X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=e31d3281c0276a19280aa88cbc2e8c4be44443d6;hb=3d9b1d366f1b3607c40eb5bcbbe631794ed899de;hp=a53ea7f11d8035c2742ee888992215e358093e05;hpb=298a6f90decc9910db67ad1d15789d0ff8c249fe;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index a53ea7f..e31d328 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -1131,8 +1131,8 @@ static void ch_play(const char *args) player[participantfocus[whichdialogue][i]].yaw=participantyaw[whichdialogue][participantfocus[whichdialogue][i]]; player[participantfocus[whichdialogue][i]].targetyaw=participantyaw[whichdialogue][participantfocus[whichdialogue][i]]; player[participantfocus[whichdialogue][i]].velocity=0; - player[participantfocus[whichdialogue][i]].targetanimation=player[participantfocus[whichdialogue][i]].getIdle(); - player[participantfocus[whichdialogue][i]].targetframe=0; + player[participantfocus[whichdialogue][i]].animTarget=player[participantfocus[whichdialogue][i]].getIdle(); + player[participantfocus[whichdialogue][i]].frameTarget=0; } directing=0; @@ -2110,10 +2110,10 @@ void Loadlevel(const char *name) { player[i].DoMipmaps(); } - player[i].currentanimation=bounceidleanim; - player[i].targetanimation=bounceidleanim; - player[i].currentframe=0; - player[i].targetframe=1; + player[i].animCurrent=bounceidleanim; + player[i].animTarget=bounceidleanim; + player[i].frameCurrent=0; + player[i].frameTarget=1; player[i].target=0; player[i].speed=1+(float)(Random()%100)/1000; if(difficulty==0) @@ -2568,23 +2568,23 @@ void doTutorial(){ break; case 4: if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier; break; case 5: if(player[0].jumpkeydown)tutorialsuccess=1; break; case 6: if(player[0].isCrouch())tutorialsuccess=1; - break; case 7: if(player[0].targetanimation==rollanim)tutorialsuccess=1; - break; case 8: if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier; - break; case 9: if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier; + break; case 7: if(player[0].animTarget==rollanim)tutorialsuccess=1; + break; case 8: if(player[0].animTarget==sneakanim)tutorialsuccess+=multiplier; + break; case 9: if(player[0].animTarget==rabbitrunninganim||player[0].animTarget==wolfrunninganim)tutorialsuccess+=multiplier; break; case 11: if(player[0].isWallJump())tutorialsuccess=1; - break; case 12: if(player[0].targetanimation==flipanim)tutorialsuccess=1; - break; case 15: if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1; - break; case 16: if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1; - break; case 17: if(player[0].targetanimation==spinkickanim)tutorialsuccess=1; - break; case 18: if(player[0].targetanimation==sweepanim)tutorialsuccess=1; - break; case 19: if(player[0].targetanimation==dropkickanim)tutorialsuccess=1; - break; case 20: if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1; + break; case 12: if(player[0].animTarget==flipanim)tutorialsuccess=1; + break; case 15: if(player[0].animTarget==upunchanim||player[0].animTarget==winduppunchanim)tutorialsuccess=1; + break; case 16: if(player[0].animTarget==winduppunchanim)tutorialsuccess=1; + break; case 17: if(player[0].animTarget==spinkickanim)tutorialsuccess=1; + break; case 18: if(player[0].animTarget==sweepanim)tutorialsuccess=1; + break; case 19: if(player[0].animTarget==dropkickanim)tutorialsuccess=1; + break; case 20: if(player[0].animTarget==rabbitkickanim)tutorialsuccess=1; break; case 21: if(bonus==cannon)tutorialsuccess=1; break; case 22: if(bonus==spinecrusher)tutorialsuccess=1; - break; case 23: if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1; - break; case 24: if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1; - break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1; - break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1; + break; case 23: if(player[0].animTarget==walljumprightkickanim||player[0].animTarget==walljumpleftkickanim)tutorialsuccess=1; + break; case 24: if(player[0].animTarget==rabbittacklinganim)tutorialsuccess=1; + break; case 25: if(player[0].animTarget==backhandspringanim)tutorialsuccess=1; + break; case 28: if(animation[player[0].animTarget].attack==reversed&&player[0].feint)tutorialsuccess=1; break; case 29: if(player[0].escapednum==2) { tutorialsuccess=1; @@ -2592,10 +2592,10 @@ void doTutorial(){ cananger=0; player[1].aitype=passivetype; } - break; case 33: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1; - break; case 34: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1; + break; case 33: if(animation[player[0].animTarget].attack==reversal)tutorialsuccess=1; + break; case 34: if(animation[player[0].animTarget].attack==reversal)tutorialsuccess=1; break; case 35: - if(animation[player[0].targetanimation].attack==reversal){ + if(animation[player[0].animTarget].attack==reversal){ tutorialsuccess=1; reversaltrain=0; cananger=0; @@ -2603,10 +2603,10 @@ void doTutorial(){ } break; case 40: if(player[0].num_weapons>0)tutorialsuccess=1; break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1; - break; case 43: if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1; - break; case 44: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1; - break; case 45: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1; - break; case 46: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1; + break; case 43: if(player[0].animTarget==knifeslashstartanim)tutorialsuccess=1; + break; case 44: if(animation[player[0].animTarget].attack==reversal)tutorialsuccess=1; + break; case 45: if(animation[player[0].animTarget].attack==reversal)tutorialsuccess=1; + break; case 46: if(animation[player[0].animTarget].attack==reversal)tutorialsuccess=1; break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1; break; default: break; } @@ -3057,10 +3057,10 @@ void doDebugKeys(){ player[numplayers].skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png",1,1); player[numplayers].power=1; player[numplayers].speedmult=1; - player[numplayers].currentanimation=bounceidleanim; - player[numplayers].targetanimation=bounceidleanim; - player[numplayers].currentframe=0; - player[numplayers].targetframe=1; + player[numplayers].animCurrent=bounceidleanim; + player[numplayers].animTarget=bounceidleanim; + player[numplayers].frameCurrent=0; + player[numplayers].frameTarget=1; player[numplayers].target=0; player[numplayers].bled=0; player[numplayers].speed=1+(float)(Random()%100)/1000; @@ -3307,8 +3307,8 @@ void doJumpReversals(){ if(i==k)continue; if( player[k].skeleton.free==0&& player[i].skeleton.oldfree==0&& - (player[i].targetanimation==jumpupanim|| - player[k].targetanimation==jumpupanim)&& + (player[i].animTarget==jumpupanim|| + player[k].animTarget==jumpupanim)&& (player[i].aitype==playercontrolled|| player[k].aitype==playercontrolled)&& (player[i].aitype==attacktypecutoff&&player[i].stunned<=0|| @@ -3316,36 +3316,36 @@ void doJumpReversals(){ if( distsq(&player[i].coords,&player[k].coords)<10*sq((player[i].scale+player[k].scale)*2.5)&& distsqflat(&player[i].coords,&player[k].coords)<2*sq((player[i].scale+player[k].scale)*2.5)){ //TODO: refactor two huge similar ifs - if(player[i].targetanimation==jumpupanim&& - player[k].targetanimation!=getupfrombackanim&& - player[k].targetanimation!=getupfromfrontanim&& - animation[player[k].targetanimation].height==middleheight&& + if(player[i].animTarget==jumpupanim&& + player[k].animTarget!=getupfrombackanim&& + player[k].animTarget!=getupfromfrontanim&& + animation[player[k].animTarget].height==middleheight&& normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&& (player[k].aitype==playercontrolled&&player[k].attackkeydown|| player[k].aitype!=playercontrolled)){ player[i].victim=&player[k]; player[i].velocity=0; - player[i].currentanimation=jumpreversedanim; - player[i].targetanimation=jumpreversedanim; - player[i].currentframe=0; - player[i].targetframe=1; + player[i].animCurrent=jumpreversedanim; + player[i].animTarget=jumpreversedanim; + player[i].frameCurrent=0; + player[i].frameTarget=1; player[i].targettilt2=0; player[k].victim=&player[i]; player[k].velocity=0; - player[k].currentanimation=jumpreversalanim; - player[k].targetanimation=jumpreversalanim; - player[k].currentframe=0; - player[k].targetframe=1; + player[k].animCurrent=jumpreversalanim; + player[k].animTarget=jumpreversalanim; + player[k].frameCurrent=0; + player[k].frameTarget=1; player[k].targettilt2=0; if(player[i].coords.y0&& !player[k].skeleton.free&& - player[k].targetanimation!=climbanim&& - player[k].targetanimation!=hanganim){ + player[k].animTarget!=climbanim&& + player[k].animTarget!=hanganim){ XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2; int whichhit; bool tempcollide=0; @@ -3465,8 +3465,8 @@ void doAerialAcrobatics(){ objects.scale[i]>.5&&player[k].aitype==playercontrolled|| objects.position[i].y>player[k].coords.y){ lowpoint=player[k].coords; - if(player[k].targetanimation!=jumpupanim&& - player[k].targetanimation!=jumpdownanim&& + if(player[k].animTarget!=jumpupanim&& + player[k].animTarget!=jumpdownanim&& !player[k].isFlip()) lowpoint.y+=1.25; else @@ -3483,8 +3483,8 @@ void doAerialAcrobatics(){ //wall jumps //TODO: refactor four similar blocks if(player[k].aitype==playercontrolled&& - (player[k].targetanimation==jumpupanim|| - player[k].targetanimation==jumpdownanim|| + (player[k].animTarget==jumpupanim|| + player[k].animTarget==jumpdownanim|| player[k].isFlip())&& !player[k].jumptogglekeydown&& player[k].jumpkeydown){ @@ -3573,17 +3573,17 @@ void doAerialAcrobatics(){ player[k].collide=1; tempcollide=1; - if(player[k].targetanimation==jumpdownanim||player[k].isFlip()){ + if(player[k].animTarget==jumpdownanim||player[k].isFlip()){ //flipped into a rock - if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7) + if(player[k].isFlip()&&animation[player[k].animTarget].label[player[k].frameTarget]==7) player[k].RagDoll(0); - if(player[k].targetanimation==jumpupanim){ + if(player[k].animTarget==jumpupanim){ player[k].jumppower=-4; - player[k].targetanimation=player[k].getIdle(); + player[k].animTarget=player[k].getIdle(); } player[k].target=0; - player[k].targetframe=0; + player[k].frameTarget=0; player[k].onterrain=1; if(player[k].id==0){ @@ -3592,10 +3592,10 @@ void doAerialAcrobatics(){ } //landing - if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){ + if((player[k].animTarget==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){ if(player[k].isFlip()) player[k].jumppower=-4; - player[k].targetanimation=player[k].getLanding(); + player[k].animTarget=player[k].getLanding(); emit_sound_at(landsound, player[k].coords, 128.); if(k==0){ envsound[numenvsounds]=player[k].coords; @@ -3617,8 +3617,8 @@ void doAerialAcrobatics(){ lowpoint.y+=1.35; if(objects.type[i]!=rocktype) if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.yaw[i],&objects.model[i])!=-1){ - if(player[k].targetanimation!=jumpupanim&& - player[k].targetanimation!=jumpdownanim&& + if(player[k].animTarget!=jumpupanim&& + player[k].animTarget!=jumpdownanim&& player[k].onterrain) player[k].avoidcollided=1; player[k].coords=lowpoint; @@ -3626,11 +3626,11 @@ void doAerialAcrobatics(){ player[k].collide=1; if((player[k].grabdelay<=0||player[k].aitype!=playercontrolled)&& - (player[k].currentanimation!=climbanim&& - player[k].currentanimation!=hanganim&& + (player[k].animCurrent!=climbanim&& + player[k].animCurrent!=hanganim&& !player[k].isWallJump()|| - player[k].targetanimation==jumpupanim|| - player[k].targetanimation==jumpdownanim)){ + player[k].animTarget==jumpupanim|| + player[k].animTarget==jumpdownanim)){ lowpoint=player[k].coords; objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]); lowpoint=player[k].coords; @@ -3671,7 +3671,7 @@ void doAerialAcrobatics(){ whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.yaw[i]); if(objects.friction[i]>.5) if(whichhit!=-1){ - if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim) + if(whichhit!=-1&&player[k].animTarget!=jumpupanim&&player[k].animTarget!=jumpdownanim) player[k].collided=1; if(checkcollide(lowpoint7,lowpointtarget7)==-1) if(checkcollide(lowpoint6,lowpointtarget6)==-1) @@ -3689,9 +3689,9 @@ void doAerialAcrobatics(){ lowpointtarget=lowpoint+facing*1.4; if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget, &colpoint2,&objects.position[i],&objects.yaw[i])==-1){ - if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim) + if(j<=6||j<=25&&player[k].animTarget==jumpdownanim) break; - if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){ + if(player[k].animTarget==jumpupanim||player[k].animTarget==jumpdownanim){ lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.yaw[k],0); lowpoint=player[k].coords; lowpoint.y+=(float)j/13; @@ -3702,7 +3702,7 @@ void doAerialAcrobatics(){ player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale; if(j>10||!player[k].isRun()){ - if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){ + if(player[k].animTarget==jumpdownanim||player[k].animTarget==jumpupanim){ if(k==0) pause_sound(whooshsound); } @@ -3719,14 +3719,14 @@ void doAerialAcrobatics(){ player[k].velocity=0; //climb ledge (?) - if(player[k].targetanimation==jumpupanim){ - player[k].targetanimation=climbanim; + if(player[k].animTarget==jumpupanim){ + player[k].animTarget=climbanim; player[k].jumppower=0; player[k].jumpclimb=1; } player[k].transspeed=6; player[k].target=0; - player[k].targetframe=1; + player[k].frameTarget=1; //hang ledge (?) if(j>25){ player[k].setAnimation(hanganim); @@ -3745,20 +3745,20 @@ void doAerialAcrobatics(){ if(player[k].collide<=0){ //in the air if(!player[k].onterrain&& - player[k].targetanimation!=jumpupanim&& - player[k].targetanimation!=jumpdownanim&& - player[k].targetanimation!=climbanim&& - player[k].targetanimation!=hanganim&& + player[k].animTarget!=jumpupanim&& + player[k].animTarget!=jumpdownanim&& + player[k].animTarget!=climbanim&& + player[k].animTarget!=hanganim&& !player[k].isWallJump()&& !player[k].isFlip()){ - if(player[k].currentanimation!=climbanim&& - player[k].currentanimation!=tempanim&& - player[k].targetanimation!=backhandspringanim&& - (player[k].targetanimation!=rollanim|| - player[k].targetframe<2|| - player[k].targetframe>6)){ + if(player[k].animCurrent!=climbanim&& + player[k].animCurrent!=tempanim&& + player[k].animTarget!=backhandspringanim&& + (player[k].animTarget!=rollanim|| + player[k].frameTarget<2|| + player[k].frameTarget>6)){ //stagger off ledge (?) - if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim) + if(player[k].animTarget==staggerbackhighanim||player[k].animTarget==staggerbackhardanim) player[k].RagDoll(0); player[k].setAnimation(jumpdownanim); @@ -3800,10 +3800,10 @@ void doAttacks(){ !oldattackkey&& !player[0].backkeydown){ for(int k=0;k0&& attackweapon==knife&& player[i].bloodloss>player[i].damagetolerance/2) - player[k].targetanimation=knifefollowanim; + player[k].animTarget=knifefollowanim; //knifeslashstart else if(distance<2.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight&& + animation[player[i].animTarget].height!=lowheight&& !player[k].forwardkeydown&& !player[k].leftkeydown&& !player[k].rightkeydown&& !player[k].crouchkeydown&& attackweapon==knife&& player[k].weaponmissdelay<=0) - player[k].targetanimation=knifeslashstartanim; + player[k].animTarget=knifeslashstartanim; //swordslash else if(distance<4.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight&& + animation[player[i].animTarget].height!=lowheight&& !player[k].crouchkeydown&& attackweapon==sword&& player[k].weaponmissdelay<=0) - player[k].targetanimation=swordslashanim; + player[k].animTarget=swordslashanim; //staffhit else if(distance<4.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight&& + animation[player[i].animTarget].height!=lowheight&& !player[k].crouchkeydown&& attackweapon==staff&& player[k].weaponmissdelay<=0&& !player[k].leftkeydown&& !player[k].rightkeydown&& !player[k].forwardkeydown) - player[k].targetanimation=staffhitanim; + player[k].animTarget=staffhitanim; //staffspinhit else if(distance<4.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight&& + animation[player[i].animTarget].height!=lowheight&& !player[k].crouchkeydown&& attackweapon==staff&& player[k].weaponmissdelay<=0) - player[k].targetanimation=staffspinhitanim; + player[k].animTarget=staffspinhitanim; //spinkick else if(distance<2.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=spinkickanim; + animation[player[i].animTarget].height!=lowheight) + player[k].animTarget=spinkickanim; //lowkick else if(distance<2.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height==lowheight&& - animation[player[k].targetanimation].attack!=normalattack) - player[k].targetanimation=lowkickanim; + animation[player[i].animTarget].height==lowheight&& + animation[player[k].animTarget].attack!=normalattack) + player[k].animTarget=lowkickanim; } else { //AI player if(distance<4.5*sq(player[k].scale*5)){ randattack=abs(Random()%5); if(!attackweapon&&distance<2.5*sq(player[k].scale*5)){ //sweep - if(randattack==0&&animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=sweepanim; + if(randattack==0&&animation[player[i].animTarget].height!=lowheight) + player[k].animTarget=sweepanim; //upunch - else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&& + else if(randattack==1&&animation[player[i].animTarget].height!=lowheight&& !attackweapon) - player[k].targetanimation=upunchanim; + player[k].animTarget=upunchanim; //spinkick - else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=spinkickanim; + else if(randattack==2&&animation[player[i].animTarget].height!=lowheight) + player[k].animTarget=spinkickanim; //lowkick - else if(animation[player[i].targetanimation].height==lowheight) - player[k].targetanimation=lowkickanim; + else if(animation[player[i].animTarget].height==lowheight) + player[k].animTarget=lowkickanim; } if(attackweapon){ //sweep if((tutoriallevel!=1||!attackweapon)&& distance<2.5*sq(player[k].scale*5)&& randattack==0&& - animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=sweepanim; + animation[player[i].animTarget].height!=lowheight) + player[k].animTarget=sweepanim; //knifeslashstart else if(distance<2.5*sq(player[k].scale*5)&& attackweapon==knife&& player[k].weaponmissdelay<=0) - player[k].targetanimation=knifeslashstartanim; + player[k].animTarget=knifeslashstartanim; //swordslash else if(!(player[0].victim==&player[i]&& player[0].hasvictim&& - player[0].targetanimation==swordslashanim)&& + player[0].animTarget==swordslashanim)&& attackweapon==sword&& player[k].weaponmissdelay<=0) - player[k].targetanimation=swordslashanim; + player[k].animTarget=swordslashanim; //staffhit else if(!(player[0].victim==&player[i]&& player[0].hasvictim&& - player[0].targetanimation==swordslashanim)&& + player[0].animTarget==swordslashanim)&& attackweapon==staff&& player[k].weaponmissdelay<=0&& randattack<3) - player[k].targetanimation=staffhitanim; + player[k].animTarget=staffhitanim; //staffspinhit else if(!(player[0].victim==&player[i]&& player[0].hasvictim&& - player[0].targetanimation==swordslashanim)&& + player[0].animTarget==swordslashanim)&& attackweapon==staff&& player[k].weaponmissdelay<=0&& randattack>=3) - player[k].targetanimation=staffspinhitanim; + player[k].animTarget=staffspinhitanim; //spinkick else if((tutoriallevel!=1||!attackweapon)&& distance<2.5*sq(player[k].scale*5)&& randattack==1&& - animation[player[i].targetanimation].height!=lowheight) - player[k].targetanimation=spinkickanim; + animation[player[i].animTarget].height!=lowheight) + player[k].animTarget=spinkickanim; //lowkick else if(distance<2.5*sq(player[k].scale*5)&& - animation[player[i].targetanimation].height==lowheight&& - animation[player[k].targetanimation].attack!=normalattack) - player[k].targetanimation=lowkickanim; + animation[player[i].animTarget].height==lowheight&& + animation[player[k].animTarget].attack!=normalattack) + player[k].animTarget=lowkickanim; } } } //upunch becomes wolfslap - if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype) - player[k].targetanimation=wolfslapanim; + if(player[k].animTarget==upunchanim&&player[k].creature==wolftype) + player[k].animTarget=wolfslapanim; } //sneak attacks if((k==0)&&(tutoriallevel!=1||tutorialstage==22)&& player[i].howactive0&&player[k].madskills|| player[i].surprised>0|| player[i].aitype==passivetype|| @@ -4046,28 +4046,28 @@ void doAttacks(){ normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){ //sneakattack if(!attackweapon){ - player[k].currentanimation=sneakattackanim; - player[k].targetanimation=sneakattackanim; - player[i].currentanimation=sneakattackedanim; - player[i].targetanimation=sneakattackedanim; + player[k].animCurrent=sneakattackanim; + player[k].animTarget=sneakattackanim; + player[i].animCurrent=sneakattackedanim; + player[i].animTarget=sneakattackedanim; player[k].oldcoords=player[k].coords; player[k].coords=player[i].coords; } //knifesneakattack if(attackweapon==knife){ - player[k].currentanimation=knifesneakattackanim; - player[k].targetanimation=knifesneakattackanim; - player[i].currentanimation=knifesneakattackedanim; - player[i].targetanimation=knifesneakattackedanim; + player[k].animCurrent=knifesneakattackanim; + player[k].animTarget=knifesneakattackanim; + player[i].animCurrent=knifesneakattackedanim; + player[i].animTarget=knifesneakattackedanim; player[i].oldcoords=player[i].coords; player[i].coords=player[k].coords; } //swordsneakattack if(attackweapon==sword){ - player[k].currentanimation=swordsneakattackanim; - player[k].targetanimation=swordsneakattackanim; - player[i].currentanimation=swordsneakattackedanim; - player[i].targetanimation=swordsneakattackedanim; + player[k].animCurrent=swordsneakattackanim; + player[k].animTarget=swordsneakattackanim; + player[i].animCurrent=swordsneakattackedanim; + player[i].animTarget=swordsneakattackedanim; player[i].oldcoords=player[i].coords; player[i].coords=player[k].coords; } @@ -4075,13 +4075,13 @@ void doAttacks(){ player[k].victim=&player[i]; player[k].hasvictim=1; player[i].targettilt2=0; - player[i].targetframe=1; - player[i].currentframe=0; + player[i].frameTarget=1; + player[i].frameCurrent=0; player[i].target=0; player[i].velocity=0; player[k].targettilt2=player[i].targettilt2; - player[k].currentframe=player[i].currentframe; - player[k].targetframe=player[i].targetframe; + player[k].frameCurrent=player[i].frameCurrent; + player[k].frameTarget=player[i].frameTarget; player[k].target=player[i].target; player[k].velocity=0; player[k].targetyaw=player[i].yaw; @@ -4089,39 +4089,39 @@ void doAttacks(){ player[i].targetyaw=player[i].yaw; } } - if(animation[player[k].targetanimation].attack==normalattack&& + if(animation[player[k].animTarget].attack==normalattack&& player[k].victim==&player[i]&& (!player[i].skeleton.free)){ oldattackkey=1; - player[k].targetframe=0; + player[k].frameTarget=0; player[k].target=0; player[k].targetyaw=roughDirectionTo(player[k].coords,player[i].coords); player[k].targettilt2=pitchTo(player[k].coords,player[i].coords); player[k].lastattack3=player[k].lastattack2; player[k].lastattack2=player[k].lastattack; - player[k].lastattack=player[k].targetanimation; + player[k].lastattack=player[k].animTarget; } - if(player[k].targetanimation==knifefollowanim&& + if(player[k].animTarget==knifefollowanim&& player[k].victim==&player[i]){ oldattackkey=1; player[k].targetyaw=roughDirectionTo(player[k].coords,player[i].coords); player[k].targettilt2=pitchTo(player[k].coords,player[i].coords); player[k].victim=&player[i]; player[k].hasvictim=1; - player[i].targetanimation=knifefollowedanim; - player[i].currentanimation=knifefollowedanim; + player[i].animTarget=knifefollowedanim; + player[i].animCurrent=knifefollowedanim; player[i].targettilt2=0; player[i].targettilt2=player[k].targettilt2; - player[i].targetframe=1; - player[i].currentframe=0; + player[i].frameTarget=1; + player[i].frameCurrent=0; player[i].target=0; player[i].velocity=0; - player[k].currentanimation=knifefollowanim; - player[k].targetanimation=knifefollowanim; + player[k].animCurrent=knifefollowanim; + player[k].animTarget=knifefollowanim; player[k].targettilt2=player[i].targettilt2; - player[k].currentframe=player[i].currentframe; - player[k].targetframe=player[i].targetframe; + player[k].frameCurrent=player[i].frameCurrent; + player[k].frameTarget=player[i].frameTarget; player[k].target=player[i].target; player[k].velocity=0; player[k].oldcoords=player[k].coords; @@ -4138,7 +4138,7 @@ void doAttacks(){ for(int i=0;i1000){ - player[k].targetanimation=killanim; + player[k].animTarget=killanim; //TODO: refactor this out, what does it do? for(int j=0;jcoords)<12*sq(player[k].scale*5)&& distsq(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&& !player[k].victim->skeleton.free&& - player[k].victim->targetanimation!=getupfrombackanim&& - player[k].victim->targetanimation!=getupfromfrontanim&& - animation[player[k].victim->targetanimation].height!=lowheight&& + player[k].victim->animTarget!=getupfrombackanim&& + player[k].victim->animTarget!=getupfromfrontanim&& + animation[player[k].victim->animTarget].height!=lowheight&& player[k].aitype!=playercontrolled&& //wat??? normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&& player[k].rabbitkickenabled)|| @@ -4293,7 +4293,7 @@ void doAttacks(){ player[k].setAnimation(rabbitkickanim); } //update counts - if(animation[player[k].targetanimation].attack&&k==0){ + if(animation[player[k].animTarget].attack&&k==0){ numattacks++; switch(attackweapon){ case 0: numunarmedattack++; break; @@ -4315,14 +4315,14 @@ void doPlayerCollisions(){ for(int k=0;kplayer[k].coords.y-3) if(player[i].coords.yskeleton.free) + if(player[0].animTarget==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free) collisionradius=3; if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&& (distsq(&tempcoords1,&tempcoords2)1)|| (player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){ rotatetarget=player[k].velocity-player[i].velocity; - if((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim|| + if((player[i].animTarget!=getupfrombackanim&&player[i].animTarget!=getupfromfrontanim|| player[i].skeleton.free)&& - (player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim|| + (player[k].animTarget!=getupfrombackanim&&player[k].animTarget!=getupfromfrontanim|| player[k].skeleton.free)) if((((k!=0&&findLengthfast(&rotatetarget)>150|| k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&& normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&& (k==0|| - k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].currentanimation].attack==neutral|| - /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].currentanimation].attack==neutral))|| - (player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&& - (player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&& + k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].animCurrent].attack==neutral|| + /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].animCurrent].attack==neutral))|| + (player[i].animTarget==jumpupanim||player[i].animTarget==jumpdownanim||player[i].isFlip())&& + (player[k].animTarget==jumpupanim||player[k].animTarget==jumpdownanim||player[k].isFlip())&& k==0&&!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree){ //If hit by body if( (i!=0||player[i].skeleton.free)&& (k!=0||player[k].skeleton.free)|| - (animation[player[i].targetanimation].height==highheight&& - animation[player[k].targetanimation].height==highheight)){ + (animation[player[i].animTarget].height==highheight&& + animation[player[k].animTarget].height==highheight)){ if(tutoriallevel!=1){ emit_sound_at(heavyimpactsound, player[i].coords); } @@ -4434,10 +4434,10 @@ void doPlayerCollisions(){ } } - if( (animation[player[i].targetanimation].attack==neutral|| - animation[player[i].targetanimation].attack==normalattack)&& - (animation[player[k].targetanimation].attack==neutral|| - animation[player[k].targetanimation].attack==normalattack)){ + if( (animation[player[i].animTarget].attack==neutral|| + animation[player[i].animTarget].attack==normalattack)&& + (animation[player[k].animTarget].attack==neutral|| + animation[player[k].animTarget].attack==normalattack)){ //If bumped if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){ if(distsq(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){ @@ -4468,9 +4468,9 @@ void doPlayerCollisions(){ } //jump down on player if(hostile){ - if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&& + if(k==0&&i!=0&&player[k].animTarget==jumpdownanim&& !player[i].isCrouch()&& - player[i].targetanimation!=rollanim&& + player[i].animTarget!=rollanim&& !player[k].skeleton.oldfree&&! player[k].skeleton.free&& player[k].lastcollide<=0&& @@ -4483,9 +4483,9 @@ void doPlayerCollisions(){ player[k].lastcollide=1; award_bonus(k, AboveBonus); } - if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&& + if(i==0&&k!=0&&player[i].animTarget==jumpdownanim&& !player[k].isCrouch()&& - player[k].targetanimation!=rollanim&& + player[k].animTarget!=rollanim&& !player[i].skeleton.oldfree&& !player[i].skeleton.free&& player[i].lastcollide<=0&& @@ -4648,7 +4648,7 @@ void doAI(int i){ if(player[i].avoidcollided>.8 && !player[i].jumpkeydown && player[i].collided<.8) player[i].targetyaw+=90*(player[i].whichdirection*2-1); - if(player[i].collided<1||player[i].targetanimation!=jumpupanim) + if(player[i].collided<1||player[i].animTarget!=jumpupanim) player[i].jumpkeydown=0; if((player[i].collided>.8&&player[i].jumppower>=5)) player[i].jumpkeydown=1; @@ -4659,12 +4659,12 @@ void doAI(int i){ distsq(&player[i].coords,&player[0].coords)<400&& player[i].occluded<25){ if(distsq(&player[i].coords,&player[0].coords)<12&& - animation[player[0].targetanimation].height!=lowheight&& + animation[player[0].animTarget].height!=lowheight&& !editorenabled&& (player[0].coords.y0) if(player[j].coords.y.8&&player[i].jumppower>=5)) player[i].jumpkeydown=1; @@ -4782,10 +4782,10 @@ void doAI(int i){ distsq(&player[i].coords,&player[0].coords)<400&& player[i].occluded<25){ if(distsq(&player[i].coords,&player[0].coords)<12&& - animation[player[0].targetanimation].height!=lowheight&&!editorenabled) + animation[player[0].animTarget].height!=lowheight&&!editorenabled) player[i].aitype=attacktypecutoff; if(distsq(&player[i].coords,&player[0].coords)<30&& - animation[player[0].targetanimation].height==highheight&&!editorenabled) + animation[player[0].animTarget].height==highheight&&!editorenabled) player[i].aitype=attacktypecutoff; //wolf smell @@ -4816,7 +4816,7 @@ void doAI(int i){ player[i].losupdatedelay=.2; for(int j=0;j0) if((-1==checkcollide( @@ -4825,10 +4825,10 @@ void doAI(int i){ DoRotation(player[j].getJointFor(head).position,0,player[j].yaw,0)* player[j].scale+player[j].coords)&& !player[j].isWallJump())|| - (player[j].targetanimation==hanganim&& + (player[j].animTarget==hanganim&& normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){ player[i].lastseentime-=.2; - if(j==0&&animation[player[j].targetanimation].height==lowheight) + if(j==0&&animation[player[j].animTarget].height==lowheight) player[i].lastseentime-=.4; else player[i].lastseentime-=.6; @@ -4929,7 +4929,7 @@ void doAI(int i){ } } } - if(player[i].collided<1||player[i].targetanimation!=jumpupanim) + if(player[i].collided<1||player[i].animTarget!=jumpupanim) player[i].jumpkeydown=0; if((player[i].collided>.8&&player[i].jumppower>=5)) player[i].jumpkeydown=1; @@ -4947,11 +4947,11 @@ void doAI(int i){ player[i].occluded<2&& ((tutoriallevel!=1||cananger)&&hostile)){ player[i].losupdatedelay=.2; - if(distsq(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){ + if(distsq(&player[i].coords,&player[0].coords)<4&&animation[player[i].animTarget].height!=lowheight){ player[i].aitype=attacktypecutoff; player[i].lastseentime=1; } - if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight) + if(abs(Random()%2)||animation[player[i].animTarget].height!=lowheight) //TODO: factor out canSeePlayer() if(distsq(&player[i].coords,&player[0].coords)<400) if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0) @@ -4960,10 +4960,10 @@ void doAI(int i){ player[i].scale+player[i].coords, DoRotation(player[0].getJointFor(head).position,0,player[0].yaw,0)* player[0].scale+player[0].coords)==-1)|| - (player[0].targetanimation==hanganim&&normaldotproduct( + (player[0].animTarget==hanganim&&normaldotproduct( player[0].facing,player[i].coords-player[0].coords)<0)){ /* //TODO: changed j to 0 on a whim, make sure this is correct - (player[j].targetanimation==hanganim&&normaldotproduct( + (player[j].animTarget==hanganim&&normaldotproduct( player[j].facing,player[i].coords-player[j].coords)<0) */ player[i].aitype=attacktypecutoff; @@ -5083,7 +5083,7 @@ void doAI(int i){ player[i].crouchkeydown=0; player[i].attackkeydown=0; } - if(player[i].collided<1||player[i].targetanimation!=jumpupanim) + if(player[i].collided<1||player[i].animTarget!=jumpupanim) player[i].jumpkeydown=0; if(player[i].collided>.8&&player[i].jumppower>=5) player[i].jumpkeydown=1; @@ -5161,12 +5161,12 @@ void doAI(int i){ player[i].attackkeydown=0; player[i].throwkeydown=1; player[i].crouchkeydown=0; - if(player[i].targetanimation!=crouchremoveknifeanim&& - player[i].targetanimation!=removeknifeanim) + if(player[i].animTarget!=crouchremoveknifeanim&& + player[i].animTarget!=removeknifeanim) player[i].throwtogglekeydown=0; player[i].drawkeydown=0; } - if(player[i].collided<1||player[i].targetanimation!=jumpupanim) + if(player[i].collided<1||player[i].animTarget!=jumpupanim) player[i].jumpkeydown=0; if((player[i].collided>.8&&player[i].jumppower>=5)) player[i].jumpkeydown=1; @@ -5176,8 +5176,8 @@ void doAI(int i){ player[i].aiupdatedelay-=multiplier; //dodge or reverse rabbit kicks, knife throws, flips if(player[i].damage.5) player[i].stunned=1; @@ -5229,10 +5229,10 @@ void doAI(int i){ } //dodge/reverse walljump kicks if(player[i].damageplayer[i].coords.y+5&& - animation[player[0].targetanimation].height!=highheight&& + animation[player[0].animTarget].height!=highheight&& !player[0].onterrain){ player[i].aitype=pathfindtype; player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint]; @@ -5280,11 +5280,11 @@ void doAI(int i){ } //it's time to think (?) if(player[i].aiupdatedelay<0&& - !animation[player[i].targetanimation].attack&& - player[i].targetanimation!=staggerbackhighanim&& - player[i].targetanimation!=staggerbackhardanim&& - player[i].targetanimation!=backhandspringanim&& - player[i].targetanimation!=dodgebackanim){ + !animation[player[i].animTarget].attack&& + player[i].animTarget!=staggerbackhighanim&& + player[i].animTarget!=staggerbackhardanim&& + player[i].animTarget!=backhandspringanim&& + player[i].animTarget!=dodgebackanim){ //draw weapon if(player[i].weaponactive==-1&&player[i].num_weapons>0) player[i].drawkeydown=Random()%2; @@ -5357,26 +5357,26 @@ void doAI(int i){ Random()%2==0&&difficulty==2|| Random()%4==0&&difficulty==1|| Random()%8==0&&difficulty==0|| - player[j].lastattack2==player[j].targetanimation&& - player[j].lastattack3==player[j].targetanimation&& + player[j].lastattack2==player[j].animTarget&& + player[j].lastattack3==player[j].animTarget&& (Random()%2==0||difficulty==2)|| (player[i].isIdle()||player[i].isRun())&& player[j].weaponactive!=-1|| - player[j].targetanimation==swordslashanim&& + player[j].animTarget==swordslashanim&& player[i].weaponactive!=-1|| - player[j].targetanimation==staffhitanim|| - player[j].targetanimation==staffspinhitanim)) + player[j].animTarget==staffhitanim|| + player[j].animTarget==staffspinhitanim)) if(distsq(&player[j].coords,&player[j].victim->coords)<4&& player[j].victim==&player[i]&& - (player[j].targetanimation==sweepanim|| - player[j].targetanimation==spinkickanim|| - player[j].targetanimation==staffhitanim|| - player[j].targetanimation==staffspinhitanim|| - player[j].targetanimation==winduppunchanim|| - player[j].targetanimation==upunchanim|| - player[j].targetanimation==wolfslapanim|| - player[j].targetanimation==knifeslashstartanim|| - player[j].targetanimation==swordslashanim&& + (player[j].animTarget==sweepanim|| + player[j].animTarget==spinkickanim|| + player[j].animTarget==staffhitanim|| + player[j].animTarget==staffspinhitanim|| + player[j].animTarget==winduppunchanim|| + player[j].animTarget==upunchanim|| + player[j].animTarget==wolfslapanim|| + player[j].animTarget==knifeslashstartanim|| + player[j].animTarget==swordslashanim&& (distsq(&player[j].coords,&player[i].coords)<2|| player[i].weaponactive!=-1))){ if(target>=0) @@ -5398,7 +5398,7 @@ void doAI(int i){ //TODO: why are we controlling the human? if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0) player[0].jumpkeydown=0; - if(player[0].targetanimation==jumpdownanim&& + if(player[0].animTarget==jumpdownanim&& distsq(&player[0].coords,&player[i].coords)<40) player[i].crouchkeydown=1; if(player[i].jumpkeydown) @@ -5429,7 +5429,7 @@ void doAI(int i){ player[i].lastseentime=1; } } - if(animation[player[0].targetanimation].height==highheight&& + if(animation[player[0].animTarget].height==highheight&& (player[i].aitype==attacktypecutoff|| player[i].aitype==searchtype)) if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){ @@ -6348,7 +6348,7 @@ void Game::Tick(){ talkdelay=1; talkdelay-=multiplier; - if(talkdelay<=0&&indialogue==-1&&animation[player[0].targetanimation].height!=highheight) + if(talkdelay<=0&&indialogue==-1&&animation[player[0].animTarget].height!=highheight) for(int i=0;i1) for(int j=0;j1)){ - if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){ + if(player[i].animTarget!=rollanim&&player[i].animTarget!=backhandspringanim){ player[i].throwtogglekeydown=1; player[i].victim=&player[j]; player[i].hasvictim=1; player[i].setAnimation(crouchremoveknifeanim); player[i].targetyaw=roughDirectionTo(player[i].coords,player[j].coords); } - if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){ + if(player[i].animTarget==rollanim||player[i].animTarget==backhandspringanim){ player[i].throwtogglekeydown=1; player[i].victim=&player[j]; player[i].hasvictim=1; @@ -7113,7 +7113,7 @@ void Game::Tick(){ if(player[i].isIdle()|| player[i].isRun()|| player[i].isCrouch()|| - player[i].targetanimation==sneakanim|| + player[i].animTarget==sneakanim|| player[i].isFlip()) if(numplayers>1) for(int j=0;jcoords)<3&& player[j].victim==&player[i]&& - (player[j].targetanimation==sweepanim|| - player[j].targetanimation==upunchanim|| - player[j].targetanimation==wolfslapanim|| - ((player[j].targetanimation==swordslashanim|| - player[j].targetanimation==knifeslashstartanim|| - player[j].targetanimation==staffhitanim|| - player[j].targetanimation==staffspinhitanim)&& + (player[j].animTarget==sweepanim|| + player[j].animTarget==upunchanim|| + player[j].animTarget==wolfslapanim|| + ((player[j].animTarget==swordslashanim|| + player[j].animTarget==knifeslashstartanim|| + player[j].animTarget==staffhitanim|| + player[j].animTarget==staffspinhitanim)&& distsq(&player[j].coords,&player[i].coords)<2))){ if(target>=0) target=-1; @@ -7321,7 +7321,7 @@ void Game::Tick(){ } if(!player[i].crouchkeydown){ //Uncrouch - if(!player[i].isRun()&&player[i].targetanimation!=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) @@ -7332,7 +7332,7 @@ void Game::Tick(){ player[i].highreversaldelay<=0){ if(distsq(&player[j].coords,&player[j].victim->coords)<3&& player[j].victim==&player[i]&& - (player[j].targetanimation==spinkickanim)&& + (player[j].animTarget==spinkickanim)&& player[i].isCrouch()){ if(target>=0) target=-1; @@ -7347,14 +7347,14 @@ void Game::Tick(){ if(player[i].isCrouch()){ if(!player[i].wasCrouch()){ - player[i].currentanimation=player[i].getCrouch(); - player[i].currentframe=0; + player[i].animCurrent=player[i].getCrouch(); + player[i].frameCurrent=0; } player[i].setAnimation(player[i].getIdle()); player[i].transspeed=10; } } - if(player[i].targetanimation==sneakanim){ + if(player[i].animTarget==sneakanim){ player[i].setAnimation(player[i].getIdle()); player[i].transspeed=10; } @@ -7364,10 +7364,10 @@ void Game::Tick(){ (player[i].isStop()&& player[i].targetyaw==player[i].yaw)|| (player[i].isLanding()&& - player[i].targetframe>0&& + player[i].frameTarget>0&& !player[i].jumpkeydown)|| (player[i].isLandhard()&& - player[i].targetframe>0&& + player[i].frameTarget>0&& !player[i].jumpkeydown&& player[i].crouchkeydown)){ if(player[i].aitype==passivetype) @@ -7376,17 +7376,17 @@ void Game::Tick(){ player[i].setAnimation(player[i].getRun()); } if(player[i].isCrouch()){ - player[i].targetanimation=sneakanim; + player[i].animTarget=sneakanim; if(player[i].wasCrouch()) player[i].target=0; - player[i].targetframe=0; + player[i].frameTarget=0; } - if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){ + if(player[i].animTarget==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){ player[i].setAnimation(climbanim); - player[i].targetframe=1; + player[i].frameTarget=1; player[i].jumpclimb=1; } - if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){ + if(player[i].animTarget==jumpupanim||player[i].animTarget==jumpdownanim||player[i].isFlip()){ player[i].velocity+=absflatfacing*5*multiplier; } player[i].forwardstogglekeydown=1; @@ -7397,21 +7397,21 @@ void Game::Tick(){ (player[i].isStop()&& player[i].targetyaw==player[i].yaw)|| (player[i].isLanding()&& - player[i].targetframe>0&& + player[i].frameTarget>0&& !player[i].jumpkeydown)|| (player[i].isLandhard()&& - player[i].targetframe>0&& + player[i].frameTarget>0&& !player[i].jumpkeydown&& player[i].crouchkeydown)){ player[i].setAnimation(player[i].getRun()); } if(player[i].isCrouch()){ - player[i].targetanimation=sneakanim; + player[i].animTarget=sneakanim; if(player[i].wasCrouch()) player[i].target=0; - player[i].targetframe=0; + player[i].frameTarget=0; } - if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){ + if(player[i].animTarget==jumpupanim||player[i].animTarget==jumpdownanim||player[i].isFlip()){ player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0); } player[i].targetyaw-=90; @@ -7424,21 +7424,21 @@ void Game::Tick(){ (player[i].isStop()&& player[i].targetyaw==player[i].yaw)|| (player[i].isLanding()&& - player[i].targetframe>0&& + player[i].frameTarget>0&& !player[i].jumpkeydown)|| (player[i].isLandhard()&& - player[i].targetframe>0&& + player[i].frameTarget>0&& !player[i].jumpkeydown&& player[i].crouchkeydown)){ player[i].setAnimation(player[i].getRun()); } if(player[i].isCrouch()){ - player[i].targetanimation=sneakanim; + player[i].animTarget=sneakanim; if(player[i].wasCrouch()) player[i].target=0; - player[i].targetframe=0; + player[i].frameTarget=0; } - if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){ + if(player[i].animTarget==jumpupanim||player[i].animTarget==jumpdownanim||player[i].isFlip()){ player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0); } player[i].targetyaw+=90; @@ -7451,29 +7451,29 @@ void Game::Tick(){ (player[i].isStop()&& player[i].targetyaw==player[i].yaw)|| (player[i].isLanding()&& - player[i].targetframe>0&& + player[i].frameTarget>0&& !player[i].jumpkeydown)|| (player[i].isLandhard()&& - player[i].targetframe>0&& + player[i].frameTarget>0&& !player[i].jumpkeydown&& player[i].crouchkeydown)){ player[i].setAnimation(player[i].getRun()); } if(player[i].isCrouch()){ - player[i].targetanimation=sneakanim; + player[i].animTarget=sneakanim; if(player[i].wasCrouch()) player[i].target=0; - player[i].targetframe=0; + player[i].frameTarget=0; } - if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){ + if(player[i].animTarget==jumpupanim||player[i].animTarget==jumpdownanim||player[i].isFlip()){ player[i].velocity-=absflatfacing*5*multiplier; } - if(player[i].targetanimation==hanganim){ - player[i].currentanimation=jumpdownanim; - player[i].targetanimation=jumpdownanim; + if(player[i].animTarget==hanganim){ + player[i].animCurrent=jumpdownanim; + player[i].animTarget=jumpdownanim; player[i].target=0; - player[i].currentframe=0; - player[i].targetframe=1; + player[i].frameCurrent=0; + player[i].frameTarget=1; player[i].velocity=0; player[i].velocity.y+=gravity; player[i].coords.y-=1.4; @@ -7484,14 +7484,14 @@ void Game::Tick(){ movekey=1; } if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){ - if((((player[i].isLanding()&&player[i].targetframe>=3)|| + if((((player[i].isLanding()&&player[i].frameTarget>=3)|| player[i].isRun()|| - player[i].targetanimation==walkanim|| + player[i].animTarget==walkanim|| player[i].isCrouch()|| - player[i].targetanimation==sneakanim)&& + player[i].animTarget==sneakanim)&& player[i].jumppower>1)&& - ((player[i].targetanimation!=rabbitrunninganim&& - player[i].targetanimation!=wolfrunninganim)||i!=0)){ + ((player[i].animTarget!=rabbitrunninganim&& + player[i].animTarget!=wolfrunninganim)||i!=0)){ player[i].jumpstart=0; player[i].setAnimation(jumpupanim); player[i].yaw=player[i].targetyaw; @@ -7513,7 +7513,7 @@ void Game::Tick(){ if(j!=i&&!player[j].skeleton.free&&player[j].victim){ if(distsq(&player[j].coords,&player[j].victim->coords)<3&& player[j].victim==&player[i]&& - (player[j].targetanimation==sweepanim)){ + (player[j].animTarget==sweepanim)){ if(target>=0)target=-1; else target=j; } @@ -7541,12 +7541,12 @@ void Game::Tick(){ } if((player[i].isIdle())&&player[i].jumppower>1){ player[i].setAnimation(player[i].getLanding()); - player[i].targetframe=2; + player[i].frameTarget=2; player[i].landhard=0; player[i].jumpstart=1; player[i].tempdeltav=deltav; } - if(player[i].targetanimation==jumpupanim&& + if(player[i].animTarget==jumpupanim&& (((!floatjump&& !editorenabled)|| !debugmode)|| @@ -7564,16 +7564,16 @@ void Game::Tick(){ } if(!movekey){ - if(player[i].isRun()||player[i].targetanimation==walkanim) + if(player[i].isRun()||player[i].animTarget==walkanim) player[i].setAnimation(player[i].getStop()); - if(player[i].targetanimation==sneakanim){ - player[i].targetanimation=player[i].getCrouch(); - if(player[i].currentanimation==sneakanim) + if(player[i].animTarget==sneakanim){ + player[i].animTarget=player[i].getCrouch(); + if(player[i].animCurrent==sneakanim) player[i].target=0; - player[i].targetframe=0; + player[i].frameTarget=0; } } - if(player[i].targetanimation==walkanim&& + if(player[i].animTarget==walkanim&& (player[i].aitype==attacktypecutoff|| player[i].aitype==searchtype|| (player[i].aitype==passivetype&& @@ -7583,7 +7583,7 @@ void Game::Tick(){ player[i].setAnimation(player[i].getStop()); } } - if(player[i].targetanimation==rollanim) + if(player[i].animTarget==rollanim) player[i].targetyaw=oldtargetyaw; } @@ -7597,15 +7597,15 @@ void Game::Tick(){ } //stop to turn in right direction - if(fabs(player[k].yaw-player[k].targetyaw)>90&&(player[k].isRun()||player[k].targetanimation==walkanim)) + if(fabs(player[k].yaw-player[k].targetyaw)>90&&(player[k].isRun()||player[k].animTarget==walkanim)) player[k].setAnimation(player[k].getStop()); - if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim) + if(player[k].animTarget==backhandspringanim||player[k].animTarget==dodgebackanim) player[k].targettilt=0; - if(player[k].targetanimation!=jumpupanim&& - player[k].targetanimation!=backhandspringanim&& - player[k].targetanimation!=jumpdownanim&& + if(player[k].animTarget!=jumpupanim&& + player[k].animTarget!=backhandspringanim&& + player[k].animTarget!=jumpdownanim&& !player[k].isFlip()){ player[k].targettilt=0; if(player[k].jumppower<0&&!player[k].jumpkeydown) @@ -7806,9 +7806,9 @@ void Game::TickOnceAfter(){ player[i].aitype==gethelptype|| player[i].aitype==searchtype)&& !player[i].dead/*&&player[i].surprised<=0*/&& - (player[i].targetanimation!=sneakattackedanim&& - player[i].targetanimation!=knifesneakattackedanim&& - player[i].targetanimation!=swordsneakattackedanim)){ + (player[i].animTarget!=sneakattackedanim&& + player[i].animTarget!=knifesneakattackedanim&& + player[i].animTarget!=swordsneakattackedanim)){ musictype=stream_fighttheme; realthreat=1; } @@ -8089,7 +8089,7 @@ void Game::TickOnceAfter(){ viewerfacing=facing; if(!cameramode){ - if((animation[player[0].targetanimation].attack!=3&&animation[player[0].currentanimation].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; + 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){ @@ -8104,12 +8104,12 @@ void Game::TickOnceAfter(){ if(findLengthfast(&player[0].velocity)>400){ cameraspeed=20+(findLength(&player[0].velocity)-20)*.96; } - if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=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)400){ cameraspeed=20+(findLength(&player[0].velocity)-20)*.96; } - if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4; + 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; @@ -8155,7 +8155,7 @@ void Game::TickOnceAfter(){ else if(findLengthfast(&coltarget)>1) { Normalise(&coltarget); - if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed; + 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;