- 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;
+ }