void doDebugKeys()
{
float headprop, bodyprop, armprop, legprop;
- if (debugmode) {
- if (Input::isKeyPressed(SDL_SCANCODE_H)) {
- Person::players[0]->damagetolerance = 200000;
- Person::players[0]->damage = 0;
- Person::players[0]->burnt = 0;
- Person::players[0]->permanentdamage = 0;
- Person::players[0]->superpermanentdamage = 0;
- }
+ if (!debugmode) {
+ return;
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_H)) {
+ Person::players[0]->damagetolerance = 200000;
+ Person::players[0]->damage = 0;
+ Person::players[0]->burnt = 0;
+ Person::players[0]->permanentdamage = 0;
+ Person::players[0]->superpermanentdamage = 0;
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_J)) {
- environment++;
- if (environment > 2)
- environment = 0;
- Setenvironment(environment);
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_J)) {
+ environment++;
+ if (environment > 2)
+ environment = 0;
+ Setenvironment(environment);
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_C)) {
- cameramode = !cameramode;
+ if (Input::isKeyPressed(SDL_SCANCODE_C)) {
+ cameramode = !cameramode;
+ }
+
+ if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ if (Person::players[0]->num_weapons > 0) {
+ if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
+ weapons[Person::players[0]->weaponids[0]].setType(staff);
+ else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
+ weapons[Person::players[0]->weaponids[0]].setType(knife);
+ else
+ weapons[Person::players[0]->weaponids[0]].setType(sword);
}
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- if (Person::players[0]->num_weapons > 0) {
- if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
- weapons[Person::players[0]->weaponids[0]].setType(staff);
- else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
- weapons[Person::players[0]->weaponids[0]].setType(knife);
+ if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ int closest = findClosestPlayer();
+ if (closest >= 0) {
+ if (Person::players[closest]->num_weapons) {
+ if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
+ weapons[Person::players[closest]->weaponids[0]].setType(staff);
+ else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
+ weapons[Person::players[closest]->weaponids[0]].setType(knife);
else
- weapons[Person::players[0]->weaponids[0]].setType(sword);
+ weapons[Person::players[closest]->weaponids[0]].setType(sword);
}
- }
-
- if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- int closest = findClosestPlayer();
- if (closest >= 0) {
- if (Person::players[closest]->num_weapons) {
- if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
- weapons[Person::players[closest]->weaponids[0]].setType(staff);
- else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
- weapons[Person::players[closest]->weaponids[0]].setType(knife);
- else
- weapons[Person::players[closest]->weaponids[0]].setType(sword);
- }
- if (!Person::players[closest]->num_weapons) {
- Person::players[closest]->weaponids[0] = weapons.size();
+ if (!Person::players[closest]->num_weapons) {
+ Person::players[closest]->weaponids[0] = weapons.size();
- weapons.push_back(Weapon(knife, closest));
+ weapons.push_back(Weapon(knife, closest));
- Person::players[closest]->num_weapons = 1;
- }
+ Person::players[closest]->num_weapons = 1;
}
}
+ }
- if (Input::isKeyDown(SDL_SCANCODE_U)) {
- int closest = findClosestPlayer();
- if (closest >= 0) {
- Person::players[closest]->yaw += multiplier * 50;
- Person::players[closest]->targetyaw = Person::players[closest]->yaw;
- }
+ if (Input::isKeyDown(SDL_SCANCODE_U)) {
+ int closest = findClosestPlayer();
+ if (closest >= 0) {
+ Person::players[closest]->yaw += multiplier * 50;
+ Person::players[closest]->targetyaw = Person::players[closest]->yaw;
}
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- int closest = findClosestPlayer();
- if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
- closest = 0;
+ if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ int closest = findClosestPlayer();
+ if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
+ closest = 0;
- if (closest >= 0) {
- Person::players[closest]->whichskin++;
- if (Person::players[closest]->whichskin > 9)
- Person::players[closest]->whichskin = 0;
- if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
- Person::players[closest]->whichskin = 0;
-
- Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
- &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
- }
+ if (closest >= 0) {
+ Person::players[closest]->whichskin++;
+ if (Person::players[closest]->whichskin > 9)
+ Person::players[closest]->whichskin = 0;
+ if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
+ Person::players[closest]->whichskin = 0;
- Person::players[closest]->addClothes();
+ Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
+ &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
}
- if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- int closest = findClosestPlayer();
- if (closest >= 0) {
- if (Person::players[closest]->creature == wolftype) {
- headprop = Person::players[closest]->proportionhead.x / 1.1;
- bodyprop = Person::players[closest]->proportionbody.x / 1.1;
- armprop = Person::players[closest]->proportionarms.x / 1.1;
- legprop = Person::players[closest]->proportionlegs.x / 1.1;
- }
+ Person::players[closest]->addClothes();
+ }
- if (Person::players[closest]->creature == rabbittype) {
- headprop = Person::players[closest]->proportionhead.x / 1.2;
- bodyprop = Person::players[closest]->proportionbody.x / 1.05;
- armprop = Person::players[closest]->proportionarms.x / 1.00;
- legprop = Person::players[closest]->proportionlegs.x / 1.1;
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ int closest = findClosestPlayer();
+ if (closest >= 0) {
+ if (Person::players[closest]->creature == wolftype) {
+ headprop = Person::players[closest]->proportionhead.x / 1.1;
+ bodyprop = Person::players[closest]->proportionbody.x / 1.1;
+ armprop = Person::players[closest]->proportionarms.x / 1.1;
+ legprop = Person::players[closest]->proportionlegs.x / 1.1;
+ }
+ if (Person::players[closest]->creature == rabbittype) {
+ headprop = Person::players[closest]->proportionhead.x / 1.2;
+ bodyprop = Person::players[closest]->proportionbody.x / 1.05;
+ armprop = Person::players[closest]->proportionarms.x / 1.00;
+ legprop = Person::players[closest]->proportionlegs.x / 1.1;
+ }
- if (Person::players[closest]->creature == rabbittype) {
- 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]->proportionarms = 1.1;
- Person::players[closest]->proportionlegs = 1.1;
- Person::players[closest]->proportionlegs.y = 1.1;
- Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
+ if (Person::players[closest]->creature == rabbittype) {
+ Person::players[closest]->creature = wolftype;
+ Person::players[closest]->whichskin = 0;
+ Person::players[closest]->skeletonLoad();
- Person::players[closest]->damagetolerance = 300;
- } else {
- 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;
- Person::players[closest]->proportionarms = 1.00;
- Person::players[closest]->proportionlegs = 1.1;
- Person::players[closest]->proportionlegs.y = 1.05;
- Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
-
- Person::players[closest]->damagetolerance = 200;
- }
+ Person::players[closest]->proportionhead = 1.1;
+ Person::players[closest]->proportionbody = 1.1;
+ Person::players[closest]->proportionarms = 1.1;
+ Person::players[closest]->proportionlegs = 1.1;
+ Person::players[closest]->proportionlegs.y = 1.1;
+ Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
- if (Person::players[closest]->creature == wolftype) {
- Person::players[closest]->proportionhead = 1.1 * headprop;
- Person::players[closest]->proportionbody = 1.1 * bodyprop;
- Person::players[closest]->proportionarms = 1.1 * armprop;
- Person::players[closest]->proportionlegs = 1.1 * legprop;
- }
+ Person::players[closest]->damagetolerance = 300;
+ } else {
+ 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;
+ Person::players[closest]->proportionarms = 1.00;
+ Person::players[closest]->proportionlegs = 1.1;
+ Person::players[closest]->proportionlegs.y = 1.05;
+ Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
+
+ Person::players[closest]->damagetolerance = 200;
+ }
- if (Person::players[closest]->creature == rabbittype) {
- Person::players[closest]->proportionhead = 1.2 * headprop;
- Person::players[closest]->proportionbody = 1.05 * bodyprop;
- Person::players[closest]->proportionarms = 1.00 * armprop;
- Person::players[closest]->proportionlegs = 1.1 * legprop;
- Person::players[closest]->proportionlegs.y = 1.05 * legprop;
- }
+ if (Person::players[closest]->creature == wolftype) {
+ Person::players[closest]->proportionhead = 1.1 * headprop;
+ Person::players[closest]->proportionbody = 1.1 * bodyprop;
+ Person::players[closest]->proportionarms = 1.1 * armprop;
+ Person::players[closest]->proportionlegs = 1.1 * legprop;
+ }
+ if (Person::players[closest]->creature == rabbittype) {
+ Person::players[closest]->proportionhead = 1.2 * headprop;
+ Person::players[closest]->proportionbody = 1.05 * bodyprop;
+ Person::players[closest]->proportionarms = 1.00 * armprop;
+ Person::players[closest]->proportionlegs = 1.1 * legprop;
+ Person::players[closest]->proportionlegs.y = 1.05 * legprop;
}
- }
- if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- slomo = 1 - slomo;
- slomodelay = 1000;
}
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ slomo = 1 - slomo;
+ slomodelay = 1000;
+ }
- if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
- int closest = -1;
- float closestdist = std::numeric_limits<float>::max();
- for (unsigned i = 1; i < Person::players.size(); i++) {
- float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
- if (!Person::players[i]->headless)
- if (distance < closestdist) {
- closestdist = distance;
- closest = i;
- }
- }
+ if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
+ int closest = -1;
+ float closestdist = std::numeric_limits<float>::max();
- XYZ flatfacing2, flatvelocity2;
- XYZ blah;
- if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
- blah = Person::players[closest]->coords;
- XYZ headspurtdirection;
- //int i = Person::players[closest]->skeleton.jointlabels[head];
- Joint& headjoint = Person::players[closest]->joint(head);
- for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
- if (!Person::players[closest]->skeleton.free)
- flatvelocity2 = Person::players[closest]->velocity;
- if (Person::players[closest]->skeleton.free)
- flatvelocity2 = headjoint.velocity;
- if (!Person::players[closest]->skeleton.free)
- flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
- if (Person::players[closest]->skeleton.free)
- flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
- flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
- flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
- flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
- headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
- Normalise(&headspurtdirection);
- Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
- flatvelocity2 += headspurtdirection * 8;
- Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
+ if (!Person::players[i]->headless)
+ if (distance < closestdist) {
+ closestdist = distance;
+ closest = i;
}
- Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
+ }
- emit_sound_at(splattersound, blah);
- emit_sound_at(breaksound2, blah, 100.);
+ XYZ flatfacing2, flatvelocity2;
+ XYZ blah;
+ if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
+ blah = Person::players[closest]->coords;
+ XYZ headspurtdirection;
+ //int i = Person::players[closest]->skeleton.jointlabels[head];
+ Joint& headjoint = Person::players[closest]->joint(head);
+ for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
+ flatvelocity2 = headjoint.velocity;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
+ Normalise(&headspurtdirection);
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
+ flatvelocity2 += headspurtdirection * 8;
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
+ }
+ Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
- if (Person::players[closest]->skeleton.free == 2)
- Person::players[closest]->skeleton.free = 0;
- Person::players[closest]->RagDoll(0);
- Person::players[closest]->dead = 2;
- Person::players[closest]->headless = 1;
- Person::players[closest]->DoBloodBig(3, 165);
+ emit_sound_at(splattersound, blah);
+ emit_sound_at(breaksound2, blah, 100.);
- camerashake += .3;
- }
+ if (Person::players[closest]->skeleton.free == 2)
+ Person::players[closest]->skeleton.free = 0;
+ Person::players[closest]->RagDoll(0);
+ Person::players[closest]->dead = 2;
+ Person::players[closest]->headless = 1;
+ Person::players[closest]->DoBloodBig(3, 165);
+
+ camerashake += .3;
}
+ }
- if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
- int closest = findClosestPlayer();
- XYZ flatfacing2, flatvelocity2;
- XYZ blah;
- if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
- blah = Person::players[closest]->coords;
- emit_sound_at(splattersound, blah);
- emit_sound_at(breaksound2, blah);
-
- for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
- if (!Person::players[closest]->skeleton.free)
- flatvelocity2 = Person::players[closest]->velocity;
- if (Person::players[closest]->skeleton.free)
- flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
- if (!Person::players[closest]->skeleton.free)
- flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
- if (Person::players[closest]->skeleton.free)
- flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
- flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
- flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
- flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
- Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
- Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
- Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
- }
+ if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
+ int closest = findClosestPlayer();
+ XYZ flatfacing2, flatvelocity2;
+ XYZ blah;
+ if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
+ blah = Person::players[closest]->coords;
+ emit_sound_at(splattersound, blah);
+ emit_sound_at(breaksound2, blah);
+
+ for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
+ Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
+ }
- for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
- if (!Person::players[closest]->skeleton.free)
- flatvelocity2 = Person::players[closest]->velocity;
- if (Person::players[closest]->skeleton.free)
- flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
- if (!Person::players[closest]->skeleton.free)
- flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
- if (Person::players[closest]->skeleton.free)
- flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
- flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
- flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
- flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
- Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
- Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
- }
+ for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
+ }
- for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
- if (!Person::players[closest]->skeleton.free)
- flatvelocity2 = Person::players[closest]->velocity;
- if (Person::players[closest]->skeleton.free)
- flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
- if (!Person::players[closest]->skeleton.free)
- flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
- if (Person::players[closest]->skeleton.free)
- flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
- flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
- flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
- flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
- Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
- Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
- }
+ for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
+ }
- for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
- if (!Person::players[closest]->skeleton.free)
- flatvelocity2 = Person::players[closest]->velocity;
- if (Person::players[closest]->skeleton.free)
- flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
- if (!Person::players[closest]->skeleton.free)
- flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
- if (Person::players[closest]->skeleton.free)
- flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
- flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
- flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
- flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
- Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
- Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
- }
+ for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+ if (!Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->velocity;
+ if (Person::players[closest]->skeleton.free)
+ flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+ if (!Person::players[closest]->skeleton.free)
+ flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+ if (Person::players[closest]->skeleton.free)
+ flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+ flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+ flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
+ }
- XYZ temppos;
- for (unsigned j = 0; j < Person::players.size(); j++) {
- if (int(j) != closest) {
- if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
- Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
- if (Person::players[j]->skeleton.free == 2)
- Person::players[j]->skeleton.free = 1;
- Person::players[j]->skeleton.longdead = 0;
- Person::players[j]->RagDoll(0);
- for (int i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
- temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
- if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
- flatvelocity2 = temppos - Person::players[closest]->coords;
- Normalise(&flatvelocity2);
- Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
- }
+ XYZ temppos;
+ for (unsigned j = 0; j < Person::players.size(); j++) {
+ if (int(j) != closest) {
+ if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
+ Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
+ if (Person::players[j]->skeleton.free == 2)
+ Person::players[j]->skeleton.free = 1;
+ Person::players[j]->skeleton.longdead = 0;
+ Person::players[j]->RagDoll(0);
+ for (int i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
+ temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
+ if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
+ flatvelocity2 = temppos - Person::players[closest]->coords;
+ Normalise(&flatvelocity2);
+ Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
}
}
}
}
+ }
- Person::players[closest]->DoDamage(10000);
- Person::players[closest]->RagDoll(0);
- Person::players[closest]->dead = 2;
- Person::players[closest]->coords = 20;
- Person::players[closest]->skeleton.free = 2;
+ Person::players[closest]->DoDamage(10000);
+ Person::players[closest]->RagDoll(0);
+ Person::players[closest]->dead = 2;
+ Person::players[closest]->coords = 20;
+ Person::players[closest]->skeleton.free = 2;
- camerashake += .6;
+ camerashake += .6;
- }
}
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_F)) {
- Person::players[0]->onfire = 1 - Person::players[0]->onfire;
- if (Person::players[0]->onfire) {
- Person::players[0]->CatchFire();
- }
- if (!Person::players[0]->onfire) {
- emit_sound_at(fireendsound, Person::players[0]->coords);
- pause_sound(stream_firesound);
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_F)) {
+ Person::players[0]->onfire = 1 - Person::players[0]->onfire;
+ if (Person::players[0]->onfire) {
+ Person::players[0]->CatchFire();
}
+ if (!Person::players[0]->onfire) {
+ emit_sound_at(fireendsound, Person::players[0]->coords);
+ pause_sound(stream_firesound);
+ }
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- Person::players[0]->RagDoll(0);
+ if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ Person::players[0]->RagDoll(0);
- emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
- }
+ emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- for (int i = 0; i < objects.numobjects; i++) {
- if (objects.type[i] == treeleavestype) {
- objects.scale[i] *= .9;
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ for (int i = 0; i < objects.numobjects; i++) {
+ if (objects.type[i] == treeleavestype) {
+ objects.scale[i] *= .9;
}
}
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- editorenabled = !editorenabled;
- if (editorenabled) {
- Person::players[0]->damagetolerance = 100000;
- } else {
- Person::players[0]->damagetolerance = 200;
- }
- Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
- Person::players[0]->permanentdamage = 0;
- Person::players[0]->superpermanentdamage = 0;
- Person::players[0]->bloodloss = 0;
- Person::players[0]->deathbleeding = 0;
+ if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ editorenabled = !editorenabled;
+ if (editorenabled) {
+ Person::players[0]->damagetolerance = 100000;
+ } else {
+ Person::players[0]->damagetolerance = 200;
}
+ Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
+ Person::players[0]->permanentdamage = 0;
+ Person::players[0]->superpermanentdamage = 0;
+ Person::players[0]->bloodloss = 0;
+ Person::players[0]->deathbleeding = 0;
+ }
- //skip level
- if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
- targetlevel++;
- if (targetlevel > numchallengelevels - 1)
- targetlevel = 0;
- loading = 1;
- leveltime = 5;
- }
+ //skip level
+ if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
+ targetlevel++;
+ if (targetlevel > numchallengelevels - 1)
+ targetlevel = 0;
+ loading = 1;
+ leveltime = 5;
+ }
- if (editorenabled) {
- if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- int closest = findClosestPlayer();
- if (closest >= 0) {
- Person::players.erase(Person::players.begin()+closest);
- }
+ if (editorenabled) {
+ if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ int closest = findClosestPlayer();
+ if (closest >= 0) {
+ Person::players.erase(Person::players.begin()+closest);
}
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- int closest = findClosestObject();
- if (closest >= 0)
- objects.position[closest].y -= 500;
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ int closest = findClosestObject();
+ if (closest >= 0)
+ objects.position[closest].y -= 500;
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- if (objects.numobjects < max_objects - 1) {
- XYZ scenecoords;
- scenecoords.x = Person::players[0]->coords.x;
- scenecoords.z = Person::players[0]->coords.z;
- scenecoords.y = Person::players[0]->coords.y - 3;
- if (editortype == bushtype)
- scenecoords.y = Person::players[0]->coords.y - .5;
- if (editortype == firetype)
- scenecoords.y = Person::players[0]->coords.y - .5;
- //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
- float temprotat, temprotat2;
- temprotat = editoryaw;
- temprotat2 = editorpitch;
- if (temprotat < 0 || editortype == bushtype)
- temprotat = Random() % 360;
- if (temprotat2 < 0)
- temprotat2 = Random() % 360;
-
- objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
- if (editortype == treetrunktype)
- objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ if (objects.numobjects < max_objects - 1) {
+ XYZ scenecoords;
+ scenecoords.x = Person::players[0]->coords.x;
+ scenecoords.z = Person::players[0]->coords.z;
+ scenecoords.y = Person::players[0]->coords.y - 3;
+ if (editortype == bushtype)
+ scenecoords.y = Person::players[0]->coords.y - .5;
+ if (editortype == firetype)
+ scenecoords.y = Person::players[0]->coords.y - .5;
+ //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
+ float temprotat, temprotat2;
+ temprotat = editoryaw;
+ temprotat2 = editorpitch;
+ if (temprotat < 0 || editortype == bushtype)
+ temprotat = Random() % 360;
+ if (temprotat2 < 0)
+ temprotat2 = Random() % 360;
+
+ objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
+ if (editortype == treetrunktype)
+ objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
}
+ }
- 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()));
+ 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()->id = Person::players.size()-1;
+ 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()->scale = Person::players[0]->scale;
+ Person::players.back()->creature = rabbittype;
+ Person::players.back()->howactive = editoractive;
- int k = abs(Random() % 2) + 1;
- if (k == 0) {
- Person::players.back()->whichskin = 0;
- } else if (k == 1) {
- Person::players.back()->whichskin = 1;
- } else {
- Person::players.back()->whichskin = 2;
- }
+ int k = abs(Random() % 2) + 1;
+ if (k == 0) {
+ Person::players.back()->whichskin = 0;
+ } else if (k == 1) {
+ Person::players.back()->whichskin = 1;
+ } else {
+ Person::players.back()->whichskin = 2;
+ }
- Person::players.back()->skeletonLoad(true);
+ Person::players.back()->skeletonLoad(true);
- Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
- Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
+ Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
+ 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()->targetyaw = Person::players[0]->targetyaw;
+ Person::players.back()->yaw = Person::players[0]->yaw;
- 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()->coords = Person::players[0]->coords;
+ Person::players.back()->oldcoords = Person::players.back()->coords;
+ Person::players.back()->realoldcoords = Person::players.back()->coords;
- if (Person::players[0]->creature == wolftype) {
- headprop = Person::players[0]->proportionhead.x / 1.1;
- bodyprop = Person::players[0]->proportionbody.x / 1.1;
- armprop = Person::players[0]->proportionarms.x / 1.1;
- legprop = Person::players[0]->proportionlegs.x / 1.1;
- }
+ if (Person::players[0]->creature == wolftype) {
+ headprop = Person::players[0]->proportionhead.x / 1.1;
+ bodyprop = Person::players[0]->proportionbody.x / 1.1;
+ armprop = Person::players[0]->proportionarms.x / 1.1;
+ legprop = Person::players[0]->proportionlegs.x / 1.1;
+ }
- if (Person::players[0]->creature == rabbittype) {
- headprop = Person::players[0]->proportionhead.x / 1.2;
- bodyprop = Person::players[0]->proportionbody.x / 1.05;
- armprop = Person::players[0]->proportionarms.x / 1.00;
- legprop = Person::players[0]->proportionlegs.x / 1.1;
- }
+ if (Person::players[0]->creature == rabbittype) {
+ headprop = Person::players[0]->proportionhead.x / 1.2;
+ bodyprop = Person::players[0]->proportionbody.x / 1.05;
+ armprop = Person::players[0]->proportionarms.x / 1.00;
+ legprop = Person::players[0]->proportionlegs.x / 1.1;
+ }
- if (Person::players.back()->creature == wolftype) {
- Person::players.back()->proportionhead = 1.1 * headprop;
- Person::players.back()->proportionbody = 1.1 * bodyprop;
- Person::players.back()->proportionarms = 1.1 * armprop;
- Person::players.back()->proportionlegs = 1.1 * legprop;
- }
+ if (Person::players.back()->creature == wolftype) {
+ Person::players.back()->proportionhead = 1.1 * headprop;
+ Person::players.back()->proportionbody = 1.1 * bodyprop;
+ Person::players.back()->proportionarms = 1.1 * armprop;
+ Person::players.back()->proportionlegs = 1.1 * legprop;
+ }
- if (Person::players.back()->creature == rabbittype) {
- Person::players.back()->proportionhead = 1.2 * headprop;
- Person::players.back()->proportionbody = 1.05 * bodyprop;
- Person::players.back()->proportionarms = 1.00 * armprop;
- Person::players.back()->proportionlegs = 1.1 * legprop;
- Person::players.back()->proportionlegs.y = 1.05 * legprop;
- }
+ if (Person::players.back()->creature == rabbittype) {
+ Person::players.back()->proportionhead = 1.2 * headprop;
+ Person::players.back()->proportionbody = 1.05 * bodyprop;
+ Person::players.back()->proportionarms = 1.00 * armprop;
+ Person::players.back()->proportionlegs = 1.1 * legprop;
+ Person::players.back()->proportionlegs.y = 1.05 * legprop;
+ }
- if (cellophane) {
- Person::players.back()->proportionhead.z = 0;
- Person::players.back()->proportionbody.z = 0;
- Person::players.back()->proportionarms.z = 0;
- Person::players.back()->proportionlegs.z = 0;
- }
+ if (cellophane) {
+ Person::players.back()->proportionhead.z = 0;
+ Person::players.back()->proportionbody.z = 0;
+ Person::players.back()->proportionarms.z = 0;
+ Person::players.back()->proportionlegs.z = 0;
+ }
- Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
+ Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
- Person::players.back()->damagetolerance = 200;
+ Person::players.back()->damagetolerance = 200;
- Person::players.back()->protectionhead = Person::players[0]->protectionhead;
- Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
- Person::players.back()->protectionlow = Person::players[0]->protectionlow;
- Person::players.back()->armorhead = Person::players[0]->armorhead;
- Person::players.back()->armorhigh = Person::players[0]->armorhigh;
- Person::players.back()->armorlow = Person::players[0]->armorlow;
- Person::players.back()->metalhead = Person::players[0]->metalhead;
- Person::players.back()->metalhigh = Person::players[0]->metalhigh;
- Person::players.back()->metallow = Person::players[0]->metallow;
+ Person::players.back()->protectionhead = Person::players[0]->protectionhead;
+ Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
+ Person::players.back()->protectionlow = Person::players[0]->protectionlow;
+ Person::players.back()->armorhead = Person::players[0]->armorhead;
+ Person::players.back()->armorhigh = Person::players[0]->armorhigh;
+ Person::players.back()->armorlow = Person::players[0]->armorlow;
+ Person::players.back()->metalhead = Person::players[0]->metalhead;
+ Person::players.back()->metalhigh = Person::players[0]->metalhigh;
+ Person::players.back()->metallow = Person::players[0]->metallow;
- Person::players.back()->immobile = Person::players[0]->immobile;
+ Person::players.back()->immobile = Person::players[0]->immobile;
- Person::players.back()->numclothes = Person::players[0]->numclothes;
- for (int i = 0; i < Person::players.back()->numclothes; i++) {
- strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
- Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
- Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
- Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
- }
- Person::players.back()->addClothes();
+ Person::players.back()->numclothes = Person::players[0]->numclothes;
+ for (int i = 0; i < Person::players.back()->numclothes; i++) {
+ strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
+ Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
+ Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
+ Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
+ }
+ Person::players.back()->addClothes();
- Person::players.back()->power = Person::players[0]->power;
- Person::players.back()->speedmult = Person::players[0]->speedmult;
+ Person::players.back()->power = Person::players[0]->power;
+ Person::players.back()->speedmult = Person::players[0]->speedmult;
- Person::players.back()->loaded = true;
- }
+ Person::players.back()->loaded = true;
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- if (Person::players.back()->numwaypoints < 90) {
- Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
- Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
- Person::players.back()->numwaypoints++;
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ if (Person::players.back()->numwaypoints < 90) {
+ Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
+ Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
+ Person::players.back()->numwaypoints++;
}
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- if (numpathpoints < 30) {
- bool connected, alreadyconnected;
- connected = 0;
- if (numpathpoints > 1)
- for (int i = 0; i < numpathpoints; i++) {
- if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
- alreadyconnected = 0;
- for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
- if (pathpointconnect[pathpointselected][j] == i)
- alreadyconnected = 1;
- }
- if (!alreadyconnected) {
- numpathpointconnect[pathpointselected]++;
- connected = 1;
- pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ if (numpathpoints < 30) {
+ bool connected, alreadyconnected;
+ connected = 0;
+ if (numpathpoints > 1)
+ for (int i = 0; i < numpathpoints; i++) {
+ if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
+ alreadyconnected = 0;
+ for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
+ if (pathpointconnect[pathpointselected][j] == i)
+ alreadyconnected = 1;
+ }
+ if (!alreadyconnected) {
+ numpathpointconnect[pathpointselected]++;
+ connected = 1;
+ pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
}
}
- if (!connected) {
- numpathpoints++;
- pathpoint[numpathpoints - 1] = Person::players[0]->coords;
- numpathpointconnect[numpathpoints - 1] = 0;
- if (numpathpoints > 1 && pathpointselected != -1) {
- numpathpointconnect[pathpointselected]++;
- pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
- }
- pathpointselected = numpathpoints - 1;
}
+ if (!connected) {
+ numpathpoints++;
+ pathpoint[numpathpoints - 1] = Person::players[0]->coords;
+ numpathpointconnect[numpathpoints - 1] = 0;
+ if (numpathpoints > 1 && pathpointselected != -1) {
+ numpathpointconnect[pathpointselected]++;
+ pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
+ }
+ pathpointselected = numpathpoints - 1;
}
}
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
- pathpointselected++;
- if (pathpointselected >= numpathpoints)
- pathpointselected = -1;
- }
- if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- pathpointselected--;
- if (pathpointselected <= -2)
- pathpointselected = numpathpoints - 1;
- }
- if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- if (pathpointselected != -1) {
- numpathpoints--;
- pathpoint[pathpointselected] = pathpoint[numpathpoints];
- numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
- for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
- pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
- }
- for (int i = 0; i < numpathpoints; i++) {
- for (int j = 0; j < numpathpointconnect[i]; j++) {
- if (pathpointconnect[i][j] == pathpointselected) {
- pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
- numpathpointconnect[i]--;
- }
- if (pathpointconnect[i][j] == numpathpoints) {
- pathpointconnect[i][j] = pathpointselected;
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
+ pathpointselected++;
+ if (pathpointselected >= numpathpoints)
+ pathpointselected = -1;
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ pathpointselected--;
+ if (pathpointselected <= -2)
+ pathpointselected = numpathpoints - 1;
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ if (pathpointselected != -1) {
+ numpathpoints--;
+ pathpoint[pathpointselected] = pathpoint[numpathpoints];
+ numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
+ for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
+ pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
+ }
+ for (int i = 0; i < numpathpoints; i++) {
+ for (int j = 0; j < numpathpointconnect[i]; j++) {
+ if (pathpointconnect[i][j] == pathpointselected) {
+ pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
+ numpathpointconnect[i]--;
+ }
+ if (pathpointconnect[i][j] == numpathpoints) {
+ pathpointconnect[i][j] = pathpointselected;
}
}
- pathpointselected = numpathpoints - 1;
}
+ pathpointselected = numpathpoints - 1;
}
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editortype--;
+ if (editortype == treeleavestype || editortype == 10)
editortype--;
- if (editortype == treeleavestype || editortype == 10)
- editortype--;
- if (editortype < 0)
- editortype = firetype;
- }
+ if (editortype < 0)
+ editortype = firetype;
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editortype++;
+ if (editortype == treeleavestype || editortype == 10)
editortype++;
- if (editortype == treeleavestype || editortype == 10)
- editortype++;
- if (editortype > firetype)
- editortype = 0;
- }
+ if (editortype > firetype)
+ editortype = 0;
+ }
- if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- editoryaw -= multiplier * 100;
- if (editoryaw < -.01)
- editoryaw = -.01;
- }
+ if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editoryaw -= multiplier * 100;
+ if (editoryaw < -.01)
+ editoryaw = -.01;
+ }
- if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- editoryaw += multiplier * 100;
- }
+ if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editoryaw += multiplier * 100;
+ }
- if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- editorsize += multiplier;
- }
+ if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorsize += multiplier;
+ }
- if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- editorsize -= multiplier;
- if (editorsize < .1)
- editorsize = .1;
- }
+ if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorsize -= multiplier;
+ if (editorsize < .1)
+ editorsize = .1;
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- mapradius -= multiplier * 10;
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ mapradius -= multiplier * 10;
+ }
- if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- mapradius += multiplier * 10;
- }
- if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- editorpitch += multiplier * 100;
- }
+ if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ mapradius += multiplier * 10;
+ }
+ if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorpitch += multiplier * 100;
+ }
- if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
- editorpitch -= multiplier * 100;
- if (editorpitch < -.01)
- editorpitch = -.01;
- }
- if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
- int closest = findClosestObject();
- if (closest >= 0)
- objects.DeleteObject(closest);
- }
+ if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+ editorpitch -= multiplier * 100;
+ if (editorpitch < -.01)
+ editorpitch = -.01;
+ }
+ if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+ int closest = findClosestObject();
+ if (closest >= 0)
+ objects.DeleteObject(closest);
}
}
}
Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
- if (debugmode)
+ if (debugmode) {
Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
+ }
}
/*
Menu::addButton(6, "", 10 + 40, 160);
Menu::addButton(7, "", 10 + 30, 120);
Menu::addButton(8, "", 10 + 20, 80);
- if (debugmode)
+ if (debugmode) {
Menu::addButton(9, "", 10 + 10, 40);
+ }
Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
updateControlsMenu();
break;
loading = 1;
leveltime = 5;
}
- if (!Input::isKeyDown(jumpkey))
- respawnkeydown = 0;
- if (Input::isKeyDown(jumpkey))
- respawnkeydown = 1;
-
-
+ respawnkeydown = Input::isKeyDown(jumpkey);
static bool movekey;