sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
- if (Person::players[pnum]->creature == wolftype) {
- Person::players[pnum]->proportionhead = 1.1 * headprop;
- Person::players[pnum]->proportionbody = 1.1 * bodyprop;
- Person::players[pnum]->proportionarms = 1.1 * armprop;
- Person::players[pnum]->proportionlegs = 1.1 * legprop;
- } else if (Person::players[pnum]->creature == rabbittype) {
- Person::players[pnum]->proportionhead = 1.2 * headprop;
- Person::players[pnum]->proportionbody = 1.05 * bodyprop;
- Person::players[pnum]->proportionarms = 1.00 * armprop;
- Person::players[pnum]->proportionlegs = 1.1 * legprop;
- Person::players[pnum]->proportionlegs.y = 1.05 * legprop;
- }
+ Person::players[pnum]->setProportions(headprop, bodyprop, armprop, legprop);
}
static void set_protection(int pnum, const char* args)
fpackf(tfile, "Bf Bf Bf", Person::players[j]->protectionhead, Person::players[j]->protectionhigh, Person::players[j]->protectionlow);
fpackf(tfile, "Bf Bf Bf", Person::players[j]->metalhead, Person::players[j]->metalhigh, Person::players[j]->metallow);
fpackf(tfile, "Bf Bf", Person::players[j]->power, Person::players[j]->speedmult);
-
- float headprop, bodyprop, armprop, legprop;
- if (Person::players[j]->creature == wolftype) {
- headprop = Person::players[j]->proportionhead.x / 1.1;
- bodyprop = Person::players[j]->proportionbody.x / 1.1;
- armprop = Person::players[j]->proportionarms.x / 1.1;
- legprop = Person::players[j]->proportionlegs.x / 1.1;
- } else {
- // rabbittype
- headprop = Person::players[j]->proportionhead.x / 1.2;
- bodyprop = Person::players[j]->proportionbody.x / 1.05;
- armprop = Person::players[j]->proportionarms.x / 1.00;
- legprop = Person::players[j]->proportionlegs.x / 1.1;
- }
-
- fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
+ fpackf(tfile, "Bf Bf Bf Bf", Person::players[j]->getProportion(0), Person::players[j]->getProportion(1), Person::players[j]->getProportion(2), Person::players[j]->getProportion(3));
fpackf(tfile, "Bi", Person::players[j]->numclothes);
if (Person::players[j]->numclothes) {
void ch_cellophane(const char*)
{
cellophane = !cellophane;
- float mul = (cellophane ? 0 : 1);
-
- for (auto player : Person::players) {
- player->proportionhead.z = player->proportionhead.x * mul;
- player->proportionbody.z = player->proportionbody.x * mul;
- player->proportionarms.z = player->proportionarms.x * mul;
- player->proportionlegs.z = player->proportionlegs.x * mul;
- }
}
void ch_funnybunny(const char*)
{
Person::players[0]->creature = wolftype;
Person::players[0]->skeletonLoad();
+ Person::players[0]->scale = .23;
Person::players[0]->damagetolerance = 300;
set_proportion(0, "1 1 1 1");
}
- void ch_wolfieisgod(const char* args)
- {
- ch_wolfie(args);
- }
-
void ch_wolf(const char*)
{
Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
Person::players[0]->speedmult = 1;
Person::players[0]->scale = 1;
- if (Person::players[0]->creature == wolftype) {
- Person::players[0]->proportionhead = 1.1;
- Person::players[0]->proportionbody = 1.1;
- Person::players[0]->proportionarms = 1.1;
- Person::players[0]->proportionlegs = 1.1;
- } else if (Person::players[0]->creature == rabbittype) {
- Person::players[0]->proportionhead = 1.2;
- Person::players[0]->proportionbody = 1.05;
- Person::players[0]->proportionarms = 1.00;
- Person::players[0]->proportionlegs = 1.1;
- Person::players[0]->proportionlegs.y = 1.05;
- }
+ Person::players[0]->setProportions(1, 1, 1, 1);
Person::players[0]->numclothes = 0;
Person::players[0]->skeleton.drawmodel.textureptr.load(
Person::players[i]->updatedelay = 0;
Person::players[i]->normalsupdatedelay = 0;
- Person::players[i]->proportionhead = 1.2;
- Person::players[i]->proportionbody = 1.05;
- Person::players[i]->proportionarms = 1.00;
- Person::players[i]->proportionlegs = 1.1;
- Person::players[i]->proportionlegs.y = 1.05;
+ Person::players[i]->setProportions(1, 1, 1, 1);
Person::players[i]->headless = 0;
Person::players[i]->currentoffset = 0;
Person::players[i]->targetoffset = 0;
Game::LoadingScreen();
- if (cellophane) {
- Person::players[i]->proportionhead.z = 0;
- Person::players[i]->proportionbody.z = 0;
- Person::players[i]->proportionarms.z = 0;
- Person::players[i]->proportionlegs.z = 0;
- }
-
Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
if (i == 0) {
return;
}
- float headprop, bodyprop, armprop, legprop;
-
/* Console */
if (Input::isKeyPressed(consolekey)) {
console = !console;
closest = findClosestPlayer();
}
- // FIXME: Those proportions are buggy
if (closest >= 0) {
if (Person::players[closest]->creature == rabbittype) {
Person::players[closest]->creature = wolftype;
Person::players[closest]->whichskin = 0;
Person::players[closest]->skeletonLoad();
- Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
-
- 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]->scale *= 1.15;
Person::players[closest]->damagetolerance = 300;
- } else {
+ } else { // wolftype
Person::players[closest]->creature = rabbittype;
Person::players[closest]->whichskin = 0;
Person::players[closest]->skeletonLoad(true);
- Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
- Person::players[closest]->proportionhead = 1.2;
- Person::players[closest]->proportionbody = 1.05;
- Person::players[closest]->proportionarms = 1.00;
- Person::players[closest]->proportionlegs.x = 1.1;
- Person::players[closest]->proportionlegs.y = 1.05;
+ Person::players[closest]->scale /= 1.15;
Person::players[closest]->damagetolerance = 200;
}
Person::players.back()->oldcoords = Person::players.back()->coords;
Person::players.back()->realoldcoords = Person::players.back()->coords;
- if (Person::players[0]->creature == wolftype) {
- headprop = Person::players[0]->proportionhead.x / 1.1;
- bodyprop = Person::players[0]->proportionbody.x / 1.1;
- armprop = Person::players[0]->proportionarms.x / 1.1;
- legprop = Person::players[0]->proportionlegs.x / 1.1;
- } else {
- // rabbittype
- headprop = Person::players[0]->proportionhead.x / 1.2;
- bodyprop = Person::players[0]->proportionbody.x / 1.05;
- armprop = Person::players[0]->proportionarms.x / 1.00;
- legprop = Person::players[0]->proportionlegs.x / 1.1;
- }
-
- if (Person::players.back()->creature == wolftype) {
- Person::players.back()->proportionhead = 1.1 * headprop;
- Person::players.back()->proportionbody = 1.1 * bodyprop;
- Person::players.back()->proportionarms = 1.1 * armprop;
- Person::players.back()->proportionlegs = 1.1 * legprop;
- }
-
- if (Person::players.back()->creature == rabbittype) {
- Person::players.back()->proportionhead = 1.2 * headprop;
- Person::players.back()->proportionbody = 1.05 * bodyprop;
- Person::players.back()->proportionarms = 1.00 * armprop;
- Person::players.back()->proportionlegs = 1.1 * legprop;
- Person::players.back()->proportionlegs.y = 1.05 * legprop;
- }
-
- if (cellophane) {
- Person::players.back()->proportionhead.z = 0;
- Person::players.back()->proportionbody.z = 0;
- Person::players.back()->proportionarms.z = 0;
- Person::players.back()->proportionlegs.z = 0;
- }
+ Person::players.back()->setProportions(1, 1, 1, 1);
Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);