Avoid pointless pointers
Passing OFVector3D by reference is annoying and is worse at passing via registers. FossilOrigin-Name: 304230c1e18fc15a2e66b01bbc1727d107b9d27be6949aad99419bc153bf6e66
This commit is contained in:
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2f8d255946
9 changed files with 97 additions and 109 deletions
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@ -333,8 +333,7 @@ enemylos(Monster *m, OFVector3D *v)
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if (self.trigger < lastmillis) {
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self.lastAction = 0;
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self.attacking = true;
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OFVector3D attackTarget = self.attackTarget;
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shoot(self, &attackTarget);
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shoot(self, self.attackTarget);
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[self transitionWithState:M_ATTACKING
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moving:0
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n:600
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@ -163,7 +163,7 @@ updateworld(int millis) // main game update loop
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if (!demoplayback) {
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if (getclientnum() >= 0)
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// only shoot when connected to server
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shoot(player1, &worldpos);
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shoot(player1, worldpos);
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// do this first, so we have most accurate information
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// when our player moves
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gets2c();
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@ -221,8 +221,8 @@ localservertoclient(unsigned char *buf, int len)
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e.y = getint(&p) / DMF;
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e.z = getint(&p) / DMF;
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if (gun == GUN_SG)
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createrays(&s, &e);
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shootv(gun, &s, &e, d, false);
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createrays(s, e);
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shootv(gun, s, e, d, false);
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break;
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}
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23
src/protos.h
23
src/protos.h
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@ -128,8 +128,8 @@ extern Entity *newentity(
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// worldlight
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extern void calclight();
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extern void dodynlight(const OFVector3D *vold, const OFVector3D *v, int reach,
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int strength, DynamicEntity *owner);
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extern void dodynlight(OFVector3D vold, OFVector3D v, int reach, int strength,
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DynamicEntity *owner);
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extern void cleardlights();
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extern struct block *blockcopy(const struct block *b);
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extern void blockpaste(const struct block *b);
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@ -169,7 +169,7 @@ extern void line(int x1, int y1, float z1, int x2, int y2, float z2);
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extern void box(const struct block *b, float z1, float z2, float z3, float z4);
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extern void dot(int x, int y, float z);
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extern void linestyle(float width, int r, int g, int b);
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extern void newsphere(const OFVector3D *o, float max, int type);
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extern void newsphere(OFVector3D o, float max, int type);
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extern void renderspheres(int time);
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extern void gl_drawhud(
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int w, int h, int curfps, int nquads, int curvert, bool underwater);
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@ -178,10 +178,9 @@ extern void blendbox(int x1, int y1, int x2, int y2, bool border);
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extern void damageblend(int n);
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// renderparticles
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extern void setorient(const OFVector3D *r, const OFVector3D *u);
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extern void particle_splash(int type, int num, int fade, const OFVector3D *p);
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extern void particle_trail(
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int type, int fade, const OFVector3D *from, const OFVector3D *to);
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extern void setorient(OFVector3D r, OFVector3D u);
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extern void particle_splash(int type, int num, int fade, OFVector3D p);
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extern void particle_trail(int type, int fade, OFVector3D from, OFVector3D to);
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extern void render_particles(int time);
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// worldio
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@ -194,7 +193,7 @@ extern void incomingdemodata(unsigned char *buf, int len, bool extras);
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extern void demoplaybackstep();
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extern void stop();
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extern void stopifrecording();
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extern void demodamage(int damage, const OFVector3D *o);
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extern void demodamage(int damage, OFVector3D o);
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extern void demoblend(int damage);
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// physics
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@ -241,10 +240,10 @@ extern ENetPacket *recvmap(int n);
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// weapon
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extern void selectgun(int a, int b, int c);
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extern void shoot(DynamicEntity *d, const OFVector3D *to);
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extern void shootv(int gun, const OFVector3D *from, const OFVector3D *to,
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DynamicEntity *d, bool local);
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extern void createrays(const OFVector3D *from, const OFVector3D *to);
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extern void shoot(DynamicEntity *d, OFVector3D to);
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extern void shootv(
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int gun, OFVector3D from, OFVector3D to, DynamicEntity *d, bool local);
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extern void createrays(OFVector3D from, OFVector3D to);
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extern void moveprojectiles(float time);
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extern void projreset();
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extern OFString *playerincrosshair();
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@ -93,7 +93,7 @@ static struct sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL;
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bool sinit = false;
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void
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newsphere(const OFVector3D *o, float max, int type)
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newsphere(OFVector3D o, float max, int type)
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{
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if (!sinit) {
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for (int i = 0; i < MAXSPHERES; i++) {
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@ -105,7 +105,7 @@ newsphere(const OFVector3D *o, float max, int type)
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if (sempty) {
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struct sphere *p = sempty;
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sempty = p->next;
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p->o = *o;
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p->o = o;
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p->max = max;
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p->size = 1;
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p->type = type;
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@ -189,8 +189,7 @@ renderents()
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if (e.type == NOTUSED)
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continue;
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OFVector3D v = OFMakeVector3D(e.x, e.y, e.z);
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particle_splash(2, 2, 40, &v);
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particle_splash(2, 2, 40, OFMakeVector3D(e.x, e.y, e.z));
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}
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int e = closestent();
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@ -272,7 +271,7 @@ readdepth(int w, int h)
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worldpos.z = (float)worldz;
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OFVector3D r = OFMakeVector3D(mm[0], mm[4], mm[8]);
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OFVector3D u = OFMakeVector3D(mm[1], mm[5], mm[9]);
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setorient(&r, &u);
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setorient(r, u);
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}
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void
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@ -18,7 +18,7 @@ bool parinit = false;
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VARP(maxparticles, 100, 2000, MAXPARTICLES - 500);
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static void
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newparticle(const OFVector3D *o, const OFVector3D *d, int fade, int type)
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newparticle(OFVector3D o, OFVector3D d, int fade, int type)
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{
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if (!parinit) {
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for (int i = 0; i < MAXPARTICLES; i++) {
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@ -30,8 +30,8 @@ newparticle(const OFVector3D *o, const OFVector3D *d, int fade, int type)
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if (parempty) {
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struct particle *p = parempty;
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parempty = p->next;
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p->o = *o;
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p->d = *d;
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p->o = o;
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p->d = d;
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p->fade = fade;
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p->type = type;
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p->millis = lastmillis;
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@ -46,20 +46,18 @@ VARP(particlesize, 20, 100, 500);
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OFVector3D right, up;
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void
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setorient(const OFVector3D *r, const OFVector3D *u)
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setorient(OFVector3D r, OFVector3D u)
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{
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right = *r;
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up = *u;
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right = r;
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up = u;
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}
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void
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render_particles(int time)
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{
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if (demoplayback && demotracking) {
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OFVector3D o = player1.origin;
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OFVector3D nom = OFMakeVector3D(0, 0, 0);
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newparticle(&o, &nom, 100000000, 8);
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}
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if (demoplayback && demotracking)
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newparticle(
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player1.origin, OFMakeVector3D(0, 0, 0), 100000000, 8);
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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@ -134,7 +132,7 @@ render_particles(int time)
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}
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void
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particle_splash(int type, int num, int fade, const OFVector3D *p)
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particle_splash(int type, int num, int fade, OFVector3D p)
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{
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for (int i = 0; i < num; i++) {
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const int radius = type == 5 ? 50 : 150;
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@ -145,21 +143,20 @@ particle_splash(int type, int num, int fade, const OFVector3D *p)
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z = rnd(radius * 2) - radius;
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} while (x * x + y * y + z * z > radius * radius);
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OFVector3D d = OFMakeVector3D(x, y, z);
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newparticle(p, &d, rnd(fade * 3), type);
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newparticle(p, d, rnd(fade * 3), type);
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}
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}
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void
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particle_trail(int type, int fade, const OFVector3D *s, const OFVector3D *e)
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particle_trail(int type, int fade, OFVector3D s, OFVector3D e)
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{
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float d = OFDistanceOfVectors3D(*s, *e);
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OFVector3D v = OFSubtractVectors3D(*s, *e);
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float d = OFDistanceOfVectors3D(s, e);
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OFVector3D v = OFSubtractVectors3D(s, e);
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v = OFMultiplyVector3D(v, 1.0f / (d * 2 + 0.1f));
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OFVector3D p = *s;
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for (int i = 0; i < ((int)d * 2); i++) {
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p = OFAddVectors3D(p, v);
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s = OFAddVectors3D(s, v);
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OFVector3D d =
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OFMakeVector3D(rnd(11) - 5, rnd(11) - 5, rnd(11) - 5);
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newparticle(&p, &d, rnd(fade) + fade, type);
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newparticle(s, d, rnd(fade) + fade, type);
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}
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}
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@ -285,10 +285,10 @@ COMMAND(record, ARG_1STR, (^(OFString *name) {
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}))
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void
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demodamage(int damage, const OFVector3D *o)
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demodamage(int damage, OFVector3D o)
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{
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ddamage = damage;
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dorig = *o;
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dorig = o;
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}
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void
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@ -443,7 +443,7 @@ demoplaybackstep()
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damageblend(bdamage);
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if ((ddamage = gzgeti())) {
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gzgetv(&dorig);
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particle_splash(3, ddamage, 1000, &dorig);
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particle_splash(3, ddamage, 1000, dorig);
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}
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// FIXME: set more client state here
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}
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110
src/weapon.m
110
src/weapon.m
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@ -71,24 +71,23 @@ COMMAND(weapon, ARG_3STR, ^(OFString *a1, OFString *a2, OFString *a3) {
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// create random spread of rays for the shotgun
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void
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createrays(const OFVector3D *from, const OFVector3D *to)
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createrays(OFVector3D from, OFVector3D to)
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{
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float dist = OFDistanceOfVectors3D(*from, *to);
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float dist = OFDistanceOfVectors3D(from, to);
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float f = dist * SGSPREAD / 1000;
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for (int i = 0; i < SGRAYS; i++)
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#define RNDD (rnd(101) - 50) * f
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sg[i] = OFAddVectors3D(*to, OFMakeVector3D(RNDD, RNDD, RNDD));
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sg[i] = OFAddVectors3D(to, OFMakeVector3D(RNDD, RNDD, RNDD));
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}
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// if lineseg hits entity bounding box
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static bool
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intersect(DynamicEntity *d, const OFVector3D *from, const OFVector3D *to)
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intersect(DynamicEntity *d, OFVector3D from, OFVector3D to)
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{
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OFVector3D v = *to, w = d.origin;
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const OFVector3D *p;
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v = OFSubtractVectors3D(v, *from);
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w = OFSubtractVectors3D(w, *from);
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OFVector3D v = OFSubtractVectors3D(to, from);
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OFVector3D w = OFSubtractVectors3D(d.origin, from);
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float c1 = OFDotProductOfVectors3D(w, v);
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OFVector3D p;
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if (c1 <= 0)
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p = from;
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@ -98,15 +97,13 @@ intersect(DynamicEntity *d, const OFVector3D *from, const OFVector3D *to)
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p = to;
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else {
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v = OFMultiplyVector3D(v, c1 / c2);
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v = OFAddVectors3D(v, *from);
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p = &v;
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p = OFAddVectors3D(v, from);
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}
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}
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return (p->x <= d.origin.x + d.radius &&
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p->x >= d.origin.x - d.radius && p->y <= d.origin.y + d.radius &&
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p->y >= d.origin.y - d.radius && p->z <= d.origin.z + d.aboveEye &&
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p->z >= d.origin.z - d.eyeHeight);
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return (p.x <= d.origin.x + d.radius && p.x >= d.origin.x - d.radius &&
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p.y <= d.origin.y + d.radius && p.y >= d.origin.y - d.radius &&
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p.z <= d.origin.z + d.aboveEye && p.z >= d.origin.z - d.eyeHeight);
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}
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OFString *
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@ -120,7 +117,7 @@ playerincrosshair()
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continue;
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OFVector3D o = player1.origin;
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if (intersect(player, &o, &worldpos))
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if (intersect(player, o, worldpos))
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return [player name];
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}
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@ -138,8 +135,8 @@ projreset()
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}
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void
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newprojectile(const OFVector3D *from, const OFVector3D *to, float speed,
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bool local, DynamicEntity *owner, int gun)
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newprojectile(OFVector3D from, OFVector3D to, float speed, bool local,
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DynamicEntity *owner, int gun)
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{
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for (size_t i = 0; i < MAXPROJ; i++) {
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Projectile *p = projs[i];
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@ -151,8 +148,8 @@ newprojectile(const OFVector3D *from, const OFVector3D *to, float speed,
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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.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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@ -173,8 +170,8 @@ hit(int target, int damage, __kindof DynamicEntity *d, DynamicEntity *at)
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addmsg(1, 4, SV_DAMAGE, target, damage, d.lifeSequence);
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playsound(S_PAIN1 + rnd(5), &o);
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}
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particle_splash(3, damage, 1000, &o);
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demodamage(damage, &o);
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particle_splash(3, damage, 1000, o);
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demodamage(damage, o);
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}
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const float RL_RADIUS = 5;
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static void
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radialeffect(
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DynamicEntity *o, const OFVector3D *v, int cn, int qdam, DynamicEntity *at)
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DynamicEntity *o, OFVector3D v, int cn, int qdam, DynamicEntity *at)
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{
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if (o.state != CS_ALIVE)
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return;
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OFVector3D origin = o.origin;
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float dist = OFDistanceOfVectors3D(*v, origin);
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OFVector3D temp = OFSubtractVectors3D(*v, origin);
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float dist = OFDistanceOfVectors3D(v, origin);
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OFVector3D temp = OFSubtractVectors3D(v, origin);
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dist -= 2; // account for eye distance imprecision
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if (dist < RL_DAMRAD) {
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}
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static void
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splash(Projectile *p, const OFVector3D *v, const OFVector3D *vold,
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int notthisplayer, int notthismonster, int qdam)
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splash(Projectile *p, OFVector3D v, OFVector3D vold, int notthisplayer,
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int notthismonster, 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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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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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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}
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static inline void
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projdamage(DynamicEntity *o, Projectile *p, const OFVector3D *v, int i, int im,
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int qdam)
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projdamage(
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DynamicEntity *o, Projectile *p, OFVector3D 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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OFVector3D po = p.o;
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if (intersect(o, &po, v)) {
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splash(p, v, &po, i, im, qdam);
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if (intersect(o, po, v)) {
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splash(p, v, po, 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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@ -281,29 +278,27 @@ moveprojectiles(float time)
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if (p.local) {
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for (id player in players)
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if (player != [OFNull null])
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projdamage(player, p, &v, i, -1, qdam);
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projdamage(player, p, v, i, -1, qdam);
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if (p.owner != player1)
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projdamage(player1, p, &v, -1, -1, qdam);
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projdamage(player1, p, v, -1, -1, qdam);
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for (Monster *monster in Monster.monsters)
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if (!vreject(monster.origin, v, 10.0f) &&
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monster != p.owner)
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projdamage(monster, p, &v, -1, i, qdam);
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projdamage(monster, p, v, -1, i, qdam);
|
||||
}
|
||||
if (p.inuse) {
|
||||
OFVector3D po = p.o;
|
||||
|
||||
if (time == dtime)
|
||||
splash(p, &v, &po, -1, -1, qdam);
|
||||
splash(p, v, p.o, -1, -1, qdam);
|
||||
else {
|
||||
if (p.gun == GUN_RL) {
|
||||
dodynlight(&po, &v, 0, 255, p.owner);
|
||||
particle_splash(5, 2, 200, &v);
|
||||
dodynlight(p.o, v, 0, 255, p.owner);
|
||||
particle_splash(5, 2, 200, v);
|
||||
} else {
|
||||
particle_splash(1, 1, 200, &v);
|
||||
particle_splash(1, 1, 200, v);
|
||||
particle_splash(
|
||||
guns[p.gun].part, 1, 1, &v);
|
||||
guns[p.gun].part, 1, 1, v);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -313,8 +308,7 @@ moveprojectiles(float time)
|
|||
|
||||
// create visual effect from a shot
|
||||
void
|
||||
shootv(int gun, const OFVector3D *from, const OFVector3D *to, DynamicEntity *d,
|
||||
bool local)
|
||||
shootv(int gun, OFVector3D from, OFVector3D to, DynamicEntity *d, bool local)
|
||||
{
|
||||
OFVector3D loc = d.origin;
|
||||
playsound(guns[gun].sound, d == player1 ? NULL : &loc);
|
||||
|
@ -325,7 +319,7 @@ shootv(int gun, const OFVector3D *from, const OFVector3D *to, DynamicEntity *d,
|
|||
|
||||
case GUN_SG: {
|
||||
for (int i = 0; i < SGRAYS; i++)
|
||||
particle_splash(0, 5, 200, &sg[i]);
|
||||
particle_splash(0, 5, 200, sg[i]);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -353,18 +347,18 @@ shootv(int gun, const OFVector3D *from, const OFVector3D *to, DynamicEntity *d,
|
|||
|
||||
void
|
||||
hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
|
||||
const OFVector3D *from, const OFVector3D *to)
|
||||
OFVector3D from, OFVector3D to)
|
||||
{
|
||||
hit(target, damage, d, at);
|
||||
float dist = OFDistanceOfVectors3D(*from, *to);
|
||||
OFVector3D v = OFSubtractVectors3D(*from, *to);
|
||||
float dist = OFDistanceOfVectors3D(from, to);
|
||||
OFVector3D v = OFSubtractVectors3D(from, to);
|
||||
v = OFMultiplyVector3D(v, damage / dist / 50);
|
||||
d.velocity = OFAddVectors3D(d.velocity, v);
|
||||
}
|
||||
|
||||
void
|
||||
raydamage(DynamicEntity *o, const OFVector3D *from, const OFVector3D *to,
|
||||
DynamicEntity *d, int i)
|
||||
raydamage(
|
||||
DynamicEntity *o, OFVector3D from, OFVector3D to, DynamicEntity *d, int i)
|
||||
{
|
||||
if (o.state != CS_ALIVE)
|
||||
return;
|
||||
|
@ -376,7 +370,7 @@ raydamage(DynamicEntity *o, const OFVector3D *from, const OFVector3D *to,
|
|||
if (d.gunSelect == GUN_SG) {
|
||||
int damage = 0;
|
||||
for (int r = 0; r < SGRAYS; r++)
|
||||
if (intersect(o, from, &sg[r]))
|
||||
if (intersect(o, from, sg[r]))
|
||||
damage += qdam;
|
||||
if (damage)
|
||||
hitpush(i, damage, o, d, from, to);
|
||||
|
@ -385,7 +379,7 @@ raydamage(DynamicEntity *o, const OFVector3D *from, const OFVector3D *to,
|
|||
}
|
||||
|
||||
void
|
||||
shoot(DynamicEntity *d, const OFVector3D *targ)
|
||||
shoot(DynamicEntity *d, OFVector3D targ)
|
||||
{
|
||||
int attacktime = lastmillis - d.lastAction;
|
||||
if (attacktime < d.gunWait)
|
||||
|
@ -404,7 +398,7 @@ shoot(DynamicEntity *d, const OFVector3D *targ)
|
|||
if (d.gunSelect)
|
||||
d.ammo[d.gunSelect]--;
|
||||
OFVector3D from = d.origin;
|
||||
OFVector3D to = *targ;
|
||||
OFVector3D to = targ;
|
||||
from.z -= 0.2f; // below eye
|
||||
|
||||
float dist = OFDistanceOfVectors3D(from, to);
|
||||
|
@ -421,11 +415,11 @@ shoot(DynamicEntity *d, const OFVector3D *targ)
|
|||
to = OFAddVectors3D(from, unitv);
|
||||
}
|
||||
if (d.gunSelect == GUN_SG)
|
||||
createrays(&from, &to);
|
||||
createrays(from, to);
|
||||
|
||||
if (d.quadMillis && attacktime > 200)
|
||||
playsoundc(S_ITEMPUP);
|
||||
shootv(d.gunSelect, &from, &to, d, true);
|
||||
shootv(d.gunSelect, from, to, d, true);
|
||||
if (![d isKindOfClass:Monster.class])
|
||||
addmsg(1, 8, SV_SHOT, d.gunSelect, (int)(from.x * DMF),
|
||||
(int)(from.y * DMF), (int)(from.z * DMF), (int)(to.x * DMF),
|
||||
|
@ -437,13 +431,13 @@ shoot(DynamicEntity *d, const OFVector3D *targ)
|
|||
|
||||
[players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) {
|
||||
if (player != [OFNull null])
|
||||
raydamage(player, &from, &to, d, i);
|
||||
raydamage(player, from, to, d, i);
|
||||
}];
|
||||
|
||||
for (Monster *monster in Monster.monsters)
|
||||
if (monster != d)
|
||||
raydamage(monster, &from, &to, d, -2);
|
||||
raydamage(monster, from, to, d, -2);
|
||||
|
||||
if ([d isKindOfClass:Monster.class])
|
||||
raydamage(player1, &from, &to, d, -1);
|
||||
raydamage(player1, from, to, d, -1);
|
||||
}
|
||||
|
|
|
@ -199,7 +199,7 @@ cleardlights()
|
|||
}
|
||||
|
||||
void
|
||||
dodynlight(const OFVector3D *vold, const OFVector3D *v, int reach, int strength,
|
||||
dodynlight(OFVector3D vold, OFVector3D v, int reach, int strength,
|
||||
DynamicEntity *owner)
|
||||
{
|
||||
if (!reach)
|
||||
|
@ -208,12 +208,12 @@ dodynlight(const OFVector3D *vold, const OFVector3D *v, int reach, int strength,
|
|||
reach = reach / 2;
|
||||
if (!reach)
|
||||
return;
|
||||
if (v->x < 0 || v->y < 0 || v->x > ssize || v->y > ssize)
|
||||
if (v.x < 0 || v.y < 0 || v.x > ssize || v.y > ssize)
|
||||
return;
|
||||
|
||||
int creach = reach + 16; // dependant on lightray random offsets!
|
||||
struct block b = { (int)v->x - creach, (int)v->y - creach,
|
||||
creach * 2 + 1, creach * 2 + 1 };
|
||||
struct block b = { (int)v.x - creach, (int)v.y - creach, creach * 2 + 1,
|
||||
creach * 2 + 1 };
|
||||
|
||||
if (b.x < 1)
|
||||
b.x = 1;
|
||||
|
@ -233,9 +233,9 @@ dodynlight(const OFVector3D *vold, const OFVector3D *v, int reach, int strength,
|
|||
[dlights addItem:©];
|
||||
|
||||
Entity *l = [Entity entity];
|
||||
l.x = v->x;
|
||||
l.y = v->y;
|
||||
l.z = v->z;
|
||||
l.x = v.x;
|
||||
l.y = v.y;
|
||||
l.z = v.z;
|
||||
l.attr1 = reach;
|
||||
l.type = LIGHT;
|
||||
l.attr2 = strength;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue