Migrate projectile to a class
FossilOrigin-Name: d3b4b2d476d809f7ab00502eed47614c949264690b3eccc7a96c73687d0f05bf
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9 changed files with 97 additions and 82 deletions
118
src/weapon.mm
118
src/weapon.mm
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@ -2,17 +2,17 @@
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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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OFString *name;
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};
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#import "Projectile.h"
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static const int MONSTERDAMAGEFACTOR = 4;
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static const int SGRAYS = 20;
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static const float SGSPREAD = 2;
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static OFVector3D sg[SGRAYS];
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static const guninfo guns[NUMGUNS] = {
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static const struct {
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short sound, attackdelay, damage, projspeed, part, kickamount;
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OFString *name;
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} 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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@ -83,11 +83,12 @@ createrays(OFVector3D &from,
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}
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}
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// if lineseg hits entity bounding box
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bool
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intersect(dynent *d, OFVector3D &from,
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OFVector3D &to) // if lineseg hits entity bounding box
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intersect(dynent *d, const OFVector3D &from, const OFVector3D &to)
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{
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OFVector3D v = to, w = d->o, *p;
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OFVector3D v = to, w = d->o;
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const OFVector3D *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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@ -128,37 +129,33 @@ playerincrosshair()
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return nil;
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}
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const int MAXPROJ = 100;
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struct projectile {
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OFVector3D 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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} projs[MAXPROJ];
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static const size_t MAXPROJ = 100;
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static 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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for (size_t i = 0; i < MAXPROJ; i++)
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projs[i].inuse = false;
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}
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void
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newprojectile(OFVector3D &from, OFVector3D &to, float speed, bool local,
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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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for (size_t i = 0; i < MAXPROJ; i++) {
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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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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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@ -181,8 +178,8 @@ hit(int target, int damage, dynent *d, dynent *at)
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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, OFVector3D &v, int cn, int qdam, dynent *at)
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static void
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radialeffect(dynent *o, const OFVector3D &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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@ -199,21 +196,21 @@ radialeffect(dynent *o, OFVector3D &v, int cn, int qdam, dynent *at)
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}
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void
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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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splash(Projectile *p, const OFVector3D &v, const OFVector3D &vold,
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int notthisplayer, 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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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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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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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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@ -221,42 +218,43 @@ splash(projectile *p, OFVector3D &v, OFVector3D &vold, int notthisplayer,
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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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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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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, OFVector3D &v, int i, int im, int qdam)
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projdamage(dynent *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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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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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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for (size_t i = 0; i < MAXPROJ; i++) {
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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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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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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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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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@ -265,28 +263,28 @@ moveprojectiles(float time)
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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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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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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 (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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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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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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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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p.o = v;
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}
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}
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