Convert all references to pointers in protos.h
FossilOrigin-Name: c38d75087b98b5b7a4c7963d119b8eb0bf6be2603bdf43a79e743300951a4d28
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20 changed files with 406 additions and 383 deletions
107
src/weapon.mm
107
src/weapon.mm
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@ -70,41 +70,41 @@ weapon(OFString *a1, OFString *a2, OFString *a3)
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}
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COMMAND(weapon, ARG_3STR)
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// create random spread of rays for the shotgun
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void
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createrays(OFVector3D &from,
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OFVector3D &to) // create random spread of rays for the shotgun
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createrays(const OFVector3D *from, const OFVector3D *to)
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{
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vdist(dist, dvec, from, to);
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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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OFVector3D r = OFMakeVector3D(RNDD, RNDD, RNDD);
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sg[i] = to;
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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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// if lineseg hits entity bounding box
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bool
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intersect(DynamicEntity *d, const OFVector3D &from, const OFVector3D &to)
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static bool
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intersect(DynamicEntity *d, const OFVector3D *from, const OFVector3D *to)
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{
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OFVector3D v = to, w = d.o;
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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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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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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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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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vadd(v, *from);
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p = &v;
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}
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}
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@ -124,7 +124,8 @@ playerincrosshair()
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if (player == [OFNull null])
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continue;
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if (intersect(player, player1.o, worldpos))
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OFVector3D o = player1.o;
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if (intersect(player, &o, &worldpos))
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return [player name];
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}
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@ -142,8 +143,8 @@ projreset()
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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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DynamicEntity *owner, int gun)
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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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{
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for (size_t i = 0; i < MAXPROJ; i++) {
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Projectile *p = projs[i];
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@ -155,8 +156,8 @@ newprojectile(OFVector3D &from, OFVector3D &to, float speed, bool local,
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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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@ -168,17 +169,17 @@ newprojectile(OFVector3D &from, OFVector3D &to, float speed, bool local,
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void
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hit(int target, int damage, DynamicEntity *d, DynamicEntity *at)
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{
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OFVector3D o = d.o;
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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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OFVector3D loc = d.o;
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playsound(S_PAIN1 + rnd(5), &loc);
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playsound(S_PAIN1 + rnd(5), &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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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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@ -186,11 +187,11 @@ const float RL_DAMRAD = 7; // hack
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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, const 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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vdist(dist, temp, v, o.o);
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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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@ -203,17 +204,17 @@ radialeffect(
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}
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void
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splash(Projectile *p, const OFVector3D &v, const OFVector3D &vold,
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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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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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@ -242,14 +243,15 @@ splash(Projectile *p, const OFVector3D &v, const OFVector3D &vold,
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}
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inline void
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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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projdamage(DynamicEntity *o, Projectile *p, const OFVector3D *v, int i, int im,
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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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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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hit(i, qdam, o, p.owner);
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}
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}
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@ -275,27 +277,29 @@ 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 (DynamicEntity *monster in getmonsters())
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if (!vreject(monster.o, 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);
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}
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if (p.inuse) {
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OFVector3D po = p.o;
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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, &po, -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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dodynlight(&po, &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(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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@ -305,7 +309,8 @@ moveprojectiles(float time)
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// create visual effect from a shot
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void
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shootv(int gun, OFVector3D &from, OFVector3D &to, DynamicEntity *d, bool local)
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shootv(int gun, const OFVector3D *from, const OFVector3D *to, DynamicEntity *d,
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bool local)
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{
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OFVector3D loc = d.o;
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playsound(guns[gun].sound, d == player1 ? NULL : &loc);
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@ -315,7 +320,7 @@ shootv(int gun, OFVector3D &from, OFVector3D &to, DynamicEntity *d, bool local)
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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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loopi(SGRAYS) particle_splash(0, 5, 200, &sg[i]);
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break;
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}
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@ -343,16 +348,16 @@ shootv(int gun, OFVector3D &from, OFVector3D &to, DynamicEntity *d, bool local)
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void
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hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
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const OFVector3D &from, const OFVector3D &to)
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const OFVector3D *from, const OFVector3D *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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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(DynamicEntity *o, const OFVector3D &from, const OFVector3D &to,
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raydamage(DynamicEntity *o, const OFVector3D *from, const OFVector3D *to,
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DynamicEntity *d, int i)
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{
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if (o.state != CS_ALIVE)
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@ -364,7 +369,7 @@ raydamage(DynamicEntity *o, const OFVector3D &from, const OFVector3D &to,
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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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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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@ -372,7 +377,7 @@ raydamage(DynamicEntity *o, const OFVector3D &from, const OFVector3D &to,
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}
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void
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shoot(DynamicEntity *d, const OFVector3D &targ)
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shoot(DynamicEntity *d, const OFVector3D *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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@ -391,7 +396,7 @@ shoot(DynamicEntity *d, const OFVector3D &targ)
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if (d.gunselect)
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d.ammo[d.gunselect]--;
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OFVector3D from = d.o;
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OFVector3D to = targ;
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OFVector3D 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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@ -408,11 +413,11 @@ shoot(DynamicEntity *d, const OFVector3D &targ)
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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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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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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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@ -424,13 +429,13 @@ shoot(DynamicEntity *d, const OFVector3D &targ)
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[players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) {
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if (player != [OFNull null])
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raydamage(player, from, to, d, i);
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raydamage(player, &from, &to, d, i);
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}];
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for (DynamicEntity *monster in getmonsters())
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if (monster != d)
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raydamage(monster, from, to, d, -2);
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raydamage(monster, &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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raydamage(player1, &from, &to, d, -1);
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}
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