From: Alexander Monakov Date: Sat, 1 Jan 2011 22:06:21 +0000 (+0300) Subject: Reindent Person::Reverse X-Git-Url: https://git.jsancho.org/?a=commitdiff_plain;h=0e6f0a2a7fa114db16973eb09ce05e1709ce0fe1;p=lugaru.git Reindent Person::Reverse --- diff --git a/Source/Person.cpp b/Source/Person.cpp index 3640a0b..2c70415 100644 --- a/Source/Person.cpp +++ b/Source/Person.cpp @@ -733,322 +733,325 @@ bool Person::DoBloodBigWhere(float howmuch,int which, XYZ where){ -void Person::Reverse(){ - if(victim->aitype==playercontrolled||hostiletime>1) - if(victim->targetanimation!=jumpupanim&&victim->targetanimation!=jumpdownanim&&((tutoriallevel!=1||cananger)&&hostile)){ - if(normaldotproduct(victim->facing,victim->coords-coords)>0&&!(victim->id==0&&difficulty<2)&&(creature!=wolftype||victim->creature==wolftype))return; - if(victim->aitype!=playercontrolled&&staggerdelay>0)return; - if(targetanimation==sweepanim){ - targetanimation=sweepreversedanim; - currentanimation=sweepreversedanim; - victim->currentanimation=sweepreversalanim; - victim->targetanimation=sweepreversalanim; - } - if(targetanimation==spinkickanim){ - targetanimation=spinkickreversedanim; - currentanimation=spinkickreversedanim; - victim->currentanimation=spinkickreversalanim; - victim->targetanimation=spinkickreversalanim; - } - if(targetanimation==upunchanim||targetanimation==rabbittacklinganim){ - if(targetanimation==rabbittacklinganim){ - currentframe=6; - targetframe=7; - victim->currentframe=6; - victim->targetframe=7; - } - targetanimation=upunchreversedanim; - currentanimation=upunchreversedanim; - victim->currentanimation=upunchreversalanim; - victim->targetanimation=upunchreversalanim; - } - if(targetanimation==staffhitanim&&findDistancefast(&victim->coords,&coords)<2&&((victim->id==0&&victim->crouchkeydown)||Random()%4==0)){ - if(victim->weaponactive!=-1){ - victim->throwtogglekeydown=1; - weapons.owner[victim->weaponids[0]]=-1; - weapons.velocity[victim->weaponids[0]]=victim->velocity*.2; - if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1; - weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]]; - weapons.missed[victim->weaponids[0]]=1; - weapons.freetime[victim->weaponids[0]]=0; - weapons.firstfree[victim->weaponids[0]]=1; - weapons.physics[victim->weaponids[0]]=1; - victim->num_weapons--; - if(victim->num_weapons){ - victim->weaponids[0]=victim->weaponids[victim->num_weapons]; - if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0; - } - - victim->weaponactive=-1; - for(int j=0;jaitype == playercontrolled + || hostiletime > 1 + || staggerdelay <= 0) + && victim->targetanimation != jumpupanim + && victim->targetanimation != jumpdownanim + && (tutoriallevel != 1 || cananger) + && hostile)) + return; - targetanimation=staffhitreversedanim; - currentanimation=staffhitreversedanim; - victim->currentanimation=staffhitreversalanim; - victim->targetanimation=staffhitreversalanim; - } - if(targetanimation==staffspinhitanim&&findDistancefast(&victim->coords,&coords)<2&&((victim->id==0&&victim->crouchkeydown)||Random()%2==0)){ - if(victim->weaponactive!=-1){ - victim->throwtogglekeydown=1; - weapons.owner[victim->weaponids[0]]=-1; - weapons.velocity[victim->weaponids[0]]=victim->velocity*.2; - if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1; - weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]]; - weapons.missed[victim->weaponids[0]]=1; - weapons.freetime[victim->weaponids[0]]=0; - weapons.firstfree[victim->weaponids[0]]=1; - weapons.physics[victim->weaponids[0]]=1; - victim->num_weapons--; - if(victim->num_weapons){ - victim->weaponids[0]=victim->weaponids[victim->num_weapons]; - if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0; - } - - victim->weaponactive=-1; - for(int j=0;jcurrentanimation=staffspinhitreversalanim; - victim->targetanimation=staffspinhitreversalanim; - } - if(targetanimation==swordslashanim&&findDistancefast(&victim->coords,&coords)<2&&((victim->id==0&&victim->crouchkeydown)||Random()%4==0)){ - if(victim->weaponactive!=-1){ - victim->throwtogglekeydown=1; - weapons.owner[victim->weaponids[0]]=-1; - weapons.velocity[victim->weaponids[0]]=victim->velocity*.2; - if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1; - weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]]; - weapons.missed[victim->weaponids[0]]=1; - weapons.freetime[victim->weaponids[0]]=0; - weapons.firstfree[victim->weaponids[0]]=1; - weapons.physics[victim->weaponids[0]]=1; - victim->num_weapons--; - if(victim->num_weapons){ - victim->weaponids[0]=victim->weaponids[victim->num_weapons]; - if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0; - } - - victim->weaponactive=-1; - for(int j=0;jcurrentanimation=swordslashreversalanim; - victim->targetanimation=swordslashreversalanim; - } - if(targetanimation==knifeslashstartanim&&findDistancefast(&victim->coords,&coords)<2&&(victim->id==0||Random()%4==0)){ - if(victim->weaponactive!=-1){ - victim->throwtogglekeydown=1; - weapons.owner[victim->weaponids[0]]=-1; - weapons.velocity[victim->weaponids[0]]=victim->velocity*.2; - if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1; - weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]]; - weapons.missed[victim->weaponids[0]]=1; - weapons.freetime[victim->weaponids[0]]=0; - weapons.firstfree[victim->weaponids[0]]=1; - weapons.physics[victim->weaponids[0]]=1; - victim->num_weapons--; - if(victim->num_weapons){ - victim->weaponids[0]=victim->weaponids[victim->num_weapons]; - if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0; - } - - victim->weaponactive=-1; - for(int j=0;jcurrentanimation=knifeslashreversalanim; - victim->targetanimation=knifeslashreversalanim; - } - if(targetanimation!=knifeslashstartanim&&targetanimation!=staffhitanim&&targetanimation!=staffspinhitanim&&targetanimation!=winduppunchanim&&targetanimation!=wolfslapanim&&targetanimation!=swordslashanim&&targetanimation!=swordslashanim){ - victim->targettilt2=targettilt2; - victim->currentframe=currentframe; - victim->targetframe=targetframe; - victim->target=target; - victim->velocity=0; - victim->oldcoords=victim->coords; - victim->coords=coords; - victim->targetrotation=targetrotation; - victim->rotation=targetrotation; - victim->victim=this; - } - if(targetanimation==winduppunchanim){ - targetanimation=winduppunchblockedanim; - victim->targetanimation=blockhighleftanim; - victim->targetframe=1; - victim->target=.5; - victim->victim=this; - victim->targetrotation=targetrotation+180; - } - if(targetanimation==wolfslapanim){ - targetanimation=winduppunchblockedanim; - victim->targetanimation=blockhighleftanim; - victim->targetframe=1; - victim->target=.5; - victim->victim=this; - victim->targetrotation=targetrotation+180; - } - if((targetanimation==swordslashanim||targetanimation==staffhitanim||targetanimation==staffspinhitanim)&&victim->weaponactive!=-1){ - targetanimation=swordslashparriedanim; - parriedrecently=.4; - victim->parriedrecently=0; - victim->targetanimation=swordslashparryanim; - victim->targetframe=1; - victim->target=.5; - victim->victim=this; - victim->targetrotation=targetrotation+180; - - if(abs(Random()%20)==0||weapons.type[victim->weaponids[victim->weaponactive]]==knife){ - if(victim->weaponactive!=-1){ - if(weapons.type[victim->weaponids[0]]==staff||weapons.type[weaponids[0]]==staff){ - if(weapons.type[victim->weaponids[0]]==staff)weapons.damage[victim->weaponids[0]]+=.2+float(abs(Random()%100)-50)/250; - if(weapons.type[weaponids[0]]==staff)weapons.damage[weaponids[0]]+=.2+float(abs(Random()%100)-50)/250; - emit_sound_at(swordstaffsound, victim->coords); - } - else{ - emit_sound_at(metalhitsound, victim->coords); - } - } - XYZ aim; - victim->Puff(righthand); - victim->target=0; - victim->targetframe=0; - victim->targetanimation=staggerbackhighanim; - victim->targetrotation=targetrotation+180; - victim->target=0; - weapons.owner[victim->weaponids[0]]=-1; - aim=DoRotation(facing,0,90,0)*21; - aim.y+=7; - weapons.velocity[victim->weaponids[0]]=aim*-.2; - weapons.tipvelocity[victim->weaponids[0]]=aim; - weapons.missed[victim->weaponids[0]]=1; - weapons.hitsomething[victim->weaponids[0]]=0; - weapons.freetime[victim->weaponids[0]]=0; - weapons.firstfree[victim->weaponids[0]]=1; - weapons.physics[victim->weaponids[0]]=1; - victim->num_weapons--; - if(victim->num_weapons){ - victim->weaponids[0]=victim->weaponids[num_weapons]; - if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0; - } - victim->weaponactive=-1; - for(int i=0;ifacing, victim->coords-coords) > 0 + && (victim->id != 0 || difficulty >= 2) + && (creature != wolftype || victim->creature == wolftype)) + return; + if(targetanimation==sweepanim){ + targetanimation=sweepreversedanim; + currentanimation=sweepreversedanim; + victim->currentanimation=sweepreversalanim; + victim->targetanimation=sweepreversalanim; + } + if(targetanimation==spinkickanim){ + targetanimation=spinkickreversedanim; + currentanimation=spinkickreversedanim; + victim->currentanimation=spinkickreversalanim; + victim->targetanimation=spinkickreversalanim; + } + if(targetanimation==upunchanim||targetanimation==rabbittacklinganim){ + if(targetanimation==rabbittacklinganim){ + currentframe=6; + targetframe=7; + victim->currentframe=6; + victim->targetframe=7; + } + targetanimation=upunchreversedanim; + currentanimation=upunchreversedanim; + victim->currentanimation=upunchreversalanim; + victim->targetanimation=upunchreversalanim; + } + if(targetanimation==staffhitanim&&findDistancefast(&victim->coords,&coords)<2&&((victim->id==0&&victim->crouchkeydown)||Random()%4==0)){ + if(victim->weaponactive!=-1){ + victim->throwtogglekeydown=1; + weapons.owner[victim->weaponids[0]]=-1; + weapons.velocity[victim->weaponids[0]]=victim->velocity*.2; + if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1; + weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]]; + weapons.missed[victim->weaponids[0]]=1; + weapons.freetime[victim->weaponids[0]]=0; + weapons.firstfree[victim->weaponids[0]]=1; + weapons.physics[victim->weaponids[0]]=1; + victim->num_weapons--; + if(victim->num_weapons){ + victim->weaponids[0]=victim->weaponids[victim->num_weapons]; + if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0; + } + victim->weaponactive=-1; + for(int j=0;jcurrentanimation=staffhitreversalanim; + victim->targetanimation=staffhitreversalanim; + } + if(targetanimation==staffspinhitanim&&findDistancefast(&victim->coords,&coords)<2&&((victim->id==0&&victim->crouchkeydown)||Random()%2==0)){ + if(victim->weaponactive!=-1){ + victim->throwtogglekeydown=1; + weapons.owner[victim->weaponids[0]]=-1; + weapons.velocity[victim->weaponids[0]]=victim->velocity*.2; + if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1; + weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]]; + weapons.missed[victim->weaponids[0]]=1; + weapons.freetime[victim->weaponids[0]]=0; + weapons.firstfree[victim->weaponids[0]]=1; + weapons.physics[victim->weaponids[0]]=1; + victim->num_weapons--; + if(victim->num_weapons){ + victim->weaponids[0]=victim->weaponids[victim->num_weapons]; + if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0; + } + victim->weaponactive=-1; + for(int j=0;jcurrentanimation=staffspinhitreversalanim; + victim->targetanimation=staffspinhitreversalanim; + } + if(targetanimation==swordslashanim&&findDistancefast(&victim->coords,&coords)<2&&((victim->id==0&&victim->crouchkeydown)||Random()%4==0)){ + if(victim->weaponactive!=-1){ + victim->throwtogglekeydown=1; + weapons.owner[victim->weaponids[0]]=-1; + weapons.velocity[victim->weaponids[0]]=victim->velocity*.2; + if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1; + weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]]; + weapons.missed[victim->weaponids[0]]=1; + weapons.freetime[victim->weaponids[0]]=0; + weapons.firstfree[victim->weaponids[0]]=1; + weapons.physics[victim->weaponids[0]]=1; + victim->num_weapons--; + if(victim->num_weapons){ + victim->weaponids[0]=victim->weaponids[victim->num_weapons]; + if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0; + } - } + victim->weaponactive=-1; + for(int j=0;jcurrentanimation=swordslashreversalanim; + victim->targetanimation=swordslashreversalanim; + } + if(targetanimation==knifeslashstartanim&&findDistancefast(&victim->coords,&coords)<2&&(victim->id==0||Random()%4==0)){ + if(victim->weaponactive!=-1){ + victim->throwtogglekeydown=1; + weapons.owner[victim->weaponids[0]]=-1; + weapons.velocity[victim->weaponids[0]]=victim->velocity*.2; + if(weapons.velocity[victim->weaponids[0]].x==0)weapons.velocity[victim->weaponids[0]].x=.1; + weapons.tipvelocity[victim->weaponids[0]]=weapons.velocity[victim->weaponids[0]]; + weapons.missed[victim->weaponids[0]]=1; + weapons.freetime[victim->weaponids[0]]=0; + weapons.firstfree[victim->weaponids[0]]=1; + weapons.physics[victim->weaponids[0]]=1; + victim->num_weapons--; + if(victim->num_weapons){ + victim->weaponids[0]=victim->weaponids[victim->num_weapons]; + if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0; + } - if(abs(Random()%20)==0){ - if(weaponactive!=-1){ - if(weapons.type[victim->weaponids[0]]==staff||weapons.type[weaponids[0]]==staff){ - if(weapons.type[victim->weaponids[0]]==staff)weapons.damage[victim->weaponids[0]]+=.2+float(abs(Random()%100)-50)/250; - if(weapons.type[weaponids[0]]==staff)weapons.damage[weaponids[0]]+=.2+float(abs(Random()%100)-50)/250; + victim->weaponactive=-1; + for(int j=0;jcurrentanimation=knifeslashreversalanim; + victim->targetanimation=knifeslashreversalanim; + } + if(targetanimation!=knifeslashstartanim&&targetanimation!=staffhitanim&&targetanimation!=staffspinhitanim&&targetanimation!=winduppunchanim&&targetanimation!=wolfslapanim&&targetanimation!=swordslashanim&&targetanimation!=swordslashanim){ + victim->targettilt2=targettilt2; + victim->currentframe=currentframe; + victim->targetframe=targetframe; + victim->target=target; + victim->velocity=0; + victim->oldcoords=victim->coords; + victim->coords=coords; + victim->targetrotation=targetrotation; + victim->rotation=targetrotation; + victim->victim=this; + } + if(targetanimation==winduppunchanim){ + targetanimation=winduppunchblockedanim; + victim->targetanimation=blockhighleftanim; + victim->targetframe=1; + victim->target=.5; + victim->victim=this; + victim->targetrotation=targetrotation+180; + } + if(targetanimation==wolfslapanim){ + targetanimation=winduppunchblockedanim; + victim->targetanimation=blockhighleftanim; + victim->targetframe=1; + victim->target=.5; + victim->victim=this; + victim->targetrotation=targetrotation+180; + } + if((targetanimation==swordslashanim||targetanimation==staffhitanim||targetanimation==staffspinhitanim)&&victim->weaponactive!=-1){ + targetanimation=swordslashparriedanim; + parriedrecently=.4; + victim->parriedrecently=0; + victim->targetanimation=swordslashparryanim; + victim->targetframe=1; + victim->target=.5; + victim->victim=this; + victim->targetrotation=targetrotation+180; + + if(abs(Random()%20)==0||weapons.type[victim->weaponids[victim->weaponactive]]==knife){ + if(victim->weaponactive!=-1){ + if(weapons.type[victim->weaponids[0]]==staff||weapons.type[weaponids[0]]==staff){ + if(weapons.type[victim->weaponids[0]]==staff)weapons.damage[victim->weaponids[0]]+=.2+float(abs(Random()%100)-50)/250; + if(weapons.type[weaponids[0]]==staff)weapons.damage[weaponids[0]]+=.2+float(abs(Random()%100)-50)/250; + emit_sound_at(swordstaffsound, victim->coords); + } + else{ + emit_sound_at(metalhitsound, victim->coords); + } + } + XYZ aim; + victim->Puff(righthand); + victim->target=0; + victim->targetframe=0; + victim->targetanimation=staggerbackhighanim; + victim->targetrotation=targetrotation+180; + victim->target=0; + weapons.owner[victim->weaponids[0]]=-1; + aim=DoRotation(facing,0,90,0)*21; + aim.y+=7; + weapons.velocity[victim->weaponids[0]]=aim*-.2; + weapons.tipvelocity[victim->weaponids[0]]=aim; + weapons.missed[victim->weaponids[0]]=1; + weapons.hitsomething[victim->weaponids[0]]=0; + weapons.freetime[victim->weaponids[0]]=0; + weapons.firstfree[victim->weaponids[0]]=1; + weapons.physics[victim->weaponids[0]]=1; + victim->num_weapons--; + if(victim->num_weapons){ + victim->weaponids[0]=victim->weaponids[num_weapons]; + if(victim->weaponstuck==victim->num_weapons)victim->weaponstuck=0; + } + victim->weaponactive=-1; + for(int i=0;iweaponids[0]]==staff||weapons.type[weaponids[0]]==staff){ + if(weapons.type[victim->weaponids[0]]==staff)weapons.damage[victim->weaponids[0]]+=.2+float(abs(Random()%100)-50)/250; + if(weapons.type[weaponids[0]]==staff)weapons.damage[weaponids[0]]+=.2+float(abs(Random()%100)-50)/250; - XYZ aim; - Puff(righthand); - target=0; - targetframe=0; - targetanimation=staggerbackhighanim; - targetrotation=targetrotation+180; - target=0; - weapons.owner[weaponids[0]]=-1; - aim=DoRotation(facing,0,90,0)*21; - aim.y+=7; - weapons.velocity[weaponids[0]]=aim*-.2; - weapons.tipvelocity[weaponids[0]]=aim; - weapons.hitsomething[weaponids[0]]=0; - weapons.missed[weaponids[0]]=1; - weapons.freetime[weaponids[0]]=0; - weapons.firstfree[weaponids[0]]=1; - weapons.physics[weaponids[0]]=1; - num_weapons--; - if(num_weapons){ - weaponids[0]=weaponids[num_weapons]; - if(weaponstuck==num_weapons)weaponstuck=0; - } - weaponactive=-1; - for(int i=0;icoords)>.2){ - //victim->targetanimation=sweepanim; - victim->targetanimation=dodgebackanim; - victim->targetframe=0; - victim->target=0; - //victim->velocity=0; - - XYZ rotatetarget; - rotatetarget=coords-victim->coords; - Normalise(&rotatetarget); - victim->targetrotation=-asin(0-rotatetarget.x); - victim->targetrotation*=360/6.28; - if(rotatetarget.z<0)victim->targetrotation=180-victim->targetrotation; - - victim->targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70; - - victim->lastattack3=victim->lastattack2; - victim->lastattack2=victim->lastattack; - victim->lastattack=victim->targetanimation; - } - else - { - victim->targetanimation=sweepanim; - victim->targetframe=0; - victim->target=0; - - XYZ rotatetarget; - rotatetarget=coords-victim->coords; - Normalise(&rotatetarget); - victim->targetrotation=-asin(0-rotatetarget.x); - victim->targetrotation*=360/6.28; - if(rotatetarget.z<0)victim->targetrotation=180-victim->targetrotation; - - victim->targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70; - - victim->lastattack3=victim->lastattack2; - victim->lastattack2=victim->lastattack; - victim->lastattack=victim->targetanimation; - } - } - velocity=0; - victim->velocity=0; + } + } + if(hasvictim) + if(targetanimation==knifeslashstartanim||targetanimation==swordslashanim||targetanimation==staffhitanim||targetanimation==staffspinhitanim){ + if((targetanimation!=staffhitanim&&targetanimation!=staffspinhitanim)||findDistancefast(&coords,&victim->coords)>.2){ + victim->targetanimation=dodgebackanim; + victim->targetframe=0; + victim->target=0; + + XYZ rotatetarget; + rotatetarget=coords-victim->coords; + Normalise(&rotatetarget); + victim->targetrotation=-asin(0-rotatetarget.x); + victim->targetrotation*=360/6.28; + if(rotatetarget.z<0)victim->targetrotation=180-victim->targetrotation; + + victim->targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70; + + victim->lastattack3=victim->lastattack2; + victim->lastattack2=victim->lastattack; + victim->lastattack=victim->targetanimation; + } + else + { + victim->targetanimation=sweepanim; + victim->targetframe=0; + victim->target=0; + + XYZ rotatetarget; + rotatetarget=coords-victim->coords; + Normalise(&rotatetarget); + victim->targetrotation=-asin(0-rotatetarget.x); + victim->targetrotation*=360/6.28; + if(rotatetarget.z<0)victim->targetrotation=180-victim->targetrotation; + + victim->targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70; + + victim->lastattack3=victim->lastattack2; + victim->lastattack2=victim->lastattack; + victim->lastattack=victim->targetanimation; + } + } - if(aitype!=playercontrolled)feint=0; - if(aitype!=playercontrolled&&Random()%3==0&&escapednum<2&&difficulty==2)feint=1; - if(aitype!=playercontrolled&&Random()%5==0&&escapednum<2&&difficulty==1)feint=1; - if(aitype!=playercontrolled&&Random()%10==0&&escapednum<2&&difficulty==0)feint=1; + velocity=0; + victim->velocity=0; - if(victim->id==0&&animation[victim->targetanimation].attack==reversal)numreversals++; - } + if(aitype!=playercontrolled)feint=0; + if(aitype!=playercontrolled&&Random()%3==0&&escapednum<2&&difficulty==2)feint=1; + if(aitype!=playercontrolled&&Random()%5==0&&escapednum<2&&difficulty==1)feint=1; + if(aitype!=playercontrolled&&Random()%10==0&&escapednum<2&&difficulty==0)feint=1; + + if(victim->id==0&&animation[victim->targetanimation].attack==reversal)numreversals++; } void Person::DoDamage(float howmuch){