skyboxlightg = skyboxg;
skyboxlightb = skyboxb;
}
- if (!stealthloading)
- funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
- if (stealthloading)
+ /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
+ if (stealthloading) {
funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
+ } else {
+ funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
+ }
if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
for (int j = 0; j < Person::players[0]->num_weapons; j++) {
Person::players[0]->weaponids[j] = weapons.size();
for (unsigned i = 0; i < Person::players.size(); i++) {
if (visibleloading)
LoadingScreen();
- Person::players[i]->burnt = 0;
- Person::players[i]->bled = 0;
- Person::players[i]->onfire = 0;
- if (i == 0 || Person::players[i]->scale < 0)
+ if (i == 0) {
+ Person::players[i]->burnt = 0;
+ Person::players[i]->bled = 0;
+ Person::players[i]->onfire = 0;
Person::players[i]->scale = .2;
+ }
Person::players[i]->skeleton.free = 0;
Person::players[i]->skeleton.id = i;
- if (i == 0 && mapvers < 9)
+ if (i == 0 && mapvers < 9) {
Person::players[i]->creature = rabbittype;
+ }
if (Person::players[i]->creature != wolftype) {
Person::players[i]->skeleton.Load(
(char *)"Skeleton/BasicFigure",
Person::players[i]->addClothes();
- Person::players[i]->animCurrent = bounceidleanim;
- Person::players[i]->animTarget = bounceidleanim;
- Person::players[i]->frameCurrent = 0;
- Person::players[i]->frameTarget = 1;
- Person::players[i]->target = 0;
+ if (i == 0) {
+ Person::players[i]->animCurrent = bounceidleanim;
+ Person::players[i]->animTarget = bounceidleanim;
+ Person::players[i]->frameCurrent = 0;
+ Person::players[i]->frameTarget = 1;
+ Person::players[i]->target = 0;
+ }
Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
if (difficulty == 0)
Person::players[i]->speed -= .2;
if (difficulty == 1)
Person::players[i]->speed -= .1;
- Person::players[i]->velocity = 0;
- Person::players[i]->oldcoords = Person::players[i]->coords;
- Person::players[i]->realoldcoords = Person::players[i]->coords;
-
- Person::players[i]->id = i;
- Person::players[i]->skeleton.id = i;
- Person::players[i]->updatedelay = 0;
- Person::players[i]->normalsupdatedelay = 0;
+ if (i == 0) {
+ Person::players[i]->velocity = 0;
+ Person::players[i]->oldcoords = Person::players[i]->coords;
+ Person::players[i]->realoldcoords = Person::players[i]->coords;
- Person::players[i]->aitype = passivetype;
+ Person::players[i]->id = i;
+ Person::players[i]->updatedelay = 0;
+ Person::players[i]->normalsupdatedelay = 0;
- if (i == 0) {
Person::players[i]->proportionhead = 1.2;
Person::players[i]->proportionbody = 1.05;
Person::players[i]->proportionarms = 1.00;
Person::players[i]->proportionlegs = 1.1;
Person::players[i]->proportionlegs.y = 1.05;
- }
- Person::players[i]->headless = 0;
- Person::players[i]->currentoffset = 0;
- Person::players[i]->targetoffset = 0;
-
- Person::players[i]->damagetolerance = 200;
-
- if (Person::players[i]->creature == wolftype) {
- if (i == 0 || Person::players[i]->scale < 0)
+ Person::players[i]->headless = 0;
+ Person::players[i]->currentoffset = 0;
+ Person::players[i]->targetoffset = 0;
+ if (Person::players[i]->creature == wolftype) {
Person::players[i]->scale = .23;
- Person::players[i]->damagetolerance = 300;
+ Person::players[i]->damagetolerance = 300;
+ } else {
+ Person::players[i]->damagetolerance = 200;
+ }
}
+
if (visibleloading)
LoadingScreen();
+
if (cellophane) {
Person::players[i]->proportionhead.z = 0;
Person::players[i]->proportionbody.z = 0;
Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
- Person::players[i]->headmorphness = 0;
- Person::players[i]->targetheadmorphness = 1;
- Person::players[i]->headmorphstart = 0;
- Person::players[i]->headmorphend = 0;
-
- Person::players[i]->pausetime = 0;
-
- Person::players[i]->dead = 0;
- Person::players[i]->jumppower = 5;
- Person::players[i]->damage = 0;
- Person::players[i]->permanentdamage = 0;
- Person::players[i]->superpermanentdamage = 0;
-
- Person::players[i]->forwardkeydown = 0;
- Person::players[i]->leftkeydown = 0;
- Person::players[i]->backkeydown = 0;
- Person::players[i]->rightkeydown = 0;
- Person::players[i]->jumpkeydown = 0;
- Person::players[i]->crouchkeydown = 0;
- Person::players[i]->throwkeydown = 0;
-
- Person::players[i]->collided = -10;
- Person::players[i]->loaded = 1;
- Person::players[i]->bloodloss = 0;
- Person::players[i]->weaponactive = -1;
- Person::players[i]->weaponstuck = -1;
- Person::players[i]->bleeding = 0;
- Person::players[i]->deathbleeding = 0;
- Person::players[i]->stunned = 0;
- Person::players[i]->hasvictim = 0;
- Person::players[i]->wentforweapon = 0;
+ if (i == 0) {
+ Person::players[i]->headmorphness = 0;
+ Person::players[i]->targetheadmorphness = 1;
+ Person::players[i]->headmorphstart = 0;
+ Person::players[i]->headmorphend = 0;
+
+ Person::players[i]->pausetime = 0;
+
+ Person::players[i]->dead = 0;
+ Person::players[i]->jumppower = 5;
+ Person::players[i]->damage = 0;
+ Person::players[i]->permanentdamage = 0;
+ Person::players[i]->superpermanentdamage = 0;
+
+ Person::players[i]->forwardkeydown = 0;
+ Person::players[i]->leftkeydown = 0;
+ Person::players[i]->backkeydown = 0;
+ Person::players[i]->rightkeydown = 0;
+ Person::players[i]->jumpkeydown = 0;
+ Person::players[i]->crouchkeydown = 0;
+ Person::players[i]->throwkeydown = 0;
+
+ Person::players[i]->collided = -10;
+ Person::players[i]->loaded = 1;
+ Person::players[i]->bloodloss = 0;
+ Person::players[i]->weaponactive = -1;
+ Person::players[i]->weaponstuck = -1;
+ Person::players[i]->bleeding = 0;
+ Person::players[i]->deathbleeding = 0;
+ Person::players[i]->stunned = 0;
+ Person::players[i]->hasvictim = 0;
+ Person::players[i]->wentforweapon = 0;
+ }
}
Person::players[0]->aitype = playercontrolled;
- Person::players[0]->weaponactive = -1;
if (difficulty == 1) {
Person::players[0]->power = 1 / .9;