || isRun() || animTarget == staggerbackhardanim || isFlip() || animTarget == climbanim || animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim || animTarget == backhandspringanim || isWallJump())
calcrot = 1;
if (animCurrent != animTarget)
calcrot = 1;