From 30f342b219632ea3e777388a9530340baf4d7aac Mon Sep 17 00:00:00 2001 From: =?utf8?q?C=C3=B4me=20Chilliet?= Date: Wed, 21 Dec 2016 14:18:58 +0100 Subject: [PATCH] Cleaned up a bit Tutorial::active ifs in Person --- Source/Objects/Person.cpp | 69 ++++++++++++++++++++------------------- 1 file changed, 35 insertions(+), 34 deletions(-) diff --git a/Source/Objects/Person.cpp b/Source/Objects/Person.cpp index f314782..9dd5e26 100644 --- a/Source/Objects/Person.cpp +++ b/Source/Objects/Person.cpp @@ -1492,35 +1492,39 @@ void Person::Reverse() */ void Person::DoDamage(float howmuch) { - // subtract health (temporary?) - if (!Tutorial::active) - damage += howmuch / power; // stats? - if (id != 0) - damagedealt += howmuch / power; - if (id == 0) + if (id == 0) { damagetaken += howmuch / power; + } else { + damagedealt += howmuch / power; + } // reset bonuses - if (id == 0 && (bonus == solidhit || bonus == twoxcombo || bonus == threexcombo || bonus == fourxcombo || bonus == megacombo)) + if (id == 0 && (bonus == solidhit || bonus == twoxcombo || bonus == threexcombo || bonus == fourxcombo || bonus == megacombo)) { bonus = 0; + } + // subtract health - if (!Tutorial::active) + if (!Tutorial::active) { + damage += howmuch / power; permanentdamage += howmuch / 2 / power; - if (!Tutorial::active) superpermanentdamage += howmuch / 4 / power; + } // visual effects if (permanentdamage > damagetolerance / 2 && permanentdamage - howmuch < damagetolerance / 2 && Random() % 2) DoBlood(1, 255); if ((permanentdamage > damagetolerance * .8 && Random() % 2 && !deathbleeding) || spurt) DoBlood(1, 255); spurt = 0; - if (id == 0) + if (id == 0) { camerashake += howmuch / 100; - if (id == 0 && ((howmuch > 50 && damage > damagetolerance / 2))) - blackout = damage / damagetolerance; - if (blackout > 1) - blackout = 1; + if ((howmuch > 50 && damage > damagetolerance / 2)) { + blackout = damage / damagetolerance; + if (blackout > 1) { + blackout = 1; + } + } + } // cancel attack? if (aitype == passivetype && damage < damagetolerance && ((!Tutorial::active || cananger) && hostile)) @@ -1566,7 +1570,7 @@ void Person::DoDamage(float howmuch) } // play sounds - if (!Tutorial::active || id == 0) + if (!Tutorial::active || id == 0) { if (speechdelay <= 0 && !dead && aitype != playercontrolled) { int whichsound = -1; @@ -1590,6 +1594,7 @@ void Person::DoDamage(float howmuch) addEnvSound(coords); } } + } speechdelay = .3; } @@ -2926,8 +2931,9 @@ void Person::DoAnimations() if (hasvictim) if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4.5 &&/*Animation::animations[victim->animTarget].height!=lowheight&&*/victim->animTarget != dodgebackanim && victim->animTarget != rollanim) { escapednum = 0; - if (!Tutorial::active) + if (!Tutorial::active) { victim->DoBloodBig(1.5 / victim->armorhigh, 225); + } award_bonus(id, Slicebonus); if (!Tutorial::active) { @@ -2947,11 +2953,12 @@ void Person::DoAnimations() if (aitype != playercontrolled) weaponmissdelay = .6; - if (!Tutorial::active) - if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) + if (!Tutorial::active) { + if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) { weapons[weaponids[weaponactive]].bloody = 1; - if (!Tutorial::active) + } weapons[weaponids[weaponactive]].blooddrip += 3; + } XYZ footvel, footpoint; footvel = 0; @@ -2960,19 +2967,18 @@ void Person::DoAnimations() } else { footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; } - if (!Tutorial::active) { - if (bloodtoggle) + if (Tutorial::active) { + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .6, .3); + } else { + if (bloodtoggle) { Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .6, .3); + } footvel = DoRotation(facing, 0, 90, 0) * .8; - //footvel.y-=.3; Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .2, 1); Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .2, 1); } - if (Tutorial::active) { - Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .6, .3); - } victim->DoDamage(damagemult * 0); } } @@ -2988,24 +2994,18 @@ void Person::DoAnimations() victim->DoBloodBig(2 / victim->armorhigh, 185); victim->deathbleeding = 1; emit_sound_at(swordslicesound, victim->coords); - } - //victim->jointVel(abdomen)+=relative*damagemult*200; - if (!Tutorial::active) { victim->frameTarget = 0; victim->animTarget = staggerbackhardanim; victim->targetyaw = targetyaw + 180; victim->target = 0; - } - - if (!Tutorial::active) { - if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) + if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) { weapons[weaponids[weaponactive]].bloody = 1; + } weapons[weaponids[weaponactive]].blooddrip += 3; float bloodlossamount; bloodlossamount = 200 + abs((float)(Random() % 40)) - 20; victim->bloodloss += bloodlossamount / victim->armorhigh; - //victim->bloodloss+=100*(6.5-distsq(&coords,&victim->coords)); victim->DoDamage(damagemult * 0); XYZ footvel, footpoint; @@ -3015,8 +3015,9 @@ void Person::DoAnimations() } else { footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; } - if (bloodtoggle) + if (bloodtoggle) { Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); + } footvel = DoRotation(facing, 0, 90, 0) * .8; footvel.y -= .3; Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9); -- 2.39.5