void ch_funnybunny(const char *args)
{
- Person::players[0]->skeleton.id = 0;
- Person::players[0]->skeleton.Load("Skeleton/BasicFigure", "Skeleton/BasicFigureLow",
- "Skeleton/RabbitBelt", "Models/Body.solid",
- "Models/Body2.solid", "Models/Body3.solid",
- "Models/Body4.solid", "Models/Body5.solid",
- "Models/Body6.solid", "Models/Body7.solid",
- "Models/BodyLow.solid", "Models/Belt.solid", 1);
- Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
Person::players[0]->creature = rabbittype;
+ Person::players[0]->skeletonLoad(true);
Person::players[0]->scale = .2;
Person::players[0]->headless = 0;
Person::players[0]->damagetolerance = 200;
void ch_wolfie(const char *args)
{
- Person::players[0]->skeleton.id = 0;
- Person::players[0]->skeleton.Load("Skeleton/BasicFigureWolf", "Skeleton/BasicFigureWolfLow",
- "Skeleton/RabbitBelt", "Models/Wolf.solid",
- "Models/Wolf2.solid", "Models/Wolf3.solid",
- "Models/Wolf4.solid", "Models/Wolf5.solid",
- "Models/Wolf6.solid", "Models/Wolf7.solid",
- "Models/WolfLow.solid", "Models/Belt.solid", 0);
- Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
Person::players[0]->creature = wolftype;
+ Person::players[0]->skeletonLoad();
Person::players[0]->damagetolerance = 300;
set_proportion(0, "1 1 1 1");
}
Person::players[i]->bled = 0;
Person::players[i]->onfire = 0;
Person::players[i]->scale = .2;
+ if (mapvers < 9) {
+ Person::players[i]->creature = rabbittype;
+ }
}
Person::players[i]->skeleton.free = 0;
- Person::players[i]->skeleton.id = i;
- if (i == 0 && mapvers < 9) {
- Person::players[i]->creature = rabbittype;
- }
- if (Person::players[i]->creature != wolftype) {
- Person::players[i]->skeleton.Load(
- (char *)"Skeleton/BasicFigure",
- (char *)"Skeleton/BasicFigureLow",
- (char *)"Skeleton/RabbitBelt",
- (char *)"Models/Body.solid",
- (char *)"Models/Body2.solid",
- (char *)"Models/Body3.solid",
- (char *)"Models/Body4.solid",
- (char *)"Models/Body5.solid",
- (char *)"Models/Body6.solid",
- (char *)"Models/Body7.solid",
- (char *)"Models/BodyLow.solid",
- (char *)"Models/Belt.solid", 0);
- } else {
- Person::players[i]->skeleton.Load(
- (char *)"Skeleton/BasicFigureWolf",
- (char *)"Skeleton/BasicFigureWolfLow",
- (char *)"Skeleton/RabbitBelt",
- (char *)"Models/Wolf.solid",
- (char *)"Models/Wolf2.solid",
- (char *)"Models/Wolf3.solid",
- (char *)"Models/Wolf4.solid",
- (char *)"Models/Wolf5.solid",
- (char *)"Models/Wolf6.solid",
- (char *)"Models/Wolf7.solid",
- (char *)"Models/WolfLow.solid",
- (char *)"Models/Belt.solid", 0);
- }
- Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize);
+ Person::players[i]->skeletonLoad();
Person::players[i]->addClothes();
if (Person::players[closest]->creature == rabbittype) {
- Person::players[closest]->skeleton.id = closest;
- Person::players[closest]->skeleton.Load((char *)"Skeleton/BasicFigureWolf", (char *)"Skeleton/BasicFigureWolfLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Wolf.solid", (char *)"Models/Wolf2.solid", (char *)"Models/Wolf3.solid", (char *)"Models/Wolf4.solid", (char *)"Models/Wolf5.solid", (char *)"Models/Wolf6.solid", (char *)"Models/Wolf7.solid", (char *)"Models/WolfLow.solid", (char *)"Models/Belt.solid", 0);
- Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
- Person::players[closest]->whichskin = 0;
Person::players[closest]->creature = wolftype;
+ Person::players[closest]->whichskin = 0;
+ Person::players[closest]->skeletonLoad();
Person::players[closest]->proportionhead = 1.1;
Person::players[closest]->proportionbody = 1.1;
Person::players[closest]->damagetolerance = 300;
} else {
- Person::players[closest]->skeleton.id = closest;
- Person::players[closest]->skeleton.Load((char *)"Skeleton/BasicFigure", (char *)"Skeleton/BasicFigureLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/BodyLow.solid", (char *)"Models/Belt.solid", 1);
- Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
- Person::players[closest]->whichskin = 0;
Person::players[closest]->creature = rabbittype;
+ Person::players[closest]->whichskin = 0;
+ Person::players[closest]->skeletonLoad(true);
Person::players[closest]->proportionhead = 1.2;
Person::players[closest]->proportionbody = 1.05;
if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
Person::players.push_back(shared_ptr<Person>(new Person()));
- Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
+ Person::players.back()->id = Person::players.size()-1;
+
+ Person::players.back()->scale = Person::players[0]->scale;
Person::players.back()->creature = rabbittype;
Person::players.back()->howactive = editoractive;
- Person::players.back()->skeleton.id = Person::players.size()-1;
- Person::players.back()->skeleton.Load((char *)"Skeleton/BasicFigure", (char *)"Skeleton/BasicFigureLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/BodyLow.solid", (char *)"Models/Belt.solid", 1);
int k = abs(Random() % 2) + 1;
if (k == 0) {
- Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
Person::players.back()->whichskin = 0;
} else if (k == 1) {
- Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
Person::players.back()->whichskin = 1;
} else {
- Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
Person::players.back()->whichskin = 2;
}
+ Person::players.back()->skeletonLoad(true);
+
Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
- Person::players.back()->power = 1;
- Person::players.back()->speedmult = 1;
- Person::players.back()->animCurrent = bounceidleanim;
- Person::players.back()->animTarget = bounceidleanim;
- Person::players.back()->frameCurrent = 0;
- Person::players.back()->frameTarget = 1;
- Person::players.back()->target = 0;
- Person::players.back()->bled = 0;
Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
Person::players.back()->targetyaw = Person::players[0]->targetyaw;
Person::players.back()->yaw = Person::players[0]->yaw;
- Person::players.back()->velocity = 0;
Person::players.back()->coords = Person::players[0]->coords;
Person::players.back()->oldcoords = Person::players.back()->coords;
Person::players.back()->realoldcoords = Person::players.back()->coords;
- Person::players.back()->id = Person::players.size()-1;
- Person::players.back()->updatedelay = 0;
- Person::players.back()->normalsupdatedelay = 0;
-
- Person::players.back()->aitype = passivetype;
-
if (Person::players[0]->creature == wolftype) {
headprop = Person::players[0]->proportionhead.x / 1.1;
bodyprop = Person::players[0]->proportionbody.x / 1.1;
Person::players.back()->proportionlegs.y = 1.05 * legprop;
}
- Person::players.back()->headless = 0;
- Person::players.back()->onfire = 0;
-
if (cellophane) {
Person::players.back()->proportionhead.z = 0;
Person::players.back()->proportionbody.z = 0;
Person::players.back()->power = Person::players[0]->power;
Person::players.back()->speedmult = Person::players[0]->speedmult;
- Person::players.back()->damage = 0;
- Person::players.back()->permanentdamage = 0;
- Person::players.back()->superpermanentdamage = 0;
- Person::players.back()->deathbleeding = 0;
- Person::players.back()->bleeding = 0;
- Person::players.back()->numwaypoints = 0;
- Person::players.back()->waypoint = 0;
- Person::players.back()->weaponstuck = -1;
- Person::players.back()->weaponactive = -1;
- Person::players.back()->num_weapons = 0;
- Person::players.back()->bloodloss = 0;
- Person::players.back()->dead = 0;
-
- Person::players.back()->loaded = 1;
+ Person::players.back()->loaded = true;
}
if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {