Convert to ObjC++
FossilOrigin-Name: 7c2704b3d77d6e63d960e315bfb601fddbf6fce538b7c5db6da664e04fbce4c2
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34 changed files with 87 additions and 79 deletions
420
src/weapon.mm
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420
src/weapon.mm
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// weapon.cpp: all shooting and effects code
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#include "cube.h"
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struct guninfo {
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short sound, attackdelay, damage, projspeed, part, kickamount;
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char *name;
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};
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const int MONSTERDAMAGEFACTOR = 4;
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const int SGRAYS = 20;
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const float SGSPREAD = 2;
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vec sg[SGRAYS];
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guninfo guns[NUMGUNS] = {
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{S_PUNCH1, 250, 50, 0, 0, 1, "fist"},
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{S_SG, 1400, 10, 0, 0, 20, "shotgun"}, // *SGRAYS
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{S_CG, 100, 30, 0, 0, 7, "chaingun"},
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{S_RLFIRE, 800, 120, 80, 0, 10, "rocketlauncher"},
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{S_RIFLE, 1500, 100, 0, 0, 30, "rifle"},
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{S_FLAUNCH, 200, 20, 50, 4, 1, "fireball"},
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{S_ICEBALL, 200, 40, 30, 6, 1, "iceball"},
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{S_SLIMEBALL, 200, 30, 160, 7, 1, "slimeball"},
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{S_PIGR1, 250, 50, 0, 0, 1, "bite"},
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};
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void
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selectgun(int a, int b, int c)
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{
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if (a < -1 || b < -1 || c < -1 || a >= NUMGUNS || b >= NUMGUNS ||
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c >= NUMGUNS)
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return;
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int s = player1->gunselect;
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if (a >= 0 && s != a && player1->ammo[a])
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s = a;
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else if (b >= 0 && s != b && player1->ammo[b])
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s = b;
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else if (c >= 0 && s != c && player1->ammo[c])
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s = c;
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else if (s != GUN_RL && player1->ammo[GUN_RL])
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s = GUN_RL;
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else if (s != GUN_CG && player1->ammo[GUN_CG])
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s = GUN_CG;
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else if (s != GUN_SG && player1->ammo[GUN_SG])
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s = GUN_SG;
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else if (s != GUN_RIFLE && player1->ammo[GUN_RIFLE])
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s = GUN_RIFLE;
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else
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s = GUN_FIST;
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if (s != player1->gunselect)
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playsoundc(S_WEAPLOAD);
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player1->gunselect = s;
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// conoutf("%s selected", (int)guns[s].name);
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};
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int
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reloadtime(int gun)
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{
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return guns[gun].attackdelay;
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};
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void
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weapon(char *a1, char *a2, char *a3)
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{
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selectgun(a1[0] ? atoi(a1) : -1, a2[0] ? atoi(a2) : -1,
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a3[0] ? atoi(a3) : -1);
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};
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COMMAND(weapon, ARG_3STR);
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void
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createrays(vec &from, vec &to) // create random spread of rays for the shotgun
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{
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vdist(dist, dvec, from, to);
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float f = dist * SGSPREAD / 1000;
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loopi(SGRAYS)
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{
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#define RNDD (rnd(101) - 50) * f
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vec r = {RNDD, RNDD, RNDD};
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sg[i] = to;
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vadd(sg[i], r);
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};
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};
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bool
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intersect(dynent *d, vec &from, vec &to) // if lineseg hits entity bounding box
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{
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vec v = to, w = d->o, *p;
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vsub(v, from);
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vsub(w, from);
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float c1 = dotprod(w, v);
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if (c1 <= 0)
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p = &from;
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else {
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float c2 = dotprod(v, v);
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if (c2 <= c1)
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p = &to;
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else {
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float f = c1 / c2;
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vmul(v, f);
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vadd(v, from);
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p = &v;
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};
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};
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return p->x <= d->o.x + d->radius && p->x >= d->o.x - d->radius &&
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p->y <= d->o.y + d->radius && p->y >= d->o.y - d->radius &&
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p->z <= d->o.z + d->aboveeye && p->z >= d->o.z - d->eyeheight;
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};
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char *
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playerincrosshair()
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{
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if (demoplayback)
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return NULL;
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loopv(players)
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{
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dynent *o = players[i];
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if (!o)
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continue;
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if (intersect(o, player1->o, worldpos))
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return o->name;
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};
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return NULL;
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};
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const int MAXPROJ = 100;
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struct projectile {
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vec o, to;
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float speed;
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dynent *owner;
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int gun;
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bool inuse, local;
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};
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projectile projs[MAXPROJ];
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void
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projreset()
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{
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loopi(MAXPROJ) projs[i].inuse = false;
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};
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void
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newprojectile(
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vec &from, vec &to, float speed, bool local, dynent *owner, int gun)
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{
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loopi(MAXPROJ)
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{
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projectile *p = &projs[i];
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if (p->inuse)
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continue;
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p->inuse = true;
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p->o = from;
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p->to = to;
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p->speed = speed;
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p->local = local;
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p->owner = owner;
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p->gun = gun;
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return;
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};
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};
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void
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hit(int target, int damage, dynent *d, dynent *at)
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{
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if (d == player1)
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selfdamage(damage, at == player1 ? -1 : -2, at);
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else if (d->monsterstate)
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monsterpain(d, damage, at);
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else {
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addmsg(1, 4, SV_DAMAGE, target, damage, d->lifesequence);
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playsound(S_PAIN1 + rnd(5), &d->o);
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};
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particle_splash(3, damage, 1000, d->o);
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demodamage(damage, d->o);
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};
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const float RL_RADIUS = 5;
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const float RL_DAMRAD = 7; // hack
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void
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radialeffect(dynent *o, vec &v, int cn, int qdam, dynent *at)
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{
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if (o->state != CS_ALIVE)
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return;
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vdist(dist, temp, v, o->o);
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dist -= 2; // account for eye distance imprecision
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if (dist < RL_DAMRAD) {
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if (dist < 0)
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dist = 0;
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int damage = (int)(qdam * (1 - (dist / RL_DAMRAD)));
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hit(cn, damage, o, at);
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vmul(temp, (RL_DAMRAD - dist) * damage / 800);
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vadd(o->vel, temp);
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};
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};
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void
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splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthismonster,
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int qdam)
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{
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particle_splash(0, 50, 300, v);
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p->inuse = false;
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if (p->gun != GUN_RL) {
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playsound(S_FEXPLODE, &v);
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// no push?
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} else {
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playsound(S_RLHIT, &v);
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newsphere(v, RL_RADIUS, 0);
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dodynlight(vold, v, 0, 0, p->owner);
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if (!p->local)
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return;
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radialeffect(player1, v, -1, qdam, p->owner);
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loopv(players)
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{
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if (i == notthisplayer)
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continue;
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dynent *o = players[i];
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if (!o)
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continue;
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radialeffect(o, v, i, qdam, p->owner);
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};
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dvector &mv = getmonsters();
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loopv(mv) if (i != notthismonster)
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radialeffect(mv[i], v, i, qdam, p->owner);
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};
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};
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inline void
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projdamage(dynent *o, projectile *p, vec &v, int i, int im, int qdam)
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{
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if (o->state != CS_ALIVE)
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return;
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if (intersect(o, p->o, v)) {
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splash(p, v, p->o, i, im, qdam);
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hit(i, qdam, o, p->owner);
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};
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};
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void
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moveprojectiles(float time)
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{
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loopi(MAXPROJ)
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{
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projectile *p = &projs[i];
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if (!p->inuse)
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continue;
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int qdam = guns[p->gun].damage * (p->owner->quadmillis ? 4 : 1);
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if (p->owner->monsterstate)
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qdam /= MONSTERDAMAGEFACTOR;
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vdist(dist, v, p->o, p->to);
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float dtime = dist * 1000 / p->speed;
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if (time > dtime)
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dtime = time;
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vmul(v, time / dtime);
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vadd(v, p->o) if (p->local)
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{
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loopv(players)
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{
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dynent *o = players[i];
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if (!o)
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continue;
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projdamage(o, p, v, i, -1, qdam);
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};
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if (p->owner != player1)
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projdamage(player1, p, v, -1, -1, qdam);
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dvector &mv = getmonsters();
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loopv(mv) if (!vreject(mv[i]->o, v, 10.0f) &&
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mv[i] != p->owner)
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projdamage(mv[i], p, v, -1, i, qdam);
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};
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if (p->inuse) {
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if (time == dtime)
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splash(p, v, p->o, -1, -1, qdam);
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else {
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if (p->gun == GUN_RL) {
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dodynlight(p->o, v, 0, 255, p->owner);
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particle_splash(5, 2, 200, v);
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} else {
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particle_splash(1, 1, 200, v);
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particle_splash(
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guns[p->gun].part, 1, 1, v);
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};
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};
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};
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p->o = v;
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};
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};
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void
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shootv(int gun, vec &from, vec &to, dynent *d,
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bool local) // create visual effect from a shot
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{
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playsound(guns[gun].sound, d == player1 ? NULL : &d->o);
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int pspeed = 25;
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switch (gun) {
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case GUN_FIST:
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break;
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case GUN_SG: {
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loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]);
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break;
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};
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case GUN_CG:
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particle_splash(0, 100, 250, to);
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// particle_trail(1, 10, from, to);
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break;
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case GUN_RL:
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case GUN_FIREBALL:
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case GUN_ICEBALL:
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case GUN_SLIMEBALL:
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pspeed = guns[gun].projspeed;
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if (d->monsterstate)
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pspeed /= 2;
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newprojectile(from, to, (float)pspeed, local, d, gun);
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break;
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case GUN_RIFLE:
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particle_splash(0, 50, 200, to);
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particle_trail(1, 500, from, to);
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break;
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};
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};
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void
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hitpush(int target, int damage, dynent *d, dynent *at, vec &from, vec &to)
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{
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hit(target, damage, d, at);
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vdist(dist, v, from, to);
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vmul(v, damage / dist / 50);
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vadd(d->vel, v);
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};
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void
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raydamage(dynent *o, vec &from, vec &to, dynent *d, int i)
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{
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if (o->state != CS_ALIVE)
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return;
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int qdam = guns[d->gunselect].damage;
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if (d->quadmillis)
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qdam *= 4;
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if (d->monsterstate)
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qdam /= MONSTERDAMAGEFACTOR;
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if (d->gunselect == GUN_SG) {
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int damage = 0;
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loop(r, SGRAYS) if (intersect(o, from, sg[r])) damage += qdam;
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if (damage)
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hitpush(i, damage, o, d, from, to);
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} else if (intersect(o, from, to))
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hitpush(i, qdam, o, d, from, to);
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};
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void
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shoot(dynent *d, vec &targ)
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{
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int attacktime = lastmillis - d->lastaction;
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if (attacktime < d->gunwait)
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return;
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d->gunwait = 0;
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if (!d->attacking)
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return;
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d->lastaction = lastmillis;
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d->lastattackgun = d->gunselect;
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if (!d->ammo[d->gunselect]) {
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playsoundc(S_NOAMMO);
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d->gunwait = 250;
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d->lastattackgun = -1;
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return;
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};
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if (d->gunselect)
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d->ammo[d->gunselect]--;
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vec from = d->o;
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vec to = targ;
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from.z -= 0.2f; // below eye
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vdist(dist, unitv, from, to);
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vdiv(unitv, dist);
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vec kickback = unitv;
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vmul(kickback, guns[d->gunselect].kickamount * -0.01f);
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vadd(d->vel, kickback);
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if (d->pitch < 80.0f)
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d->pitch += guns[d->gunselect].kickamount * 0.05f;
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if (d->gunselect == GUN_FIST || d->gunselect == GUN_BITE) {
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vmul(unitv, 3); // punch range
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to = from;
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vadd(to, unitv);
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};
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if (d->gunselect == GUN_SG)
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createrays(from, to);
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if (d->quadmillis && attacktime > 200)
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playsoundc(S_ITEMPUP);
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shootv(d->gunselect, from, to, d, true);
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if (!d->monsterstate)
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addmsg(1, 8, SV_SHOT, d->gunselect, (int)(from.x * DMF),
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(int)(from.y * DMF), (int)(from.z * DMF), (int)(to.x * DMF),
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(int)(to.y * DMF), (int)(to.z * DMF));
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d->gunwait = guns[d->gunselect].attackdelay;
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if (guns[d->gunselect].projspeed)
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return;
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loopv(players)
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{
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dynent *o = players[i];
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if (!o)
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continue;
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raydamage(o, from, to, d, i);
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};
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dvector &v = getmonsters();
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loopv(v) if (v[i] != d) raydamage(v[i], from, to, d, -2);
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if (d->monsterstate)
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raydamage(player1, from, to, d, -1);
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};
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