From 49aefa6106fcaeca415161b83239be4152d79270 Mon Sep 17 00:00:00 2001 From: =?utf8?q?C=C3=B4me=20Chilliet?= Date: Sat, 10 Dec 2016 11:49:02 +0700 Subject: [PATCH] Cleaned up a bit debug keys, ALT is always needed now except in editor. --- Source/GameTick.cpp | 598 +++++++++++++++++++++++--------------------- 1 file changed, 307 insertions(+), 291 deletions(-) diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index d10fc3f..a8a5cfb 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -1774,352 +1774,368 @@ void doDebugKeys() if (!debugmode) { return; } - if (Input::isKeyPressed(SDL_SCANCODE_H)) { - Person::players[0]->damagetolerance = 200000; - Person::players[0]->damage = 0; - Person::players[0]->burnt = 0; - Person::players[0]->permanentdamage = 0; - Person::players[0]->superpermanentdamage = 0; - } - if (Input::isKeyPressed(SDL_SCANCODE_J)) { - environment++; - if (environment > 2) - environment = 0; - Setenvironment(environment); - } + if (Input::isKeyDown(SDL_SCANCODE_LALT)) { + /* Invicible */ + if (Input::isKeyPressed(SDL_SCANCODE_H)) { + Person::players[0]->damagetolerance = 200000; + Person::players[0]->damage = 0; + Person::players[0]->burnt = 0; + Person::players[0]->permanentdamage = 0; + Person::players[0]->superpermanentdamage = 0; + } - if (Input::isKeyPressed(SDL_SCANCODE_C)) { - cameramode = !cameramode; - } + /* Change environment */ + if (Input::isKeyPressed(SDL_SCANCODE_J)) { + environment++; + if (environment > 2) + environment = 0; + Setenvironment(environment); + } - if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - if (Person::players[0]->num_weapons > 0) { - if (weapons[Person::players[0]->weaponids[0]].getType() == sword) - weapons[Person::players[0]->weaponids[0]].setType(staff); - else if (weapons[Person::players[0]->weaponids[0]].getType() == staff) - weapons[Person::players[0]->weaponids[0]].setType(knife); - else - weapons[Person::players[0]->weaponids[0]].setType(sword); + /* Camera mode */ + if (Input::isKeyPressed(SDL_SCANCODE_C)) { + cameramode = !cameramode; } - } - if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - int closest = findClosestPlayer(); - if (closest >= 0) { - if (Person::players[closest]->num_weapons) { - if (weapons[Person::players[closest]->weaponids[0]].getType() == sword) - weapons[Person::players[closest]->weaponids[0]].setType(staff); - else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff) - weapons[Person::players[closest]->weaponids[0]].setType(knife); - else - weapons[Person::players[closest]->weaponids[0]].setType(sword); - } - if (!Person::players[closest]->num_weapons) { - Person::players[closest]->weaponids[0] = weapons.size(); + /* Toggle Slow motion */ + if (Input::isKeyPressed(SDL_SCANCODE_B)) { + slomo = 1 - slomo; + slomodelay = 1000; + } - weapons.push_back(Weapon(knife, closest)); + /* Ragdoll */ + if (Input::isKeyPressed(SDL_SCANCODE_N)) { + Person::players[0]->RagDoll(0); - Person::players[closest]->num_weapons = 1; - } + emit_sound_at(whooshsound, Person::players[0]->coords, 128.); } - } - if (Input::isKeyDown(SDL_SCANCODE_U)) { - int closest = findClosestPlayer(); - if (closest >= 0) { - Person::players[closest]->yaw += multiplier * 50; - Person::players[closest]->targetyaw = Person::players[closest]->yaw; + /* Grow tree leaves?? */ + if (Input::isKeyPressed(SDL_SCANCODE_Y)) { + for (int i = 0; i < objects.numobjects; i++) { + if (objects.type[i] == treeleavestype) { + objects.scale[i] *= .9; + } + } } - } + /* Change (or add) weapon */ + if (Input::isKeyPressed(SDL_SCANCODE_X)) { + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } - if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - int closest = findClosestPlayer(); - if (Input::isKeyDown(SDL_SCANCODE_LCTRL)) - closest = 0; + if (closest >= 0) { + if (Person::players[closest]->num_weapons > 0) { + if (weapons[Person::players[closest]->weaponids[0]].getType() == sword) + weapons[Person::players[closest]->weaponids[0]].setType(staff); + else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff) + weapons[Person::players[closest]->weaponids[0]].setType(knife); + else + weapons[Person::players[closest]->weaponids[0]].setType(sword); + } else { + Person::players[closest]->weaponids[0] = weapons.size(); - if (closest >= 0) { - Person::players[closest]->whichskin++; - if (Person::players[closest]->whichskin > 9) - Person::players[closest]->whichskin = 0; - if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) - Person::players[closest]->whichskin = 0; + weapons.push_back(Weapon(knife, closest)); - Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1, - &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize); + Person::players[closest]->num_weapons = 1; + } + } } - Person::players[closest]->addClothes(); - } + /* Change yaw? */ + if (Input::isKeyDown(SDL_SCANCODE_U)) { + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } - if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - int closest = findClosestPlayer(); - if (closest >= 0) { - if (Person::players[closest]->creature == wolftype) { - headprop = Person::players[closest]->proportionhead.x / 1.1; - bodyprop = Person::players[closest]->proportionbody.x / 1.1; - armprop = Person::players[closest]->proportionarms.x / 1.1; - legprop = Person::players[closest]->proportionlegs.x / 1.1; + if (closest >= 0) { + Person::players[closest]->yaw += multiplier * 50; + Person::players[closest]->targetyaw = Person::players[closest]->yaw; } + } - if (Person::players[closest]->creature == rabbittype) { - headprop = Person::players[closest]->proportionhead.x / 1.2; - bodyprop = Person::players[closest]->proportionbody.x / 1.05; - armprop = Person::players[closest]->proportionarms.x / 1.00; - legprop = Person::players[closest]->proportionlegs.x / 1.1; + /* Toggle fire */ + if (Input::isKeyPressed(SDL_SCANCODE_F)) { + Person::players[0]->onfire = 1 - Person::players[0]->onfire; + if (Person::players[0]->onfire) { + Person::players[0]->CatchFire(); } + if (!Person::players[0]->onfire) { + emit_sound_at(fireendsound, Person::players[0]->coords); + pause_sound(stream_firesound); + } + } + /* Change skin */ + if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); + } - if (Person::players[closest]->creature == rabbittype) { - Person::players[closest]->creature = wolftype; - Person::players[closest]->whichskin = 0; - Person::players[closest]->skeletonLoad(); + if (closest >= 0) { + Person::players[closest]->whichskin++; + if (Person::players[closest]->whichskin > 9) + Person::players[closest]->whichskin = 0; + if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) + Person::players[closest]->whichskin = 0; + + Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1, + &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize); + } - Person::players[closest]->proportionhead = 1.1; - Person::players[closest]->proportionbody = 1.1; - Person::players[closest]->proportionarms = 1.1; - Person::players[closest]->proportionlegs = 1.1; - Person::players[closest]->proportionlegs.y = 1.1; - Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale; + Person::players[closest]->addClothes(); + } - Person::players[closest]->damagetolerance = 300; - } else { - Person::players[closest]->creature = rabbittype; - Person::players[closest]->whichskin = 0; - Person::players[closest]->skeletonLoad(true); - - Person::players[closest]->proportionhead = 1.2; - Person::players[closest]->proportionbody = 1.05; - Person::players[closest]->proportionarms = 1.00; - Person::players[closest]->proportionlegs = 1.1; - Person::players[closest]->proportionlegs.y = 1.05; - Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale; - - Person::players[closest]->damagetolerance = 200; + /* Change creature type */ + if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + int closest = 0; + if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) { + closest = findClosestPlayer(); } - if (Person::players[closest]->creature == wolftype) { - Person::players[closest]->proportionhead = 1.1 * headprop; - Person::players[closest]->proportionbody = 1.1 * bodyprop; - Person::players[closest]->proportionarms = 1.1 * armprop; - Person::players[closest]->proportionlegs = 1.1 * legprop; - } + if (closest >= 0) { + if (Person::players[closest]->creature == wolftype) { + headprop = Person::players[closest]->proportionhead.x / 1.1; + bodyprop = Person::players[closest]->proportionbody.x / 1.1; + armprop = Person::players[closest]->proportionarms.x / 1.1; + legprop = Person::players[closest]->proportionlegs.x / 1.1; + } - if (Person::players[closest]->creature == rabbittype) { - Person::players[closest]->proportionhead = 1.2 * headprop; - Person::players[closest]->proportionbody = 1.05 * bodyprop; - Person::players[closest]->proportionarms = 1.00 * armprop; - Person::players[closest]->proportionlegs = 1.1 * legprop; - Person::players[closest]->proportionlegs.y = 1.05 * legprop; - } + if (Person::players[closest]->creature == rabbittype) { + headprop = Person::players[closest]->proportionhead.x / 1.2; + bodyprop = Person::players[closest]->proportionbody.x / 1.05; + armprop = Person::players[closest]->proportionarms.x / 1.00; + legprop = Person::players[closest]->proportionlegs.x / 1.1; + } - } - } - if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - slomo = 1 - slomo; - slomodelay = 1000; - } + if (Person::players[closest]->creature == rabbittype) { + Person::players[closest]->creature = wolftype; + Person::players[closest]->whichskin = 0; + Person::players[closest]->skeletonLoad(); + Person::players[closest]->proportionhead = 1.1; + Person::players[closest]->proportionbody = 1.1; + Person::players[closest]->proportionarms = 1.1; + Person::players[closest]->proportionlegs = 1.1; + Person::players[closest]->proportionlegs.y = 1.1; + Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale; - if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) { - int closest = -1; - float closestdist = std::numeric_limits::max(); + Person::players[closest]->damagetolerance = 300; + } else { + Person::players[closest]->creature = rabbittype; + Person::players[closest]->whichskin = 0; + Person::players[closest]->skeletonLoad(true); + + Person::players[closest]->proportionhead = 1.2; + Person::players[closest]->proportionbody = 1.05; + Person::players[closest]->proportionarms = 1.00; + Person::players[closest]->proportionlegs = 1.1; + Person::players[closest]->proportionlegs.y = 1.05; + Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale; + + Person::players[closest]->damagetolerance = 200; + } - for (unsigned i = 1; i < Person::players.size(); i++) { - float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords); - if (!Person::players[i]->headless) - if (distance < closestdist) { - closestdist = distance; - closest = i; + if (Person::players[closest]->creature == wolftype) { + Person::players[closest]->proportionhead = 1.1 * headprop; + Person::players[closest]->proportionbody = 1.1 * bodyprop; + Person::players[closest]->proportionarms = 1.1 * armprop; + Person::players[closest]->proportionlegs = 1.1 * legprop; } - } - XYZ flatfacing2, flatvelocity2; - XYZ blah; - if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) { - blah = Person::players[closest]->coords; - XYZ headspurtdirection; - //int i = Person::players[closest]->skeleton.jointlabels[head]; - Joint& headjoint = Person::players[closest]->joint(head); - for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) { - if (!Person::players[closest]->skeleton.free) - flatvelocity2 = Person::players[closest]->velocity; - if (Person::players[closest]->skeleton.free) - flatvelocity2 = headjoint.velocity; - if (!Person::players[closest]->skeleton.free) - flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; - if (Person::players[closest]->skeleton.free) - flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords; - flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; - flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; - flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; - headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck); - Normalise(&headspurtdirection); - Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1); - flatvelocity2 += headspurtdirection * 8; - Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1); - } - Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5); + if (Person::players[closest]->creature == rabbittype) { + Person::players[closest]->proportionhead = 1.2 * headprop; + Person::players[closest]->proportionbody = 1.05 * bodyprop; + Person::players[closest]->proportionarms = 1.00 * armprop; + Person::players[closest]->proportionlegs = 1.1 * legprop; + Person::players[closest]->proportionlegs.y = 1.05 * legprop; + } - emit_sound_at(splattersound, blah); - emit_sound_at(breaksound2, blah, 100.); + } + } - if (Person::players[closest]->skeleton.free == 2) - Person::players[closest]->skeleton.free = 0; - Person::players[closest]->RagDoll(0); - Person::players[closest]->dead = 2; - Person::players[closest]->headless = 1; - Person::players[closest]->DoBloodBig(3, 165); + /* Decapitate */ + if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) { + int closest = -1; + float closestdist = std::numeric_limits::max(); - camerashake += .3; - } - } + for (unsigned i = 1; i < Person::players.size(); i++) { + float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords); + if (!Person::players[i]->headless) + if (distance < closestdist) { + closestdist = distance; + closest = i; + } + } - if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) { - int closest = findClosestPlayer(); - XYZ flatfacing2, flatvelocity2; - XYZ blah; - if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) { - blah = Person::players[closest]->coords; - emit_sound_at(splattersound, blah); - emit_sound_at(breaksound2, blah); - - for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { - if (!Person::players[closest]->skeleton.free) - flatvelocity2 = Person::players[closest]->velocity; - if (Person::players[closest]->skeleton.free) - flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity; - if (!Person::players[closest]->skeleton.free) - flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; - if (Person::players[closest]->skeleton.free) - flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords; - flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; - flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; - flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; - Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1); - Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1); + XYZ flatfacing2, flatvelocity2; + XYZ blah; + if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) { + blah = Person::players[closest]->coords; + XYZ headspurtdirection; + //int i = Person::players[closest]->skeleton.jointlabels[head]; + Joint& headjoint = Person::players[closest]->joint(head); + for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) { + if (!Person::players[closest]->skeleton.free) + flatvelocity2 = Person::players[closest]->velocity; + if (Person::players[closest]->skeleton.free) + flatvelocity2 = headjoint.velocity; + if (!Person::players[closest]->skeleton.free) + flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; + if (Person::players[closest]->skeleton.free) + flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords; + flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; + flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; + flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; + headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck); + Normalise(&headspurtdirection); + Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1); + flatvelocity2 += headspurtdirection * 8; + Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1); + } Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5); - } - for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { - if (!Person::players[closest]->skeleton.free) - flatvelocity2 = Person::players[closest]->velocity; - if (Person::players[closest]->skeleton.free) - flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity; - if (!Person::players[closest]->skeleton.free) - flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; - if (Person::players[closest]->skeleton.free) - flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords; - flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; - flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; - flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; - Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1); - Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1); - } + emit_sound_at(splattersound, blah); + emit_sound_at(breaksound2, blah, 100.); - for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { - if (!Person::players[closest]->skeleton.free) - flatvelocity2 = Person::players[closest]->velocity; - if (Person::players[closest]->skeleton.free) - flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity; - if (!Person::players[closest]->skeleton.free) - flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; - if (Person::players[closest]->skeleton.free) - flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords; - flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; - flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; - flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; - Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1); - Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1); - } + if (Person::players[closest]->skeleton.free == 2) + Person::players[closest]->skeleton.free = 0; + Person::players[closest]->RagDoll(0); + Person::players[closest]->dead = 2; + Person::players[closest]->headless = 1; + Person::players[closest]->DoBloodBig(3, 165); - for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { - if (!Person::players[closest]->skeleton.free) - flatvelocity2 = Person::players[closest]->velocity; - if (Person::players[closest]->skeleton.free) - flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity; - if (!Person::players[closest]->skeleton.free) - flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; - if (Person::players[closest]->skeleton.free) - flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords; - flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; - flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; - flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; - Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1); - Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1); + camerashake += .3; } + } - XYZ temppos; - for (unsigned j = 0; j < Person::players.size(); j++) { - if (int(j) != closest) { - if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) { - Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60); - if (Person::players[j]->skeleton.free == 2) - Person::players[j]->skeleton.free = 1; - Person::players[j]->skeleton.longdead = 0; - Person::players[j]->RagDoll(0); - for (int i = 0; i < Person::players[j]->skeleton.joints.size(); i++) { - temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords; - if (distsq(&temppos, &Person::players[closest]->coords) < 25) { - flatvelocity2 = temppos - Person::players[closest]->coords; - Normalise(&flatvelocity2); - Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20); - } - } - } + /* Explode */ + if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) { + int closest = findClosestPlayer(); + XYZ flatfacing2, flatvelocity2; + XYZ blah; + if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) { + blah = Person::players[closest]->coords; + emit_sound_at(splattersound, blah); + emit_sound_at(breaksound2, blah); + + for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { + if (!Person::players[closest]->skeleton.free) + flatvelocity2 = Person::players[closest]->velocity; + if (Person::players[closest]->skeleton.free) + flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity; + if (!Person::players[closest]->skeleton.free) + flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; + if (Person::players[closest]->skeleton.free) + flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords; + flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; + flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; + flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; + Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1); + Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1); + Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5); } - } - Person::players[closest]->DoDamage(10000); - Person::players[closest]->RagDoll(0); - Person::players[closest]->dead = 2; - Person::players[closest]->coords = 20; - Person::players[closest]->skeleton.free = 2; + for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { + if (!Person::players[closest]->skeleton.free) + flatvelocity2 = Person::players[closest]->velocity; + if (Person::players[closest]->skeleton.free) + flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity; + if (!Person::players[closest]->skeleton.free) + flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; + if (Person::players[closest]->skeleton.free) + flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords; + flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; + flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; + flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; + Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1); + Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1); + } - camerashake += .6; + for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { + if (!Person::players[closest]->skeleton.free) + flatvelocity2 = Person::players[closest]->velocity; + if (Person::players[closest]->skeleton.free) + flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity; + if (!Person::players[closest]->skeleton.free) + flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; + if (Person::players[closest]->skeleton.free) + flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords; + flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; + flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; + flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; + Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1); + Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1); + } - } - } + for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) { + if (!Person::players[closest]->skeleton.free) + flatvelocity2 = Person::players[closest]->velocity; + if (Person::players[closest]->skeleton.free) + flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity; + if (!Person::players[closest]->skeleton.free) + flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords; + if (Person::players[closest]->skeleton.free) + flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords; + flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10; + flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10; + flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10; + Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1); + Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1); + } - if (Input::isKeyPressed(SDL_SCANCODE_F)) { - Person::players[0]->onfire = 1 - Person::players[0]->onfire; - if (Person::players[0]->onfire) { - Person::players[0]->CatchFire(); - } - if (!Person::players[0]->onfire) { - emit_sound_at(fireendsound, Person::players[0]->coords); - pause_sound(stream_firesound); - } - } + XYZ temppos; + for (unsigned j = 0; j < Person::players.size(); j++) { + if (int(j) != closest) { + if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) { + Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60); + if (Person::players[j]->skeleton.free == 2) + Person::players[j]->skeleton.free = 1; + Person::players[j]->skeleton.longdead = 0; + Person::players[j]->RagDoll(0); + for (int i = 0; i < Person::players[j]->skeleton.joints.size(); i++) { + temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords; + if (distsq(&temppos, &Person::players[closest]->coords) < 25) { + flatvelocity2 = temppos - Person::players[closest]->coords; + Normalise(&flatvelocity2); + Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20); + } + } + } + } + } - if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - Person::players[0]->RagDoll(0); + Person::players[closest]->DoDamage(10000); + Person::players[closest]->RagDoll(0); + Person::players[closest]->dead = 2; + Person::players[closest]->coords = 20; + Person::players[closest]->skeleton.free = 2; - emit_sound_at(whooshsound, Person::players[0]->coords, 128.); - } + camerashake += .6; - if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) { - for (int i = 0; i < objects.numobjects; i++) { - if (objects.type[i] == treeleavestype) { - objects.scale[i] *= .9; } } - } - if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { - editorenabled = !editorenabled; - if (editorenabled) { - Person::players[0]->damagetolerance = 100000; - } else { - Person::players[0]->damagetolerance = 200; + /* Enable editor */ + if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) { + editorenabled = !editorenabled; + if (editorenabled) { + Person::players[0]->damagetolerance = 100000; + } else { + Person::players[0]->damagetolerance = 200; + } + Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if + Person::players[0]->permanentdamage = 0; + Person::players[0]->superpermanentdamage = 0; + Person::players[0]->bloodloss = 0; + Person::players[0]->deathbleeding = 0; } - Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if - Person::players[0]->permanentdamage = 0; - Person::players[0]->superpermanentdamage = 0; - Person::players[0]->bloodloss = 0; - Person::players[0]->deathbleeding = 0; } //skip level @@ -5352,7 +5368,7 @@ void Game::Tick() leveltime += multiplier; //keys - if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) { + if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) { freeze = !freeze; if (freeze) { OPENAL_SetFrequency(OPENAL_ALL); -- 2.39.5