Convert dynent to a class
FossilOrigin-Name: d2b3ff790fee10ef4150cdb17f1c979e7001a420b2629b153b4dbf4c0b489704
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410e244ed6
commit
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26 changed files with 1447 additions and 1061 deletions
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@ -2,6 +2,8 @@
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#include "cube.h"
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#import "DynamicEntity.h"
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void
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line(int x1, int y1, float z1, int x2, int y2, float z2)
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{
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@ -329,7 +331,7 @@ gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater)
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readmatrices();
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if (editmode) {
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if (cursordepth == 1.0f)
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worldpos = player1->o;
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worldpos = player1.o;
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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cursorupdate();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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@ -381,11 +383,11 @@ gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater)
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glBegin(GL_QUADS);
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glColor3ub(255, 255, 255);
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if (crosshairfx) {
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if (player1->gunwait)
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if (player1.gunwait)
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glColor3ub(128, 128, 128);
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else if (player1->health <= 25)
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else if (player1.health <= 25)
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glColor3ub(255, 0, 0);
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else if (player1->health <= 50)
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else if (player1.health <= 50)
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glColor3ub(255, 128, 0);
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}
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float chsize = (float)crosshairsize;
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@ -418,23 +420,22 @@ gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater)
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glPopMatrix();
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if (player1->state == CS_ALIVE) {
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if (player1.state == CS_ALIVE) {
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glPushMatrix();
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glOrtho(0, VIRTW / 2, VIRTH / 2, 0, -1, 1);
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draw_textf(@"%d", 90, 827, 2, player1->health);
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if (player1->armour)
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draw_textf(@"%d", 390, 827, 2, player1->armour);
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draw_textf(
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@"%d", 690, 827, 2, player1->ammo[player1->gunselect]);
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draw_textf(@"%d", 90, 827, 2, player1.health);
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if (player1.armour)
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draw_textf(@"%d", 390, 827, 2, player1.armour);
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draw_textf(@"%d", 690, 827, 2, player1.ammo[player1.gunselect]);
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glPopMatrix();
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glPushMatrix();
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glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
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glDisable(GL_BLEND);
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drawicon(128, 128, 20, 1650);
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if (player1->armour)
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if (player1.armour)
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drawicon(
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(float)(player1->armourtype * 64), 0, 620, 1650);
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int g = player1->gunselect;
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(float)(player1.armourtype * 64), 0, 620, 1650);
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int g = player1.gunselect;
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int r = 64;
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if (g > 2) {
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g -= 3;
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