weapons[player[0].weaponids[player[0].weaponactive]].setType(staff);
else
weapons[0].setType(staff);
-
- //~ weapons.size()++;
break; case 49:
canattack=0;
cananger=0;
weapons[1].position=1000;
weapons[1].tippoint=1000;
- //~ weapons.size()=1;
weapons[0].setType(knife);
- //~ weapons.size()++;
weapons[0].owner=0;
player[1].weaponactive=-1;
player[1].num_weapons=0;
break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
break; case 29:
- if(player[0].escapednum==2){
+ if(player[0].escapednum==2) {
tutorialsuccess=1;
reversaltrain=0;
cananger=0;
if( findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
- player[i].lastpathfindpoint==player[i].finalpathfindpoint){
+ player[i].lastpathfindpoint==player[i].finalpathfindpoint) {
player[i].aitype=passivetype;
}
player[i].attackkeydown=0;
player[i].throwkeydown=0;
- if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
+ if(player[i].avoidcollided>.8 && !player[i].jumpkeydown && player[i].collided<.8)
player[i].targetrotation+=90*(player[i].whichdirection*2-1);
if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
weapons[i].velocity.x==0&&
weapons[i].velocity.z==0&&
weapons[i].velocity.y==0){
- if(findDistancefast(&player[i].coords,&weapons[k].position)<16){
+ if(findDistancefast(&player[i].coords,&weapons[k].position)<16) {
player[i].wentforweapon++;
player[i].lastchecktime=6;
player[i].aitype=getweapontype;
j=checkcollide(test2,test,player[i].laststanding);
if(j==-1)
j=checkcollide(test2,test);
- if(j==-1){
+ if(j==-1) {
player[i].velocity=0;
setAnimation(i,player[i].getStop());
player[i].targetrotation+=180;
player[i].lastpathfindpoint2=-1;
player[i].lastpathfindpoint3=-1;
player[i].lastpathfindpoint4=-1;
- }else
+ } else
player[i].laststanding=j;
}
//lose sight of player in the air (?)
if(!firstload)
LoadStuff();
whichchoice=0;
+ cout << "from " << campaignlevels[actuallevel].mapname.c_str() << "(" << actuallevel << ")" << endl;
actuallevel=campaignlevels[actuallevel].nextlevel.front();
+ cout << "to " << campaignlevels[actuallevel].mapname.c_str() << "(" << actuallevel << ")" << endl;
visibleloading=1;
stillloading=1;
Loadlevel(campaignlevels[actuallevel].mapname.c_str());