}
void Game::Loadlevel(const char *name){
- static int oldlevel;
int templength;
float lamefloat;
- int lameint;
static const char *pfx = ":Data:Maps:";
char *buf;
tutorialmaxtime=1;
}
loadingstuff=1;
- if(!firstload)
- oldlevel=50;
pause_sound(whooshsound);
pause_sound(stream_firesound);
funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
- bool doneread;
-
funpackf(tfile, "Bi",&templength);
if(templength>128||templength<=0)
templength=128;
float maxdistance=0;
float tempdist;
- int whichclosest;
+ //~ int whichclosest;
for(int i=0;i<objects.numobjects;i++){
tempdist=findDistancefast(&objects.center,&objects.position[i]);
if(tempdist>maxdistance){
- whichclosest=i;
+ //~ whichclosest=i;
maxdistance=tempdist;
}
}
fclose(tfile);
- oldlevel=whichlevel;
-
-
if(numplayers>maxplayers-1)
numplayers=maxplayers-1;
for(int i=0;i<numplayers;i++){
}
- int texsize;
- texsize=512*512*3/texdetail/texdetail;
+ //~ int texsize;
+ //~ texsize=512*512*3/texdetail/texdetail;
LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
}
if(Input::isKeyPressed(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)){
- int closest=-1;
- float closestdist=-1;
- float distance;
for(int i=0;i<objects.numobjects;i++){
if(objects.type[i]==treeleavestype){
objects.scale[i]*=.9;
static XYZ facing,flatfacing;
static int target;
- int templength;
-
for(int i=0;i<15;i++){
displaytime[i]+=multiplier;
}
}
}
- static float keyrefreshdelay=0,bigrefreshdelay=0;
-
if(!player[0].jumpkeydown){
player[0].jumptogglekeydown=0;
}
hawkcalldelay=16+abs(Random()%8);
}
- static float temptexdetail;
-
doDebugKeys();
player[i].targetheadrotation2=pitch(participantfacing[whichdialogue][indialogue][i]);
}
- bool pause;
-
if(leveltime<.5)
numenvsounds=0;
static XYZ coltarget;
static XYZ target;
static XYZ col;
- static float brotate;
static XYZ facing;
static float changedelay;
static bool alldead;
stealthloading=0;
if(!stealthloading){
- float gLoc[3]={0,0,0};
- float vel[3]={0,0,0};
fireSound(firestartsound);
flash();
facing=DoRotation(facing,0,0-rotation,0);
viewerfacing=facing;
- brotate=0;
if(!cameramode){
if((animation[player[0].targetanimation].attack!=3&&animation[player[0].currentanimation].attack!=3)||player[0].skeleton.free)target=player[0].coords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
else target=player[0].oldcoords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;