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 (int j = 0; j < Person::players.size(); j++) {
Person::players[j]->wentforweapon = 0;
}
}
}
victim->weaponactive = -1;
- for (int j = 0; j < numplayers; j++) {
+ for (int j = 0; j < Person::players.size(); j++) {
Person::players[j]->wentforweapon = 0;
}
}
}
victim->weaponactive = -1;
- for (int j = 0; j < numplayers; j++) {
+ for (int j = 0; j < Person::players.size(); j++) {
Person::players[j]->wentforweapon = 0;
}
}
}
victim->weaponactive = -1;
- for (int j = 0; j < numplayers; j++) {
+ for (int 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 (int i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
}
weaponstuck = 0;
}
weaponactive = -1;
- for (int i = 0; i < numplayers; i++) {
+ for (int i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
+ for (i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
}
targetloc = velocity;
Normalise(&targetloc);
targetloc += coords;
- for (i = 0; i < numplayers; i++) {
+ for (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);
victim->weaponstuck = 0;
}
victim->weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
+ for (i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
int closest = -1;
float closestdist = -1;
float distance;
- if (numplayers > 1)
- for (i = 0; i < numplayers; i++) {
+ if (Person::players.size() > 1)
+ for (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 (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) {
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
+ for (i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
+ for (i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 0;
}
}
weaponstuck = 0;
}
weaponactive = -1;
- for (i = 0; i < numplayers; i++) {
+ for (i = 0; i < Person::players.size(); i++) {
Person::players[i]->wentforweapon = 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);
}
}