X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FPerson.cpp;h=3327f5abc3c139901d5b0f1cd9093c4981b8b67e;hb=cd043e3f9e26c2b3406b40a354c2840941e9db7f;hp=eff58676f4b7f312c3115522526edf926f97a5f5;hpb=adaf84d76926538d8235c721169a8d8346dff87b;p=lugaru.git diff --git a/Source/Person.cpp b/Source/Person.cpp index eff5867..3327f5a 100644 --- a/Source/Person.cpp +++ b/Source/Person.cpp @@ -3,20 +3,18 @@ Copyright (C) 2003, 2010 - Wolfire Games This file is part of Lugaru. -Lugaru is free software; you can redistribute it and/or -modify it under the terms of the GNU General Public License -as published by the Free Software Foundation; either version 2 -of the License, or (at your option) any later version. +Lugaru is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. -This program is distributed in the hope that it will be useful, +Lugaru is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - -See the GNU General Public License for more details. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. You should have received a copy of the GNU General Public License -along with this program; if not, write to the Free Software -Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +along with Lugaru. If not, see . */ /**> HEADER FILES <**/ @@ -923,7 +921,7 @@ void Person::Reverse() } victim->weaponactive = -1; - for (int j = 0; j < Person::players.size(); j++) { + for (unsigned j = 0; j < Person::players.size(); j++) { Person::players[j]->wentforweapon = 0; } } @@ -953,7 +951,7 @@ void Person::Reverse() } victim->weaponactive = -1; - for (int j = 0; j < Person::players.size(); j++) { + for (unsigned j = 0; j < Person::players.size(); j++) { Person::players[j]->wentforweapon = 0; } } @@ -982,7 +980,7 @@ void Person::Reverse() } victim->weaponactive = -1; - for (int j = 0; j < Person::players.size(); j++) { + for (unsigned j = 0; j < Person::players.size(); j++) { Person::players[j]->wentforweapon = 0; } } @@ -1011,7 +1009,7 @@ void Person::Reverse() } victim->weaponactive = -1; - for (int j = 0; j < Person::players.size(); j++) { + for (unsigned j = 0; j < Person::players.size(); j++) { Person::players[j]->wentforweapon = 0; } } @@ -1094,7 +1092,7 @@ void Person::Reverse() victim->weaponstuck = 0; } victim->weaponactive = -1; - for (int i = 0; i < Person::players.size(); i++) { + for (unsigned i = 0; i < Person::players.size(); i++) { Person::players[i]->wentforweapon = 0; } } @@ -1137,7 +1135,7 @@ void Person::Reverse() weaponstuck = 0; } weaponactive = -1; - for (int i = 0; i < Person::players.size(); i++) { + for (unsigned i = 0; i < Person::players.size(); i++) { Person::players[i]->wentforweapon = 0; } @@ -1410,8 +1408,7 @@ void Person::DoHead() 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); } @@ -1457,7 +1454,7 @@ void Person::RagDoll(bool checkcollision) 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); @@ -1469,7 +1466,7 @@ void Person::RagDoll(bool checkcollision) 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; } @@ -1490,7 +1487,7 @@ void Person::RagDoll(bool checkcollision) 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 @@ -1543,7 +1540,7 @@ void Person::RagDoll(bool checkcollision) 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; @@ -1567,7 +1564,7 @@ void Person::RagDoll(bool checkcollision) weaponstuck = 0; } weaponactive = -1; - for (i = 0; i < Person::players.size(); i++) { + for (unsigned i = 0; i < Person::players.size(); i++) { Person::players[i]->wentforweapon = 0; } } @@ -1685,7 +1682,6 @@ void Person::setAnimation(int animation) void Person::DoAnimations() { if (!skeleton.free) { - int i = 0; static float oldtarget; if (isIdle() && animCurrent != getIdle()) @@ -1837,12 +1833,12 @@ void Person::DoAnimations() } 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) @@ -1879,18 +1875,18 @@ void Person::DoAnimations() 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; } @@ -1918,7 +1914,7 @@ void Person::DoAnimations() 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) { @@ -1939,20 +1935,20 @@ void Person::DoAnimations() } 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; } } @@ -1990,7 +1986,7 @@ void Person::DoAnimations() 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; @@ -2001,7 +1997,7 @@ void Person::DoAnimations() 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]; } @@ -2080,7 +2076,7 @@ void Person::DoAnimations() targetloc = velocity; Normalise(&targetloc); targetloc += coords; - for (i = 0; i < Person::players.size(); 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); @@ -2145,7 +2141,7 @@ void Person::DoAnimations() 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; @@ -2181,7 +2177,7 @@ void Person::DoAnimations() 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; @@ -2212,7 +2208,7 @@ void Person::DoAnimations() 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; @@ -2248,7 +2244,7 @@ void Person::DoAnimations() 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; @@ -2278,7 +2274,7 @@ void Person::DoAnimations() 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; @@ -2300,7 +2296,7 @@ void Person::DoAnimations() 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; @@ -2311,7 +2307,7 @@ void Person::DoAnimations() 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; @@ -2334,7 +2330,7 @@ void Person::DoAnimations() 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); @@ -2361,7 +2357,7 @@ void Person::DoAnimations() 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; @@ -2371,7 +2367,7 @@ void Person::DoAnimations() 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) @@ -2458,7 +2454,7 @@ void Person::DoAnimations() 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; @@ -2548,7 +2544,7 @@ void Person::DoAnimations() 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; @@ -2595,7 +2591,7 @@ void Person::DoAnimations() 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; @@ -2642,7 +2638,7 @@ void Person::DoAnimations() 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; @@ -2860,7 +2856,7 @@ void Person::DoAnimations() victim->weaponstuck = 0; } victim->weaponactive = -1; - for (i = 0; i < Person::players.size(); i++) { + for (unsigned i = 0; i < Person::players.size(); i++) { Person::players[i]->wentforweapon = 0; } @@ -2888,7 +2884,7 @@ void Person::DoAnimations() 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; @@ -2921,7 +2917,7 @@ void Person::DoAnimations() 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; @@ -2953,7 +2949,7 @@ void Person::DoAnimations() 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; @@ -2969,14 +2965,14 @@ void Person::DoAnimations() 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); @@ -3011,7 +3007,7 @@ void Person::DoAnimations() 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; @@ -3030,7 +3026,7 @@ void Person::DoAnimations() } 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; @@ -3071,12 +3067,12 @@ void Person::DoAnimations() 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; } @@ -3086,11 +3082,11 @@ void Person::DoAnimations() } 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; } @@ -3134,7 +3130,7 @@ void Person::DoAnimations() 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; @@ -3147,7 +3143,7 @@ void Person::DoAnimations() 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) { @@ -3180,7 +3176,7 @@ void Person::DoAnimations() 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; @@ -3211,7 +3207,7 @@ void Person::DoAnimations() 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; @@ -3229,7 +3225,7 @@ void Person::DoAnimations() 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; @@ -3281,7 +3277,7 @@ void Person::DoAnimations() 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; @@ -3313,7 +3309,7 @@ void Person::DoAnimations() 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; @@ -3334,7 +3330,7 @@ void Person::DoAnimations() 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); @@ -3418,12 +3414,12 @@ void Person::DoAnimations() 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; } } @@ -3476,7 +3472,7 @@ void Person::DoAnimations() 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) { @@ -3545,7 +3541,7 @@ void Person::DoAnimations() 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; @@ -3566,7 +3562,7 @@ void Person::DoAnimations() 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; @@ -3680,7 +3676,7 @@ void Person::DoAnimations() float closestdist = -1; float distance; if (Person::players.size() > 1) - for (i = 0; i < Person::players.size(); i++) { + 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) { @@ -3738,7 +3734,7 @@ void Person::DoAnimations() float closestdist = -1; float distance; if (Person::players.size() > 1) - for (i = 0; i < Person::players.size(); i++) { + 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) { @@ -4034,18 +4030,18 @@ void Person::DoAnimations() } 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; @@ -4057,18 +4053,18 @@ void Person::DoAnimations() } //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; @@ -4093,12 +4089,12 @@ void Person::DoAnimations() 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); @@ -4340,7 +4336,7 @@ void Person::DoStuff() weaponstuck = 0; } weaponactive = -1; - for (i = 0; i < Person::players.size(); i++) { + for (unsigned i = 0; i < Person::players.size(); i++) { Person::players[i]->wentforweapon = 0; } @@ -4358,7 +4354,7 @@ void Person::DoStuff() } 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; } @@ -4766,7 +4762,7 @@ void Person::DoStuff() weaponstuck = 0; } weaponactive = -1; - for (i = 0; i < Person::players.size(); i++) { + for (unsigned i = 0; i < Person::players.size(); i++) { Person::players[i]->wentforweapon = 0; } } @@ -4808,7 +4804,7 @@ void Person::DoStuff() 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; } } @@ -4832,7 +4828,7 @@ void Person::DoStuff() weaponstuck = 0; } weaponactive = -1; - for (i = 0; i < Person::players.size(); i++) { + for (unsigned i = 0; i < Person::players.size(); i++) { Person::players[i]->wentforweapon = 0; } } @@ -4902,7 +4898,7 @@ void Person::DoStuff() //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; @@ -5020,7 +5016,7 @@ void Person::DoStuff() //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); } @@ -5111,7 +5107,7 @@ void Person::DoStuff() 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); } @@ -6023,7 +6019,7 @@ int Person::DrawSkeleton() 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;