Sprite::MakeSprite(splintersprite, position + (tippoint - position) * ((float)j - 8) / 32, tempvel * .5, 115 / 255, 73 / 255, 12 / 255, .1, 1);
}
if (owner != -1) {
- player[owner].weaponactive = -1;
- player[owner].num_weapons--;
- if (player[owner].num_weapons) {
- player[owner].weaponids[0] = player[owner].weaponids[player[owner].num_weapons];
- if (player[owner].weaponstuck == player[owner].num_weapons)
- player[owner].weaponstuck = 0;
+ Person::players[owner]->weaponactive = -1;
+ Person::players[owner]->num_weapons--;
+ if (Person::players[owner]->num_weapons) {
+ Person::players[owner]->weaponids[0] = Person::players[owner]->weaponids[Person::players[owner]->num_weapons];
+ if (Person::players[owner]->weaponstuck == Person::players[owner]->num_weapons)
+ Person::players[owner]->weaponstuck = 0;
}
}
owner = -1;
if (velocity.x || velocity.y || velocity.z) {
for (int j = 0; j < numplayers; j++) {
footvel = 0;
- footpoint = DoRotation((player[j].jointPos(abdomen) + player[j].jointPos(neck)) / 2, 0, player[j].yaw, 0) * player[j].scale + player[j].coords;
- if (owner == -1 && distsqflat(&position, &player[j].coords) < 1.5 &&
- distsq(&position, &player[j].coords) < 4 && player[j].weaponstuck == -1 &&
- !player[j].skeleton.free && j != oldowner) {
- if ((player[j].aitype != attacktypecutoff || abs(Random() % 6) == 0 || (player[j].animTarget != backhandspringanim && player[j].animTarget != rollanim && player[j].animTarget != flipanim && Random() % 2 == 0)) && !missed) {
- if ( (player[j].creature == wolftype && Random() % 3 != 0 && player[j].weaponactive == -1 && (player[j].isIdle() || player[j].isRun() || player[j].animTarget == walkanim)) ||
- (player[j].creature == rabbittype && Random() % 2 == 0 && player[j].aitype == attacktypecutoff && player[j].weaponactive == -1)) {
- emit_sound_at(knifedrawsound, player[j].coords, 128.);
-
- player[j].weaponactive = 0;
- player[j].animTarget = removeknifeanim;
- player[j].frameTarget = 1;
- player[j].target = 1;
- owner = player[j].id;
- if (player[j].num_weapons > 0) {
- player[j].weaponids[player[j].num_weapons] = player[j].weaponids[0];
+ footpoint = DoRotation((Person::players[j]->jointPos(abdomen) + Person::players[j]->jointPos(neck)) / 2, 0, Person::players[j]->yaw, 0) * Person::players[j]->scale + Person::players[j]->coords;
+ if (owner == -1 && distsqflat(&position, &Person::players[j]->coords) < 1.5 &&
+ distsq(&position, &Person::players[j]->coords) < 4 && Person::players[j]->weaponstuck == -1 &&
+ !Person::players[j]->skeleton.free && j != oldowner) {
+ if ((Person::players[j]->aitype != attacktypecutoff || abs(Random() % 6) == 0 || (Person::players[j]->animTarget != backhandspringanim && Person::players[j]->animTarget != rollanim && Person::players[j]->animTarget != flipanim && Random() % 2 == 0)) && !missed) {
+ if ( (Person::players[j]->creature == wolftype && Random() % 3 != 0 && Person::players[j]->weaponactive == -1 && (Person::players[j]->isIdle() || Person::players[j]->isRun() || Person::players[j]->animTarget == walkanim)) ||
+ (Person::players[j]->creature == rabbittype && Random() % 2 == 0 && Person::players[j]->aitype == attacktypecutoff && Person::players[j]->weaponactive == -1)) {
+ emit_sound_at(knifedrawsound, Person::players[j]->coords, 128.);
+
+ Person::players[j]->weaponactive = 0;
+ Person::players[j]->animTarget = removeknifeanim;
+ Person::players[j]->frameTarget = 1;
+ Person::players[j]->target = 1;
+ owner = Person::players[j]->id;
+ if (Person::players[j]->num_weapons > 0) {
+ Person::players[j]->weaponids[Person::players[j]->num_weapons] = Person::players[j]->weaponids[0];
}
- player[j].num_weapons++;
- player[j].weaponids[0] = i;
+ Person::players[j]->num_weapons++;
+ Person::players[j]->weaponids[0] = i;
- player[j].aitype = attacktypecutoff;
+ Person::players[j]->aitype = attacktypecutoff;
} else {
if (j != 0)
numthrowkill++;
- player[j].num_weapons++;
- player[j].weaponstuck = player[j].num_weapons - 1;
- if (normaldotproduct(player[j].facing, velocity) > 0)
- player[j].weaponstuckwhere = 1;
+ Person::players[j]->num_weapons++;
+ Person::players[j]->weaponstuck = Person::players[j]->num_weapons - 1;
+ if (normaldotproduct(Person::players[j]->facing, velocity) > 0)
+ Person::players[j]->weaponstuckwhere = 1;
else
- player[j].weaponstuckwhere = 0;
+ Person::players[j]->weaponstuckwhere = 0;
- player[j].weaponids[player[j].num_weapons - 1] = i;
+ Person::players[j]->weaponids[Person::players[j]->num_weapons - 1] = i;
- player[j].RagDoll(0);
- player[j].jointVel(abdomen) += velocity * 2;
- player[j].jointVel(neck) += velocity * 2;
- player[j].jointVel(rightshoulder) += velocity * 2;
- player[j].jointVel(leftshoulder) += velocity * 2;
+ Person::players[j]->RagDoll(0);
+ Person::players[j]->jointVel(abdomen) += velocity * 2;
+ Person::players[j]->jointVel(neck) += velocity * 2;
+ Person::players[j]->jointVel(rightshoulder) += velocity * 2;
+ Person::players[j]->jointVel(leftshoulder) += velocity * 2;
if (bloodtoggle && tutoriallevel != 1)
Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
if (tutoriallevel == 1)
Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * -1, 1, 0, 0, .6, 1);
if (tutoriallevel != 1) {
- if (player[j].weaponstuckwhere == 0)
- player[j].DoBloodBig(2, 205);
- if (player[j].weaponstuckwhere == 1)
- player[j].DoBloodBig(2, 200);
- player[j].damage += 200 / player[j].armorhigh;
- player[j].deathbleeding = 1;
- player[j].bloodloss += (200 + abs((float)(Random() % 40)) - 20) / player[j].armorhigh;
+ if (Person::players[j]->weaponstuckwhere == 0)
+ Person::players[j]->DoBloodBig(2, 205);
+ if (Person::players[j]->weaponstuckwhere == 1)
+ Person::players[j]->DoBloodBig(2, 200);
+ Person::players[j]->damage += 200 / Person::players[j]->armorhigh;
+ Person::players[j]->deathbleeding = 1;
+ Person::players[j]->bloodloss += (200 + abs((float)(Random() % 40)) - 20) / Person::players[j]->armorhigh;
owner = j;
bloody = 2;
blooddrip = 5;
emit_sound_at(fleshstabsound, position, 128.);
- if (animation[player[0].animTarget].height == highheight)
+ if (animation[Person::players[0]->animTarget].height == highheight)
award_bonus(0, ninja);
else
award_bonus(0, Bullseyebonus);
flamedelay -= multiplier;
normalrot = 0;
if (owner != -1) {
- normalrot = player[owner].velocity;
+ normalrot = Person::players[owner]->velocity;
}
normalrot.y += 1;
if (owner != -1) {
- if (player[owner].onterrain) {
+ if (Person::players[owner]->onterrain) {
normalrot.y = 1;
}
}
else
drawhowmany = 1;
} else {
- if (player[owner].occluded < 25)
- if ((frustum.SphereInFrustum(player[owner].coords.x, player[owner].coords.y + player[owner].scale * 3, player[owner].coords.z, player[owner].scale * 8) && distsq(&viewer, &player[owner].coords) < viewdistance * viewdistance) || player[owner].skeleton.free == 3)
+ if (Person::players[owner]->occluded < 25)
+ if ((frustum.SphereInFrustum(Person::players[owner]->coords.x, Person::players[owner]->coords.y + Person::players[owner]->scale * 3, Person::players[owner]->coords.z, Person::players[owner]->scale * 8) && distsq(&viewer, &Person::players[owner]->coords) < viewdistance * viewdistance) || Person::players[owner]->skeleton.free == 3)
draw = true;
if (
- (player[owner].animTarget == knifeslashstartanim ||
- player[owner].animTarget == swordsneakattackanim ||
- (player[owner].animCurrent == staffhitanim && player[owner].frameCurrent > 1) ||
- (player[owner].animCurrent == staffhitreversedanim && player[owner].frameCurrent > 1) ||
- (player[owner].animCurrent == staffspinhitanim && player[owner].frameCurrent > 1) ||
- (player[owner].animCurrent == staffspinhitreversedanim && player[owner].frameCurrent > 1) ||
- (player[owner].animCurrent == staffgroundsmashanim && player[owner].frameCurrent > 1) ||
- (player[owner].animTarget == swordslashanim && player[owner].frameTarget < 7) ||
- player[owner].animTarget == crouchstabanim ||
- player[owner].animTarget == swordslashreversalanim ||
- player[owner].animTarget == swordslashreversedanim ||
- player[owner].animTarget == knifefollowanim ||
- player[owner].animTarget == swordgroundstabanim ||
- player[owner].animTarget == knifethrowanim) &&
- player[owner].animTarget == lastdrawnanim &&
- !player[owner].skeleton.free
+ (Person::players[owner]->animTarget == knifeslashstartanim ||
+ Person::players[owner]->animTarget == swordsneakattackanim ||
+ (Person::players[owner]->animCurrent == staffhitanim && Person::players[owner]->frameCurrent > 1) ||
+ (Person::players[owner]->animCurrent == staffhitreversedanim && Person::players[owner]->frameCurrent > 1) ||
+ (Person::players[owner]->animCurrent == staffspinhitanim && Person::players[owner]->frameCurrent > 1) ||
+ (Person::players[owner]->animCurrent == staffspinhitreversedanim && Person::players[owner]->frameCurrent > 1) ||
+ (Person::players[owner]->animCurrent == staffgroundsmashanim && Person::players[owner]->frameCurrent > 1) ||
+ (Person::players[owner]->animTarget == swordslashanim && Person::players[owner]->frameTarget < 7) ||
+ Person::players[owner]->animTarget == crouchstabanim ||
+ Person::players[owner]->animTarget == swordslashreversalanim ||
+ Person::players[owner]->animTarget == swordslashreversedanim ||
+ Person::players[owner]->animTarget == knifefollowanim ||
+ Person::players[owner]->animTarget == swordgroundstabanim ||
+ Person::players[owner]->animTarget == knifethrowanim) &&
+ Person::players[owner]->animTarget == lastdrawnanim &&
+ !Person::players[owner]->skeleton.free
) {
drawhowmany = 10;
} else {
drawhowmany = 1;
}
- if (player[owner].animTarget == swordgroundstabanim) {
+ if (Person::players[owner]->animTarget == swordgroundstabanim) {
lastdrawnrotation1 = rotation1;
lastdrawnrotation2 = rotation2;
lastdrawnrotation3 = rotation3;
glRotatef(smallrotation2 * (((float)(j)) / drawhowmany) + lastdrawnsmallrotation2 * (1 - ((float)(j)) / drawhowmany), 0, 1, 0);
if (owner != -1) {
- if (player[owner].animTarget == staffhitanim || player[owner].animCurrent == staffhitanim || player[owner].animTarget == staffhitreversedanim || player[owner].animCurrent == staffhitreversedanim) {
+ if (Person::players[owner]->animTarget == staffhitanim || Person::players[owner]->animCurrent == staffhitanim || Person::players[owner]->animTarget == staffhitreversedanim || Person::players[owner]->animCurrent == staffhitreversedanim) {
glTranslatef(0, 0, -.3);
}
- if (player[owner].animTarget == staffgroundsmashanim || player[owner].animCurrent == staffgroundsmashanim || player[owner].animTarget == staffspinhitreversedanim || player[owner].animCurrent == staffspinhitreversedanim || player[owner].animTarget == staffspinhitanim || player[owner].animCurrent == staffspinhitanim) {
+ if (Person::players[owner]->animTarget == staffgroundsmashanim || Person::players[owner]->animCurrent == staffgroundsmashanim || Person::players[owner]->animTarget == staffspinhitreversedanim || Person::players[owner]->animCurrent == staffspinhitreversedanim || Person::players[owner]->animTarget == staffspinhitanim || Person::players[owner]->animCurrent == staffspinhitanim) {
glTranslatef(0, 0, -.1);
}
}
lastdrawnsmallrotation = smallrotation;
lastdrawnsmallrotation2 = smallrotation2;
if (owner != -1)
- lastdrawnanim = player[owner].animCurrent;
+ lastdrawnanim = Person::players[owner]->animCurrent;
}
if (owner != -1) {
glMatrixMode(GL_MODELVIEW);