From 44a7a511006ac6ec094cab1ac87522ad72f5bc4d Mon Sep 17 00:00:00 2001 From: sf17k Date: Thu, 4 Apr 2013 18:09:36 -0400 Subject: [PATCH] formatted if statements (Person.cpp) --- Source/Person.cpp | 1579 +++++++++++++++++++++++++++++---------------- 1 file changed, 1032 insertions(+), 547 deletions(-) diff --git a/Source/Person.cpp b/Source/Person.cpp index de7ace0..b1e9f0a 100644 --- a/Source/Person.cpp +++ b/Source/Person.cpp @@ -113,7 +113,8 @@ void Person::CheckKick() } victim->Puff(neck); victim->DoDamage(100 * damagemult / victim->protectionhigh); - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; target = 0; frameCurrent = 3; @@ -149,10 +150,14 @@ void Person::CatchFire() int howmany; for (int i = 0; i < 10; i++) { howmany = abs(Random() % (skeleton.num_joints)); - if (!skeleton.free)flatvelocity = velocity; - if (skeleton.free)flatvelocity = skeleton.joints[howmany].velocity; - if (!skeleton.free)flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; - if (skeleton.free)flatfacing = skeleton.joints[howmany].position * scale + coords; + if (!skeleton.free) + flatvelocity = velocity; + if (skeleton.free) + flatvelocity = skeleton.joints[howmany].velocity; + if (!skeleton.free) + flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; + if (skeleton.free) + flatfacing = skeleton.joints[howmany].position * scale + coords; Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, 2, 1); } @@ -169,11 +174,15 @@ void Person::CatchFire() int Person::getIdle() { - if (indialogue != -1 && howactive == typeactive && creature == rabbittype)return talkidleanim; - if (hasvictim && victim != this/*||(id==0&&attackkeydown)*/)if (/*(id==0&&attackkeydown)||*/(!victim->dead && victim->aitype != passivetype && victim->aitype != searchtype && aitype != passivetype && aitype != searchtype && victim->id < numplayers)) { + if (indialogue != -1 && howactive == typeactive && creature == rabbittype) + return talkidleanim; + if (hasvictim && victim != this/*||(id==0&&attackkeydown)*/) + if (/*(id==0&&attackkeydown)||*/(!victim->dead && victim->aitype != passivetype && victim->aitype != searchtype && aitype != passivetype && aitype != searchtype && victim->id < numplayers)) { if ((aitype == playercontrolled && stunned <= 0 && weaponactive == -1) || pause) { - if (creature == rabbittype)return fightidleanim; - if (creature == wolftype)return wolfidle; + if (creature == rabbittype) + return fightidleanim; + if (creature == wolftype) + return wolfidle; } if (aitype == playercontrolled && stunned <= 0 && weaponactive != -1) { if (weapons[weaponids[weaponactive]].getType() == knife) @@ -185,56 +194,70 @@ int Person::getIdle() if (weapons[weaponids[weaponactive]].getType() == staff) return swordfightidleanim; } - if (aitype != playercontrolled && stunned <= 0 && creature != wolftype && !pause)return fightsidestep; - } - if ((damage > permanentdamage || damage > damagetolerance * .8 || deathbleeding > 0) && creature != wolftype)return hurtidleanim; - if (howactive == typesitting)return sitanim; - if (howactive == typesittingwall)return sitwallanim; - if (howactive == typesleeping)return sleepanim; - if (howactive == typedead1)return dead1anim; - if (howactive == typedead2)return dead2anim; - if (howactive == typedead3)return dead3anim; - if (howactive == typedead4)return dead4anim; - if (creature == rabbittype)return bounceidleanim; - if (creature == wolftype)return wolfidle; + if (aitype != playercontrolled && stunned <= 0 && creature != wolftype && !pause) + return fightsidestep; + } + if ((damage > permanentdamage || damage > damagetolerance * .8 || deathbleeding > 0) && creature != wolftype) + return hurtidleanim; + if (howactive == typesitting) return sitanim; + if (howactive == typesittingwall) return sitwallanim; + if (howactive == typesleeping) return sleepanim; + if (howactive == typedead1) return dead1anim; + if (howactive == typedead2) return dead2anim; + if (howactive == typedead3) return dead3anim; + if (howactive == typedead4) return dead4anim; + if (creature == rabbittype) return bounceidleanim; + if (creature == wolftype) return wolfidle; return 0; } int Person::getCrouch() { - if (creature == rabbittype)return crouchanim; - if (creature == wolftype)return wolfcrouchanim; + if (creature == rabbittype) + return crouchanim; + if (creature == wolftype) + return wolfcrouchanim; return 0; } int Person::getRun() { - if (creature == rabbittype && (!superruntoggle || weaponactive != -1))return runanim; - if (creature == wolftype && (!superruntoggle))return wolfrunanim; - - if (creature == rabbittype && (superruntoggle && weaponactive == -1))return rabbitrunninganim; - if (creature == wolftype && (superruntoggle))return wolfrunninganim; + if (creature == rabbittype && (!superruntoggle || weaponactive != -1)) + return runanim; + if (creature == wolftype && (!superruntoggle)) + return wolfrunanim; + + if (creature == rabbittype && (superruntoggle && weaponactive == -1)) + return rabbitrunninganim; + if (creature == wolftype && (superruntoggle)) + return wolfrunninganim; return 0; } int Person::getStop() { - if (creature == rabbittype)return stopanim; - if (creature == wolftype)return wolfstopanim; + if (creature == rabbittype) + return stopanim; + if (creature == wolftype) + return wolfstopanim; return 0; } int Person::getLanding() { - if (creature == rabbittype)return landanim; - if (creature == wolftype)return wolflandanim; + if (creature == rabbittype) + return landanim; + if (creature == wolftype) + return wolflandanim; return 0; } int Person::getLandhard() { - if (creature == rabbittype)return landhardanim; - if (creature == wolftype)return wolflandhardanim; + if (creature == rabbittype) + return landhardanim; + if (creature == wolftype) + return wolflandhardanim; return 0; } @@ -264,8 +287,10 @@ void Person::DoBlood(float howmuch, int which) if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); } - if (skeleton.free)bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - if (!skeleton.free)bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; + if (skeleton.free) + bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + if (!skeleton.free) + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; if (skeleton.free) { Sprite::MakeSprite(bloodsprite, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .05, 1); Sprite::MakeSprite(bloodflamesprite, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .3, 1); @@ -319,14 +344,16 @@ void Person::DoBlood(float howmuch, int which) } } - if (bleeding > 2)bleeding = 2; + if (bleeding > 2) + bleeding = 2; } void Person::DoBloodBig(float howmuch, int which) { static int bleedxint, bleedyint, i, j; static XYZ bloodvel; - if (howmuch && id == 0)blooddimamount = 1; + if (howmuch && id == 0) + blooddimamount = 1; if (tutoriallevel != 1 || id == 0) if (aitype != playercontrolled && howmuch > 0) { @@ -334,8 +361,10 @@ void Person::DoBloodBig(float howmuch, int which) if (creature == wolftype) { int i = abs(Random() % 2); - if (i == 0)whichsound = snarlsound; - if (i == 1)whichsound = snarl2sound; + if (i == 0) + whichsound = snarlsound; + if (i == 1) + whichsound = snarl2sound; envsound[numenvsounds] = coords; envsoundvol[numenvsounds] = 16; envsoundlife[numenvsounds] = .4; @@ -343,8 +372,10 @@ void Person::DoBloodBig(float howmuch, int which) } if (creature == rabbittype) { int i = abs(Random() % 2); - if (i == 0)whichsound = rabbitpainsound; - if (i == 1 && howmuch >= 2)whichsound = rabbitpain1sound; + if (i == 0) + whichsound = rabbitpainsound; + if (i == 1 && howmuch >= 2) + whichsound = rabbitpain1sound; envsound[numenvsounds] = coords; envsoundvol[numenvsounds] = 16; envsoundlife[numenvsounds] = .4; @@ -376,8 +407,10 @@ void Person::DoBloodBig(float howmuch, int which) if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); } - if (skeleton.free)bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - if (!skeleton.free)bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; + if (skeleton.free) + bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + if (!skeleton.free) + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; if (skeleton.free) { Sprite::MakeSprite(bloodsprite, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .05, 1); Sprite::MakeSprite(bloodflamesprite, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .3, 1); @@ -419,10 +452,10 @@ void Person::DoBloodBig(float howmuch, int which) for (i = 0; i < 512; i++) { for (j = 0; j < 512; j++) { if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) { - if (i < startx)startx = i; - if (j < starty)starty = j; - if (i > endx)endx = i; - if (j > endy)endy = j; + if (i < startx) startx = i; + if (j < starty) starty = j; + if (i > endx) endx = i; + if (j > endy) endy = j; } } } @@ -430,10 +463,10 @@ void Person::DoBloodBig(float howmuch, int which) for (i = 0; i < 512; i++) { for (j = 0; j < 512; j++) { if (wolfbloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && wolfbloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) { - if (i < startx)startx = i; - if (j < starty)starty = j; - if (i > endx)endx = i; - if (j > endy)endy = j; + if (i < startx) startx = i; + if (j < starty) starty = j; + if (i > endx) endx = i; + if (j > endy) endy = j; } } } @@ -443,12 +476,12 @@ void Person::DoBloodBig(float howmuch, int which) starty += offsety; endy += offsety; - if (startx < 0)startx = 0; - if (starty < 0)starty = 0; - if (endx > 512 - 1)endx = 512 - 1; - if (endy > 512 - 1)endy = 512 - 1; - if (endx < startx)endx = startx; - if (endy < starty)endy = starty; + if (startx < 0) startx = 0; + if (starty < 0) starty = 0; + if (endx > 512 - 1) endx = 512 - 1; + if (endy > 512 - 1) endy = 512 - 1; + if (endx < startx) endx = startx; + if (endy < starty) endy = starty; startx /= realtexdetail; starty /= realtexdetail; @@ -463,7 +496,8 @@ void Person::DoBloodBig(float howmuch, int which) if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) { color = Random() % 85 + 170; where = i * skeleton.skinsize * 3 + j * 3; - if (skeleton.skinText[where + 0] > color / 2)skeleton.skinText[where + 0] = color / 2; + if (skeleton.skinText[where + 0] > color / 2) + skeleton.skinText[where + 0] = color / 2; skeleton.skinText[where + 1] = 0; skeleton.skinText[where + 2] = 0; } @@ -475,7 +509,8 @@ void Person::DoBloodBig(float howmuch, int which) if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) { color = Random() % 85 + 170; where = i * skeleton.skinsize * 3 + j * 3; - if (skeleton.skinText[where + 0] > color / 2)skeleton.skinText[where + 0] = color / 2; + if (skeleton.skinText[where + 0] > color / 2) + skeleton.skinText[where + 0] = color / 2; skeleton.skinText[where + 1] = 0; skeleton.skinText[where + 2] = 0; } @@ -500,10 +535,14 @@ void Person::DoBloodBig(float howmuch, int which) bleedx = bleedyint + offsety; bleedy /= realtexdetail; bleedx /= realtexdetail; - if (bleedx < 0)bleedx = 0; - if (bleedy < 0)bleedy = 0; - if (bleedx > skeleton.skinsize - 1)bleedx = skeleton.skinsize - 1; - if (bleedy > skeleton.skinsize - 1)bleedy = skeleton.skinsize - 1; + if (bleedx < 0) + bleedx = 0; + if (bleedy < 0) + bleedy = 0; + if (bleedx > skeleton.skinsize - 1) + bleedx = skeleton.skinsize - 1; + if (bleedy > skeleton.skinsize - 1) + bleedy = skeleton.skinsize - 1; direction = abs(Random() % 2) * 2 - 1; } @@ -515,10 +554,12 @@ void Person::DoBloodBig(float howmuch, int which) if (abs(Random() % 2) == 0) { aitype = gethelptype; lastseentime = 12; - } else aitype = attacktypecutoff; + } else + aitype = attacktypecutoff; ally = 0; } - if (bleeding > 2)bleeding = 2; + if (bleeding > 2) + bleeding = 2; } bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) @@ -537,7 +578,8 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) if (bloodtoggle && decals && tutoriallevel != 1) { where -= coords; - if (!skeleton.free)where = DoRotation(where, 0, -yaw, 0); + if (!skeleton.free) + where = DoRotation(where, 0, -yaw, 0); //where=scale; startpoint = where; startpoint.y += 100; @@ -601,8 +643,10 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0); } - if (skeleton.free)bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - if (!skeleton.free)bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; + if (skeleton.free) + bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + if (!skeleton.free) + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; if (skeleton.free) { Sprite::MakeSprite(bloodsprite, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .05, 1); Sprite::MakeSprite(bloodflamesprite, skeleton.joints[skeleton.jointlabels[head]].position * scale + coords, bloodvel, 1, 1, 1, .3, 1); @@ -635,10 +679,10 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) for (i = 0; i < 512; i++) { for (j = 0; j < 512; j++) { if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) { - if (i < startx)startx = i; - if (j < starty)starty = j; - if (i > endx)endx = i; - if (j > endy)endy = j; + if (i < startx) startx = i; + if (j < starty) starty = j; + if (i > endx) endx = i; + if (j > endy) endy = j; } } } @@ -646,10 +690,10 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) for (i = 0; i < 512; i++) { for (j = 0; j < 512; j++) { if (wolfbloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && wolfbloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) { - if (i < startx)startx = i; - if (j < starty)starty = j; - if (i > endx)endx = i; - if (j > endy)endy = j; + if (i < startx) startx = i; + if (j < starty) starty = j; + if (i > endx) endx = i; + if (j > endy) endy = j; } } } @@ -658,12 +702,12 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) starty += offsety; endy += offsety; - if (startx < 0)startx = 0; - if (starty < 0)starty = 0; - if (endx > 512 - 1)endx = 512 - 1; - if (endy > 512 - 1)endy = 512 - 1; - if (endx < startx)endx = startx; - if (endy < starty)endy = starty; + if (startx < 0) startx = 0; + if (starty < 0) starty = 0; + if (endx > 512 - 1) endx = 512 - 1; + if (endy > 512 - 1) endy = 512 - 1; + if (endx < startx) endx = startx; + if (endy < starty) endy = starty; startx /= realtexdetail; starty /= realtexdetail; @@ -678,13 +722,15 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) { color = Random() % 85 + 170; where = i * skeleton.skinsize * 3 + j * 3; - if (skeleton.skinText[where + 0] > color / 2)skeleton.skinText[where + 0] = color / 2; + if (skeleton.skinText[where + 0] > color / 2) + skeleton.skinText[where + 0] = color / 2; skeleton.skinText[where + 1] = 0; skeleton.skinText[where + 2] = 0; } else if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= 160 + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= 160 - 4) { color = Random() % 85 + 170; where = i * skeleton.skinsize * 3 + j * 3; - if (skeleton.skinText[where + 0] > color / 2)skeleton.skinText[where + 0] = color / 2; + if (skeleton.skinText[where + 0] > color / 2) + skeleton.skinText[where + 0] = color / 2; skeleton.skinText[where + 1] = 0; skeleton.skinText[where + 2] = 0; } @@ -696,13 +742,15 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) { color = Random() % 85 + 170; where = i * skeleton.skinsize * 3 + j * 3; - if (skeleton.skinText[where + 0] > color / 2)skeleton.skinText[where + 0] = color / 2; + if (skeleton.skinText[where + 0] > color / 2) + skeleton.skinText[where + 0] = color / 2; skeleton.skinText[where + 1] = 0; skeleton.skinText[where + 2] = 0; } else if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= 160 + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= 160 - 4) { color = Random() % 85 + 170; where = i * skeleton.skinsize * 3 + j * 3; - if (skeleton.skinText[where + 0] > color / 2)skeleton.skinText[where + 0] = color / 2; + if (skeleton.skinText[where + 0] > color / 2) + skeleton.skinText[where + 0] = color / 2; skeleton.skinText[where + 1] = 0; skeleton.skinText[where + 2] = 0; } @@ -715,13 +763,18 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) bleedx = coordsx * 512; bleedy /= realtexdetail; bleedx /= realtexdetail; - if (bleedx < 0)bleedx = 0; - if (bleedy < 0)bleedy = 0; - if (bleedx > skeleton.skinsize - 1)bleedx = skeleton.skinsize - 1; - if (bleedy > skeleton.skinsize - 1)bleedy = skeleton.skinsize - 1; + if (bleedx < 0) + bleedx = 0; + if (bleedy < 0) + bleedy = 0; + if (bleedx > skeleton.skinsize - 1) + bleedx = skeleton.skinsize - 1; + if (bleedy > skeleton.skinsize - 1) + bleedy = skeleton.skinsize - 1; direction = abs(Random() % 2) * 2 - 1; } - if (whichtri == -1)return 0; + if (whichtri == -1) + return 0; } bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25; deathbleeding += bleeding; @@ -731,10 +784,12 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where) if (abs(Random() % 2) == 0) { aitype = gethelptype; lastseentime = 12; - } else aitype = attacktypecutoff; + } else + aitype = attacktypecutoff; ally = 0; } - if (bleeding > 2)bleeding = 2; + if (bleeding > 2) + bleeding = 2; return 1; } @@ -785,7 +840,8 @@ void Person::Reverse() victim->throwtogglekeydown = 1; weapons[victim->weaponids[0]].owner = -1; weapons[victim->weaponids[0]].velocity = victim->velocity * .2; - if (weapons[victim->weaponids[0]].velocity.x == 0)weapons[victim->weaponids[0]].velocity.x = .1; + if (weapons[victim->weaponids[0]].velocity.x == 0) + weapons[victim->weaponids[0]].velocity.x = .1; weapons[victim->weaponids[0]].tipvelocity = weapons[victim->weaponids[0]].velocity; weapons[victim->weaponids[0]].missed = 1; weapons[victim->weaponids[0]].freetime = 0; @@ -794,7 +850,8 @@ void Person::Reverse() 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 (victim->weaponstuck == victim->num_weapons) + victim->weaponstuck = 0; } victim->weaponactive = -1; @@ -813,7 +870,8 @@ void Person::Reverse() victim->throwtogglekeydown = 1; weapons[victim->weaponids[0]].owner = -1; weapons[victim->weaponids[0]].velocity = victim->velocity * .2; - if (weapons[victim->weaponids[0]].velocity.x == 0)weapons[victim->weaponids[0]].velocity.x = .1; + if (weapons[victim->weaponids[0]].velocity.x == 0) + weapons[victim->weaponids[0]].velocity.x = .1; weapons[victim->weaponids[0]].tipvelocity = weapons[victim->weaponids[0]].velocity; weapons[victim->weaponids[0]].missed = 1; weapons[victim->weaponids[0]].freetime = 0; @@ -822,7 +880,8 @@ void Person::Reverse() 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 (victim->weaponstuck == victim->num_weapons) + victim->weaponstuck = 0; } victim->weaponactive = -1; @@ -840,7 +899,8 @@ void Person::Reverse() victim->throwtogglekeydown = 1; weapons[victim->weaponids[0]].owner = -1; weapons[victim->weaponids[0]].velocity = victim->velocity * .2; - if (weapons[victim->weaponids[0]].velocity.x == 0)weapons[victim->weaponids[0]].velocity.x = .1; + if (weapons[victim->weaponids[0]].velocity.x == 0) + weapons[victim->weaponids[0]].velocity.x = .1; weapons[victim->weaponids[0]].tipvelocity = weapons[victim->weaponids[0]].velocity; weapons[victim->weaponids[0]].missed = 1; weapons[victim->weaponids[0]].freetime = 0; @@ -849,7 +909,8 @@ void Person::Reverse() 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 (victim->weaponstuck == victim->num_weapons) + victim->weaponstuck = 0; } victim->weaponactive = -1; @@ -867,7 +928,8 @@ void Person::Reverse() victim->throwtogglekeydown = 1; weapons[victim->weaponids[0]].owner = -1; weapons[victim->weaponids[0]].velocity = victim->velocity * .2; - if (weapons[victim->weaponids[0]].velocity.x == 0)weapons[victim->weaponids[0]].velocity.x = .1; + if (weapons[victim->weaponids[0]].velocity.x == 0) + weapons[victim->weaponids[0]].velocity.x = .1; weapons[victim->weaponids[0]].tipvelocity = weapons[victim->weaponids[0]].velocity; weapons[victim->weaponids[0]].missed = 1; weapons[victim->weaponids[0]].freetime = 0; @@ -876,7 +938,8 @@ void Person::Reverse() 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 (victim->weaponstuck == victim->num_weapons) + victim->weaponstuck = 0; } victim->weaponactive = -1; @@ -959,7 +1022,8 @@ void Person::Reverse() victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[num_weapons]; - if (victim->weaponstuck == victim->num_weapons)victim->weaponstuck = 0; + if (victim->weaponstuck == victim->num_weapons) + victim->weaponstuck = 0; } victim->weaponactive = -1; for (int i = 0; i < numplayers; i++) { @@ -970,8 +1034,10 @@ void Person::Reverse() if (abs(Random() % 20) == 0) { if (weaponactive != -1) { if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) { - if (weapons[victim->weaponids[0]].getType() == staff)weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; - if (weapons[weaponids[0]].getType() == staff)weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + if (weapons[victim->weaponids[0]].getType() == staff) + weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + if (weapons[weaponids[0]].getType() == staff) + weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; emit_sound_at(swordstaffsound, coords); } else { @@ -999,7 +1065,8 @@ void Person::Reverse() num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; - if (weaponstuck == num_weapons)weaponstuck = 0; + if (weaponstuck == num_weapons) + weaponstuck = 0; } weaponactive = -1; for (int i = 0; i < numplayers; i++) { @@ -1021,7 +1088,8 @@ void Person::Reverse() Normalise(&rotatetarget); victim->targetyaw = -asin(0 - rotatetarget.x); victim->targetyaw *= 360 / 6.28; - if (rotatetarget.z < 0)victim->targetyaw = 180 - victim->targetyaw; + if (rotatetarget.z < 0) + victim->targetyaw = 180 - victim->targetyaw; victim->targettilt2 = -asin(rotatetarget.y) * 360 / 6.28; //*-70; @@ -1038,7 +1106,8 @@ void Person::Reverse() Normalise(&rotatetarget); victim->targetyaw = -asin(0 - rotatetarget.x); victim->targetyaw *= 360 / 6.28; - if (rotatetarget.z < 0)victim->targetyaw = 180 - victim->targetyaw; + if (rotatetarget.z < 0) + victim->targetyaw = 180 - victim->targetyaw; victim->targettilt2 = -asin(rotatetarget.y) * 360 / 6.28; //*-70; @@ -1051,36 +1120,54 @@ void Person::Reverse() velocity = 0; victim->velocity = 0; - 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->animTarget].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->animTarget].attack == reversal) + numreversals++; } void Person::DoDamage(float howmuch) { - if (tutoriallevel != 1)damage += howmuch / power; - if (id != 0)damagedealt += howmuch / power; - if (id == 0)damagetaken += howmuch / power; - - if (id == 0 && (bonus == solidhit || bonus == twoxcombo || bonus == threexcombo || bonus == fourxcombo || bonus == megacombo))bonus = 0; - if (tutoriallevel != 1)permanentdamage += howmuch / 2 / power; - if (tutoriallevel != 1)superpermanentdamage += howmuch / 4 / power; - if (permanentdamage > damagetolerance / 2 && permanentdamage - howmuch < damagetolerance / 2 && Random() % 2)DoBlood(1, 255); - if ((permanentdamage > damagetolerance * .8 && Random() % 2 && !deathbleeding) || spurt)DoBlood(1, 255); + if (tutoriallevel != 1) + damage += howmuch / power; + if (id != 0) + damagedealt += howmuch / power; + if (id == 0) + damagetaken += howmuch / power; + + if (id == 0 && (bonus == solidhit || bonus == twoxcombo || bonus == threexcombo || bonus == fourxcombo || bonus == megacombo)) + bonus = 0; + if (tutoriallevel != 1) + permanentdamage += howmuch / 2 / power; + if (tutoriallevel != 1) + superpermanentdamage += howmuch / 4 / power; + 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)camerashake += howmuch / 100; - if (id == 0 && ((howmuch > 50 && damage > damagetolerance / 2)))blackout = damage / damagetolerance; - if (blackout > 1)blackout = 1; - - if (aitype == passivetype && damage < damagetolerance && ((tutoriallevel != 1 || cananger) && hostile))aitype = attacktypecutoff; + if (id == 0) + camerashake += howmuch / 100; + if (id == 0 && ((howmuch > 50 && damage > damagetolerance / 2))) + blackout = damage / damagetolerance; + if (blackout > 1) + blackout = 1; + + if (aitype == passivetype && damage < damagetolerance && ((tutoriallevel != 1 || cananger) && hostile)) + aitype = attacktypecutoff; if (tutoriallevel != 1 && aitype != playercontrolled && damage < damagetolerance && damage > damagetolerance * 2 / 3 && creature == rabbittype) { if (abs(Random() % 2) == 0) { aitype = gethelptype; lastseentime = 12; - } else aitype = attacktypecutoff; + } else + aitype = attacktypecutoff; ally = 0; } @@ -1088,10 +1175,14 @@ void Person::DoDamage(float howmuch) XYZ flatvelocity2; XYZ flatfacing2; for (int i = 0; i < skeleton.num_joints; i++) { - if (!skeleton.free)flatvelocity2 = velocity; - if (skeleton.free)flatvelocity2 = skeleton.joints[i].velocity; - if (!skeleton.free)flatfacing2 = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; - if (skeleton.free)flatfacing2 = skeleton.joints[i].position * scale + coords; + if (!skeleton.free) + flatvelocity2 = velocity; + if (skeleton.free) + flatvelocity2 = skeleton.joints[i].velocity; + if (!skeleton.free) + flatfacing2 = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; + if (skeleton.free) + flatfacing2 = skeleton.joints[i].position * scale + 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; @@ -1122,8 +1213,10 @@ void Person::DoDamage(float howmuch) if (creature == wolftype) { int i = abs(Random() % 2); - if (i == 0)whichsound = snarlsound; - if (i == 1)whichsound = snarl2sound; + if (i == 0) + whichsound = snarlsound; + if (i == 1) + whichsound = snarl2sound; envsound[numenvsounds] = coords; envsoundvol[numenvsounds] = 16; envsoundlife[numenvsounds] = .4; @@ -1131,8 +1224,10 @@ void Person::DoDamage(float howmuch) } if (creature == rabbittype) { int i = abs(Random() % 2); - if (i == 0)whichsound = rabbitpainsound; - if (i == 1 && damage > damagetolerance)whichsound = rabbitpain1sound; + if (i == 0) + whichsound = rabbitpainsound; + if (i == 1 && damage > damagetolerance) + whichsound = rabbitpain1sound; envsound[numenvsounds] = coords; envsoundvol[numenvsounds] = 16; envsoundlife[numenvsounds] = .4; @@ -1165,32 +1260,47 @@ void Person::DoHead() while (targetheadyaw > 180)targetheadyaw -= 360; while (targetheadyaw < -180)targetheadyaw += 360; - if (targetheadyaw > 160)targetheadpitch = targetheadpitch * -1; - if (targetheadyaw < -160)targetheadpitch = targetheadpitch * -1; - if (targetheadyaw > 160)targetheadyaw = targetheadyaw - 180; - if (targetheadyaw < -160)targetheadyaw = targetheadyaw + 180; - - if (targetheadpitch > 120)targetheadpitch = 120; - if (targetheadpitch < -120)targetheadpitch = -120; - if (targetheadyaw > 120)targetheadyaw = 120; - if (targetheadyaw < -120)targetheadyaw = -120; - - if (!isIdle())targetheadpitch = 0; + if (targetheadyaw > 160) + targetheadpitch = targetheadpitch * -1; + if (targetheadyaw < -160) + targetheadpitch = targetheadpitch * -1; + if (targetheadyaw > 160) + targetheadyaw = targetheadyaw - 180; + if (targetheadyaw < -160) + targetheadyaw = targetheadyaw + 180; + + if (targetheadpitch > 120) + targetheadpitch = 120; + if (targetheadpitch < -120) + targetheadpitch = -120; + if (targetheadyaw > 120) + targetheadyaw = 120; + if (targetheadyaw < -120) + targetheadyaw = -120; + + if (!isIdle()) + targetheadpitch = 0; if (isIdle()) { - if (targetheadyaw > 80)targetheadyaw = 80; - if (targetheadyaw < -80)targetheadyaw = -80; - if (targetheadpitch > 50)targetheadpitch = 50; - if (targetheadpitch < -50)targetheadpitch = -50; - } - - if (abs(headyaw - targetheadyaw) < multiplier * lookspeed)headyaw = targetheadyaw; + if (targetheadyaw > 80) + targetheadyaw = 80; + if (targetheadyaw < -80) + targetheadyaw = -80; + if (targetheadpitch > 50) + targetheadpitch = 50; + if (targetheadpitch < -50) + targetheadpitch = -50; + } + + if (abs(headyaw - targetheadyaw) < multiplier * lookspeed) + headyaw = targetheadyaw; else if (headyaw > targetheadyaw) { headyaw -= multiplier * lookspeed; } else if (headyaw < targetheadyaw) { headyaw += multiplier * lookspeed; } - if (abs(headpitch - targetheadpitch) < multiplier * lookspeed / 2)headpitch = targetheadpitch; + if (abs(headpitch - targetheadpitch) < multiplier * lookspeed / 2) + headpitch = targetheadpitch; else if (headpitch > targetheadpitch) { headpitch -= multiplier * lookspeed / 2; } else if (headpitch < targetheadpitch) { @@ -1234,8 +1344,10 @@ void Person::RagDoll(bool checkcollision) static int l, i, j; static float speed; if (!skeleton.free) { - if (id == 0)numfalls++; - if (id == 0 && isFlip())numflipfail++; + if (id == 0) + numfalls++; + if (id == 0 && isFlip()) + numflipfail++; escapednum = 0; @@ -1253,21 +1365,21 @@ void Person::RagDoll(bool checkcollision) freefall = 1; skeleton.freefall = 1; - if (!isnormal(velocity.x))velocity.x = 0; - if (!isnormal(velocity.y))velocity.y = 0; - if (!isnormal(velocity.z))velocity.z = 0; - if (!isnormal(yaw))yaw = 0; - if (!isnormal(coords.x))coords = 0; - if (!isnormal(tilt))tilt = 0; - if (!isnormal(tilt2))tilt2 = 0; + if (!isnormal(velocity.x)) velocity.x = 0; + if (!isnormal(velocity.y)) velocity.y = 0; + if (!isnormal(velocity.z)) velocity.z = 0; + if (!isnormal(yaw)) yaw = 0; + if (!isnormal(coords.x)) coords = 0; + if (!isnormal(tilt)) tilt = 0; + if (!isnormal(tilt2)) tilt2 = 0; for (i = 0; i < skeleton.num_joints; i++) { skeleton.joints[i].delay = 0; skeleton.joints[i].locked = 0; skeleton.joints[i].position = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0); - if (!isnormal(skeleton.joints[i].position.x))skeleton.joints[i].position = DoRotation(skeleton.joints[i].position, 0, yaw, 0); - if (!isnormal(skeleton.joints[i].position.x))skeleton.joints[i].position = skeleton.joints[i].position; - if (!isnormal(skeleton.joints[i].position.x))skeleton.joints[i].position = coords; + if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = DoRotation(skeleton.joints[i].position, 0, yaw, 0); + if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = skeleton.joints[i].position; + if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = coords; skeleton.joints[i].position.y += .1; skeleton.joints[i].oldposition = skeleton.joints[i].position; skeleton.joints[i].realoldposition = skeleton.joints[i].position * scale + coords; @@ -1289,13 +1401,16 @@ void Person::RagDoll(bool checkcollision) if (animation[animCurrent].speed[frameCurrent] > animation[animTarget].speed[frameTarget]) { speed = animation[animCurrent].speed[frameCurrent] * 2; } - if (transspeed)speed = transspeed * 2; + if (transspeed) + speed = transspeed * 2; speed *= speedmult; for (i = 0; i < skeleton.num_joints; i++) { - if ((animation[animCurrent].attack != reversed || animCurrent == swordslashreversedanim) && animCurrent != rabbitkickanim && !isLanding() && !wasLanding() && animation[animCurrent].height == animation[animTarget].height)skeleton.joints[i].velocity = velocity / scale + facing * 5 + DoRotation(DoRotation(DoRotation((animation[animTarget].position[i][frameTarget] - animation[animCurrent].position[i][frameCurrent]) * speed, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0); - else skeleton.joints[i].velocity = velocity / scale + facing * 5; + if ((animation[animCurrent].attack != reversed || animCurrent == swordslashreversedanim) && animCurrent != rabbitkickanim && !isLanding() && !wasLanding() && animation[animCurrent].height == animation[animTarget].height) + skeleton.joints[i].velocity = velocity / scale + facing * 5 + DoRotation(DoRotation(DoRotation((animation[animTarget].position[i][frameTarget] - animation[animCurrent].position[i][frameCurrent]) * speed, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0); + else + skeleton.joints[i].velocity = velocity / scale + facing * 5; change.x = (float)(Random() % 100) / 100; change.y = (float)(Random() % 100) / 100; change.z = (float)(Random() % 100) / 100; @@ -1363,7 +1478,8 @@ void Person::RagDoll(bool checkcollision) num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; - if (weaponstuck == num_weapons)weaponstuck = 0; + if (weaponstuck == num_weapons) + weaponstuck = 0; } weaponactive = -1; for (i = 0; i < numplayers; i++) { @@ -1388,43 +1504,68 @@ void Person::FootLand(int which, float opacity) if (opacity >= 1 || skiddelay <= 0) if (opacity > 1) { footvel = 0; - if (which == 0)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; - if (which == 1)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; + if (which == 0) + footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; + if (which == 1) + footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; //footpoint.y=coords.y; - if (distsq(&footpoint, &viewer))Sprite::MakeSprite(cloudsprite, footpoint, footvel, 1, 1, 1, .5, .2 * opacity); + if (distsq(&footpoint, &viewer)) + Sprite::MakeSprite(cloudsprite, footpoint, footvel, 1, 1, 1, .5, .2 * opacity); } else if (environment == snowyenvironment && onterrain && terrain.getOpacity(coords.x, coords.z) < .2) { footvel = velocity / 5; - if (footvel.y < .8)footvel.y = .8; - if (which == 0)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; - if (which == 1)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; + if (footvel.y < .8) + footvel.y = .8; + if (which == 0) + footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; + if (which == 1) + footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; footpoint.y = terrain.getHeight(footpoint.x, footpoint.z); terrainlight = terrain.getLighting(footpoint.x, footpoint.z); - if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7 * opacity); - if (opacity >= 1 || detail == 2)if (detail == 2)if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)terrain.MakeDecal(footprintdecal, footpoint, .2, 1 * opacity, yaw); + if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4) + Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7 * opacity); + if (opacity >= 1 || detail == 2) + if (detail == 2) + if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4) + terrain.MakeDecal(footprintdecal, footpoint, .2, 1 * opacity, yaw); } else if (environment == grassyenvironment && onterrain && terrain.getOpacity(coords.x, coords.z) < .2) { footvel = velocity / 5; - if (footvel.y < .8)footvel.y = .8; - if (which == 0)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; - if (which == 1)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; + if (footvel.y < .8) + footvel.y = .8; + if (which == 0) + footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; + if (which == 1) + footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; footpoint.y = terrain.getHeight(footpoint.x, footpoint.z); terrainlight = terrain.getLighting(footpoint.x, footpoint.z); - if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5 * opacity); + if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4) + Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5 * opacity); } else if (environment == desertenvironment && onterrain && terrain.getOpacity(coords.x, coords.z) < .2) { footvel = velocity / 5; - if (footvel.y < .8)footvel.y = .8; - if (which == 0)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; - if (which == 1)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; + if (footvel.y < .8) + footvel.y = .8; + if (which == 0) + footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; + if (which == 1) + footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; footpoint.y = terrain.getHeight(footpoint.x, footpoint.z); terrainlight = terrain.getLighting(footpoint.x, footpoint.z); - if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7 * opacity); - if (opacity >= 1 || detail == 2)if (detail == 2)if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)terrain.MakeDecal(footprintdecal, footpoint, .2, .25 * opacity, yaw); + if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4) + Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7 * opacity); + if (opacity >= 1 || detail == 2) + if (detail == 2) + if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4) + terrain.MakeDecal(footprintdecal, footpoint, .2, .25 * opacity, yaw); } else if (isLanding() || animTarget == jumpupanim || isLandhard()) { footvel = velocity / 5; - if (footvel.y < .8)footvel.y = .8; - if (which == 0)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; - if (which == 1)footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; + if (footvel.y < .8) + footvel.y = .8; + if (which == 0) + footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[leftfoot]].position, 0, yaw, 0) * scale + coords; + if (which == 1) + footpoint = DoRotation(skeleton.joints[skeleton.jointlabels[rightfoot]].position, 0, yaw, 0) * scale + coords; //footpoint.y=coords.y; - if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, 1, 1, 1, .5, .2 * opacity); + if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4) + Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, 1, 1, 1, .5, .2 * opacity); } } @@ -1455,7 +1596,8 @@ void Person::DoAnimations() int i = 0; static float oldtarget; - if (isIdle() && animCurrent != getIdle())normalsupdatedelay = 0; + if (isIdle() && animCurrent != getIdle()) + normalsupdatedelay = 0; if (animTarget == tempanim || animCurrent == tempanim) { animation[tempanim] = tempanimation; @@ -1474,8 +1616,10 @@ void Person::DoAnimations() OPENAL_3D_SetAttributes(channels[whooshsound], gLoc, vel); OPENAL_SetVolume(channels[whooshsound], 64 * findLength(&velocity) / 5); } - if (((velocity.y < -15) || (crouchkeydown && velocity.y < -8)) && abs(velocity.y) * 4 > fast_sqrt(velocity.x * velocity.x * velocity.z * velocity.z))landhard = 1; - if (!crouchkeydown && velocity.y >= -15)landhard = 0; + if (((velocity.y < -15) || (crouchkeydown && velocity.y < -8)) && abs(velocity.y) * 4 > fast_sqrt(velocity.x * velocity.x * velocity.z * velocity.z)) + landhard = 1; + if (!crouchkeydown && velocity.y >= -15) + landhard = 0; } if ((animCurrent == jumpupanim || animTarget == jumpdownanim)/*&&velocity.y<40*/ && !isFlip() && (!isLanding() && !isLandhard()) && ((crouchkeydown && !crouchtogglekeydown))) { XYZ targfacing; @@ -1484,27 +1628,35 @@ void Person::DoAnimations() targfacing = DoRotation(targfacing, 0, targetyaw, 0); - if (normaldotproduct(targfacing, velocity) >= -.3)animTarget = flipanim; - else animTarget = backflipanim; + if (normaldotproduct(targfacing, velocity) >= -.3) + animTarget = flipanim; + else + animTarget = backflipanim; crouchtogglekeydown = 1; frameTarget = 0; target = 0; - if (id == 0)numflipped++; + if (id == 0) + numflipped++; } - if (animation[animTarget].attack != reversed)feint = 0; + if (animation[animTarget].attack != reversed) + feint = 0; if (!crouchkeydown || (isLanding() || isLandhard()) || (wasLanding() || wasLandhard())) { crouchtogglekeydown = 0; - if (aitype == playercontrolled)feint = 0; + if (aitype == playercontrolled) + feint = 0; } else { - if (!crouchtogglekeydown && animation[animTarget].attack == reversed && aitype == playercontrolled && (escapednum < 2 || reversaltrain))feint = 1; - if (!isFlip())crouchtogglekeydown = 1; + if (!crouchtogglekeydown && animation[animTarget].attack == reversed && aitype == playercontrolled && (escapednum < 2 || reversaltrain)) + feint = 1; + if (!isFlip()) + crouchtogglekeydown = 1; } if (animation[animTarget].attack || animCurrent == getupfrombackanim || animCurrent == getupfromfrontanim) { - if (detail)normalsupdatedelay = 0; + if (detail) + normalsupdatedelay = 0; } if (target >= 1) { @@ -1517,15 +1669,19 @@ void Person::DoAnimations() if (animTarget == rabbittacklinganim && frameTarget == 1) { //if(victim->aitype==attacktypecutoff&&Random()%2==0&&victim->stunned<=0&&animation[victim->animTarget].attack==neutral&&victim->id!=0)Reverse(); - if (victim->aitype == attacktypecutoff && victim->stunned <= 0 && victim->surprised <= 0 && victim->id != 0)Reverse(); + if (victim->aitype == attacktypecutoff && victim->stunned <= 0 && victim->surprised <= 0 && victim->id != 0) + Reverse(); if (animTarget == rabbittacklinganim && frameTarget == 1 && !victim->isCrouch() && victim->animTarget != backhandspringanim) { - if (normaldotproduct(victim->facing, facing) > 0)victim->animTarget = rabbittackledbackanim; - else victim->animTarget = rabbittackledfrontanim; + if (normaldotproduct(victim->facing, facing) > 0) + victim->animTarget = rabbittackledbackanim; + else + victim->animTarget = rabbittackledfrontanim; victim->frameTarget = 2; victim->target = 0; victim->yaw = yaw; victim->targetyaw = yaw; - if (victim->aitype == gethelptype)victim->DoDamage(victim->damagetolerance - victim->damage); + if (victim->aitype == gethelptype) + victim->DoDamage(victim->damagetolerance - victim->damage); //victim->DoDamage(30); if (creature == wolftype) { DoBloodBig(0, 255); @@ -1540,8 +1696,10 @@ void Person::DoAnimations() if (!drawtogglekeydown && drawkeydown && (weaponactive == -1 || num_weapons == 1) && (animation[animTarget].label[frameTarget] || (animTarget != animCurrent && animCurrent == rollanim)) && num_weapons > 0 && creature != wolftype) { if (weapons[weaponids[0]].getType() == knife) { - if (weaponactive == -1)weaponactive = 0; - else if (weaponactive == 0)weaponactive = -1; + if (weaponactive == -1) + weaponactive = 0; + else if (weaponactive == 0) + weaponactive = -1; if (weaponactive == -1) { emit_sound_at(knifesheathesound, coords); @@ -1558,10 +1716,14 @@ void Person::DoAnimations() int whichsound; if (onterrain) { if (terrain.getOpacity(coords.x, coords.z) < .2) { - if (animation[animTarget].label[frameTarget] == 1)whichsound = footstepsound; - else whichsound = footstepsound2; - if (animation[animTarget].label[frameTarget] == 1)FootLand(0, 1); - if (animation[animTarget].label[frameTarget] == 2)FootLand(1, 1); + if (animation[animTarget].label[frameTarget] == 1) + whichsound = footstepsound; + else + whichsound = footstepsound2; + if (animation[animTarget].label[frameTarget] == 1) + FootLand(0, 1); + if (animation[animTarget].label[frameTarget] == 2) + FootLand(1, 1); if (animation[animTarget].label[frameTarget] == 3 && isRun()) { FootLand(1, 1); FootLand(0, 1); @@ -1569,32 +1731,44 @@ void Person::DoAnimations() } if (terrain.getOpacity(coords.x, coords.z) >= .2) { - if (animation[animTarget].label[frameTarget] == 1)whichsound = footstepsound3; - else whichsound = footstepsound4; + if (animation[animTarget].label[frameTarget] == 1) + whichsound = footstepsound3; + else + whichsound = footstepsound4; } } if (!onterrain) { - if (animation[animTarget].label[frameTarget] == 1)whichsound = footstepsound3; - else whichsound = footstepsound4; + if (animation[animTarget].label[frameTarget] == 1) + whichsound = footstepsound3; + else + whichsound = footstepsound4; } if (animation[animTarget].label[frameTarget] == 4 && (weaponactive == -1 || (animTarget != knifeslashstartanim && animTarget != knifethrowanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != knifefollowanim))) { if (animation[animTarget].attack != neutral) { i = abs(Random() % 3); - if (i == 0)whichsound = lowwhooshsound; - if (i == 1)whichsound = midwhooshsound; - if (i == 2)whichsound = highwhooshsound; + if (i == 0) + whichsound = lowwhooshsound; + if (i == 1) + whichsound = midwhooshsound; + if (i == 2) + whichsound = highwhooshsound; } - if (animation[animTarget].attack == neutral)whichsound = movewhooshsound; - } else if (animation[animTarget].label[frameTarget] == 4)whichsound = knifeswishsound; - if (animation[animTarget].label[frameTarget] == 8 && tutoriallevel != 1)whichsound = landsound2; + if (animation[animTarget].attack == neutral) + whichsound = movewhooshsound; + } else if (animation[animTarget].label[frameTarget] == 4) + whichsound = knifeswishsound; + if (animation[animTarget].label[frameTarget] == 8 && tutoriallevel != 1) + whichsound = landsound2; emit_sound_at(whichsound, coords, 256.); if (id == 0) if (whichsound == footstepsound || whichsound == footstepsound2 || whichsound == footstepsound3 || whichsound == footstepsound4) { envsound[numenvsounds] = coords; - if (animTarget == wolfrunninganim || animTarget == rabbitrunninganim)envsoundvol[numenvsounds] = 15; - else envsoundvol[numenvsounds] = 6; + if (animTarget == wolfrunninganim || animTarget == rabbitrunninganim) + envsoundvol[numenvsounds] = 15; + else + envsoundvol[numenvsounds] = 6; envsoundlife[numenvsounds] = .4; numenvsounds++; } @@ -1615,16 +1789,16 @@ void Person::DoAnimations() if (animation[animTarget].attack != neutral) { i = abs(Random() % 4); if (creature == rabbittype) { - if (i == 0)whichsound = rabbitattacksound; - if (i == 1)whichsound = rabbitattack2sound; - if (i == 2)whichsound = rabbitattack3sound; - if (i == 3)whichsound = rabbitattack4sound; + if (i == 0) whichsound = rabbitattacksound; + if (i == 1) whichsound = rabbitattack2sound; + if (i == 2) whichsound = rabbitattack3sound; + if (i == 3) whichsound = rabbitattack4sound; } if (creature == wolftype) { - if (i == 0)whichsound = barksound; - if (i == 1)whichsound = bark2sound; - if (i == 2)whichsound = bark3sound; - if (i == 3)whichsound = barkgrowlsound; + if (i == 0) whichsound = barksound; + if (i == 1) whichsound = bark2sound; + if (i == 2) whichsound = bark3sound; + if (i == 3) whichsound = barkgrowlsound; } speechdelay = .3; } @@ -1678,7 +1852,8 @@ void Person::DoAnimations() if (weapons[i].owner != -1) if (player[weapons[i].owner].weaponstuck != -1) if (player[weapons[i].owner].weaponids[player[weapons[i].owner].weaponstuck] == i) - if (player[weapons[i].owner].num_weapons > 1)willwork = 0; + if (player[weapons[i].owner].num_weapons > 1) + willwork = 0; if ((weapons[i].owner == -1) || (hasvictim && weapons[i].owner == victim->id && victim->skeleton.free)) if (willwork && distsqflat(&coords, &weapons[i].position) < 3 && weaponactive == -1) { if (distsq(&coords, &weapons[i].position) < 1 || hasvictim) { @@ -1700,8 +1875,10 @@ void Person::DoAnimations() if (weapons[i].owner != -1) { victim = &player[weapons[i].owner]; - if (victim->num_weapons == 1)victim->num_weapons = 0; - else victim->num_weapons = 1; + if (victim->num_weapons == 1) + victim->num_weapons = 0; + else + victim->num_weapons = 1; //victim->weaponactive=-1; victim->skeleton.longdead = 0; @@ -1722,14 +1899,16 @@ void Person::DoAnimations() footpoint = weapons[i].position; if (victim->weaponstuck != -1) { if (victim->weaponids[victim->weaponstuck] == i) { - if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3); + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3); weapons[i].bloody = 2; weapons[i].blooddrip = 5; victim->weaponstuck = -1; } } if (victim->num_weapons > 0) { - if (victim->weaponstuck != 0 && victim->weaponstuck != -1)victim->weaponstuck = 0; + if (victim->weaponstuck != 0 && victim->weaponstuck != -1) + victim->weaponstuck = 0; if (victim->weaponids[0] == i) victim->weaponids[0] = victim->weaponids[victim->num_weapons]; } @@ -1751,7 +1930,8 @@ void Person::DoAnimations() } if (animCurrent == drawleftanim && animation[animTarget].label[frameCurrent] == 5) { - if (weaponactive == -1)weaponactive = 0; + if (weaponactive == -1) + weaponactive = 0; else if (weaponactive == 0) { weaponactive = -1; if (num_weapons == 2) { @@ -1775,18 +1955,24 @@ void Person::DoAnimations() Normalise(&rotatetarget); targetyaw = -asin(0 - rotatetarget.x); targetyaw *= 360 / 6.28; - if (rotatetarget.z < 0)targetyaw = 180 - targetyaw; + if (rotatetarget.z < 0) + targetyaw = 180 - targetyaw; - if (animTarget == walljumprightkickanim)targetyaw += 40; - if (animTarget == walljumpleftkickanim)targetyaw -= 40; + if (animTarget == walljumprightkickanim) + targetyaw += 40; + if (animTarget == walljumpleftkickanim) + targetyaw -= 40; } bool dojumpattack; dojumpattack = 0; - if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && frameTarget == 3 && (jumpkeydown || attackkeydown || id != 0))dojumpattack = 1; + if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && frameTarget == 3 && (jumpkeydown || attackkeydown || id != 0)) + dojumpattack = 1; if (hasvictim) - if (distsq(&victim->coords, &/*player[i].*/coords) < 5 && victim->aitype == gethelptype && (attackkeydown) && !victim->skeleton.free && victim->isRun() && victim->runninghowlong >= 1)dojumpattack = 1; - if (!hostile)dojumpattack = 0; + if (distsq(&victim->coords, &/*player[i].*/coords) < 5 && victim->aitype == gethelptype && (attackkeydown) && !victim->skeleton.free && victim->isRun() && victim->runninghowlong >= 1) + dojumpattack = 1; + if (!hostile) + dojumpattack = 0; if (dojumpattack) { if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && id == 0) { animTarget = rabbittackleanim; @@ -1824,7 +2010,8 @@ void Person::DoAnimations() Normalise(&rotatetarget); targetyaw = -asin(0 - rotatetarget.x); targetyaw *= 360 / 6.28; - if (rotatetarget.z < 0)targetyaw = 180 - targetyaw; + if (rotatetarget.z < 0) + targetyaw = 180 - targetyaw; } if (animTarget != rabbitrunninganim) { emit_sound_at(jumpsound, coords, 128.); @@ -1834,7 +2021,8 @@ void Person::DoAnimations() //Move impacts float damagemult = 1 * power; - if (creature == wolftype)damagemult = 2.5 * power; + if (creature == wolftype) + damagemult = 2.5 * power; if (hasvictim) { damagemult /= victim->damagetolerance / 200; } @@ -1843,11 +2031,13 @@ void Person::DoAnimations() if (animTarget == spinkickanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && 3 && animation[victim->animTarget].height != lowheight) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2 || creature == wolftype) { victim->spurt = 1; DoBlood(.2, 250); - if (creature == wolftype)DoBloodBig(0, 250); + if (creature == wolftype) + DoBloodBig(0, 250); } if (tutoriallevel != 1) { emit_sound_at(heavyimpactsound, victim->coords, 128.); @@ -1878,10 +2068,12 @@ void Person::DoAnimations() if (animTarget == wolfslapanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && 3 && animation[victim->animTarget].height != lowheight) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2 || creature == wolftype) { victim->spurt = 1; - if (creature == wolftype)DoBloodBig(0, 235); + if (creature == wolftype) + DoBloodBig(0, 235); } emit_sound_at(whooshhitsound, victim->coords); if (creature == wolftype) { @@ -1910,7 +2102,8 @@ void Person::DoAnimations() if (animTarget == walljumprightkickanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != lowheight) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; victim->spurt = 1; DoBlood(.2, 250); if (tutoriallevel != 1) { @@ -1945,7 +2138,8 @@ void Person::DoAnimations() if (animTarget == walljumpleftkickanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != lowheight) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; victim->spurt = 1; DoBlood(.2, 250); if (tutoriallevel != 1) { @@ -1980,7 +2174,8 @@ void Person::DoAnimations() if (animTarget == blockhighleftstrikeanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != lowheight) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2) { victim->spurt = 1; DoBlood(.2, 235); @@ -2004,7 +2199,8 @@ void Person::DoAnimations() if (animTarget == killanim && animation[animTarget].label[frameCurrent] == 8) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && victim->dead) { escapednum = 0; - if (id == 0)camerashake += .2; + if (id == 0) + camerashake += .2; emit_sound_at(whooshhitsound, victim->coords, 128.); victim->skeleton.longdead = 0; @@ -2037,7 +2233,8 @@ void Person::DoAnimations() if (animTarget == killanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 9 && victim->dead) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (tutoriallevel != 1) { emit_sound_at(heavyimpactsound, coords, 128.); } @@ -2061,7 +2258,8 @@ void Person::DoAnimations() if (animTarget == dropkickanim && animation[animTarget].label[frameCurrent] == 7) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 9 && victim->skeleton.free) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (tutoriallevel != 1) { emit_sound_at(thudsound, coords); } @@ -2091,7 +2289,8 @@ void Person::DoAnimations() victim->DoDamage(damagemult * 20 / victim->protectionhigh); victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200; staggerdelay = .5; - if (!victim->dead)staggerdelay = 1.2; + if (!victim->dead) + staggerdelay = 1.2; } @@ -2101,7 +2300,8 @@ void Person::DoAnimations() //if(id==0)camerashake+=.4; if (hasvictim) - if (!victim->skeleton.free)hasvictim = 0; + if (!victim->skeleton.free) + hasvictim = 0; if (!hasvictim) { terrain.MakeDecal(blooddecalfast, (weapons[weaponids[weaponactive]].tippoint * .8 + weapons[weaponids[weaponactive]].position * .2), .08, .6, Random() % 360); @@ -2117,7 +2317,8 @@ void Person::DoAnimations() if (weapons[weaponids[weaponactive]].getType() == knife) { where = (weapons[weaponids[weaponactive]].tippoint * .6 + weapons[weaponids[weaponactive]].position * .4); where -= victim->coords; - if (!victim->skeleton.free)where = DoRotation(where, 0, -victim->yaw, 0); + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); //where=scale; startpoint = where; startpoint.y += 100; @@ -2127,21 +2328,25 @@ void Person::DoAnimations() if (weapons[weaponids[weaponactive]].getType() == sword) { where = weapons[weaponids[weaponactive]].position; where -= victim->coords; - if (!victim->skeleton.free)where = DoRotation(where, 0, -victim->yaw, 0); + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); startpoint = where; where = weapons[weaponids[weaponactive]].tippoint; where -= victim->coords; - if (!victim->skeleton.free)where = DoRotation(where, 0, -victim->yaw, 0); + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); endpoint = where; } if (weapons[weaponids[weaponactive]].getType() == staff) { where = weapons[weaponids[weaponactive]].position; where -= victim->coords; - if (!victim->skeleton.free)where = DoRotation(where, 0, -victim->yaw, 0); + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); startpoint = where; where = weapons[weaponids[weaponactive]].tippoint; where -= victim->coords; - if (!victim->skeleton.free)where = DoRotation(where, 0, -victim->yaw, 0); + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); endpoint = where; } movepoint = 0; @@ -2154,7 +2359,8 @@ void Person::DoAnimations() if (!victim->dead) award_bonus(id, FinishedBonus); } - if (bloodtoggle)weapons[weaponids[weaponactive]].bloody = 2; + if (bloodtoggle) + weapons[weaponids[weaponactive]].bloody = 2; victim->skeleton.longdead = 0; victim->skeleton.free = 1; @@ -2200,11 +2406,13 @@ void Person::DoAnimations() where = weapons[weaponids[weaponactive]].position; where -= victim->coords; - if (!victim->skeleton.free)where = DoRotation(where, 0, -victim->yaw, 0); + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); startpoint = where; where = weapons[weaponids[weaponactive]].tippoint; where -= victim->coords; - if (!victim->skeleton.free)where = DoRotation(where, 0, -victim->yaw, 0); + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); endpoint = where; movepoint = 0; @@ -2223,11 +2431,13 @@ void Person::DoAnimations() where = weapons[weaponids[weaponactive]].position; where -= victim->coords; - if (!victim->skeleton.free)where = DoRotation(where, 0, -victim->yaw, 0); + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); startpoint = where; where = weapons[weaponids[weaponactive]].tippoint; where -= victim->coords; - if (!victim->skeleton.free)where = DoRotation(where, 0, -victim->yaw, 0); + if (!victim->skeleton.free) + where = DoRotation(where, 0, -victim->yaw, 0); endpoint = where; movepoint = 0; @@ -2257,7 +2467,8 @@ void Person::DoAnimations() relative.y = 10; Normalise(&relative); //victim->Puff(abdomen); - if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3); + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3); if (victim->bloodloss < victim->damagetolerance) { victim->bloodloss += 1000; @@ -2277,7 +2488,8 @@ void Person::DoAnimations() if (animTarget == upunchanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2) { victim->spurt = 1; DoBlood(.2, 235); @@ -2314,7 +2526,8 @@ void Person::DoAnimations() if (animTarget == winduppunchanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 2) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (victim->damage <= victim->damagetolerance - 60 && normaldotproduct(victim->facing, victim->coords - coords) < (scale * 5) * (scale * 5) * 0 && animation[victim->animTarget].height != lowheight) { if (tutoriallevel != 1) { emit_sound_at(thudsound, victim->coords); @@ -2357,7 +2570,8 @@ void Person::DoAnimations() if (animTarget == blockhighleftanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4) { - if (victim->id == 0)camerashake += .4; + if (victim->id == 0) + camerashake += .4; emit_sound_at(landsound2, victim->coords); Puff(righthand); @@ -2366,12 +2580,15 @@ void Person::DoAnimations() if (animTarget == swordslashparryanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4) { - if (victim->id == 0)camerashake += .4; + if (victim->id == 0) + camerashake += .4; if (weaponactive != -1) { if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) { - if (weapons[victim->weaponids[0]].getType() == staff)weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; - if (weapons[weaponids[0]].getType() == staff)weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + if (weapons[victim->weaponids[0]].getType() == staff) + weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + if (weapons[weaponids[0]].getType() == staff) + weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; emit_sound_at(swordstaffsound, victim->coords); } else { @@ -2412,7 +2629,8 @@ void Person::DoAnimations() if (hasvictim) if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4.5 &&/*animation[victim->animTarget].height!=lowheight&&*/victim->animTarget != dodgebackanim && victim->animTarget != rollanim) { escapednum = 0; - if (tutoriallevel != 1)victim->DoBloodBig(1.5 / victim->armorhigh, 225); + if (tutoriallevel != 1) + victim->DoBloodBig(1.5 / victim->armorhigh, 225); award_bonus(id, Slicebonus); if (tutoriallevel != 1) { @@ -2429,10 +2647,14 @@ void Person::DoAnimations() } victim->lowreversaldelay = 0; victim->highreversaldelay = 0; - if (aitype != playercontrolled)weaponmissdelay = .6; + if (aitype != playercontrolled) + weaponmissdelay = .6; - if (tutoriallevel != 1)if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)weapons[weaponids[weaponactive]].bloody = 1; - if (tutoriallevel != 1)weapons[weaponids[weaponactive]].blooddrip += 3; + if (tutoriallevel != 1) + if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) + weapons[weaponids[weaponactive]].bloody = 1; + if (tutoriallevel != 1) + weapons[weaponids[weaponactive]].blooddrip += 3; XYZ footvel, footpoint; footvel = 0; @@ -2443,7 +2665,8 @@ void Person::DoAnimations() footpoint = DoRotation((victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; } if (tutoriallevel != 1) { - if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .6, .3); + 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); @@ -2463,8 +2686,10 @@ void Person::DoAnimations() award_bonus(id, Slashbonus); escapednum = 0; if (tutoriallevel != 1) { - if (normaldotproduct(victim->facing, victim->coords - coords) < 0)victim->DoBloodBig(2 / victim->armorhigh, 190); - else victim->DoBloodBig(2 / victim->armorhigh, 185); + if (normaldotproduct(victim->facing, victim->coords - coords) < 0) + victim->DoBloodBig(2 / victim->armorhigh, 190); + else + victim->DoBloodBig(2 / victim->armorhigh, 185); victim->deathbleeding = 1; emit_sound_at(swordslicesound, victim->coords); } @@ -2477,7 +2702,8 @@ void Person::DoAnimations() } if (tutoriallevel != 1) { - if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)weapons[weaponids[weaponactive]].bloody = 1; + if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) + weapons[weaponids[weaponactive]].bloody = 1; weapons[weaponids[weaponactive]].blooddrip += 3; float bloodlossamount; @@ -2494,7 +2720,8 @@ void Person::DoAnimations() if (!skeleton.free) { footpoint = DoRotation((victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords; } - if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); + 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); @@ -2505,8 +2732,10 @@ void Person::DoAnimations() } else { if (victim->weaponactive != -1) { if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) { - if (weapons[victim->weaponids[0]].getType() == staff)weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; - if (weapons[weaponids[0]].getType() == staff)weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + if (weapons[victim->weaponids[0]].getType() == staff) + weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; + if (weapons[weaponids[0]].getType() == staff) + weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250; emit_sound_at(swordstaffsound, victim->coords); } else { @@ -2535,7 +2764,8 @@ void Person::DoAnimations() victim->num_weapons--; if (victim->num_weapons) { victim->weaponids[0] = victim->weaponids[num_weapons]; - if (victim->weaponstuck == victim->num_weapons)victim->weaponstuck = 0; + if (victim->weaponstuck == victim->num_weapons) + victim->weaponstuck = 0; } victim->weaponactive = -1; for (i = 0; i < numplayers; i++) { @@ -2551,7 +2781,8 @@ void Person::DoAnimations() if (tutoriallevel != 1) { weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 250; escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2 || creature == wolftype) { victim->spurt = 1; } @@ -2585,7 +2816,8 @@ void Person::DoAnimations() if (tutoriallevel != 1) { weapons[weaponids[0]].damage += .6 + float(abs(Random() % 100) - 50) / 250; escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2 || creature == wolftype) { victim->spurt = 1; } @@ -2616,8 +2848,10 @@ void Person::DoAnimations() if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5) { escapednum = 0; if (tutoriallevel != 1) { - if (!victim->dead)weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 500; - if (id == 0)camerashake += .4; + if (!victim->dead) + weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 500; + if (id == 0) + camerashake += .4; if (Random() % 2 || creature == wolftype) { victim->spurt = 1; } @@ -2670,7 +2904,8 @@ void Person::DoAnimations() if (animTarget == lowkickanim && animation[animTarget].label[frameCurrent] == 5) { if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != highheight) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; XYZ relative; relative = victim->coords - coords; relative.y = 0; @@ -2693,14 +2928,16 @@ void Person::DoAnimations() } victim->Puff(head); victim->DoDamage(damagemult * 100 / victim->protectionhead); - if (victim->howactive == typesleeping)victim->DoDamage(damagemult * 150 / victim->protectionhead); + if (victim->howactive == typesleeping) + victim->DoDamage(damagemult * 150 / victim->protectionhead); if (creature == wolftype) { emit_sound_at(clawslicesound, victim->coords, 128.); victim->spurt = 1; victim->DoBloodBig(2 / victim->armorhead, 175); } } else { - if (victim->damage >= victim->damagetolerance)victim->RagDoll(0); + if (victim->damage >= victim->damagetolerance) + victim->RagDoll(0); for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 10; } @@ -2727,7 +2964,8 @@ void Person::DoAnimations() if (animTarget == sweepanim && animation[animTarget].label[frameCurrent] == 5) { if (victim->animTarget != jumpupanim && distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && victim != this) { escapednum = 0; - if (id == 0)camerashake += .2; + if (id == 0) + camerashake += .2; if (tutoriallevel != 1) { emit_sound_at(landsound2, victim->coords, 128.); } @@ -2752,7 +2990,8 @@ void Person::DoAnimations() victim->Puff(leftankle); victim->DoDamage(damagemult * 40 / victim->protectionlow); } else { - if (victim->damage >= victim->damagetolerance)victim->RagDoll(0); + if (victim->damage >= victim->damagetolerance) + victim->RagDoll(0); for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 10; } @@ -2781,7 +3020,8 @@ void Person::DoAnimations() if (animation[animTarget].attack == reversal && (!victim->feint || (victim->lastattack == victim->lastattack2 && victim->lastattack2 == victim->lastattack3 && Random() % 2) || animTarget == knifefollowanim)) { if (animTarget == spinkickreversalanim && animation[animTarget].label[frameCurrent] == 7) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2) { victim->spurt = 1; DoBlood(.2, 230); @@ -2833,7 +3073,8 @@ void Person::DoAnimations() if (animTarget == staffhitreversalanim && animation[animTarget].label[frameCurrent] == 5) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2) { victim->spurt = 1; DoBlood(.2, 230); @@ -2856,7 +3097,8 @@ void Person::DoAnimations() if (animTarget == staffspinhitreversalanim && animation[animTarget].label[frameCurrent] == 7) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2) { victim->spurt = 1; DoBlood(.2, 230); @@ -2912,13 +3154,17 @@ void Person::DoAnimations() bool doslice; doslice = 0; - if (weaponactive != -1 || creature == wolftype)doslice = 1; - if (creature == rabbittype && weaponactive != -1)if (weapons[weaponids[0]].getType() == staff)doslice = 0; + if (weaponactive != -1 || creature == wolftype) + doslice = 1; + if (creature == rabbittype && weaponactive != -1) + if (weapons[weaponids[0]].getType() == staff) + doslice = 0; if (doslice) { if (weaponactive != -1) { victim->DoBloodBig(2 / victim->armorhigh, 225); emit_sound_at(knifeslicesound, victim->coords); - if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)weapons[weaponids[weaponactive]].bloody = 1; + if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) + weapons[weaponids[weaponactive]].bloody = 1; weapons[weaponids[weaponactive]].blooddrip += 3; } if (weaponactive == -1 && creature == wolftype) { @@ -2958,7 +3204,8 @@ void Person::DoAnimations() if (hasvictim && animTarget == knifeslashreversalanim && animation[animTarget].label[frameCurrent] == 7) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2) { victim->spurt = 1; DoBlood(.2, 230); @@ -2991,7 +3238,8 @@ void Person::DoAnimations() relative = facing * -1; relative.y = -3; Normalise(&relative); - if (victim->id == 0)relative /= 30; + if (victim->id == 0) + relative /= 30; for (i = 0; i < victim->skeleton.num_joints; i++) { victim->skeleton.joints[i].velocity += relative * damagemult * 40; } @@ -3000,13 +3248,17 @@ void Person::DoAnimations() victim->permanentdamage = victim->damagetolerance - 1; bool doslice; doslice = 0; - if (weaponactive != -1 || creature == wolftype)doslice = 1; - if (creature == rabbittype && weaponactive != -1)if (weapons[weaponids[0]].getType() == staff)doslice = 0; + if (weaponactive != -1 || creature == wolftype) + doslice = 1; + if (creature == rabbittype && weaponactive != -1) + if (weapons[weaponids[0]].getType() == staff) + doslice = 0; if (doslice) { if (weaponactive != -1) { victim->DoBloodBig(200, 225); emit_sound_at(knifeslicesound, victim->coords); - if (bloodtoggle)weapons[weaponids[weaponactive]].bloody = 2; + if (bloodtoggle) + weapons[weaponids[weaponactive]].bloody = 2; weapons[weaponids[weaponactive]].blooddrip += 5; } @@ -3022,7 +3274,8 @@ void Person::DoAnimations() if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && animation[animTarget].label[frameCurrent] == 5) { if (weaponactive != -1 && victim->bloodloss < victim->damagetolerance) { escapednum = 0; - if (animTarget == knifefollowanim)victim->DoBloodBig(200, 210); + if (animTarget == knifefollowanim) + victim->DoBloodBig(200, 210); if (animTarget == knifesneakattackanim) { /*victim->DoBloodBig(200,195); XYZ bloodvel; @@ -3035,7 +3288,8 @@ void Person::DoAnimations() XYZ footvel, footpoint; footvel = 0; footpoint = weapons[weaponids[0]].tippoint; - if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position); 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); @@ -3049,7 +3303,8 @@ void Person::DoAnimations() XYZ footvel, footpoint; footvel = 0; footpoint = weapons[weaponids[0]].tippoint; - if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position) * -1; 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); @@ -3060,7 +3315,8 @@ void Person::DoAnimations() victim->bloodloss += 10000; victim->velocity = 0; emit_sound_at(fleshstabsound, victim->coords); - if (bloodtoggle)weapons[weaponids[weaponactive]].bloody = 2; + if (bloodtoggle) + weapons[weaponids[weaponactive]].bloody = 2; weapons[weaponids[weaponactive]].blooddrip += 5; } } @@ -3079,13 +3335,15 @@ void Person::DoAnimations() } if (weaponactive != -1 && animation[victim->animTarget].attack != reversal) { emit_sound_at(fleshstabremovesound, victim->coords); - if (bloodtoggle)weapons[weaponids[weaponactive]].bloody = 2; + if (bloodtoggle) + weapons[weaponids[weaponactive]].bloody = 2; weapons[weaponids[weaponactive]].blooddrip += 5; XYZ footvel, footpoint; footvel = 0; footpoint = weapons[weaponids[0]].tippoint; - if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position) * -1; 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); @@ -3103,7 +3361,8 @@ void Person::DoAnimations() XYZ footvel, footpoint; footvel = 0; footpoint = (weapons[weaponids[0]].tippoint + weapons[weaponids[0]].position) / 2; - if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position); 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); @@ -3114,7 +3373,8 @@ void Person::DoAnimations() victim->bloodloss += 10000; victim->velocity = 0; emit_sound_at(fleshstabsound, victim->coords); - if (bloodtoggle)weapons[weaponids[weaponactive]].bloody = 2; + if (bloodtoggle) + weapons[weaponids[weaponactive]].bloody = 2; weapons[weaponids[weaponactive]].blooddrip += 5; } } @@ -3127,13 +3387,15 @@ void Person::DoAnimations() } if (weaponactive != -1) { emit_sound_at(fleshstabremovesound, victim->coords); - if (bloodtoggle)weapons[weaponids[weaponactive]].bloody = 2; + if (bloodtoggle) + weapons[weaponids[weaponactive]].bloody = 2; weapons[weaponids[weaponactive]].blooddrip += 5; XYZ footvel, footpoint; footvel = 0; footpoint = weapons[weaponids[0]].tippoint; - if (bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); + if (bloodtoggle) + Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3); footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position) * -1; 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); @@ -3144,7 +3406,8 @@ void Person::DoAnimations() if (animTarget == sweepreversalanim && animation[animTarget].label[frameCurrent] == 7) { escapednum = 0; - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; if (Random() % 2) { victim->spurt = 1; DoBlood(.2, 240); @@ -3156,13 +3419,17 @@ void Person::DoAnimations() } bool doslice; doslice = 0; - if (weaponactive != -1 || creature == wolftype)doslice = 1; - if (creature == rabbittype && weaponactive != -1)if (weapons[weaponids[0]].getType() == staff)doslice = 0; + if (weaponactive != -1 || creature == wolftype) + doslice = 1; + if (creature == rabbittype && weaponactive != -1) + if (weapons[weaponids[0]].getType() == staff) + doslice = 0; if (doslice) { if (weaponactive != -1) { victim->DoBloodBig(2 / victim->armorhead, 225); emit_sound_at(knifeslicesound, victim->coords); - if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)weapons[weaponids[weaponactive]].bloody = 1; + if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) + weapons[weaponids[weaponactive]].bloody = 1; weapons[weaponids[weaponactive]].blooddrip += 3; } if (weaponactive == -1 && creature == wolftype) { @@ -3188,7 +3455,8 @@ void Person::DoAnimations() victim->skeleton.joints[i].velocity += relative * damagemult * 20; } victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200; - if (victim->damage < victim->damagetolerance - 100)victim->velocity = relative * 200; + if (victim->damage < victim->damagetolerance - 100) + victim->velocity = relative * 200; victim->DoDamage(damagemult * 100 / victim->protectionhead); victim->velocity = 0; } @@ -3256,7 +3524,8 @@ void Person::DoAnimations() if (animCurrent == crouchdrawrightanim) { animTarget = getCrouch(); } - if (weaponactive == -1)weaponactive = 0; + if (weaponactive == -1) + weaponactive = 0; else if (weaponactive == 0) { weaponactive = -1; if (num_weapons == 2) { @@ -3334,7 +3603,8 @@ void Person::DoAnimations() Normalise(&rotatetarget); yaw = -asin(0 - rotatetarget.x); yaw *= 360 / 6.28; - if (rotatetarget.z < 0)yaw = 180 - yaw; + if (rotatetarget.z < 0) + yaw = 180 - yaw; targettilt2 = -asin(rotatetarget.y) * 360 / 6.28; velocity = (victim->coords - coords) * 4; velocity.y += 2; @@ -3391,7 +3661,8 @@ void Person::DoAnimations() Normalise(&rotatetarget); yaw = -asin(0 - rotatetarget.x); yaw *= 360 / 6.28; - if (rotatetarget.z < 0)yaw = 180 - yaw; + if (rotatetarget.z < 0) + yaw = 180 - yaw; targettilt2 = -asin(rotatetarget.y) * 360 / 6.28; velocity = (victim->coords - coords) * 4; velocity.y += 2; @@ -3421,14 +3692,16 @@ void Person::DoAnimations() transspeed = 1000000; targetheadyaw += 180; coords -= facing * .7; - if (onterrain)coords.y = terrain.getHeight(coords.x, coords.z); + if (onterrain) + coords.y = terrain.getHeight(coords.x, coords.z); lastfeint = 0; } if (animTarget == knifesneakattackanim || animTarget == swordsneakattackanim) { animTarget = getIdle(); frameTarget = 0; - if (onterrain)coords.y = terrain.getHeight(coords.x, coords.z); + if (onterrain) + coords.y = terrain.getHeight(coords.x, coords.z); lastfeint = 0; } @@ -3472,8 +3745,10 @@ void Person::DoAnimations() targettilt2 = 0; tilt2 = 0; } - if (onterrain)oldcoords.y = terrain.getHeight(oldcoords.x, oldcoords.z); - else oldcoords.y = ycoords; + if (onterrain) + oldcoords.y = terrain.getHeight(oldcoords.x, oldcoords.z); + else + oldcoords.y = ycoords; currentoffset = coords - oldcoords; targetoffset = 0; coords = oldcoords; @@ -3487,7 +3762,8 @@ void Person::DoAnimations() } if (animation[animTarget].attack == reversed) { escapednum++; - if (animTarget == sweepreversedanim)targetyaw += 90; + if (animTarget == sweepreversedanim) + targetyaw += 90; animTarget = backhandspringanim; frameTarget = 2; emit_sound_at(landsound, coords, 128); @@ -3512,8 +3788,10 @@ void Person::DoAnimations() if (wasFlip()) { animTarget = jumpdownanim; } - if (wasLanding())animTarget = getIdle(); - if (wasLandhard())animTarget = getIdle(); + if (wasLanding()) + animTarget = getIdle(); + if (wasLandhard()) + animTarget = getIdle(); if (animCurrent == spinkickanim || animCurrent == getupfrombackanim || animCurrent == getupfromfrontanim || animCurrent == lowkickanim) { animTarget = getIdle(); oldcoords = coords; @@ -3521,7 +3799,8 @@ void Person::DoAnimations() coords.y = oldcoords.y; //coords+=DoRotation(animation[animCurrent].offset,0,yaw,0)*scale; targetoffset.y = coords.y; - if (onterrain)targetoffset.y = terrain.getHeight(coords.x, coords.z); + if (onterrain) + targetoffset.y = terrain.getHeight(coords.x, coords.z); currentoffset = DoRotation(animation[animCurrent].offset * -1, 0, yaw, 0) * scale; currentoffset.y -= (coords.y - targetoffset.y); coords.y = targetoffset.y; @@ -3537,8 +3816,11 @@ void Person::DoAnimations() targetyaw = yaw; bool hasstaff; hasstaff = 0; - if (num_weapons > 0)if (weapons[0].getType() == staff)hasstaff = 1; - if (!hasstaff)DoDamage(35); + if (num_weapons > 0) + if (weapons[0].getType() == staff) + hasstaff = 1; + if (!hasstaff) + DoDamage(35); RagDoll(0); lastfeint = 0; rabbitkickragdoll = 1; @@ -3556,7 +3838,8 @@ void Person::DoAnimations() escapednum++; animTarget = rollanim; coords += facing; - if (id == 0)pause_sound(whooshsound); + if (id == 0) + pause_sound(whooshsound); } lastfeint = 0; } @@ -3579,7 +3862,8 @@ void Person::DoAnimations() escapednum++; animTarget = rollanim; coords += facing * 2; - if (id == 0)pause_sound(whooshsound); + if (id == 0) + pause_sound(whooshsound); } lastfeint = 0; } @@ -3599,12 +3883,14 @@ void Person::DoAnimations() lastfeint = 0; } if (animCurrent == spinkickanim && victim->skeleton.free) { - if (creature == rabbittype)animTarget = fightidleanim; + if (creature == rabbittype) + animTarget = fightidleanim; } } target = 0; - if (isIdle() && !wasIdle())normalsupdatedelay = 0; + if (isIdle() && !wasIdle()) + normalsupdatedelay = 0; if (animCurrent == jumpupanim && velocity.y < 0 && !isFlip()) { animTarget = jumpdownanim; @@ -3622,10 +3908,12 @@ void Person::DoAnimations() if (isRun() && wasRun()) { float tempspeed; tempspeed = velspeed; - if (tempspeed < 10 * speedmult)tempspeed = 10 * speedmult; + if (tempspeed < 10 * speedmult) + tempspeed = 10 * speedmult; target += multiplier * animation[animTarget].speed[frameCurrent] * speed * 1.7 * tempspeed / (speed * 45 * scale); } - } else if (transspeed)target += multiplier * transspeed * speed * 2; + } else if (transspeed) + target += multiplier * transspeed * speed * 2; else { if (!isRun() || !wasRun()) { if (animation[animTarget].speed[frameTarget] > animation[animCurrent].speed[frameCurrent]) @@ -3635,7 +3923,8 @@ void Person::DoAnimations() } } - if (animCurrent != animTarget)target = (target + oldtarget) / 2; + if (animCurrent != animTarget) + target = (target + oldtarget) / 2; if (target > 1) { frameCurrent = frameTarget; @@ -3664,9 +3953,12 @@ void Person::DoAnimations() } for (i = 0; i < skeleton.num_muscles; i++) { if (skeleton.muscles[i].visible) { - if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))skeleton.muscles[i].oldrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100; - if (isnormal((float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100))skeleton.muscles[i].oldrotate2 = (float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100; - if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100))skeleton.muscles[i].oldrotate3 = (float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100; + if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100)) + skeleton.muscles[i].oldrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100; + if (isnormal((float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100)) + skeleton.muscles[i].oldrotate2 = (float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100; + if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100)) + skeleton.muscles[i].oldrotate3 = (float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100; } } @@ -3684,19 +3976,23 @@ void Person::DoAnimations() } for (i = 0; i < skeleton.num_muscles; i++) { if (skeleton.muscles[i].visible) { - if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))skeleton.muscles[i].newrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100; - if (isnormal((float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100))skeleton.muscles[i].newrotate2 = (float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100; - if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100))skeleton.muscles[i].newrotate3 = (float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100; - if (skeleton.muscles[i].newrotate3 > skeleton.muscles[i].oldrotate3 + 180)skeleton.muscles[i].newrotate3 -= 360; - if (skeleton.muscles[i].newrotate3 < skeleton.muscles[i].oldrotate3 - 180)skeleton.muscles[i].newrotate3 += 360; - if (skeleton.muscles[i].newrotate2 > skeleton.muscles[i].oldrotate2 + 180)skeleton.muscles[i].newrotate2 -= 360; - if (skeleton.muscles[i].newrotate2 < skeleton.muscles[i].oldrotate2 - 180)skeleton.muscles[i].newrotate2 += 360; - if (skeleton.muscles[i].newrotate1 > skeleton.muscles[i].oldrotate1 + 180)skeleton.muscles[i].newrotate1 -= 360; - if (skeleton.muscles[i].newrotate1 < skeleton.muscles[i].oldrotate1 - 180)skeleton.muscles[i].newrotate1 += 360; + if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100)) + skeleton.muscles[i].newrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100; + if (isnormal((float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100)) + skeleton.muscles[i].newrotate2 = (float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100; + if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100)) + skeleton.muscles[i].newrotate3 = (float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100; + if (skeleton.muscles[i].newrotate3 > skeleton.muscles[i].oldrotate3 + 180) skeleton.muscles[i].newrotate3 -= 360; + if (skeleton.muscles[i].newrotate3 < skeleton.muscles[i].oldrotate3 - 180) skeleton.muscles[i].newrotate3 += 360; + if (skeleton.muscles[i].newrotate2 > skeleton.muscles[i].oldrotate2 + 180) skeleton.muscles[i].newrotate2 -= 360; + if (skeleton.muscles[i].newrotate2 < skeleton.muscles[i].oldrotate2 - 180) skeleton.muscles[i].newrotate2 += 360; + if (skeleton.muscles[i].newrotate1 > skeleton.muscles[i].oldrotate1 + 180) skeleton.muscles[i].newrotate1 -= 360; + if (skeleton.muscles[i].newrotate1 < skeleton.muscles[i].oldrotate1 - 180) skeleton.muscles[i].newrotate1 += 360; } } } - if (frameCurrent >= animation[animCurrent].numframes)frameCurrent = animation[animCurrent].numframes - 1; + if (frameCurrent >= animation[animCurrent].numframes) + frameCurrent = animation[animCurrent].numframes - 1; oldanimCurrent = animCurrent; oldanimTarget = animTarget; @@ -3718,7 +4014,8 @@ void Person::DoAnimations() } if (isLanding() && landhard) { - if (id == 0)camerashake += .4; + if (id == 0) + camerashake += .4; animTarget = getLandhard(); frameTarget = 0; target = 0; @@ -3752,17 +4049,23 @@ void Person::DoStuff() } crouchkeydowntime += multiplier; - if (!crouchkeydown)crouchkeydowntime = 0; + if (!crouchkeydown) + crouchkeydowntime = 0; jumpkeydowntime += multiplier; - if (!jumpkeydown && skeleton.free)jumpkeydowntime = 0; + if (!jumpkeydown && skeleton.free) + jumpkeydowntime = 0; - if (hostile || damage > 0 || bloodloss > 0)immobile = 0; + if (hostile || damage > 0 || bloodloss > 0) + immobile = 0; - if (isIdle() || isRun())targetoffset = 0; + if (isIdle() || isRun()) + targetoffset = 0; - if (num_weapons == 1 && weaponactive != -1)weaponstuck = -1; + if (num_weapons == 1 && weaponactive != -1) + weaponstuck = -1; - if (id == 0)blooddimamount -= multiplier * .3; + if (id == 0) + blooddimamount -= multiplier * .3; speechdelay -= multiplier; texupdatedelay -= multiplier; interestdelay -= multiplier; @@ -3773,13 +4076,17 @@ void Person::DoStuff() hasvictim = 0; } - if (id == 0)speed = 1.1 * speedmult; - else speed = 1.0 * speedmult; - if (!skeleton.free)rabbitkickragdoll = 0; + if (id == 0) + speed = 1.1 * speedmult; + else + speed = 1.0 * speedmult; + if (!skeleton.free) + rabbitkickragdoll = 0; speed *= speedmult; - if (id != 0 && (creature == rabbittype || difficulty != 2))superruntoggle = 0; + if (id != 0 && (creature == rabbittype || difficulty != 2)) + superruntoggle = 0; if (id != 0 && creature == wolftype && difficulty == 2) { superruntoggle = 0; if (aitype != passivetype) { @@ -3788,7 +4095,8 @@ void Person::DoStuff() superruntoggle = 0; } } - if (scale < 0.2)superruntoggle = 0; + if (scale < 0.2) + superruntoggle = 0; if (animTarget == wolfrunninganim && !superruntoggle) { animTarget = getRun(); frameTarget = 0; @@ -3805,7 +4113,8 @@ void Person::DoStuff() /*if(aitype!=playercontrolled)*///deathbleeding=5; /*if(aitype!=playercontrolled)*/ deathbleeding = 1; - if (burnt > .6)burnt = .6; + if (burnt > .6) + burnt = .6; OPENAL_SetVolume(channels[stream_firesound], 256 + 256 * findLength(&velocity) / 3); if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) { @@ -3827,20 +4136,28 @@ void Person::DoStuff() while (flamedelay < 0 && onfire) { flamedelay += .006; howmany = abs(Random() % (skeleton.num_joints)); - if (!skeleton.free)flatvelocity = (coords - oldcoords) / multiplier / 2; //velocity/2; - if (skeleton.free)flatvelocity = skeleton.joints[howmany].velocity * scale / 2; - if (!skeleton.free)flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; - if (skeleton.free)flatfacing = skeleton.joints[howmany].position * scale + coords; + if (!skeleton.free) + flatvelocity = (coords - oldcoords) / multiplier / 2; //velocity/2; + if (skeleton.free) + flatvelocity = skeleton.joints[howmany].velocity * scale / 2; + if (!skeleton.free) + flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; + if (skeleton.free) + flatfacing = skeleton.joints[howmany].position * scale + coords; Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1); } while (flamedelay < 0 && !onfire && tutoriallevel == 1 && id != 0) { flamedelay += .05; howmany = abs(Random() % (skeleton.num_joints)); - if (!skeleton.free)flatvelocity = (coords - oldcoords) / multiplier / 2; //velocity/2; - if (skeleton.free)flatvelocity = skeleton.joints[howmany].velocity * scale / 2; - if (!skeleton.free)flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; - if (skeleton.free)flatfacing = skeleton.joints[howmany].position * scale + coords; + if (!skeleton.free) + flatvelocity = (coords - oldcoords) / multiplier / 2; //velocity/2; + if (skeleton.free) + flatvelocity = skeleton.joints[howmany].velocity * scale / 2; + if (!skeleton.free) + flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords; + if (skeleton.free) + flatfacing = skeleton.joints[howmany].position * scale + coords; Sprite::MakeSprite(breathsprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, .3); } @@ -3848,7 +4165,8 @@ void Person::DoStuff() bleeding -= multiplier * .3; if (bloodtoggle == 2) { skeleton.drawmodel.textureptr.bind(); - if (bleeding <= 0 && (detail != 2 || osx))DoMipmaps(); + if (bleeding <= 0 && (detail != 2 || osx)) + DoMipmaps(); } } @@ -3866,10 +4184,14 @@ void Person::DoStuff() if (skeleton.free) { bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0); } - if (skeleton.free)bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity, ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale; - if (!skeleton.free)bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0) * scale; - if (skeleton.free)Sprite::MakeSprite(bloodsprite, (skeleton.joints[skeleton.jointlabels[neck]].position + (skeleton.joints[skeleton.jointlabels[neck]].position - skeleton.joints[skeleton.jointlabels[head]].position) / 5)*scale + coords, bloodvel, 1, 1, 1, .05, .9); - if (!skeleton.free)Sprite::MakeSprite(bloodsprite, DoRotation(skeleton.joints[skeleton.jointlabels[neck]].position + (skeleton.joints[skeleton.jointlabels[neck]].position - skeleton.joints[skeleton.jointlabels[head]].position) / 5, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, .9); + if (skeleton.free) + bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[head]].velocity, ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale; + if (!skeleton.free) + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0) * scale; + if (skeleton.free) + Sprite::MakeSprite(bloodsprite, (skeleton.joints[skeleton.jointlabels[neck]].position + (skeleton.joints[skeleton.jointlabels[neck]].position - skeleton.joints[skeleton.jointlabels[head]].position) / 5)*scale + coords, bloodvel, 1, 1, 1, .05, .9); + if (!skeleton.free) + Sprite::MakeSprite(bloodsprite, DoRotation(skeleton.joints[skeleton.jointlabels[neck]].position + (skeleton.joints[skeleton.jointlabels[neck]].position - skeleton.joints[skeleton.jointlabels[head]].position) / 5, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, .9); neckspurtparticledelay = .05; } if (neckspurtdelay < 0) { @@ -3878,23 +4200,30 @@ void Person::DoStuff() } if (deathbleeding > 0 && dead != 2) { - if (deathbleeding < 5)bleeddelay -= deathbleeding * multiplier / 4; - else bleeddelay -= 5 * multiplier / 4; + if (deathbleeding < 5) + bleeddelay -= deathbleeding * multiplier / 4; + else + bleeddelay -= 5 * multiplier / 4; if (bleeddelay < 0 && bloodtoggle) { bleeddelay = 1; XYZ bloodvel; if (bloodtoggle) { bloodvel = 0; - if (skeleton.free)bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[abdomen]].velocity, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; - if (!skeleton.free)bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; - if (skeleton.free)Sprite::MakeSprite(bloodsprite, skeleton.joints[skeleton.jointlabels[abdomen]].position * scale + coords, bloodvel, 1, 1, 1, .05, 1); - if (!skeleton.free)Sprite::MakeSprite(bloodsprite, DoRotation((skeleton.joints[skeleton.jointlabels[abdomen]].position + skeleton.joints[skeleton.jointlabels[abdomen]].position) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); + if (skeleton.free) + bloodvel += DoRotation(skeleton.joints[skeleton.jointlabels[abdomen]].velocity, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale; + if (!skeleton.free) + bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale; + if (skeleton.free) + Sprite::MakeSprite(bloodsprite, skeleton.joints[skeleton.jointlabels[abdomen]].position * scale + coords, bloodvel, 1, 1, 1, .05, 1); + if (!skeleton.free) + Sprite::MakeSprite(bloodsprite, DoRotation((skeleton.joints[skeleton.jointlabels[abdomen]].position + skeleton.joints[skeleton.jointlabels[abdomen]].position) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1); } } bloodloss += deathbleeding * multiplier * 80; deathbleeding -= multiplier * 1.6; //if(id==0)deathbleeding-=multiplier*.2; - if (deathbleeding < 0)deathbleeding = 0; + if (deathbleeding < 0) + deathbleeding = 0; if (bloodloss > damagetolerance && animation[animTarget].attack == neutral) { if (weaponactive != -1) { weapons[weaponids[0]].owner = -1; @@ -3909,7 +4238,8 @@ void Person::DoStuff() num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; - if (weaponstuck == num_weapons)weaponstuck = 0; + if (weaponstuck == num_weapons) + weaponstuck = 0; } weaponactive = -1; for (i = 0; i < numplayers; i++) { @@ -3971,14 +4301,17 @@ void Person::DoStuff() endy = skeleton.skinsize - 1; bleeding = 0; } - if (endx < startx)endx = startx; - if (endy < starty)endy = starty; + if (endx < startx) + endx = startx; + if (endy < starty) + endy = starty; for (i = startx; i < endx; i++) { for (j = starty; j < endy; j++) { if (Random() % 2 == 0) { color = Random() % 85 + 170; - if (skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] > color / 2)skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] = color / 2; + if (skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] > color / 2) + skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] = color / 2; skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 1] = 0; skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 2] = 0; } @@ -3991,13 +4324,17 @@ void Person::DoStuff() if (!skeleton.free) { bleedy -= 4 / realtexdetail; - if (detail == 2)bleedx += (abs(Random() % 3) - 1) * 2 / realtexdetail; - else bleedx += (abs(Random() % 3) - 1) * 4 / realtexdetail; + if (detail == 2) + bleedx += (abs(Random() % 3) - 1) * 2 / realtexdetail; + else + bleedx += (abs(Random() % 3) - 1) * 4 / realtexdetail; } if (skeleton.free) { bleedx += 4 * direction / realtexdetail; - if (detail == 2)bleedy += (abs(Random() % 3) - 1) * 2 / realtexdetail; - else bleedy += (abs(Random() % 3) - 1) * 4 / realtexdetail; + if (detail == 2) + bleedy += (abs(Random() % 3) - 1) * 2 / realtexdetail; + else + bleedy += (abs(Random() % 3) - 1) * 4 / realtexdetail; } } @@ -4092,11 +4429,16 @@ void Person::DoStuff() if (environment == snowyenvironment) { XYZ footpoint; XYZ footvel; - if (!skeleton.free)footvel = DoRotation(skeleton.specialforward[0], 0, yaw, 0) * -1; - if (skeleton.free)footvel = skeleton.specialforward[0] * -1; - if (!skeleton.free)footpoint = DoRotation((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2, 0, yaw, 0) * scale + coords; - if (skeleton.free)footpoint = ((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2) * scale + coords; - if (animTarget == sleepanim)footvel = DoRotation(footvel, 0, 90, 0); + if (!skeleton.free) + footvel = DoRotation(skeleton.specialforward[0], 0, yaw, 0) * -1; + if (skeleton.free) + footvel = skeleton.specialforward[0] * -1; + if (!skeleton.free) + footpoint = DoRotation((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2, 0, yaw, 0) * scale + coords; + if (skeleton.free) + footpoint = ((skeleton.joints[skeleton.jointlabels[head]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2) * scale + coords; + if (animTarget == sleepanim) + footvel = DoRotation(footvel, 0, 90, 0); Sprite::MakeSprite(breathsprite, footpoint + footvel * .2, footvel * .4, 1, 1, 1, .4, .3); } } @@ -4162,8 +4504,10 @@ void Person::DoStuff() } if (!dead) { if (creature == rabbittype) { - if (howactive < typesleeping)twitchdelay2 -= multiplier * 1.5; - else twitchdelay2 -= multiplier * 0.5; + if (howactive < typesleeping) + twitchdelay2 -= multiplier * 1.5; + else + twitchdelay2 -= multiplier * 0.5; if (howactive <= typesleeping) { if (tailmorphstart == 0 && tailmorphend == 0 && twitchdelay2 <= 0) { tailmorphness = 0; @@ -4230,20 +4574,24 @@ void Person::DoStuff() } } - if (dead != 1)unconscioustime = 0; + if (dead != 1) + unconscioustime = 0; if (dead == 1 || howactive == typesleeping) { unconscioustime += multiplier; //If unconscious, close eyes and mouth - if (righthandmorphend != 0)righthandmorphness = 0; + if (righthandmorphend != 0) + righthandmorphness = 0; righthandmorphend = 0; targetrighthandmorphness = 1; - if (lefthandmorphend != 0)lefthandmorphness = 0; + if (lefthandmorphend != 0) + lefthandmorphness = 0; lefthandmorphend = 0; targetlefthandmorphness = 1; - if (headmorphend != 3 && headmorphend != 5)headmorphness = 0; + if (headmorphend != 3 && headmorphend != 5) + headmorphness = 0; headmorphend = 3; targetheadmorphness = 1; } @@ -4269,21 +4617,25 @@ void Person::DoStuff() if (dead == 2 || howactive > typesleeping) { //If dead, open mouth and hands - if (righthandmorphend != 0)righthandmorphness = 0; + if (righthandmorphend != 0) + righthandmorphness = 0; righthandmorphend = 0; targetrighthandmorphness = 1; - if (lefthandmorphend != 0)lefthandmorphness = 0; + if (lefthandmorphend != 0) + lefthandmorphness = 0; lefthandmorphend = 0; targetlefthandmorphness = 1; - if (headmorphend != 2)headmorphness = 0; + if (headmorphend != 2) + headmorphness = 0; headmorphend = 2; targetheadmorphness = 1; } if (stunned > 0 && !dead && headmorphend != 2) { - if (headmorphend != 4)headmorphness = 0; + if (headmorphend != 4) + headmorphness = 0; headmorphend = 4; targetheadmorphness = 1; } @@ -4312,7 +4664,8 @@ void Person::DoStuff() num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; - if (weaponstuck == num_weapons)weaponstuck = 0; + if (weaponstuck == num_weapons) + weaponstuck = 0; } weaponactive = -1; for (i = 0; i < numplayers; i++) { @@ -4331,16 +4684,22 @@ void Person::DoStuff() } //if(dead)damage-=multiplier/4; - if (!dead)damage -= multiplier * 13; + if (!dead) + damage -= multiplier * 13; //if(!dead&&deathbleeding<=0&&id==0)bloodloss-=multiplier*4; - if (!dead)permanentdamage -= multiplier * 4; + if (!dead) + permanentdamage -= multiplier * 4; if (isIdle() || isCrouch()) { - if (!dead)permanentdamage -= multiplier * 4; + if (!dead) + permanentdamage -= multiplier * 4; //if(!dead&&deathbleeding<=0&&id==0)bloodloss-=multiplier*4; } - if (damage < 0)damage = 0; - if (permanentdamage < 0)permanentdamage = 0; - if (superpermanentdamage < 0)superpermanentdamage = 0; + if (damage < 0) + damage = 0; + if (permanentdamage < 0) + permanentdamage = 0; + if (superpermanentdamage < 0) + superpermanentdamage = 0; if (permanentdamage < superpermanentdamage) { permanentdamage = superpermanentdamage; } @@ -4371,7 +4730,8 @@ void Person::DoStuff() num_weapons--; if (num_weapons) { weaponids[0] = weaponids[num_weapons]; - if (weaponstuck == num_weapons)weaponstuck = 0; + if (weaponstuck == num_weapons) + weaponstuck = 0; } weaponactive = -1; for (i = 0; i < numplayers; i++) { @@ -4399,20 +4759,24 @@ void Person::DoStuff() } if (skeleton.free == 1) { - if (id == 0)pause_sound(whooshsound); + if (id == 0) + pause_sound(whooshsound); if (!dead) { //If knocked over, open hands and close mouth - if (righthandmorphend != 0)righthandmorphness = 0; + if (righthandmorphend != 0) + righthandmorphness = 0; righthandmorphend = 0; targetrighthandmorphness = 1; - if (lefthandmorphend != 0)lefthandmorphness = 0; + if (lefthandmorphend != 0) + lefthandmorphness = 0; lefthandmorphend = 0; targetlefthandmorphness = 1; if (headmorphend != 3 && headmorphend != 5 && headmorphstart != 3 && headmorphstart != 5) { - if (headmorphend != 0)headmorphness = 0; + if (headmorphend != 0) + headmorphness = 0; headmorphend = 0; targetheadmorphness = 1; } @@ -4453,7 +4817,8 @@ void Person::DoStuff() skeleton.longdead += (2000 - findLength(&average)) * multiplier + multiplier; if (skeleton.longdead > 2000) { if (skeleton.longdead > 6000) { - if (id == 0)pause_sound(whooshsound); + if (id == 0) + pause_sound(whooshsound); skeleton.free = 3; DrawSkeleton(); skeleton.free = 2; @@ -4479,7 +4844,8 @@ void Person::DoStuff() if (dead == 2 && bloodloss >= damagetolerance) { XYZ headpoint; headpoint = (skeleton.joints[skeleton.jointlabels[abdomen]].position + skeleton.joints[skeleton.jointlabels[neck]].position) / 2 * scale + coords; - if (bleeding <= 0)DoBlood(1, 255); + if (bleeding <= 0) + DoBlood(1, 255); if (bloodtoggle && !bled) { terrain.MakeDecal(blooddecalslow, headpoint, .8, .5, 0); } @@ -4503,13 +4869,16 @@ void Person::DoStuff() startpoint = coords; endpoint = coords; endpoint.y -= .7; - if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)canrecover = 0; - if (velocity.y < -30)canrecover = 0; + if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1) + canrecover = 0; + if (velocity.y < -30) + canrecover = 0; for (i = 0; i < objects.numobjects; i++) { if (objects.type[i] != treeleavestype && objects.type[i] != bushtype && objects.type[i] != firetype) { colviewer = startpoint; coltarget = endpoint; - if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)canrecover = 0; + if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) + canrecover = 0; } } if (canrecover) { @@ -4534,7 +4903,8 @@ void Person::DoStuff() targetyaw = -asin(0 - terrainnormal.x); targetyaw *= 360 / 6.28; - if (terrainnormal.z < 0)targetyaw = 180 - targetyaw; + if (terrainnormal.z < 0) + targetyaw = 180 - targetyaw; yaw = targetyaw; frameTarget = 0; @@ -4562,7 +4932,8 @@ void Person::DoStuff() if (findLength(&average) < 10 && !dead && skeleton.free) { skeleton.longdead += (2000 - findLength(&average)) * multiplier + multiplier; if (skeleton.longdead > (damage + 500) * 1.5) { - if (id == 0)pause_sound(whooshsound); + if (id == 0) + pause_sound(whooshsound); skeleton.free = 0; velocity = 0; XYZ middle; @@ -4585,7 +4956,8 @@ void Person::DoStuff() targetyaw = -asin(0 - terrainnormal.x); targetyaw *= 360 / 6.28; - if (terrainnormal.z < 0)targetyaw = 180 - targetyaw; + if (terrainnormal.z < 0) + targetyaw = 180 - targetyaw; yaw = targetyaw; targettilt2 = asin(terrainnormal.y) * 180 / 3.14 * -1; @@ -4611,13 +4983,17 @@ void Person::DoStuff() if (id == 0) { if (rightkeydown) { targetyaw -= 90; - if (forwardkeydown)targetyaw += 45; - if (backkeydown)targetyaw -= 45; + if (forwardkeydown) + targetyaw += 45; + if (backkeydown) + targetyaw -= 45; } if (leftkeydown) { targetyaw += 90; - if (forwardkeydown)targetyaw -= 45; - if (backkeydown)targetyaw += 45; + if (forwardkeydown) + targetyaw -= 45; + if (backkeydown) + targetyaw += 45; } if (backkeydown) { if ( !leftkeydown && !rightkeydown) @@ -4627,13 +5003,15 @@ void Person::DoStuff() } } - if (abs(targettilt2) > 50)targettilt2 = 0; + if (abs(targettilt2) > 50) + targettilt2 = 0; animCurrent = tempanim; frameCurrent = 0; target = 0; tilt2 = targettilt2; - if (middle.y > 0 && animTarget != rollanim)targetoffset.y = middle.y + 1; + if (middle.y > 0 && animTarget != rollanim) + targetoffset.y = middle.y + 1; for (i = 0; i < skeleton.num_joints; i++) { tempanimation.position[i][0] = skeleton.joints[i].position; @@ -4644,7 +5022,9 @@ void Person::DoStuff() bool hasstaff; hasstaff = 0; - if (num_weapons > 0)if (weapons[0].getType() == staff)hasstaff = 1; + if (num_weapons > 0) + if (weapons[0].getType() == staff) + hasstaff = 1; if (!skeleton.freefall && freefall && ((jumpkeydown && jumpkeydowntime < .2) || (hasstaff && rabbitkickragdoll)) && !dead) { if (velocity.y > -30) { XYZ tempvelocity; @@ -4652,7 +5032,8 @@ void Person::DoStuff() Normalise(&tempvelocity); targetyaw = -asin(0 - tempvelocity.x); targetyaw *= 360 / 6.28; - if (velocity.z < 0)targetyaw = 180 - targetyaw; + if (velocity.z < 0) + targetyaw = 180 - targetyaw; //targetyaw+=180; skeleton.free = 0; @@ -4681,7 +5062,8 @@ void Person::DoStuff() targettilt2 = 0; } } - if (skeleton.freefall == 0)freefall = 0; + if (skeleton.freefall == 0) + freefall = 0; } @@ -4730,8 +5112,10 @@ void Person::DoStuff() } int howmany; - if (environment == grassyenvironment)howmany = findLength(&velocity) * 4; - if (environment == snowyenvironment)howmany = findLength(&velocity) * 2; + if (environment == grassyenvironment) + howmany = findLength(&velocity) * 4; + if (environment == snowyenvironment) + howmany = findLength(&velocity) * 2; if (detail == 2) if (environment != desertenvironment) for (j = 0; j < howmany; j++) { @@ -4768,7 +5152,8 @@ void Person::DoStuff() } XYZ tempcoord; if (objects.type[i] == treeleavestype && environment != desertenvironment) { - if (objects.pitch[i] == 0)tempcoord = coords; + if (objects.pitch[i] == 0) + tempcoord = coords; else { tempcoord = coords - objects.position[i]; tempcoord = DoRotation(tempcoord, 0, -objects.yaw[i], 0); @@ -4790,8 +5175,10 @@ void Person::DoStuff() } int howmany; - if (environment == grassyenvironment)howmany = findLength(&velocity) * 4; - if (environment == snowyenvironment)howmany = findLength(&velocity) * 2; + if (environment == grassyenvironment) + howmany = findLength(&velocity) * 4; + if (environment == snowyenvironment) + howmany = findLength(&velocity) * 2; if (detail == 2) if (environment != desertenvironment) for (j = 0; j < howmany; j++) { @@ -4832,21 +5219,28 @@ void Person::DoStuff() if (!skeleton.free) { bool play; play = 0; - if ((stunned > 0 || surprised > 0) && numplayers > 2 && aitype != passivetype)play = 1; + if ((stunned > 0 || surprised > 0) && numplayers > 2 && aitype != passivetype) + play = 1; if (hasvictim) - if (aitype != passivetype && victim->skeleton.free && !victim->dead)play = 1; - if (tutoriallevel == 1 && id != 0)play = 0; + if (aitype != passivetype && victim->skeleton.free && !victim->dead) + play = 1; + if (tutoriallevel == 1 && id != 0) + play = 0; if (play && aitype != playercontrolled) { int whichsound = -1; i = abs(Random() % 4); if (speechdelay <= 0) { if (creature == rabbittype) { - if (i == 0)whichsound = rabbitchitter; - if (i == 1)whichsound = rabbitchitter2; + if (i == 0) + whichsound = rabbitchitter; + if (i == 1) + whichsound = rabbitchitter2; } if (creature == wolftype) { - if (i == 0)whichsound = growlsound; - if (i == 1)whichsound = growl2sound; + if (i == 0) + whichsound = growlsound; + if (i == 1) + whichsound = growl2sound; } } speechdelay = .3; @@ -4856,11 +5250,15 @@ void Person::DoStuff() } } - if (animTarget == staggerbackhighanim)staggerdelay = 1; - if (animTarget == staggerbackhardanim)staggerdelay = 1; + if (animTarget == staggerbackhighanim) + staggerdelay = 1; + if (animTarget == staggerbackhardanim) + staggerdelay = 1; staggerdelay -= multiplier; - if (animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != staffgroundsmashanim)hasvictim = 1; - if (velocity.y < -30 && animTarget == jumpdownanim)RagDoll(0); + if (animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != staffgroundsmashanim) + hasvictim = 1; + if (velocity.y < -30 && animTarget == jumpdownanim) + RagDoll(0); if (animCurrent != getIdle() && wasIdle() && animTarget != getIdle() && isIdle()) { animTarget = getIdle(); frameTarget = 0; @@ -5014,34 +5412,46 @@ void Person::DoStuff() Normalise(&facing); if (isRun() || animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim) { - if (onterrain)targettilt2 = -facing.y * 20; - else targettilt2 = 0; + if (onterrain) + targettilt2 = -facing.y * 20; + else + targettilt2 = 0; } onterrain = 0; - if (!isRun() && !animation[animTarget].attack && animTarget != getupfromfrontanim && animTarget != getupfrombackanim && animTarget != sneakanim)targettilt2 = 0; + if (!isRun() && !animation[animTarget].attack && animTarget != getupfromfrontanim && animTarget != getupfrombackanim && animTarget != sneakanim) + targettilt2 = 0; if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) { flatvelocity = velocity; flatvelocity.y = 0; flatvelspeed = findLength(&flatvelocity); targettilt = flatvelspeed * fast_sqrt(abs(velocity.y) * .7) * normaldotproduct(DoRotation(flatfacing, 0, -90, 0), flatvelocity); targettilt2 = flatvelspeed * fast_sqrt(abs(velocity.y) * .7) * normaldotproduct(flatfacing, flatvelocity); - if (velocity.y < 0)targettilt2 *= -1; - if (velocity.y < 0)targettilt *= -1; - if (targettilt > 25)targettilt = 25; - if (targettilt < -25)targettilt = -25; - } - - if (targettilt2 > 45)targettilt2 = 45; - if (targettilt2 < -45)targettilt2 = -45; - if (abs(tilt2 - targettilt2) < multiplier * 400)tilt2 = targettilt2; + if (velocity.y < 0) + targettilt2 *= -1; + if (velocity.y < 0) + targettilt *= -1; + if (targettilt > 25) + targettilt = 25; + if (targettilt < -25) + targettilt = -25; + } + + if (targettilt2 > 45) + targettilt2 = 45; + if (targettilt2 < -45) + targettilt2 = -45; + if (abs(tilt2 - targettilt2) < multiplier * 400) + tilt2 = targettilt2; else if (tilt2 > targettilt2) { tilt2 -= multiplier * 400; } else if (tilt2 < targettilt2) { tilt2 += multiplier * 400; } if (!animation[animTarget].attack && animTarget != getupfrombackanim && animTarget != getupfromfrontanim) { - if (tilt2 > 25)tilt2 = 25; - if (tilt2 < -25)tilt2 = -25; + if (tilt2 > 25) + tilt2 = 25; + if (tilt2 < -25) + tilt2 = -25; } if (!isnormal(targettilt) && targettilt) { @@ -5078,7 +5488,8 @@ void Person::DoStuff() velocity.y += gravity * multiplier * 20; ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z)); velspeed = findLength(&velocity); - if (velspeed < speed * 30 * scale)velspeed = speed * 30 * scale; + if (velspeed < speed * 30 * scale) + velspeed = speed * 30 * scale; velocity = flatfacing * velspeed; } } else if (isRun()) { @@ -5237,10 +5648,12 @@ void Person::DoStuff() velocity.y += gravity * multiplier; } - if (animTarget != climbanim && animTarget != hanganim && !isWallJump())coords += velocity * multiplier; + if (animTarget != climbanim && animTarget != hanganim && !isWallJump()) + coords += velocity * multiplier; if (coords.y < terrain.getHeight(coords.x, coords.z) && (animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) { - if (isFlip() && animation[animTarget].label[frameTarget] == 7)RagDoll(0); + if (isFlip() && animation[animTarget].label[frameTarget] == 7) + RagDoll(0); if (animTarget == jumpupanim) { jumppower = -4; @@ -5269,7 +5682,8 @@ void Person::DoStuff() } } - if (animTarget != jumpupanim && animTarget != jumpdownanim && !isFlip() && animTarget != climbanim && animTarget != hanganim && !isWallJump())coords.y += gravity * multiplier * 2; + if (animTarget != jumpupanim && animTarget != jumpdownanim && !isFlip() && animTarget != climbanim && animTarget != hanganim && !isWallJump()) + coords.y += gravity * multiplier * 2; if (animTarget != jumpupanim && animTarget != jumpdownanim && !isFlip() && coords.y < terrain.getHeight(coords.x, coords.z)) { coords.y = terrain.getHeight(coords.x, coords.z); onterrain = 1; @@ -5281,7 +5695,8 @@ void Person::DoStuff() velocity.y = 0; if (velspeed < multiplier * 300 * scale) { velocity = 0; - } else velocity -= velocity / velspeed * multiplier * 300 * scale; + } else + velocity -= velocity / velspeed * multiplier * 300 * scale; if (velspeed > 5 && (isLanding() || isLandhard())) { skiddingdelay += multiplier; if (skiddelay <= 0) { @@ -5289,7 +5704,8 @@ void Person::DoStuff() FootLand(1, .5); skiddelay = .02; } - } else skiddingdelay = 0; + } else + skiddingdelay = 0; } if (isLandhard()) { @@ -5297,7 +5713,8 @@ void Person::DoStuff() velocity.y = 0; if (velspeed < multiplier * 600 * scale) { velocity = 0; - } else velocity -= velocity / velspeed * multiplier * 600 * scale; + } else + velocity -= velocity / velspeed * multiplier * 600 * scale; velocity = 0; if (velspeed > 5 && (isLanding() || isLandhard())) { skiddingdelay += multiplier; @@ -5306,10 +5723,12 @@ void Person::DoStuff() FootLand(1, .5); skiddelay = .02; } - } else skiddingdelay = 0; + } else + skiddingdelay = 0; } - if (skiddingdelay < 0)skiddingdelay += multiplier; + if (skiddingdelay < 0) + skiddingdelay += multiplier; if (skiddingdelay > .02 && !forwardkeydown && !backkeydown && !leftkeydown && !rightkeydown && !jumpkeydown && isLanding() && !landhard) { skiddingdelay = -1; if (!onterrain || environment == grassyenvironment) { @@ -5324,7 +5743,8 @@ void Person::DoStuff() Normalise(&terrainnormal); targetyaw = -asin(0 - terrainnormal.x); targetyaw *= 360 / 6.28; - if (terrainnormal.z < 0)targetyaw = 180 - targetyaw; + if (terrainnormal.z < 0) + targetyaw = 180 - targetyaw; targettilt2 = -asin(terrainnormal.y) * 360 / 6.28; //*-70; } @@ -5370,9 +5790,12 @@ int Person::DrawSkeleton() XYZ terrainlight; float terrainheight; float distance; - if (!isnormal(yaw))yaw = 0; - if (!isnormal(tilt))tilt = 0; - if (!isnormal(tilt2))tilt2 = 0; + if (!isnormal(yaw)) + yaw = 0; + if (!isnormal(tilt)) + tilt = 0; + if (!isnormal(tilt2)) + tilt2 = 0; oldplayerdetail = playerdetail; playerdetail = 0; if (distsq(&viewer, &coords) < viewdistance * viewdistance / 32 && detail == 2) { @@ -5542,7 +5965,8 @@ int Person::DrawSkeleton() else { targetheadyaw = -targetyaw; targetheadpitch = 0; - if (animation[animTarget].attack == 3)targetheadyaw += 180; + if (animation[animTarget].attack == 3) + targetheadyaw += 180; } for (i = 0; i < skeleton.drawmodel.vertexNum; i++) { skeleton.drawmodel.vertex[i] = 0; @@ -5586,13 +6010,16 @@ int Person::DrawSkeleton() start = tailmorphstart; endthing = tailmorphend; } - if (calcrot)skeleton.FindRotationMuscle(i, animTarget); + if (calcrot) + skeleton.FindRotationMuscle(i, animTarget); mid = (skeleton.muscles[i].parent1->position + skeleton.muscles[i].parent2->position) / 2; glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glPushMatrix(); glLoadIdentity(); - if (!skeleton.free)glRotatef(tilt2, 1, 0, 0); - if (!skeleton.free)glRotatef(tilt, 0, 0, 1); + if (!skeleton.free) + glRotatef(tilt2, 1, 0, 0); + if (!skeleton.free) + glRotatef(tilt, 0, 0, 1); glTranslatef(mid.x, mid.y, mid.z); @@ -5672,8 +6099,10 @@ int Person::DrawSkeleton() glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glPushMatrix(); glLoadIdentity(); - if (!skeleton.free)glRotatef(tilt2, 1, 0, 0); - if (!skeleton.free)glRotatef(tilt, 0, 0, 1); + if (!skeleton.free) + glRotatef(tilt2, 1, 0, 0); + if (!skeleton.free) + glRotatef(tilt, 0, 0, 1); glTranslatef(mid.x, mid.y, mid.z); skeleton.muscles[i].lastrotate1 = skeleton.muscles[i].rotate1; glRotatef(-skeleton.muscles[i].lastrotate1 + 90, 0, 1, 0); @@ -5715,12 +6144,17 @@ int Person::DrawSkeleton() } if (skeleton.free != 2 && (skeleton.free == 1 || skeleton.free == 3 || id == 0 || (normalsupdatedelay <= 0) || animTarget == getupfromfrontanim || animTarget == getupfrombackanim || animCurrent == getupfromfrontanim || animCurrent == getupfrombackanim)) { normalsupdatedelay = 1; - if (playerdetail || skeleton.free == 3)skeleton.drawmodel.CalculateNormals(0); - if (!playerdetail || skeleton.free == 3)skeleton.drawmodellow.CalculateNormals(0); - if (skeleton.clothes)skeleton.drawmodelclothes.CalculateNormals(0); + if (playerdetail || skeleton.free == 3) + skeleton.drawmodel.CalculateNormals(0); + if (!playerdetail || skeleton.free == 3) + skeleton.drawmodellow.CalculateNormals(0); + if (skeleton.clothes) + skeleton.drawmodelclothes.CalculateNormals(0); } else { - if (playerdetail || skeleton.free == 3)skeleton.drawmodel.UpdateVertexArrayNoTexNoNorm(); - if (!playerdetail || skeleton.free == 3)skeleton.drawmodellow.UpdateVertexArrayNoTexNoNorm(); + if (playerdetail || skeleton.free == 3) + skeleton.drawmodel.UpdateVertexArrayNoTexNoNorm(); + if (!playerdetail || skeleton.free == 3) + skeleton.drawmodellow.UpdateVertexArrayNoTexNoNorm(); if (skeleton.clothes) { skeleton.drawmodelclothes.UpdateVertexArrayNoTexNoNorm(); } @@ -5728,18 +6162,26 @@ int Person::DrawSkeleton() } framemult = .01; updatedelaychange = -framemult * 4 * (45 - findDistance(&viewer, &coords) * 1); - if (updatedelaychange > -realmultiplier * 30)updatedelaychange = -realmultiplier * 30; - if (updatedelaychange > -framemult * 4)updatedelaychange = -framemult * 4; - if (skeleton.free == 1)updatedelaychange *= 6; - if (id == 0)updatedelaychange *= 8; + if (updatedelaychange > -realmultiplier * 30) + updatedelaychange = -realmultiplier * 30; + if (updatedelaychange > -framemult * 4) + updatedelaychange = -framemult * 4; + if (skeleton.free == 1) + updatedelaychange *= 6; + if (id == 0) + updatedelaychange *= 8; updatedelay += updatedelaychange; glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glPushMatrix(); - if (!skeleton.free)glTranslatef(coords.x, coords.y - .02, coords.z); - if (skeleton.free)glTranslatef(coords.x, coords.y - .02, coords.z); - if (!skeleton.free)glTranslatef(offset.x * scale, offset.y * scale, offset.z * scale); - if (!skeleton.free)glRotatef(yaw, 0, 1, 0); + if (!skeleton.free) + glTranslatef(coords.x, coords.y - .02, coords.z); + if (skeleton.free) + glTranslatef(coords.x, coords.y - .02, coords.z); + if (!skeleton.free) + glTranslatef(offset.x * scale, offset.y * scale, offset.z * scale); + if (!skeleton.free) + glRotatef(yaw, 0, 1, 0); if (showpoints) { glPointSize(5); glColor4f(.4, 1, .4, 1); @@ -5769,11 +6211,14 @@ int Person::DrawSkeleton() terrainlight = terrain.getLighting(coords.x, coords.z); distance = distsq(&viewer, &coords); distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance; - if (distance > 1)distance = 1; + if (distance > 1) + distance = 1; if (distance > 0) { terrainheight = (coords.y - terrain.getHeight(coords.x, coords.z)) / 3 + 1; - if (terrainheight < 1)terrainheight = 1; - if (terrainheight > 1.7)terrainheight = 1.7; + if (terrainheight < 1) + terrainheight = 1; + if (terrainheight > 1.7) + terrainheight = 1.7; //burnt=0; glColor4f((1 - (1 - terrainlight.x) / terrainheight) - burnt, (1 - (1 - terrainlight.y) / terrainheight) - burnt, (1 - (1 - terrainlight.z) / terrainheight) - burnt, distance); @@ -5805,13 +6250,17 @@ int Person::DrawSkeleton() } if (playerdetail) { if (!showpoints) { - if ((tutoriallevel && id != 0))skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture); - else skeleton.drawmodel.draw(); + if ((tutoriallevel && id != 0)) + skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture); + else + skeleton.drawmodel.draw(); } } if (!playerdetail) { - if ((tutoriallevel && id != 0))skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture); - else skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr); + if ((tutoriallevel && id != 0)) + skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture); + else + skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr); } if (!(animation[animTarget].attack == normalattack || animation[animTarget].attack == reversed)) @@ -5834,13 +6283,17 @@ int Person::DrawSkeleton() glTranslatef(smoketex * .6, 0, 0); if (playerdetail) { if (!showpoints) { - if ((tutoriallevel && id != 0))skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture); - else skeleton.drawmodel.draw(); + if ((tutoriallevel && id != 0)) + skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture); + else + skeleton.drawmodel.draw(); } } if (!playerdetail) { - if ((tutoriallevel && id != 0))skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture); - else skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr); + if ((tutoriallevel && id != 0)) + skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture); + else + skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr); } } @@ -5853,8 +6306,10 @@ int Person::DrawSkeleton() if (skeleton.clothes) { glDepthMask(0); glEnable(GL_BLEND); - if (!immediate)skeleton.drawmodelclothes.draw(); - if (immediate)skeleton.drawmodelclothes.drawimmediate(); + if (!immediate) + skeleton.drawmodelclothes.draw(); + if (immediate) + skeleton.drawmodelclothes.drawimmediate(); glDepthMask(1); } } @@ -5876,7 +6331,8 @@ int Person::DrawSkeleton() } } weaponpoint = (skeleton.muscles[weaponattachmuscle].parent1->position + skeleton.muscles[weaponattachmuscle].parent2->position) / 2; - if (creature == wolftype)weaponpoint = (skeleton.joints[skeleton.jointlabels[rightwrist]].position * .7 + skeleton.joints[skeleton.jointlabels[righthand]].position * .3); + if (creature == wolftype) + weaponpoint = (skeleton.joints[skeleton.jointlabels[rightwrist]].position * .7 + skeleton.joints[skeleton.jointlabels[righthand]].position * .3); } if (weapons[i].getType() == staff) { for (j = 0; j < skeleton.num_muscles; j++) { @@ -5897,13 +6353,17 @@ int Person::DrawSkeleton() vec2 = (skeleton.joints[skeleton.jointlabels[rightwrist]].position - skeleton.joints[skeleton.jointlabels[rightshoulder]].position); CrossProduct(&vec1, &vec2, &tempnormthing); Normalise(&tempnormthing); - if (animTarget != staffhitanim && animCurrent != staffhitanim && animTarget != staffgroundsmashanim && animCurrent != staffgroundsmashanim && animTarget != staffspinhitanim && animCurrent != staffspinhitanim)weaponpoint += tempnormthing * .1 - skeleton.specialforward[1] * .3 + (skeleton.joints[skeleton.jointlabels[rightwrist]].position - skeleton.joints[skeleton.jointlabels[rightelbow]].position); + if (animTarget != staffhitanim && animCurrent != staffhitanim && animTarget != staffgroundsmashanim && animCurrent != staffgroundsmashanim && animTarget != staffspinhitanim && animCurrent != staffspinhitanim) + weaponpoint += tempnormthing * .1 - skeleton.specialforward[1] * .3 + (skeleton.joints[skeleton.jointlabels[rightwrist]].position - skeleton.joints[skeleton.jointlabels[rightelbow]].position); } } if (weaponactive != k && weaponstuck != k) { - if (weapons[i].getType() == knife)weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position + (skeleton.joints[skeleton.jointlabels[righthip]].position - skeleton.joints[skeleton.jointlabels[lefthip]].position) * .1 + (skeleton.joints[skeleton.jointlabels[rightshoulder]].position - skeleton.joints[skeleton.jointlabels[leftshoulder]].position) * .35; - if (weapons[i].getType() == sword)weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position + (skeleton.joints[skeleton.jointlabels[lefthip]].position - skeleton.joints[skeleton.jointlabels[righthip]].position) * .09 + (skeleton.joints[skeleton.jointlabels[leftshoulder]].position - skeleton.joints[skeleton.jointlabels[rightshoulder]].position) * .33; - if (weapons[i].getType() == staff)weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position + (skeleton.joints[skeleton.jointlabels[lefthip]].position - skeleton.joints[skeleton.jointlabels[righthip]].position) * .09 + (skeleton.joints[skeleton.jointlabels[leftshoulder]].position - skeleton.joints[skeleton.jointlabels[rightshoulder]].position) * .33; + if (weapons[i].getType() == knife) + weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position + (skeleton.joints[skeleton.jointlabels[righthip]].position - skeleton.joints[skeleton.jointlabels[lefthip]].position) * .1 + (skeleton.joints[skeleton.jointlabels[rightshoulder]].position - skeleton.joints[skeleton.jointlabels[leftshoulder]].position) * .35; + if (weapons[i].getType() == sword) + weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position + (skeleton.joints[skeleton.jointlabels[lefthip]].position - skeleton.joints[skeleton.jointlabels[righthip]].position) * .09 + (skeleton.joints[skeleton.jointlabels[leftshoulder]].position - skeleton.joints[skeleton.jointlabels[rightshoulder]].position) * .33; + if (weapons[i].getType() == staff) + weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position + (skeleton.joints[skeleton.jointlabels[lefthip]].position - skeleton.joints[skeleton.jointlabels[righthip]].position) * .09 + (skeleton.joints[skeleton.jointlabels[leftshoulder]].position - skeleton.joints[skeleton.jointlabels[rightshoulder]].position) * .33; for (j = 0; j < skeleton.num_muscles; j++) { if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].numvertices > 0) { weaponrotatemuscle = j; @@ -5911,8 +6371,10 @@ int Person::DrawSkeleton() } } if (weaponstuck == k) { - if (weaponstuckwhere == 0)weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position * .5 + skeleton.joints[skeleton.jointlabels[neck]].position * .5 - skeleton.forward * .8; - else weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position * .5 + skeleton.joints[skeleton.jointlabels[neck]].position * .5 + skeleton.forward * .8; + if (weaponstuckwhere == 0) + weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position * .5 + skeleton.joints[skeleton.jointlabels[neck]].position * .5 - skeleton.forward * .8; + else + weaponpoint = skeleton.joints[skeleton.jointlabels[abdomen]].position * .5 + skeleton.joints[skeleton.jointlabels[neck]].position * .5 + skeleton.forward * .8; for (j = 0; j < skeleton.num_muscles; j++) { if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].numvertices > 0) { weaponrotatemuscle = j; @@ -5959,7 +6421,8 @@ int Person::DrawSkeleton() weapons[i].rotation3 = 0; weapons[i].smallrotation = -90; weapons[i].smallrotation2 = 0; - if (temppoint1.x > temppoint2.x)weapons[i].rotation1 = 360 - weapons[i].rotation1; + if (temppoint1.x > temppoint2.x) + weapons[i].rotation1 = 360 - weapons[i].rotation1; } if ((animCurrent == knifeslashreversalanim && animTarget == knifeslashreversalanim) || (animCurrent == knifeslashreversedanim && animTarget == knifeslashreversedanim)) { XYZ temppoint1, temppoint2, tempforward; @@ -5977,7 +6440,8 @@ int Person::DrawSkeleton() weapons[i].rotation3 = 0; weapons[i].smallrotation = 90; weapons[i].smallrotation2 = 0; - if (temppoint1.x > temppoint2.x)weapons[i].rotation1 = 360 - weapons[i].rotation1; + if (temppoint1.x > temppoint2.x) + weapons[i].rotation1 = 360 - weapons[i].rotation1; } if (animTarget == knifethrowanim) { weapons[i].smallrotation = 90; @@ -6020,7 +6484,8 @@ int Person::DrawSkeleton() weapons[i].rotation3 = 0; weapons[i].smallrotation = 90; weapons[i].smallrotation2 = 0; - if (temppoint1.x > temppoint2.x)weapons[i].rotation1 = 360 - weapons[i].rotation1; + if (temppoint1.x > temppoint2.x) + weapons[i].rotation1 = 360 - weapons[i].rotation1; } } if (weapons[i].getType() == staff) { @@ -6042,7 +6507,8 @@ int Person::DrawSkeleton() weapons[i].rotation3 = 0; weapons[i].smallrotation = 90; weapons[i].smallrotation2 = 0; - if (temppoint1.x > temppoint2.x)weapons[i].rotation1 = 360 - weapons[i].rotation1; + if (temppoint1.x > temppoint2.x) + weapons[i].rotation1 = 360 - weapons[i].rotation1; } } } @@ -6072,11 +6538,15 @@ int Person::DrawSkeleton() } calcrot = 0; - if (skeleton.free)calcrot = 1; - if (animation[animTarget].attack || isRun() || animTarget == staggerbackhardanim || isFlip() || animTarget == climbanim || animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim || animTarget == backhandspringanim || isFlip() || isWallJump())calcrot = 1; - if (animCurrent != animTarget)calcrot = 1; + if (skeleton.free) + calcrot = 1; + if (animation[animTarget].attack || isRun() || animTarget == staggerbackhardanim || isFlip() || animTarget == climbanim || animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim || animTarget == backhandspringanim || isFlip() || isWallJump()) + calcrot = 1; + if (animCurrent != animTarget) + calcrot = 1; //if(id==0)calcrot=1; - if (skeleton.free == 2)calcrot = 0; + if (skeleton.free == 2) + calcrot = 0; return 0; } @@ -6098,8 +6568,10 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, oldp1 = *p1; *p1 = *p1 - *move; - if (distsq(p1, &model->boundingspherecenter) > radius * radius + model->boundingsphereradius * model->boundingsphereradius)return -1; - if (*rotate)*p1 = DoRotation(*p1, 0, -*rotate, 0); + if (distsq(p1, &model->boundingspherecenter) > radius * radius + model->boundingsphereradius * model->boundingsphereradius) + return -1; + if (*rotate) + *p1 = DoRotation(*p1, 0, -*rotate, 0); for (i = 0; i < 4; i++) { for (j = 0; j < model->TriangleNum; j++) { if (model->facenormals[j].y <= slopethreshold) { @@ -6107,14 +6579,18 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, distance = abs((model->facenormals[j].x * p1->x) + (model->facenormals[j].y * p1->y) + (model->facenormals[j].z * p1->z) - ((model->facenormals[j].x * model->vertex[model->Triangles[j].vertex[0]].x) + (model->facenormals[j].y * model->vertex[model->Triangles[j].vertex[0]].y) + (model->facenormals[j].z * model->vertex[model->Triangles[j].vertex[0]].z))); if (distance < radius) { point = *p1 - model->facenormals[j] * distance; - if (PointInTriangle( &point, model->facenormals[j], &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]]))intersecting = 1; - if (!intersecting)intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]], + if (PointInTriangle( &point, model->facenormals[j], &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]])) + intersecting = 1; + if (!intersecting) + intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], p1, &radius); - if (!intersecting)intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[1]], + if (!intersecting) + intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]], p1, &radius); - if (!intersecting)intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]], + if (!intersecting) + intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[2]], p1, &radius); end = *p1 - point; @@ -6125,7 +6601,8 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, if (LineFacetd(&start, &end, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]], &model->facenormals[j], &point)) { p1->y = point.y + radius; if ((animTarget == jumpdownanim || isFlip())) { - if (isFlip() && (frameTarget < 5 || animation[animTarget].label[frameTarget] == 7 || animation[animTarget].label[frameTarget] == 4))RagDoll(0); + if (isFlip() && (frameTarget < 5 || animation[animTarget].label[frameTarget] == 7 || animation[animTarget].label[frameTarget] == 4)) + RagDoll(0); if (animTarget == jumpupanim) { jumppower = -4; @@ -6141,7 +6618,8 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, } if ((animTarget == jumpdownanim || isFlip()) && !wasLanding() && !wasLandhard()) { - if (isFlip())jumppower = -4; + if (isFlip()) + jumppower = -4; animTarget = getLanding(); emit_sound_at(landsound, coords, 128.); @@ -6171,14 +6649,18 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, distance = abs((model->facenormals[j].x * start.x) + (model->facenormals[j].y * start.y) + (model->facenormals[j].z * start.z) - ((model->facenormals[j].x * model->vertex[model->Triangles[j].vertex[0]].x) + (model->facenormals[j].y * model->vertex[model->Triangles[j].vertex[0]].y) + (model->facenormals[j].z * model->vertex[model->Triangles[j].vertex[0]].z))); if (distance < radius * .5) { point = start - model->facenormals[j] * distance; - if (PointInTriangle( &point, model->facenormals[j], &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]]))intersecting = 1; - if (!intersecting)intersecting = sphere_line_intersection(model->vertex[model->Triangles[j].vertex[0]].x, model->vertex[model->Triangles[j].vertex[0]].y, model->vertex[model->Triangles[j].vertex[0]].z, + if (PointInTriangle( &point, model->facenormals[j], &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]])) + intersecting = 1; + if (!intersecting) + intersecting = sphere_line_intersection(model->vertex[model->Triangles[j].vertex[0]].x, model->vertex[model->Triangles[j].vertex[0]].y, model->vertex[model->Triangles[j].vertex[0]].z, model->vertex[model->Triangles[j].vertex[1]].x, model->vertex[model->Triangles[j].vertex[1]].y, model->vertex[model->Triangles[j].vertex[1]].z, p1->x, p1->y, p1->z, radius / 2); - if (!intersecting)intersecting = sphere_line_intersection(model->vertex[model->Triangles[j].vertex[1]].x, model->vertex[model->Triangles[j].vertex[1]].y, model->vertex[model->Triangles[j].vertex[1]].z, + if (!intersecting) + intersecting = sphere_line_intersection(model->vertex[model->Triangles[j].vertex[1]].x, model->vertex[model->Triangles[j].vertex[1]].y, model->vertex[model->Triangles[j].vertex[1]].z, model->vertex[model->Triangles[j].vertex[2]].x, model->vertex[model->Triangles[j].vertex[2]].y, model->vertex[model->Triangles[j].vertex[2]].z, p1->x, p1->y, p1->z, radius / 2); - if (!intersecting)intersecting = sphere_line_intersection(model->vertex[model->Triangles[j].vertex[0]].x, model->vertex[model->Triangles[j].vertex[0]].y, model->vertex[model->Triangles[j].vertex[0]].z, + if (!intersecting) + intersecting = sphere_line_intersection(model->vertex[model->Triangles[j].vertex[0]].x, model->vertex[model->Triangles[j].vertex[0]].y, model->vertex[model->Triangles[j].vertex[0]].z, model->vertex[model->Triangles[j].vertex[2]].x, model->vertex[model->Triangles[j].vertex[2]].y, model->vertex[model->Triangles[j].vertex[2]].z, p1->x, p1->y, p1->z, radius / 2); end = *p1 - point; @@ -6186,7 +6668,8 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, if ((animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) { start = velocity; velocity -= DoRotation(model->facenormals[j], 0, *rotate, 0) * findLength(&velocity) * abs(normaldotproduct(velocity, DoRotation(model->facenormals[j], 0, *rotate, 0))); //(distance-radius*.5)/multiplier; - if (findLengthfast(&start) < findLengthfast(&velocity))velocity = start; + if (findLengthfast(&start) < findLengthfast(&velocity)) + velocity = start; } *p1 += model->facenormals[j] * (distance - radius * .5); } @@ -6199,9 +6682,11 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, } } } - if (*rotate)*p = DoRotation(*p, 0, *rotate, 0); + if (*rotate) + *p = DoRotation(*p, 0, *rotate, 0); *p = *p + *move; - if (*rotate)*p1 = DoRotation(*p1, 0, *rotate, 0); + if (*rotate) + *p1 = DoRotation(*p1, 0, *rotate, 0); *p1 += *move; return firstintersecting; } -- 2.39.2