diff --git a/src/game/server/entities/door.cpp b/src/game/server/entities/door.cpp index 5c0b947e3..69dfbf368 100644 --- a/src/game/server/entities/door.cpp +++ b/src/game/server/entities/door.cpp @@ -30,14 +30,42 @@ void CDoor::Close() bool CDoor::HitCharacter() { + vec2 Points[36]; vec2 At; - CCharacter *Hit = GameServer()->m_World.IntersectCharacter(m_Pos, m_To, 1.f, At, 0); - if(!Hit) - return false; - Hit->m_Doored = true; + for(int i=1;i<=36;i++) + { + Points[i-1].x = m_Pos.x * (1 - i/38.0) + m_To.x * i / 38.0; + Points[i-1].y = m_Pos.y * (1 - i/38.0) + m_To.y * i / 38.0; + } + CCharacter *Hit = GameServer()->m_World.IntersectCharacter(m_Pos, Points[0], 1.f, At, 0); + if(Hit) + Hit->m_Doored = true; + Hit = 0; + Hit = GameServer()->m_World.IntersectCharacter(Points[0], m_Pos, 1.f, At, 0); + if(Hit) + Hit->m_Doored = true; + Hit = 0; + for(int i = 0; i < 36; i++) + { + Hit = GameServer()->m_World.IntersectCharacter(Points[i], Points[i+1], 1.f, At, 0); + if(Hit) + Hit->m_Doored = true; + Hit = 0; + Hit = GameServer()->m_World.IntersectCharacter(Points[i+1], Points[i], 1.f, At, 0); + if(Hit) + Hit->m_Doored = true; + Hit = 0; + } + Hit = GameServer()->m_World.IntersectCharacter(Points[35], m_To, 1.f, At, 0); + if(Hit) + Hit->m_Doored = true; + Hit = 0; + Hit = GameServer()->m_World.IntersectCharacter(m_To, Points[35], 1.f, At, 0); + if(Hit) + Hit->m_Doored = true; + Hit = 0; //hit->reset_pos(); return true; - } void CDoor::Reset() diff --git a/src/game/server/entities/dragger.cpp b/src/game/server/entities/dragger.cpp index 3ab26a316..094960e65 100644 --- a/src/game/server/entities/dragger.cpp +++ b/src/game/server/entities/dragger.cpp @@ -11,72 +11,73 @@ const int LENGTH=700; -CDragger::CDragger(CGameWorld *pGameWorld, vec2 pos, float strength, bool nw) +CDragger::CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool NW) : CEntity(pGameWorld, NETOBJTYPE_LASER) { - this->m_Pos = pos; - this->strength = strength; - this->eval_tick=Server()->Tick(); - this->nw=nw; + m_Pos = Pos; + m_Strength = Strength; + m_EvalTick = Server()->Tick(); + m_NW = NW; + GameWorld()->InsertEntity(this); } -void CDragger::move() +void CDragger::Move() { - if (target) + if (m_Target) return; - CCharacter *ents[16]; - int num = -1; - num = GameServer()->m_World.FindEntities(m_Pos,LENGTH, (CEntity**)ents, 16, NETOBJTYPE_CHARACTER); - int id=-1; - int minlen=0; - for (int i = 0; i < num; i++) + CCharacter *Ents[16]; + int Num = -1; + Num = GameServer()->m_World.FindEntities(m_Pos,LENGTH, (CEntity**)Ents, 16, NETOBJTYPE_CHARACTER); + int Id=-1; + int MinLen=0; + for (int i = 0; i < Num; i++) { - target = ents[i]; - int res=0; - if (!nw) - res = GameServer()->Collision()->IntersectNoLaser(m_Pos, target->m_Pos, 0, 0); + m_Target = Ents[i]; + int Res=0; + if (!m_NW) + Res = GameServer()->Collision()->IntersectNoLaser(m_Pos, m_Target->m_Pos, 0, 0); else - res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos, target->m_Pos, 0, 0); + Res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos, m_Target->m_Pos, 0, 0); - if (res==0) + if (Res==0) { - int len=length(ents[i]->m_Pos - m_Pos); - if (minlen==0 || minlen>len) + int Len=length(Ents[i]->m_Pos - m_Pos); + if (MinLen==0 || MinLen>Len) { - minlen=len; - id=i; + MinLen=Len; + Id=i; } } } - if (id!=-1) + if (Id!=-1) { - target = ents[id]; + m_Target = Ents[Id]; } else { - target=0; + m_Target=0; } } -void CDragger::drag() +void CDragger::Drag() { - if (target) + if (m_Target) { - int res = 0; - if (!nw) - res = GameServer()->Collision()->IntersectNoLaser(m_Pos, target->m_Pos, 0, 0); + int Res = 0; + if (!m_NW) + Res = GameServer()->Collision()->IntersectNoLaser(m_Pos, m_Target->m_Pos, 0, 0); else - res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos, target->m_Pos, 0, 0); - if (res || length(m_Pos-target->m_Pos)>700) + Res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos, m_Target->m_Pos, 0, 0); + if (Res || length(m_Pos-m_Target->m_Pos)>700) { - target=0; + m_Target=0; } else - if (length(m_Pos-target->m_Pos)>28) - if(!((target->m_CurrentTile >= TILE_STOPL && target->m_CurrentTile <= TILE_STOPT) || (target->m_CurrentFTile >= TILE_STOPL && target->m_CurrentFTile <= TILE_STOPT))) - target->m_Core.m_Vel+=normalize(m_Pos-target->m_Pos)*strength; + if (length(m_Pos-m_Target->m_Pos)>28) + if(!((m_Target->m_CurrentTile >= TILE_STOPL && m_Target->m_CurrentTile <= TILE_STOPT) || (m_Target->m_CurrentFTile >= TILE_STOPL && m_Target->m_CurrentFTile <= TILE_STOPT))) + m_Target->m_Core.m_Vel+=normalize(m_Pos-m_Target->m_Pos)*m_Strength; } } @@ -89,40 +90,40 @@ void CDragger::Tick() { if (Server()->Tick()%int(Server()->TickSpeed()*0.15f)==0) { - eval_tick=Server()->Tick(); - int index = GameServer()->Collision()->IsCp(m_Pos.x, m_Pos.y); - if (index) + m_EvalTick=Server()->Tick(); + int Index = GameServer()->Collision()->IsCp(m_Pos.x, m_Pos.y); + if (Index) { - core=GameServer()->Collision()->CpSpeed(index); + m_Core=GameServer()->Collision()->CpSpeed(Index); } - m_Pos+=core; - move(); + m_Pos+=m_Core; + Move(); } - drag(); + Drag(); return; } -void CDragger::Snap(int snapping_client) +void CDragger::Snap(int SnappingClient) { - if (target) + if (m_Target) { - if(NetworkClipped(snapping_client, m_Pos) && NetworkClipped(snapping_client,target->m_Pos)) + if(NetworkClipped(SnappingClient, m_Pos) && NetworkClipped(SnappingClient,m_Target->m_Pos)) return; } else - if(NetworkClipped(snapping_client,m_Pos)) + if(NetworkClipped(SnappingClient,m_Pos)) return; CNetObj_Laser *obj = static_cast(Server()->SnapNewItem(NETOBJTYPE_LASER, m_Id, sizeof(CNetObj_Laser))); obj->m_X = (int)m_Pos.x; obj->m_Y = (int)m_Pos.y; - if (target) + if (m_Target) { - obj->m_FromX = (int)target->m_Pos.x; - obj->m_FromY = (int)target->m_Pos.y; + obj->m_FromX = (int)m_Target->m_Pos.x; + obj->m_FromY = (int)m_Target->m_Pos.y; } else { @@ -131,12 +132,12 @@ void CDragger::Snap(int snapping_client) } - int start_tick = eval_tick; - if (start_tickTick()-4) - start_tick=Server()->Tick()-4; - else if (start_tick>Server()->Tick()) - start_tick=Server()->Tick(); - obj->m_StartTick = start_tick; + int StartTick = m_EvalTick; + if (StartTick < Server()->Tick() - 4) + StartTick = Server()->Tick() - 4; + else if (StartTick>Server()->Tick()) + StartTick = Server()->Tick(); + obj->m_StartTick = StartTick; } //я тут был //я тоже diff --git a/src/game/server/entities/dragger.h b/src/game/server/entities/dragger.h index df1e95dd5..316b18e24 100644 --- a/src/game/server/entities/dragger.h +++ b/src/game/server/entities/dragger.h @@ -9,17 +9,17 @@ class CCharacter; class CDragger : public CEntity { - vec2 core; - float strength; - int eval_tick; - void move(); - void drag(); - CCharacter *target; - bool nw; + vec2 m_Core; + float m_Strength; + int m_EvalTick; + void Move(); + void Drag(); + CCharacter * m_Target; + bool m_NW; public: - CDragger(CGameWorld *pGameWorld, vec2 pos, float strength, bool nw=false); + CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool NW=false); virtual void Reset(); virtual void Tick(); diff --git a/src/game/server/entities/gun.cpp b/src/game/server/entities/gun.cpp index 209ac1af0..1254e15bf 100644 --- a/src/game/server/entities/gun.cpp +++ b/src/game/server/entities/gun.cpp @@ -55,8 +55,7 @@ void CGun::Fire() } if (Id!=-1) { - CCharacter *Target = Ents[Id]; - vec2 Fdir = normalize(Target->m_Pos - m_Pos); + vec2 Fdir = normalize(Ents[Id]->m_Pos - m_Pos); new CPlasma(&GameServer()->m_World, m_Pos, Fdir, m_Freeze, m_Explosive); } diff --git a/src/game/server/entities/laser.cpp b/src/game/server/entities/laser.cpp index 7dbbf425a..dfaa1d6d6 100644 --- a/src/game/server/entities/laser.cpp +++ b/src/game/server/entities/laser.cpp @@ -4,7 +4,7 @@ #include #include "laser.h" -CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner, int type) +CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner, int Type) : CEntity(pGameWorld, NETOBJTYPE_LASER) { m_Pos = Pos; @@ -13,7 +13,7 @@ CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEner m_Dir = Direction; m_Bounces = 0; m_EvalTick = 0; - m_Type = type; + m_Type = Type; GameWorld()->InsertEntity(this); DoBounce(); } diff --git a/src/game/server/entities/laser.h b/src/game/server/entities/laser.h index c4c5ad1f3..3c494208a 100644 --- a/src/game/server/entities/laser.h +++ b/src/game/server/entities/laser.h @@ -6,7 +6,7 @@ class CLaser : public CEntity { public: - CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner, int type); + CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner, int Type); virtual void Reset(); virtual void Tick(); diff --git a/src/game/server/entities/light.cpp b/src/game/server/entities/light.cpp index a522d5cbc..68edbc0d1 100644 --- a/src/game/server/entities/light.cpp +++ b/src/game/server/entities/light.cpp @@ -12,63 +12,93 @@ -CLight::CLight(CGameWorld *pGameWorld, vec2 pos, float rotation, int length) +CLight::CLight(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length) : CEntity(pGameWorld, NETOBJTYPE_LASER) { - TICK=(Server()->TickSpeed()*0.15f); - this->m_Pos = pos; - this->rotation = rotation; - this->length = length; - this->eval_tick=Server()->Tick(); + m_Tick=(Server()->TickSpeed()*0.15f); + m_Pos = Pos; + m_Rotation = Rotation; + m_Length = Length; + m_EvalTick = Server()->Tick(); GameWorld()->InsertEntity(this); - step(); + Step(); } -bool CLight::hit_character() +bool CLight::HitCharacter() { - vec2 nothing; - CCharacter *hit = GameServer()->m_World.IntersectCharacter(m_Pos, to, 0.0f, nothing, 0); - if(!hit) - return false; - hit->Freeze(Server()->TickSpeed()*3); + vec2 At; + vec2 Points[36]; + for(int i=1;i<37;i++) + { + Points[i-1].x = m_Pos.x * (1 - i/38.0) + m_To.x * i / 38.0; + Points[i-1].y = m_Pos.y * (1 - i/38.0) + m_To.y * i / 38.0; + } + CCharacter *Hit = GameServer()->m_World.IntersectCharacter(m_Pos, Points[0], 1.f, At, 0); + if(Hit) + Hit->Freeze(Server()->TickSpeed()*3); + Hit = 0; + Hit = GameServer()->m_World.IntersectCharacter(Points[0], m_Pos, 1.f, At, 0); + if(Hit) + Hit->Freeze(Server()->TickSpeed()*3); + Hit = 0; + for(int i = 0; i < 36; i++) + { + Hit = GameServer()->m_World.IntersectCharacter(Points[i], Points[i+1], 1.f, At, 0); + if(Hit) + Hit->Freeze(Server()->TickSpeed()*3); + Hit = 0; + Hit = GameServer()->m_World.IntersectCharacter(Points[i+1], Points[i], 1.f, At, 0); + if(Hit) + Hit->Freeze(Server()->TickSpeed()*3); + Hit = 0; + } + Hit = GameServer()->m_World.IntersectCharacter(Points[35], m_To, 1.f, At, 0); + if(Hit) + Hit->Freeze(Server()->TickSpeed()*3); + Hit = 0; + Hit = GameServer()->m_World.IntersectCharacter(m_To, Points[35], 1.f, At, 0); + if(Hit) + Hit->Freeze(Server()->TickSpeed()*3); + Hit = 0; + return true; } -void CLight::move() +void CLight::Move() { - if (speed != 0) + if (m_Speed != 0) { - if ((cur_length>=length && speed>0) || (cur_length<=0 && speed<0)) - speed=-speed; - cur_length+=speed*TICK + length_l; - length_l=0; - if (cur_length>length) + if ((m_CurveLength>=m_Length && m_Speed>0) || (m_CurveLength<=0 && m_Speed<0)) + m_Speed=-m_Speed; + m_CurveLength+=m_Speed*m_Tick + m_LengthL; + m_LengthL=0; + if (m_CurveLength>m_Length) { - length_l=cur_length-length; - cur_length=length; + m_LengthL=m_CurveLength-m_Length; + m_CurveLength=m_Length; } - else if(cur_length<0) + else if(m_CurveLength<0) { - length_l=0+cur_length; - cur_length=0; + m_LengthL=0+m_CurveLength; + m_CurveLength=0; } } - - rotation+=ang_speed*TICK; - if (rotation>pi*2) - rotation-=pi*2; - else if(rotation<0) - rotation+=pi*2; + + m_Rotation+=m_AngularSpeed*m_Tick; + if (m_Rotation>pi*2) + m_Rotation-=pi*2; + else if(m_Rotation<0) + m_Rotation+=pi*2; } -void CLight::step() +void CLight::Step() { - move(); - vec2 dir(sin(rotation), cos(rotation)); - vec2 to2 = m_Pos + normalize(dir)*cur_length; - GameServer()->Collision()->IntersectNoLaser(m_Pos, to2, &to,0 ); + Move(); + vec2 dir(sin(m_Rotation), cos(m_Rotation)); + vec2 to2 = m_Pos + normalize(dir)*m_CurveLength; + GameServer()->Collision()->IntersectNoLaser(m_Pos, to2, &m_To,0 ); } void CLight::Reset() @@ -81,17 +111,17 @@ void CLight::Tick() if (Server()->Tick()%int(Server()->TickSpeed()*0.15f)==0) { - eval_tick=Server()->Tick(); + m_EvalTick=Server()->Tick(); int index = GameServer()->Collision()->IsCp(m_Pos.x,m_Pos.y); if (index) { - core=GameServer()->Collision()->CpSpeed(index); + m_Core=GameServer()->Collision()->CpSpeed(index); } - m_Pos+=core; - step(); + m_Pos+=m_Core; + Step(); } - hit_character(); + HitCharacter(); return; @@ -99,18 +129,18 @@ void CLight::Tick() void CLight::Snap(int snapping_client) { - if(NetworkClipped(snapping_client,m_Pos) && NetworkClipped(snapping_client,to)) + if(NetworkClipped(snapping_client,m_Pos) && NetworkClipped(snapping_client,m_To)) return; CNetObj_Laser *pObj = static_cast(Server()->SnapNewItem(NETOBJTYPE_LASER, m_Id, sizeof(CNetObj_Laser))); pObj->m_X = (int)m_Pos.x; pObj->m_Y = (int)m_Pos.y; - pObj->m_FromX = (int)to.x; - pObj->m_FromY = (int)to.y; + pObj->m_FromX = (int)m_To.x; + pObj->m_FromY = (int)m_To.y; - int start_tick = eval_tick; + int start_tick = m_EvalTick; if (start_tickTick()-4) start_tick=Server()->Tick()-4; else if (start_tick>Server()->Tick()) diff --git a/src/game/server/entities/light.h b/src/game/server/entities/light.h index bac96eac6..3277ae9a7 100644 --- a/src/game/server/entities/light.h +++ b/src/game/server/entities/light.h @@ -7,26 +7,26 @@ class CLight : public CEntity { - float rotation; - vec2 to; - vec2 core; + float m_Rotation; + vec2 m_To; + vec2 m_Core; - int eval_tick; + int m_EvalTick; - int TICK; + int m_Tick; - bool hit_character(); - void move(); - void step(); + bool HitCharacter(); + void Move(); + void Step(); public: - int cur_length; - int length_l; - float ang_speed; - int speed; - int length; + int m_CurveLength; + int m_LengthL; + float m_AngularSpeed; + int m_Speed; + int m_Length; - CLight(CGameWorld *pGameWorld, vec2 pos, float rotation, int length); + CLight(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length); virtual void Reset(); virtual void Tick(); diff --git a/src/game/server/entities/pickup.cpp b/src/game/server/entities/pickup.cpp index 2bc8473a6..0e1d1db77 100644 --- a/src/game/server/entities/pickup.cpp +++ b/src/game/server/entities/pickup.cpp @@ -56,6 +56,7 @@ void CPickup::Tick() }*/ // Check if a player intersected us CCharacter *pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 20.0f, 0); + CCharacter *pChr2=pChr; if(pChr && pChr->IsAlive()) { bool sound = false; @@ -134,6 +135,77 @@ void CPickup::Tick() m_SpawnTick = Server()->Tick() + Server()->TickSpeed() * RespawnTime; }*/ } + pChr=0; + pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 20.0f, pChr2); + if(pChr && pChr->IsAlive()) + { + bool sound = false; + // player picked us up, is someone was hooking us, let them go + int RespawnTime = -1; + switch (m_Type) + { + case POWERUP_HEALTH: + if(pChr->Freeze()) GameServer()->CreateSound(m_Pos, SOUND_PICKUP_HEALTH); + break; + + case POWERUP_ARMOR: + for(int i=WEAPON_SHOTGUN;im_aWeapons[i].m_Got) + { + if(!(pChr->m_FreezeTime && i == WEAPON_NINJA)) + { + pChr->m_aWeapons[i].m_Got = false; + pChr->m_aWeapons[i].m_Ammo = 0; + sound = true; + } + } + } + pChr->m_Ninja.m_ActivationDir=vec2(0,0); + pChr->m_Ninja.m_ActivationTick=-500; + pChr->m_Ninja.m_CurrentMoveTime=0; + if (sound) + { + pChr->m_LastWeapon = WEAPON_GUN; + GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR); + } + if(!pChr->m_FreezeTime) pChr->m_ActiveWeapon = WEAPON_HAMMER; + break; + + case POWERUP_WEAPON: + + if(m_Subtype >= 0 && m_Subtype < NUM_WEAPONS && (!pChr->m_aWeapons[m_Subtype].m_Got || (pChr->m_aWeapons[m_Subtype].m_Ammo != -1 && !pChr->m_FreezeTime))) + { + if(pChr->GiveWeapon(m_Subtype, -1)) + { + //RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime; + + if(m_Subtype == WEAPON_GRENADE) + GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE); + else if(m_Subtype == WEAPON_SHOTGUN) + GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN); + else if(m_Subtype == WEAPON_RIFLE) + GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN); + + if(pChr->GetPlayer()) + GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype); + } + } + break; + + case POWERUP_NINJA: + { + // activate ninja on target player + if(!pChr->m_FreezeTime) pChr->GiveNinja(); + //RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime; + + break; + } + + default: + break; + }; + } } void CPickup::Snap(int SnappingClient) diff --git a/src/game/server/entities/plasma.cpp b/src/game/server/entities/plasma.cpp index 24f8a6ccd..c7b9bde59 100644 --- a/src/game/server/entities/plasma.cpp +++ b/src/game/server/entities/plasma.cpp @@ -70,9 +70,9 @@ void CPlasma::Tick() } -void CPlasma::Snap(int snapping_client) +void CPlasma::Snap(int SnappingClient) { - if(NetworkClipped(snapping_client)) + if(NetworkClipped(SnappingClient)) return; CNetObj_Laser *pObj = static_cast(Server()->SnapNewItem(NETOBJTYPE_LASER, m_Id, sizeof(CNetObj_Laser))); diff --git a/src/game/server/entities/plasma.h b/src/game/server/entities/plasma.h index 6a9e2ec66..2ad5543ca 100644 --- a/src/game/server/entities/plasma.h +++ b/src/game/server/entities/plasma.h @@ -21,7 +21,7 @@ public: virtual void Reset(); virtual void Tick(); - virtual void Snap(int snapping_client); + virtual void Snap(int SnappingClient); }; diff --git a/src/game/server/entities/projectile.cpp b/src/game/server/entities/projectile.cpp index e3732f94c..6a69dc27e 100644 --- a/src/game/server/entities/projectile.cpp +++ b/src/game/server/entities/projectile.cpp @@ -3,7 +3,8 @@ #include #include "projectile.h" -CProjectile::CProjectile( +CProjectile::CProjectile + ( CGameWorld *pGameWorld, int Type, int Owner, @@ -14,7 +15,8 @@ CProjectile::CProjectile( bool Explosive, float Force, int SoundImpact, - int Weapon) + int Weapon + ) : CEntity(pGameWorld, NETOBJTYPE_PROJECTILE) { m_Type = Type; @@ -79,6 +81,12 @@ void CProjectile::SetBouncing(int Value) void CProjectile::Tick() { + if(g_Config.m_SvShotgunReset > m_LastRestart && m_Owner == -1) + { + m_Pos = m_StartPos; + m_Direction = m_StartDir; + m_StartTick = Server()->Tick(); + } float Pt = (Server()->Tick()-m_StartTick-1)/(float)Server()->TickSpeed(); float Ct = (Server()->Tick()-m_StartTick)/(float)Server()->TickSpeed(); vec2 PrevPos = GetPos(Pt); @@ -112,12 +120,6 @@ void CProjectile::Tick() { m_StartTick = Server()->Tick(); m_Pos = NewPos; - if(g_Config.m_SvShotgunReset > m_LastRestart) - { - m_Pos = m_StartPos; - m_Direction = m_StartDir; - m_StartTick = Server()->Tick(); - } if (m_Bouncing == 1) { m_PrevLastBounce.x = m_LastBounce.x; diff --git a/src/game/server/entities/projectile.h b/src/game/server/entities/projectile.h index d27374b5e..eec7659e2 100644 --- a/src/game/server/entities/projectile.h +++ b/src/game/server/entities/projectile.h @@ -4,8 +4,20 @@ class CProjectile : public CEntity { public: - CProjectile(CGameWorld *pGameWorld, int Type, int Owner, vec2 Pos, vec2 Dir, int Span, - bool Freeeze, bool Explosive, float Force, int SoundImpact, int Weapon); + CProjectile + ( + CGameWorld *pGameWorld, + int Type, + int Owner, + vec2 Pos, + vec2 Dir, + int Span, + bool Freeeze, + bool Explosive, + float Force, + int SoundImpact, + int Weapon + ); vec2 GetPos(float Time); void FillInfo(CNetObj_Projectile *pProj); diff --git a/src/game/server/entities/trigger.cpp b/src/game/server/entities/trigger.cpp index f35c6f55b..7ceaad686 100644 --- a/src/game/server/entities/trigger.cpp +++ b/src/game/server/entities/trigger.cpp @@ -25,8 +25,8 @@ bool CTrigger::HitCharacter() void CTrigger::OpenDoor(int Tick) { - CDoor *connectedDoor = (CDoor*) m_Target; - connectedDoor->Open(Tick); + CDoor *ConnectedDoor = (CDoor*) m_Target; + ConnectedDoor->Open(Tick); } void CTrigger::Reset() diff --git a/src/game/server/gamecontroller.cpp b/src/game/server/gamecontroller.cpp index c54c217c9..15f7f6612 100644 --- a/src/game/server/gamecontroller.cpp +++ b/src/game/server/gamecontroller.cpp @@ -237,48 +237,48 @@ bool IGameController::OnEntity(int Index, vec2 Pos, bool Front) sides2[6]=GameServer()->Collision()->Entity(x-2,y, Front); sides2[7]=GameServer()->Collision()->Entity(x-2,y+2, Front); - float ang_speed; - int ind=Index-ENTITY_LASER_STOP; - int m; - if (ind<0) + float AngularSpeed; + int Ind=Index-ENTITY_LASER_STOP; + int M; + if (Ind<0) { - ind=-ind; - m=1; + Ind=-Ind; + M=1; } - else if(ind==0) - m=0; + else if(Ind==0) + M=0; else - m=-1; + M=-1; - if (ind==0) - ang_speed=0.0f; - else if (ind==1) - ang_speed=pi/360; - else if (ind==2) - ang_speed=pi/180; - else if (ind==3) - ang_speed=pi/90; - ang_speed*=m; + if (Ind==0) + AngularSpeed=0.0f; + else if (Ind==1) + AngularSpeed=pi/360; + else if (Ind==2) + AngularSpeed=pi/180; + else if (Ind==3) + AngularSpeed=pi/90; + AngularSpeed*=M; for(int i=0; i<8;i++) { if (sides[i] >= ENTITY_LASER_SHORT && sides[i] <= ENTITY_LASER_LONG) { - CLight *lgt = new CLight(&GameServer()->m_World, Pos, pi/4*i,32*3 + 32*(sides[i] - ENTITY_LASER_SHORT)*3); - lgt->ang_speed=ang_speed; + CLight *Lgt = new CLight(&GameServer()->m_World, Pos, pi/4*i,32*3 + 32*(sides[i] - ENTITY_LASER_SHORT)*3); + Lgt->m_AngularSpeed=AngularSpeed; if (sides2[i]>=ENTITY_LASER_C_SLOW && sides2[i]<=ENTITY_LASER_C_FAST) { - lgt->speed=1+(sides2[i]-ENTITY_LASER_C_SLOW)*2; - lgt->cur_length=lgt->length; + Lgt->m_Speed=1+(sides2[i]-ENTITY_LASER_C_SLOW)*2; + Lgt->m_CurveLength=Lgt->m_Length; } else if(sides2[i]>=ENTITY_LASER_O_SLOW && sides2[i]<=ENTITY_LASER_O_FAST) { - lgt->speed=1+(sides2[i]-ENTITY_LASER_O_SLOW)*2; - lgt->cur_length=0; + Lgt->m_Speed=1+(sides2[i]-ENTITY_LASER_O_SLOW)*2; + Lgt->m_CurveLength=0; } else - lgt->cur_length=lgt->length; + Lgt->m_CurveLength=Lgt->m_Length; } }