#include "Game.h"
extern float multiplier;
-extern int channels[100];
extern Terrain terrain;
extern float gravity;
extern int environment;
extern bool autoslomo;
extern float camerashake;
extern float woozy;
-extern float terraindetail;
extern float viewdistance;
extern float blackout;
extern int difficulty;
extern bool gamestarted;
+Person player[maxplayers];
+
void Person::CheckKick()
{
if (!(hasvictim
velocity=facing*-10;
velocity.y=5;
skeleton.free=0;
- if(id==0)OPENAL_SetPaused(channels[whooshsound], false);
+ if(id==0)
+ resume_stream(whooshsound);
award_bonus(id, cannon);
}
-void Person::Reverse(){
- if(victim->aitype==playercontrolled||hostiletime>1)
- if(victim->targetanimation!=jumpupanim&&victim->targetanimation!=jumpdownanim&&((tutoriallevel!=1||cananger)&&hostile)){
- if(normaldotproduct(victim->facing,victim->coords-coords)>0&&!(victim->id==0&&difficulty<2)&&(creature!=wolftype||victim->creature==wolftype))return;
- if(victim->aitype!=playercontrolled&&staggerdelay>0)return;
- if(targetanimation==sweepanim){
- targetanimation=sweepreversedanim;
- currentanimation=sweepreversedanim;
- victim->currentanimation=sweepreversalanim;
- victim->targetanimation=sweepreversalanim;
- }
- if(targetanimation==spinkickanim){
- targetanimation=spinkickreversedanim;
- currentanimation=spinkickreversedanim;
- victim->currentanimation=spinkickreversalanim;
- victim->targetanimation=spinkickreversalanim;
- }
- if(targetanimation==upunchanim||targetanimation==rabbittacklinganim){
- if(targetanimation==rabbittacklinganim){
- currentframe=6;
- targetframe=7;
- victim->currentframe=6;
- victim->targetframe=7;
- }
- targetanimation=upunchreversedanim;
- currentanimation=upunchreversedanim;
- victim->currentanimation=upunchreversalanim;
- victim->targetanimation=upunchreversalanim;
- }
- if(targetanimation==staffhitanim&&findDistancefast(&victim->coords,&coords)<2&&((victim->id==0&&victim->crouchkeydown)||Random()%4==0)){
- if(victim->weaponactive!=-1){
- victim->throwtogglekeydown=1;
- weapons.owner[victim->weaponids[0]]=-1;
- weapons.velocity[victim->weaponids[0]]=victim->velocity*.2;
- if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1;
- weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]];
- weapons.missed[victim->weaponids[0]]=1;
- weapons.freetime[victim->weaponids[0]]=0;
- weapons.firstfree[victim->weaponids[0]]=1;
- weapons.physics[victim->weaponids[0]]=1;
- victim->num_weapons--;
- if(victim->num_weapons){
- victim->weaponids[0]=victim->weaponids[victim->num_weapons];
- if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0;
- }
-
- victim->weaponactive=-1;
- for(int j=0;j<numplayers;j++){
- player[j].wentforweapon=0;
- }
- }
+void Person::Reverse()
+{
+ if (!((victim->aitype == playercontrolled
+ || hostiletime > 1
+ || staggerdelay <= 0)
+ && victim->targetanimation != jumpupanim
+ && victim->targetanimation != jumpdownanim
+ && (tutoriallevel != 1 || cananger)
+ && hostile))
+ return;
- targetanimation=staffhitreversedanim;
- currentanimation=staffhitreversedanim;
- victim->currentanimation=staffhitreversalanim;
- victim->targetanimation=staffhitreversalanim;
- }
- if(targetanimation==staffspinhitanim&&findDistancefast(&victim->coords,&coords)<2&&((victim->id==0&&victim->crouchkeydown)||Random()%2==0)){
- if(victim->weaponactive!=-1){
- victim->throwtogglekeydown=1;
- weapons.owner[victim->weaponids[0]]=-1;
- weapons.velocity[victim->weaponids[0]]=victim->velocity*.2;
- if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1;
- weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]];
- weapons.missed[victim->weaponids[0]]=1;
- weapons.freetime[victim->weaponids[0]]=0;
- weapons.firstfree[victim->weaponids[0]]=1;
- weapons.physics[victim->weaponids[0]]=1;
- victim->num_weapons--;
- if(victim->num_weapons){
- victim->weaponids[0]=victim->weaponids[victim->num_weapons];
- if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0;
- }
-
- victim->weaponactive=-1;
- for(int j=0;j<numplayers;j++){
- player[j].wentforweapon=0;
- }
- }
- targetanimation=staffspinhitreversedanim;
- currentanimation=staffspinhitreversedanim;
- victim->currentanimation=staffspinhitreversalanim;
- victim->targetanimation=staffspinhitreversalanim;
- }
- if(targetanimation==swordslashanim&&findDistancefast(&victim->coords,&coords)<2&&((victim->id==0&&victim->crouchkeydown)||Random()%4==0)){
- if(victim->weaponactive!=-1){
- victim->throwtogglekeydown=1;
- weapons.owner[victim->weaponids[0]]=-1;
- weapons.velocity[victim->weaponids[0]]=victim->velocity*.2;
- if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1;
- weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]];
- weapons.missed[victim->weaponids[0]]=1;
- weapons.freetime[victim->weaponids[0]]=0;
- weapons.firstfree[victim->weaponids[0]]=1;
- weapons.physics[victim->weaponids[0]]=1;
- victim->num_weapons--;
- if(victim->num_weapons){
- victim->weaponids[0]=victim->weaponids[victim->num_weapons];
- if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0;
- }
-
- victim->weaponactive=-1;
- for(int j=0;j<numplayers;j++){
- player[j].wentforweapon=0;
- }
- }
- targetanimation=swordslashreversedanim;
- currentanimation=swordslashreversedanim;
- victim->currentanimation=swordslashreversalanim;
- victim->targetanimation=swordslashreversalanim;
- }
- if(targetanimation==knifeslashstartanim&&findDistancefast(&victim->coords,&coords)<2&&(victim->id==0||Random()%4==0)){
- if(victim->weaponactive!=-1){
- victim->throwtogglekeydown=1;
- weapons.owner[victim->weaponids[0]]=-1;
- weapons.velocity[victim->weaponids[0]]=victim->velocity*.2;
- if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1;
- weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]];
- weapons.missed[victim->weaponids[0]]=1;
- weapons.freetime[victim->weaponids[0]]=0;
- weapons.firstfree[victim->weaponids[0]]=1;
- weapons.physics[victim->weaponids[0]]=1;
- victim->num_weapons--;
- if(victim->num_weapons){
- victim->weaponids[0]=victim->weaponids[victim->num_weapons];
- if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0;
- }
-
- victim->weaponactive=-1;
- for(int j=0;j<numplayers;j++){
- player[j].wentforweapon=0;
- }
- }
- targetanimation=knifeslashreversedanim;
- currentanimation=knifeslashreversedanim;
- victim->currentanimation=knifeslashreversalanim;
- victim->targetanimation=knifeslashreversalanim;
- }
- if(targetanimation!=knifeslashstartanim&&targetanimation!=staffhitanim&&targetanimation!=staffspinhitanim&&targetanimation!=winduppunchanim&&targetanimation!=wolfslapanim&&targetanimation!=swordslashanim&&targetanimation!=swordslashanim){
- victim->targettilt2=targettilt2;
- victim->currentframe=currentframe;
- victim->targetframe=targetframe;
- victim->target=target;
- victim->velocity=0;
- victim->oldcoords=victim->coords;
- victim->coords=coords;
- victim->targetrotation=targetrotation;
- victim->rotation=targetrotation;
- victim->victim=this;
- }
- if(targetanimation==winduppunchanim){
- targetanimation=winduppunchblockedanim;
- victim->targetanimation=blockhighleftanim;
- victim->targetframe=1;
- victim->target=.5;
- victim->victim=this;
- victim->targetrotation=targetrotation+180;
- }
- if(targetanimation==wolfslapanim){
- targetanimation=winduppunchblockedanim;
- victim->targetanimation=blockhighleftanim;
- victim->targetframe=1;
- victim->target=.5;
- victim->victim=this;
- victim->targetrotation=targetrotation+180;
- }
- if((targetanimation==swordslashanim||targetanimation==staffhitanim||targetanimation==staffspinhitanim)&&victim->weaponactive!=-1){
- targetanimation=swordslashparriedanim;
- parriedrecently=.4;
- victim->parriedrecently=0;
- victim->targetanimation=swordslashparryanim;
- victim->targetframe=1;
- victim->target=.5;
- victim->victim=this;
- victim->targetrotation=targetrotation+180;
-
- if(abs(Random()%20)==0||weapons.type[victim->weaponids[victim->weaponactive]]==knife){
- if(victim->weaponactive!=-1){
- if(weapons.type[victim->weaponids[0]]==staff||weapons.type[weaponids[0]]==staff){
- if(weapons.type[victim->weaponids[0]]==staff)weapons.damage[victim->weaponids[0]]+=.2+float(abs(Random()%100)-50)/250;
- if(weapons.type[weaponids[0]]==staff)weapons.damage[weaponids[0]]+=.2+float(abs(Random()%100)-50)/250;
- emit_sound_at(swordstaffsound, victim->coords);
- }
- else{
- emit_sound_at(metalhitsound, victim->coords);
- }
- }
- XYZ aim;
- victim->Puff(righthand);
- victim->target=0;
- victim->targetframe=0;
- victim->targetanimation=staggerbackhighanim;
- victim->targetrotation=targetrotation+180;
- victim->target=0;
- weapons.owner[victim->weaponids[0]]=-1;
- aim=DoRotation(facing,0,90,0)*21;
- aim.y+=7;
- weapons.velocity[victim->weaponids[0]]=aim*-.2;
- weapons.tipvelocity[victim->weaponids[0]]=aim;
- weapons.missed[victim->weaponids[0]]=1;
- weapons.hitsomething[victim->weaponids[0]]=0;
- weapons.freetime[victim->weaponids[0]]=0;
- weapons.firstfree[victim->weaponids[0]]=1;
- weapons.physics[victim->weaponids[0]]=1;
- victim->num_weapons--;
- if(victim->num_weapons){
- victim->weaponids[0]=victim->weaponids[num_weapons];
- if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0;
- }
- victim->weaponactive=-1;
- for(int i=0;i<numplayers;i++){
- player[i].wentforweapon=0;
- }
+ if (normaldotproduct (victim->facing, victim->coords-coords) > 0
+ && (victim->id != 0 || difficulty >= 2)
+ && (creature != wolftype || victim->creature == wolftype))
+ return;
+ if(targetanimation==sweepanim){
+ targetanimation=sweepreversedanim;
+ currentanimation=sweepreversedanim;
+ victim->currentanimation=sweepreversalanim;
+ victim->targetanimation=sweepreversalanim;
+ }
+ if(targetanimation==spinkickanim){
+ targetanimation=spinkickreversedanim;
+ currentanimation=spinkickreversedanim;
+ victim->currentanimation=spinkickreversalanim;
+ victim->targetanimation=spinkickreversalanim;
+ }
+ if(targetanimation==upunchanim||targetanimation==rabbittacklinganim){
+ if(targetanimation==rabbittacklinganim){
+ currentframe=6;
+ targetframe=7;
+ victim->currentframe=6;
+ victim->targetframe=7;
+ }
+ targetanimation=upunchreversedanim;
+ currentanimation=upunchreversedanim;
+ victim->currentanimation=upunchreversalanim;
+ victim->targetanimation=upunchreversalanim;
+ }
+ if(targetanimation==staffhitanim&&findDistancefast(&victim->coords,&coords)<2&&((victim->id==0&&victim->crouchkeydown)||Random()%4==0)){
+ if(victim->weaponactive!=-1){
+ victim->throwtogglekeydown=1;
+ weapons.owner[victim->weaponids[0]]=-1;
+ weapons.velocity[victim->weaponids[0]]=victim->velocity*.2;
+ if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1;
+ weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]];
+ weapons.missed[victim->weaponids[0]]=1;
+ weapons.freetime[victim->weaponids[0]]=0;
+ weapons.firstfree[victim->weaponids[0]]=1;
+ weapons.physics[victim->weaponids[0]]=1;
+ victim->num_weapons--;
+ if(victim->num_weapons){
+ victim->weaponids[0]=victim->weaponids[victim->num_weapons];
+ if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0;
+ }
+ victim->weaponactive=-1;
+ for(int j=0;j<numplayers;j++){
+ player[j].wentforweapon=0;
+ }
+ }
+ targetanimation=staffhitreversedanim;
+ currentanimation=staffhitreversedanim;
+ victim->currentanimation=staffhitreversalanim;
+ victim->targetanimation=staffhitreversalanim;
+ }
+ if(targetanimation==staffspinhitanim&&findDistancefast(&victim->coords,&coords)<2&&((victim->id==0&&victim->crouchkeydown)||Random()%2==0)){
+ if(victim->weaponactive!=-1){
+ victim->throwtogglekeydown=1;
+ weapons.owner[victim->weaponids[0]]=-1;
+ weapons.velocity[victim->weaponids[0]]=victim->velocity*.2;
+ if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1;
+ weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]];
+ weapons.missed[victim->weaponids[0]]=1;
+ weapons.freetime[victim->weaponids[0]]=0;
+ weapons.firstfree[victim->weaponids[0]]=1;
+ weapons.physics[victim->weaponids[0]]=1;
+ victim->num_weapons--;
+ if(victim->num_weapons){
+ victim->weaponids[0]=victim->weaponids[victim->num_weapons];
+ if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0;
+ }
+ victim->weaponactive=-1;
+ for(int j=0;j<numplayers;j++){
+ player[j].wentforweapon=0;
+ }
+ }
+ targetanimation=staffspinhitreversedanim;
+ currentanimation=staffspinhitreversedanim;
+ victim->currentanimation=staffspinhitreversalanim;
+ victim->targetanimation=staffspinhitreversalanim;
+ }
+ if(targetanimation==swordslashanim&&findDistancefast(&victim->coords,&coords)<2&&((victim->id==0&&victim->crouchkeydown)||Random()%4==0)){
+ if(victim->weaponactive!=-1){
+ victim->throwtogglekeydown=1;
+ weapons.owner[victim->weaponids[0]]=-1;
+ weapons.velocity[victim->weaponids[0]]=victim->velocity*.2;
+ if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1;
+ weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]];
+ weapons.missed[victim->weaponids[0]]=1;
+ weapons.freetime[victim->weaponids[0]]=0;
+ weapons.firstfree[victim->weaponids[0]]=1;
+ weapons.physics[victim->weaponids[0]]=1;
+ victim->num_weapons--;
+ if(victim->num_weapons){
+ victim->weaponids[0]=victim->weaponids[victim->num_weapons];
+ if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0;
+ }
- }
+ victim->weaponactive=-1;
+ for(int j=0;j<numplayers;j++){
+ player[j].wentforweapon=0;
+ }
+ }
+ targetanimation=swordslashreversedanim;
+ currentanimation=swordslashreversedanim;
+ victim->currentanimation=swordslashreversalanim;
+ victim->targetanimation=swordslashreversalanim;
+ }
+ if(targetanimation==knifeslashstartanim&&findDistancefast(&victim->coords,&coords)<2&&(victim->id==0||Random()%4==0)){
+ if(victim->weaponactive!=-1){
+ victim->throwtogglekeydown=1;
+ weapons.owner[victim->weaponids[0]]=-1;
+ weapons.velocity[victim->weaponids[0]]=victim->velocity*.2;
+ if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1;
+ weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]];
+ weapons.missed[victim->weaponids[0]]=1;
+ weapons.freetime[victim->weaponids[0]]=0;
+ weapons.firstfree[victim->weaponids[0]]=1;
+ weapons.physics[victim->weaponids[0]]=1;
+ victim->num_weapons--;
+ if(victim->num_weapons){
+ victim->weaponids[0]=victim->weaponids[victim->num_weapons];
+ if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0;
+ }
- if(abs(Random()%20)==0){
- if(weaponactive!=-1){
- if(weapons.type[victim->weaponids[0]]==staff||weapons.type[weaponids[0]]==staff){
- if(weapons.type[victim->weaponids[0]]==staff)weapons.damage[victim->weaponids[0]]+=.2+float(abs(Random()%100)-50)/250;
- if(weapons.type[weaponids[0]]==staff)weapons.damage[weaponids[0]]+=.2+float(abs(Random()%100)-50)/250;
+ victim->weaponactive=-1;
+ for(int j=0;j<numplayers;j++){
+ player[j].wentforweapon=0;
+ }
+ }
+ targetanimation=knifeslashreversedanim;
+ currentanimation=knifeslashreversedanim;
+ victim->currentanimation=knifeslashreversalanim;
+ victim->targetanimation=knifeslashreversalanim;
+ }
+ if(targetanimation!=knifeslashstartanim&&targetanimation!=staffhitanim&&targetanimation!=staffspinhitanim&&targetanimation!=winduppunchanim&&targetanimation!=wolfslapanim&&targetanimation!=swordslashanim&&targetanimation!=swordslashanim){
+ victim->targettilt2=targettilt2;
+ victim->currentframe=currentframe;
+ victim->targetframe=targetframe;
+ victim->target=target;
+ victim->velocity=0;
+ victim->oldcoords=victim->coords;
+ victim->coords=coords;
+ victim->targetrotation=targetrotation;
+ victim->rotation=targetrotation;
+ victim->victim=this;
+ }
+ if(targetanimation==winduppunchanim){
+ targetanimation=winduppunchblockedanim;
+ victim->targetanimation=blockhighleftanim;
+ victim->targetframe=1;
+ victim->target=.5;
+ victim->victim=this;
+ victim->targetrotation=targetrotation+180;
+ }
+ if(targetanimation==wolfslapanim){
+ targetanimation=winduppunchblockedanim;
+ victim->targetanimation=blockhighleftanim;
+ victim->targetframe=1;
+ victim->target=.5;
+ victim->victim=this;
+ victim->targetrotation=targetrotation+180;
+ }
+ if((targetanimation==swordslashanim||targetanimation==staffhitanim||targetanimation==staffspinhitanim)&&victim->weaponactive!=-1){
+ targetanimation=swordslashparriedanim;
+ parriedrecently=.4;
+ victim->parriedrecently=0;
+ victim->targetanimation=swordslashparryanim;
+ victim->targetframe=1;
+ victim->target=.5;
+ victim->victim=this;
+ victim->targetrotation=targetrotation+180;
+
+ if(abs(Random()%20)==0||weapons.type[victim->weaponids[victim->weaponactive]]==knife){
+ if(victim->weaponactive!=-1){
+ if(weapons.type[victim->weaponids[0]]==staff||weapons.type[weaponids[0]]==staff){
+ if(weapons.type[victim->weaponids[0]]==staff)weapons.damage[victim->weaponids[0]]+=.2+float(abs(Random()%100)-50)/250;
+ if(weapons.type[weaponids[0]]==staff)weapons.damage[weaponids[0]]+=.2+float(abs(Random()%100)-50)/250;
+ emit_sound_at(swordstaffsound, victim->coords);
+ }
+ else{
+ emit_sound_at(metalhitsound, victim->coords);
+ }
+ }
+ XYZ aim;
+ victim->Puff(righthand);
+ victim->target=0;
+ victim->targetframe=0;
+ victim->targetanimation=staggerbackhighanim;
+ victim->targetrotation=targetrotation+180;
+ victim->target=0;
+ weapons.owner[victim->weaponids[0]]=-1;
+ aim=DoRotation(facing,0,90,0)*21;
+ aim.y+=7;
+ weapons.velocity[victim->weaponids[0]]=aim*-.2;
+ weapons.tipvelocity[victim->weaponids[0]]=aim;
+ weapons.missed[victim->weaponids[0]]=1;
+ weapons.hitsomething[victim->weaponids[0]]=0;
+ weapons.freetime[victim->weaponids[0]]=0;
+ weapons.firstfree[victim->weaponids[0]]=1;
+ weapons.physics[victim->weaponids[0]]=1;
+ victim->num_weapons--;
+ if(victim->num_weapons){
+ victim->weaponids[0]=victim->weaponids[num_weapons];
+ if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0;
+ }
+ victim->weaponactive=-1;
+ for(int i=0;i<numplayers;i++){
+ player[i].wentforweapon=0;
+ }
+ }
- emit_sound_at(swordstaffsound, coords);
- }
- else{
- emit_sound_at(metalhitsound, coords);
- }
- }
+ if(abs(Random()%20)==0){
+ if(weaponactive!=-1){
+ if(weapons.type[victim->weaponids[0]]==staff||weapons.type[weaponids[0]]==staff){
+ if(weapons.type[victim->weaponids[0]]==staff)weapons.damage[victim->weaponids[0]]+=.2+float(abs(Random()%100)-50)/250;
+ if(weapons.type[weaponids[0]]==staff)weapons.damage[weaponids[0]]+=.2+float(abs(Random()%100)-50)/250;
- XYZ aim;
- Puff(righthand);
- target=0;
- targetframe=0;
- targetanimation=staggerbackhighanim;
- targetrotation=targetrotation+180;
- target=0;
- weapons.owner[weaponids[0]]=-1;
- aim=DoRotation(facing,0,90,0)*21;
- aim.y+=7;
- weapons.velocity[weaponids[0]]=aim*-.2;
- weapons.tipvelocity[weaponids[0]]=aim;
- weapons.hitsomething[weaponids[0]]=0;
- weapons.missed[weaponids[0]]=1;
- weapons.freetime[weaponids[0]]=0;
- weapons.firstfree[weaponids[0]]=1;
- weapons.physics[weaponids[0]]=1;
- num_weapons--;
- if(num_weapons){
- weaponids[0]=weaponids[num_weapons];
- if(weaponstuck==num_weapons)weaponstuck=0;
- }
- weaponactive=-1;
- for(int i=0;i<numplayers;i++){
- player[i].wentforweapon=0;
- }
+ emit_sound_at(swordstaffsound, coords);
+ }
+ else{
+ emit_sound_at(metalhitsound, coords);
+ }
+ }
+
+ XYZ aim;
+ Puff(righthand);
+ target=0;
+ targetframe=0;
+ targetanimation=staggerbackhighanim;
+ targetrotation=targetrotation+180;
+ target=0;
+ weapons.owner[weaponids[0]]=-1;
+ aim=DoRotation(facing,0,90,0)*21;
+ aim.y+=7;
+ weapons.velocity[weaponids[0]]=aim*-.2;
+ weapons.tipvelocity[weaponids[0]]=aim;
+ weapons.hitsomething[weaponids[0]]=0;
+ weapons.missed[weaponids[0]]=1;
+ weapons.freetime[weaponids[0]]=0;
+ weapons.firstfree[weaponids[0]]=1;
+ weapons.physics[weaponids[0]]=1;
+ num_weapons--;
+ if(num_weapons){
+ weaponids[0]=weaponids[num_weapons];
+ if(weaponstuck==num_weapons)weaponstuck=0;
+ }
+ weaponactive=-1;
+ for(int i=0;i<numplayers;i++){
+ player[i].wentforweapon=0;
+ }
- }
- }
- if(hasvictim)
- if(targetanimation==knifeslashstartanim||targetanimation==swordslashanim||targetanimation==staffhitanim||targetanimation==staffspinhitanim){
- if((targetanimation!=staffhitanim&&targetanimation!=staffspinhitanim)||findDistancefast(&coords,&victim->coords)>.2){
- //victim->targetanimation=sweepanim;
- victim->targetanimation=dodgebackanim;
- victim->targetframe=0;
- victim->target=0;
- //victim->velocity=0;
-
- XYZ rotatetarget;
- rotatetarget=coords-victim->coords;
- Normalise(&rotatetarget);
- victim->targetrotation=-asin(0-rotatetarget.x);
- victim->targetrotation*=360/6.28;
- if(rotatetarget.z<0)victim->targetrotation=180-victim->targetrotation;
-
- victim->targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
-
- victim->lastattack3=victim->lastattack2;
- victim->lastattack2=victim->lastattack;
- victim->lastattack=victim->targetanimation;
- }
- else
- {
- victim->targetanimation=sweepanim;
- victim->targetframe=0;
- victim->target=0;
-
- XYZ rotatetarget;
- rotatetarget=coords-victim->coords;
- Normalise(&rotatetarget);
- victim->targetrotation=-asin(0-rotatetarget.x);
- victim->targetrotation*=360/6.28;
- if(rotatetarget.z<0)victim->targetrotation=180-victim->targetrotation;
-
- victim->targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
-
- victim->lastattack3=victim->lastattack2;
- victim->lastattack2=victim->lastattack;
- victim->lastattack=victim->targetanimation;
- }
- }
+ }
+ }
+ if(hasvictim)
+ if(targetanimation==knifeslashstartanim||targetanimation==swordslashanim||targetanimation==staffhitanim||targetanimation==staffspinhitanim){
+ if((targetanimation!=staffhitanim&&targetanimation!=staffspinhitanim)||findDistancefast(&coords,&victim->coords)>.2){
+ victim->targetanimation=dodgebackanim;
+ victim->targetframe=0;
+ victim->target=0;
+
+ XYZ rotatetarget;
+ rotatetarget=coords-victim->coords;
+ Normalise(&rotatetarget);
+ victim->targetrotation=-asin(0-rotatetarget.x);
+ victim->targetrotation*=360/6.28;
+ if(rotatetarget.z<0)victim->targetrotation=180-victim->targetrotation;
+
+ victim->targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
+
+ victim->lastattack3=victim->lastattack2;
+ victim->lastattack2=victim->lastattack;
+ victim->lastattack=victim->targetanimation;
+ }
+ else
+ {
+ victim->targetanimation=sweepanim;
+ victim->targetframe=0;
+ victim->target=0;
+
+ XYZ rotatetarget;
+ rotatetarget=coords-victim->coords;
+ Normalise(&rotatetarget);
+ victim->targetrotation=-asin(0-rotatetarget.x);
+ victim->targetrotation*=360/6.28;
+ if(rotatetarget.z<0)victim->targetrotation=180-victim->targetrotation;
+
+ victim->targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
+
+ victim->lastattack3=victim->lastattack2;
+ victim->lastattack2=victim->lastattack;
+ victim->lastattack=victim->targetanimation;
+ }
+ }
- velocity=0;
- victim->velocity=0;
+ velocity=0;
+ victim->velocity=0;
- if(aitype!=playercontrolled)feint=0;
- if(aitype!=playercontrolled&&Random()%3==0&&escapednum<2&&difficulty==2)feint=1;
- if(aitype!=playercontrolled&&Random()%5==0&&escapednum<2&&difficulty==1)feint=1;
- if(aitype!=playercontrolled&&Random()%10==0&&escapednum<2&&difficulty==0)feint=1;
+ if(aitype!=playercontrolled)feint=0;
+ if(aitype!=playercontrolled&&Random()%3==0&&escapednum<2&&difficulty==2)feint=1;
+ if(aitype!=playercontrolled&&Random()%5==0&&escapednum<2&&difficulty==1)feint=1;
+ if(aitype!=playercontrolled&&Random()%10==0&&escapednum<2&&difficulty==0)feint=1;
- if(victim->id==0&&animation[victim->targetanimation].attack==reversal)numreversals++;
- }
+ if(victim->id==0&&animation[victim->targetanimation].attack==reversal)numreversals++;
}
void Person::DoDamage(float howmuch){
skeleton.joints[j].position-=average;
}
- whichpatchx=coords.x/(terrain.size/subdivision*terrain.scale*terraindetail);
- whichpatchz=coords.z/(terrain.size/subdivision*terrain.scale*terraindetail);
+ whichpatchx=coords.x/(terrain.size/subdivision*terrain.scale);
+ whichpatchz=coords.z/(terrain.size/subdivision*terrain.scale);
if(terrain.patchobjectnum[whichpatchx][whichpatchz])
for(l=0;l<terrain.patchobjectnum[whichpatchx][whichpatchz];l++){
i=terrain.patchobjects[whichpatchx][whichpatchz][l];
if(targetanimation==rollanim&&targetframe==3&&onfire){
onfire=0;
emit_sound_at(fireendsound, coords);
- OPENAL_SetPaused(channels[stream_firesound], true);
+ pause_sound(stream_firesound);
deathbleeding=0;
}
targetframe=3;
velocity=facing*-8;
velocity.y=4;
- if(id==0)OPENAL_SetPaused(channels[whooshsound], false);
+ if(id==0)
+ resume_stream(whooshsound);
}
if(targetanimation==walljumprightanim){
targetanimation=rightflipanim;
velocity=facing*8;
velocity.y=4;
}
- if(id==0)OPENAL_SetPaused(channels[whooshsound], false);
+ if(id==0)
+ resume_stream(whooshsound);
}
if(targetanimation==walljumpleftanim){
if(attackkeydown){
velocity=DoRotation(facing,0,-30,0)*-8;
velocity.y=4;
}
- if(id==0)OPENAL_SetPaused(channels[whooshsound], false);
+ if(id==0)
+ resume_stream(whooshsound);
}
if(targetanimation==sneakattackanim){
float ycoords=oldcoords.y;
escapednum++;
targetanimation=rollanim;
coords+=facing;
- if(id==0)OPENAL_SetPaused(channels[whooshsound], true);
+ if(id==0)pause_sound(whooshsound);
}
lastfeint=0;
}
escapednum++;
targetanimation=rollanim;
coords+=facing*2;
- if(id==0)OPENAL_SetPaused(channels[whooshsound], true);
+ if(id==0)pause_sound(whooshsound);
}
lastfeint=0;
}
skeleton.free=1;
emit_sound_at(breaksound, coords);
- /*if(id==0||findDistancefast(&coords,&viewer)<50){
- slomo=1;
- slomodelay=.2;
- }*/
}
if(skeleton.free==1){
- if(id==0)OPENAL_SetPaused(channels[whooshsound], true);
+ if(id==0)pause_sound(whooshsound);
if(!dead){
//If knocked over, open hands and close mouth
skeleton.longdead+=(2000-findLength(&average))*multiplier+multiplier;
if(skeleton.longdead>2000){
if(skeleton.longdead>6000){
- if(id==0)OPENAL_SetPaused(channels[whooshsound], true);
+ if(id==0)pause_sound(whooshsound);
skeleton.free=3;
DrawSkeleton();
skeleton.free=2;
if(findLength(&average)<10&&!dead&&skeleton.free){
skeleton.longdead+=(2000-findLength(&average))*multiplier+multiplier;
if(skeleton.longdead>(damage+500)*1.5){
- if(id==0)OPENAL_SetPaused(channels[whooshsound], true);
+ if(id==0)pause_sound(whooshsound);
skeleton.free=0;
velocity=0;
XYZ middle;
onterrain=1;
if(id==0){
- OPENAL_SetPaused(channels[whooshsound], true);
+ pause_sound(whooshsound);
OPENAL_SetVolume(channels[whooshsound], 0);
}
skeleton.muscles[i].lastrotate3=skeleton.muscles[i].rotate3;
glRotatef(-skeleton.muscles[i].lastrotate3,0,1,0);
- /*
- if(!isnormal(proportionbody.x)||!isnormal(proportionbody.y)||!isnormal(proportionbody.z)){
- proportionbody=1;
- proportionweird=1;
- }
- if(!isnormal(proportionarms.x)||!isnormal(proportionarms.y)||!isnormal(proportionarms.z)){
- proportionarms=1;
- proportionweird=1;
- }
- if(!isnormal(proportionhead.x)||!isnormal(proportionhead.y)||!isnormal(proportionhead.z)){
- proportionhead=1;
- proportionweird=1;
- }
- if(!isnormal(proportionlegs.x)||!isnormal(proportionlegs.y)||!isnormal(proportionlegs.z)){
- proportionlegs=1;
- proportionweird=1;
- }*/
if(playerdetail||skeleton.free==3)
{
for(j=0;j<skeleton.muscles[i].numvertices;j++)
{
- /*if(!isnormal(skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].x))vertexweird[0]=1;
- if(!isnormal(skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].y))vertexweird[1]=1;
- if(!isnormal(skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]].z))vertexweird[2]=1;
- if(!isnormal(skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].x))vertexweird[3]=1;
- if(!isnormal(skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].y))vertexweird[4]=1;
- if(!isnormal(skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]].z))vertexweird[5]=1;
- if(skeleton.muscles[i].vertices[j]<skeleton.model[start].vertexNum&&skeleton.muscles[i].vertices[j]>=0){*/
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glPushMatrix();
if(skeleton.muscles[i].parent1->label==abdomen||skeleton.muscles[i].parent2->label==abdomen)
CrossProduct(&vec1,&vec2,&tempnormthing);
Normalise(&tempnormthing);
if(targetanimation!=staffhitanim&¤tanimation!=staffhitanim&&targetanimation!=staffgroundsmashanim&¤tanimation!=staffgroundsmashanim&&targetanimation!=staffspinhitanim&¤tanimation!=staffspinhitanim)weaponpoint+=tempnormthing*.1-skeleton.specialforward[1]*.3+(skeleton.joints[skeleton.jointlabels[rightwrist]].position-skeleton.joints[skeleton.jointlabels[rightelbow]].position);
- /*if(targetanimation==staffhitanim||currentanimation==staffhitanim){
- XYZ weaptargnorm;
- weaptargnorm=DoRotation(weapons.tippoint[i]-weapons.position[i],0,-rotation,0);
- //weaptargnorm=animation[currentanimation].weapontarget[currentframe]*(1-target)+animation[targetanimation].weapontarget[targetframe]*(target);
- Normalise(&weaptargnorm);
- weaponpoint-=weaptargnorm*2;
- }*/
}
}
if(weaponactive!=k&&weaponstuck!=k){
onterrain=1;
if(id==0){
- OPENAL_SetPaused(channels[whooshsound], true);
+ pause_sound(whooshsound);
OPENAL_SetVolume(channels[whooshsound], 0);
}