skeleton.free=1;
emit_sound_at(breaksound, coords);
- /*if(id==0||findDistancefast(&coords,&viewer)<50){
- slomo=1;
- slomodelay=.2;
- }*/
}
if(skeleton.free==1){
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){