Add buildsys
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342
src/weapon.cxx
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342
src/weapon.cxx
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// weapon.cpp: all shooting and effects code
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#include "cube.h"
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struct guninfo { short sound, attackdelay, damage, projspeed, part, kickamount; char *name; };
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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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{
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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 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 || c>=NUMGUNS) return;
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int s = player1->gunselect;
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if(a>=0 && s!=a && player1->ammo[a]) s = a;
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else if(b>=0 && s!=b && player1->ammo[b]) s = b;
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else if(c>=0 && s!=c && player1->ammo[c]) s = c;
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else if(s!=GUN_RL && player1->ammo[GUN_RL]) s = GUN_RL;
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else if(s!=GUN_CG && player1->ammo[GUN_CG]) s = GUN_CG;
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else if(s!=GUN_SG && player1->ammo[GUN_SG]) s = GUN_SG;
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else if(s!=GUN_RIFLE && player1->ammo[GUN_RIFLE]) s = GUN_RIFLE;
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else s = GUN_FIST;
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if(s!=player1->gunselect) 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 reloadtime(int gun) { return guns[gun].attackdelay; };
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void weapon(char *a1, char *a2, char *a3)
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{
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selectgun(a1[0] ? atoi(a1) : -1,
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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 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 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) p = &from;
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else
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{
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float c2 = dotprod(v, v);
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if(c2<=c1) p = &to;
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else
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{
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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
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&& p->x >= d->o.x-d->radius
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&& p->y <= d->o.y+d->radius
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&& p->y >= d->o.y-d->radius
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&& p->z <= d->o.z+d->aboveeye
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&& p->z >= d->o.z-d->eyeheight;
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};
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char *playerincrosshair()
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{
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if(demoplayback) 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) continue;
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if(intersect(o, player1->o, worldpos)) 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 { vec o, to; float speed; dynent *owner; int gun; bool inuse, local; };
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projectile projs[MAXPROJ];
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void projreset() { loopi(MAXPROJ) projs[i].inuse = false; };
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void newprojectile(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) 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 hit(int target, int damage, dynent *d, dynent *at)
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{
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if(d==player1) selfdamage(damage, at==player1 ? -1 : -2, at);
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else if(d->monsterstate) monsterpain(d, damage, at);
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else { addmsg(1, 4, SV_DAMAGE, target, damage, d->lifesequence); playsound(S_PAIN1+rnd(5), &d->o); };
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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 radialeffect(dynent *o, vec &v, int cn, int qdam, dynent *at)
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{
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if(o->state!=CS_ALIVE) 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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{
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if(dist<0) 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 splash(projectile *p, vec &v, vec &vold, 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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{
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playsound(S_FEXPLODE, &v);
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// no push?
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}
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else
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{
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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) 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) continue;
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dynent *o = players[i];
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if(!o) 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) radialeffect(mv[i], v, i, qdam, p->owner);
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};
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};
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inline void 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) return;
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if(intersect(o, p->o, v))
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{
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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 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) continue;
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int qdam = guns[p->gun].damage*(p->owner->quadmillis ? 4 : 1);
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if(p->owner->monsterstate) 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) dtime = time;
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vmul(v, time/dtime);
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vadd(v, p->o)
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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) continue;
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projdamage(o, p, v, i, -1, qdam);
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};
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if(p->owner!=player1) 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) && mv[i]!=p->owner) projdamage(mv[i], p, v, -1, i, qdam);
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};
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if(p->inuse)
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{
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if(time==dtime) splash(p, v, p->o, -1, -1, qdam);
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else
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{
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if(p->gun==GUN_RL) { dodynlight(p->o, v, 0, 255, p->owner); particle_splash(5, 2, 200, v); }
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else { particle_splash(1, 1, 200, v); particle_splash(guns[p->gun].part, 1, 1, v); };
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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 shootv(int gun, vec &from, vec &to, dynent *d, 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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{
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case GUN_FIST:
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break;
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case GUN_SG:
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{
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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) 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 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 raydamage(dynent *o, vec &from, vec &to, dynent *d, int i)
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{
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if(o->state!=CS_ALIVE) return;
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int qdam = guns[d->gunselect].damage;
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if(d->quadmillis) qdam *= 4;
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if(d->monsterstate) qdam /= MONSTERDAMAGEFACTOR;
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if(d->gunselect==GUN_SG)
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{
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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) hitpush(i, damage, o, d, from, to);
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}
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else if(intersect(o, from, to)) hitpush(i, qdam, o, d, from, to);
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};
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void 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) return;
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d->gunwait = 0;
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if(!d->attacking) 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]) { playsoundc(S_NOAMMO); d->gunwait = 250; d->lastattackgun = -1; return; };
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if(d->gunselect) 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) 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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{
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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) createrays(from, to);
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if(d->quadmillis && attacktime>200) playsoundc(S_ITEMPUP);
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shootv(d->gunselect, from, to, d, true);
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if(!d->monsterstate) addmsg(1, 8, SV_SHOT, d->gunselect, (int)(from.x*DMF), (int)(from.y*DMF), (int)(from.z*DMF), (int)(to.x*DMF), (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) 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) 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) raydamage(player1, from, to, d, -1);
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};
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