Convert to ObjC++
FossilOrigin-Name: 7c2704b3d77d6e63d960e315bfb601fddbf6fce538b7c5db6da664e04fbce4c2
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34 changed files with 87 additions and 79 deletions
359
src/entities.mm
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359
src/entities.mm
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// entities.cpp: map entity related functions (pickup etc.)
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#include "cube.h"
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vector<entity> ents;
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char *entmdlnames[] = {
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"shells",
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"bullets",
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"rockets",
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"rrounds",
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"health",
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"boost",
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"g_armour",
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"y_armour",
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"quad",
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"teleporter",
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};
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int triggertime = 0;
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void
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renderent(entity &e, char *mdlname, float z, float yaw, int frame = 0,
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int numf = 1, int basetime = 0, float speed = 10.0f)
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{
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rendermodel(mdlname, frame, numf, 0, 1.1f, e.x, z + S(e.x, e.y)->floor,
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e.y, yaw, 0, false, 1.0f, speed, 0, basetime);
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};
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void
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renderentities()
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{
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if (lastmillis > triggertime + 1000)
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triggertime = 0;
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loopv(ents)
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{
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entity &e = ents[i];
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if (e.type == MAPMODEL) {
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mapmodelinfo &mmi = getmminfo(e.attr2);
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if (!&mmi)
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continue;
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rendermodel(mmi.name, 0, 1, e.attr4, (float)mmi.rad,
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e.x, (float)S(e.x, e.y)->floor + mmi.zoff + e.attr3,
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e.y, (float)((e.attr1 + 7) - (e.attr1 + 7) % 15), 0,
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false, 1.0f, 10.0f, mmi.snap);
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} else {
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if (OUTBORD(e.x, e.y))
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continue;
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if (e.type != CARROT) {
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if (!e.spawned && e.type != TELEPORT)
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continue;
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if (e.type < I_SHELLS || e.type > TELEPORT)
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continue;
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renderent(e, entmdlnames[e.type - I_SHELLS],
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(float)(1 + sin(lastmillis / 100.0 + e.x +
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e.y) /
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20),
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lastmillis / 10.0f);
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} else
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switch (e.attr2) {
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case 1:
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case 3:
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continue;
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case 2:
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case 0:
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if (!e.spawned)
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continue;
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renderent(e, "carrot",
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(float)(1 + sin(lastmillis / 100.0 +
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e.x + e.y) /
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20),
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lastmillis /
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(e.attr2 ? 1.0f : 10.0f));
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break;
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case 4:
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renderent(e, "switch2", 3,
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(float)e.attr3 * 90,
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(!e.spawned && !triggertime) ? 1
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: 0,
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(e.spawned || !triggertime) ? 1 : 2,
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triggertime, 1050.0f);
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break;
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case 5:
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renderent(e, "switch1", -0.15f,
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(float)e.attr3 * 90,
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(!e.spawned && !triggertime) ? 30
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: 0,
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(e.spawned || !triggertime) ? 1
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: 30,
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triggertime, 35.0f);
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break;
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};
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};
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};
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};
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struct itemstat {
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int add, max, sound;
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} itemstats[] = {
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10,
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50,
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S_ITEMAMMO,
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20,
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100,
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S_ITEMAMMO,
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5,
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25,
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S_ITEMAMMO,
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5,
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25,
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S_ITEMAMMO,
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25,
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100,
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S_ITEMHEALTH,
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50,
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200,
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S_ITEMHEALTH,
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100,
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100,
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S_ITEMARMOUR,
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150,
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150,
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S_ITEMARMOUR,
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20000,
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30000,
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S_ITEMPUP,
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};
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void
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baseammo(int gun)
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{
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player1->ammo[gun] = itemstats[gun - 1].add * 2;
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};
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// these two functions are called when the server acknowledges that you really
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// picked up the item (in multiplayer someone may grab it before you).
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void
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radditem(int i, int &v)
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{
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itemstat &is = itemstats[ents[i].type - I_SHELLS];
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ents[i].spawned = false;
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v += is.add;
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if (v > is.max)
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v = is.max;
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playsoundc(is.sound);
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};
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void
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realpickup(int n, dynent *d)
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{
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switch (ents[n].type) {
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case I_SHELLS:
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radditem(n, d->ammo[1]);
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break;
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case I_BULLETS:
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radditem(n, d->ammo[2]);
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break;
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case I_ROCKETS:
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radditem(n, d->ammo[3]);
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break;
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case I_ROUNDS:
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radditem(n, d->ammo[4]);
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break;
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case I_HEALTH:
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radditem(n, d->health);
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break;
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case I_BOOST:
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radditem(n, d->health);
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break;
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case I_GREENARMOUR:
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radditem(n, d->armour);
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d->armourtype = A_GREEN;
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break;
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case I_YELLOWARMOUR:
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radditem(n, d->armour);
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d->armourtype = A_YELLOW;
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break;
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case I_QUAD:
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radditem(n, d->quadmillis);
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conoutf("you got the quad!");
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break;
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};
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};
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// these functions are called when the client touches the item
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void
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additem(int i, int &v, int spawnsec)
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{
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if (v < itemstats[ents[i].type - I_SHELLS]
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.max) // don't pick up if not needed
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{
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addmsg(1, 3, SV_ITEMPICKUP, i,
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m_classicsp ? 100000
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: spawnsec); // first ask the server for an ack
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ents[i].spawned = false; // even if someone else gets it first
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};
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};
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void
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teleport(int n, dynent *d) // also used by monsters
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{
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int e = -1, tag = ents[n].attr1, beenhere = -1;
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for (;;) {
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e = findentity(TELEDEST, e + 1);
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if (e == beenhere || e < 0) {
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conoutf("no teleport destination for tag %d", tag);
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return;
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};
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if (beenhere < 0)
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beenhere = e;
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if (ents[e].attr2 == tag) {
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d->o.x = ents[e].x;
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d->o.y = ents[e].y;
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d->o.z = ents[e].z;
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d->yaw = ents[e].attr1;
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d->pitch = 0;
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d->vel.x = d->vel.y = d->vel.z = 0;
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entinmap(d);
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playsoundc(S_TELEPORT);
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break;
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};
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};
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};
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void
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pickup(int n, dynent *d)
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{
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int np = 1;
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loopv(players) if (players[i]) np++;
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np = np < 3 ? 4 : (np > 4 ? 2 : 3); // spawn times are dependent on
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// number of players
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int ammo = np * 2;
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switch (ents[n].type) {
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case I_SHELLS:
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additem(n, d->ammo[1], ammo);
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break;
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case I_BULLETS:
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additem(n, d->ammo[2], ammo);
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break;
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case I_ROCKETS:
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additem(n, d->ammo[3], ammo);
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break;
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case I_ROUNDS:
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additem(n, d->ammo[4], ammo);
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break;
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case I_HEALTH:
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additem(n, d->health, np * 5);
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break;
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case I_BOOST:
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additem(n, d->health, 60);
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break;
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case I_GREENARMOUR:
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// (100h/100g only absorbs 166 damage)
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if (d->armourtype == A_YELLOW && d->armour > 66)
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break;
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additem(n, d->armour, 20);
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break;
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case I_YELLOWARMOUR:
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additem(n, d->armour, 20);
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break;
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case I_QUAD:
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additem(n, d->quadmillis, 60);
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break;
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case CARROT:
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ents[n].spawned = false;
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triggertime = lastmillis;
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trigger(ents[n].attr1, ents[n].attr2,
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false); // needs to go over server for multiplayer
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break;
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case TELEPORT: {
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static int lastteleport = 0;
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if (lastmillis - lastteleport < 500)
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break;
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lastteleport = lastmillis;
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teleport(n, d);
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break;
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};
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case JUMPPAD: {
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static int lastjumppad = 0;
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if (lastmillis - lastjumppad < 300)
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break;
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lastjumppad = lastmillis;
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vec v = {(int)(char)ents[n].attr3 / 10.0f,
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(int)(char)ents[n].attr2 / 10.0f, ents[n].attr1 / 10.0f};
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player1->vel.z = 0;
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vadd(player1->vel, v);
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playsoundc(S_JUMPPAD);
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break;
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};
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};
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};
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void
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checkitems()
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{
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if (editmode)
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return;
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loopv(ents)
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{
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entity &e = ents[i];
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if (e.type == NOTUSED)
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continue;
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if (!ents[i].spawned && e.type != TELEPORT && e.type != JUMPPAD)
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continue;
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if (OUTBORD(e.x, e.y))
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continue;
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vec v = {(float)e.x, (float)e.y,
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(float)S(e.x, e.y)->floor + player1->eyeheight};
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vdist(dist, t, player1->o, v);
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if (dist < (e.type == TELEPORT ? 4 : 2.5))
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pickup(i, player1);
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};
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};
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void
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checkquad(int time)
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{
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if (player1->quadmillis && (player1->quadmillis -= time) < 0) {
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player1->quadmillis = 0;
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playsoundc(S_PUPOUT);
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conoutf("quad damage is over");
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};
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};
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void
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putitems(uchar *&p) // puts items in network stream and also spawns them locally
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{
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loopv(ents) if ((ents[i].type >= I_SHELLS && ents[i].type <= I_QUAD) ||
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ents[i].type == CARROT)
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{
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putint(p, i);
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ents[i].spawned = true;
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};
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};
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void
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resetspawns()
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{
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loopv(ents) ents[i].spawned = false;
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};
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void
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setspawn(uint i, bool on)
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{
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if (i < (uint)ents.length())
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ents[i].spawned = on;
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};
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