mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-10 10:08:18 +00:00
Fixed doors and lasers not affect more than 1 player, but there is something wrong, i need sleep, this sometimes compiles and runs perfectly and some times it compiles but runs buggy, need to correct CLight::HitCharacter and CDoor::HitCharacter
also did some refactoring Signed-off-by: GreYFoXGTi <GreYFoXGTi@GMaiL.CoM>
This commit is contained in:
parent
8901057944
commit
15542a6c20
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@ -30,14 +30,42 @@ void CDoor::Close()
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bool CDoor::HitCharacter()
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{
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vec2 Points[36];
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vec2 At;
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CCharacter *Hit = GameServer()->m_World.IntersectCharacter(m_Pos, m_To, 1.f, At, 0);
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if(!Hit)
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return false;
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for(int i=1;i<=36;i++)
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{
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Points[i-1].x = m_Pos.x * (1 - i/38.0) + m_To.x * i / 38.0;
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Points[i-1].y = m_Pos.y * (1 - i/38.0) + m_To.y * i / 38.0;
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}
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CCharacter *Hit = GameServer()->m_World.IntersectCharacter(m_Pos, Points[0], 1.f, At, 0);
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if(Hit)
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Hit->m_Doored = true;
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Hit = 0;
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Hit = GameServer()->m_World.IntersectCharacter(Points[0], m_Pos, 1.f, At, 0);
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if(Hit)
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Hit->m_Doored = true;
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Hit = 0;
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for(int i = 0; i < 36; i++)
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{
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Hit = GameServer()->m_World.IntersectCharacter(Points[i], Points[i+1], 1.f, At, 0);
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if(Hit)
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Hit->m_Doored = true;
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Hit = 0;
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Hit = GameServer()->m_World.IntersectCharacter(Points[i+1], Points[i], 1.f, At, 0);
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if(Hit)
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Hit->m_Doored = true;
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Hit = 0;
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}
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Hit = GameServer()->m_World.IntersectCharacter(Points[35], m_To, 1.f, At, 0);
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if(Hit)
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Hit->m_Doored = true;
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Hit = 0;
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Hit = GameServer()->m_World.IntersectCharacter(m_To, Points[35], 1.f, At, 0);
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if(Hit)
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Hit->m_Doored = true;
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Hit = 0;
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//hit->reset_pos();
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return true;
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}
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void CDoor::Reset()
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@ -11,72 +11,73 @@
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const int LENGTH=700;
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CDragger::CDragger(CGameWorld *pGameWorld, vec2 pos, float strength, bool nw)
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CDragger::CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool NW)
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: CEntity(pGameWorld, NETOBJTYPE_LASER)
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{
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this->m_Pos = pos;
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this->strength = strength;
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this->eval_tick=Server()->Tick();
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this->nw=nw;
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m_Pos = Pos;
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m_Strength = Strength;
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m_EvalTick = Server()->Tick();
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m_NW = NW;
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GameWorld()->InsertEntity(this);
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}
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void CDragger::move()
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void CDragger::Move()
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{
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if (target)
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if (m_Target)
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return;
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CCharacter *ents[16];
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int num = -1;
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num = GameServer()->m_World.FindEntities(m_Pos,LENGTH, (CEntity**)ents, 16, NETOBJTYPE_CHARACTER);
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int id=-1;
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int minlen=0;
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for (int i = 0; i < num; i++)
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CCharacter *Ents[16];
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int Num = -1;
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Num = GameServer()->m_World.FindEntities(m_Pos,LENGTH, (CEntity**)Ents, 16, NETOBJTYPE_CHARACTER);
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int Id=-1;
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int MinLen=0;
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for (int i = 0; i < Num; i++)
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{
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target = ents[i];
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int res=0;
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if (!nw)
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res = GameServer()->Collision()->IntersectNoLaser(m_Pos, target->m_Pos, 0, 0);
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m_Target = Ents[i];
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int Res=0;
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if (!m_NW)
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Res = GameServer()->Collision()->IntersectNoLaser(m_Pos, m_Target->m_Pos, 0, 0);
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else
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res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos, target->m_Pos, 0, 0);
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Res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos, m_Target->m_Pos, 0, 0);
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if (res==0)
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if (Res==0)
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{
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int len=length(ents[i]->m_Pos - m_Pos);
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if (minlen==0 || minlen>len)
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int Len=length(Ents[i]->m_Pos - m_Pos);
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if (MinLen==0 || MinLen>Len)
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{
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minlen=len;
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id=i;
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MinLen=Len;
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Id=i;
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}
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}
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}
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if (id!=-1)
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if (Id!=-1)
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{
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target = ents[id];
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m_Target = Ents[Id];
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}
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else
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{
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target=0;
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m_Target=0;
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}
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}
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void CDragger::drag()
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void CDragger::Drag()
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{
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if (target)
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if (m_Target)
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{
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int res = 0;
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if (!nw)
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res = GameServer()->Collision()->IntersectNoLaser(m_Pos, target->m_Pos, 0, 0);
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int Res = 0;
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if (!m_NW)
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Res = GameServer()->Collision()->IntersectNoLaser(m_Pos, m_Target->m_Pos, 0, 0);
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else
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res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos, target->m_Pos, 0, 0);
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if (res || length(m_Pos-target->m_Pos)>700)
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Res = GameServer()->Collision()->IntersectNoLaserNW(m_Pos, m_Target->m_Pos, 0, 0);
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if (Res || length(m_Pos-m_Target->m_Pos)>700)
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{
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target=0;
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m_Target=0;
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}
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else
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if (length(m_Pos-target->m_Pos)>28)
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if(!((target->m_CurrentTile >= TILE_STOPL && target->m_CurrentTile <= TILE_STOPT) || (target->m_CurrentFTile >= TILE_STOPL && target->m_CurrentFTile <= TILE_STOPT)))
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target->m_Core.m_Vel+=normalize(m_Pos-target->m_Pos)*strength;
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if (length(m_Pos-m_Target->m_Pos)>28)
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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)))
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m_Target->m_Core.m_Vel+=normalize(m_Pos-m_Target->m_Pos)*m_Strength;
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}
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}
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@ -89,40 +90,40 @@ void CDragger::Tick()
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{
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if (Server()->Tick()%int(Server()->TickSpeed()*0.15f)==0)
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{
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eval_tick=Server()->Tick();
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int index = GameServer()->Collision()->IsCp(m_Pos.x, m_Pos.y);
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if (index)
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m_EvalTick=Server()->Tick();
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int Index = GameServer()->Collision()->IsCp(m_Pos.x, m_Pos.y);
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if (Index)
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{
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core=GameServer()->Collision()->CpSpeed(index);
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m_Core=GameServer()->Collision()->CpSpeed(Index);
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}
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m_Pos+=core;
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move();
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m_Pos+=m_Core;
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Move();
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}
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drag();
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Drag();
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return;
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}
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void CDragger::Snap(int snapping_client)
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void CDragger::Snap(int SnappingClient)
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{
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if (target)
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if (m_Target)
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{
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if(NetworkClipped(snapping_client, m_Pos) && NetworkClipped(snapping_client,target->m_Pos))
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if(NetworkClipped(SnappingClient, m_Pos) && NetworkClipped(SnappingClient,m_Target->m_Pos))
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return;
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}
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else
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if(NetworkClipped(snapping_client,m_Pos))
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if(NetworkClipped(SnappingClient,m_Pos))
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return;
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CNetObj_Laser *obj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_Id, sizeof(CNetObj_Laser)));
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obj->m_X = (int)m_Pos.x;
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obj->m_Y = (int)m_Pos.y;
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if (target)
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if (m_Target)
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{
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obj->m_FromX = (int)target->m_Pos.x;
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obj->m_FromY = (int)target->m_Pos.y;
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obj->m_FromX = (int)m_Target->m_Pos.x;
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obj->m_FromY = (int)m_Target->m_Pos.y;
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}
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else
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{
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@ -131,12 +132,12 @@ void CDragger::Snap(int snapping_client)
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}
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int start_tick = eval_tick;
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if (start_tick<Server()->Tick()-4)
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start_tick=Server()->Tick()-4;
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else if (start_tick>Server()->Tick())
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start_tick=Server()->Tick();
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obj->m_StartTick = start_tick;
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int StartTick = m_EvalTick;
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if (StartTick < Server()->Tick() - 4)
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StartTick = Server()->Tick() - 4;
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else if (StartTick>Server()->Tick())
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StartTick = Server()->Tick();
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obj->m_StartTick = StartTick;
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}
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//ÿ òóò áûë
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//ÿ òîæå
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@ -9,17 +9,17 @@ class CCharacter;
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class CDragger : public CEntity
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{
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vec2 core;
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float strength;
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int eval_tick;
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void move();
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void drag();
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CCharacter *target;
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bool nw;
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vec2 m_Core;
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float m_Strength;
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int m_EvalTick;
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void Move();
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void Drag();
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CCharacter * m_Target;
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bool m_NW;
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public:
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CDragger(CGameWorld *pGameWorld, vec2 pos, float strength, bool nw=false);
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CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool NW=false);
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virtual void Reset();
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virtual void Tick();
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@ -55,8 +55,7 @@ void CGun::Fire()
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}
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if (Id!=-1)
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{
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CCharacter *Target = Ents[Id];
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vec2 Fdir = normalize(Target->m_Pos - m_Pos);
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vec2 Fdir = normalize(Ents[Id]->m_Pos - m_Pos);
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new CPlasma(&GameServer()->m_World, m_Pos, Fdir, m_Freeze, m_Explosive);
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}
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@ -4,7 +4,7 @@
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#include <engine/shared/config.h>
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#include "laser.h"
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CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner, int type)
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CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner, int Type)
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: CEntity(pGameWorld, NETOBJTYPE_LASER)
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{
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m_Pos = Pos;
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@ -13,7 +13,7 @@ CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEner
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m_Dir = Direction;
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m_Bounces = 0;
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m_EvalTick = 0;
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m_Type = type;
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m_Type = Type;
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GameWorld()->InsertEntity(this);
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DoBounce();
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}
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@ -6,7 +6,7 @@
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class CLaser : public CEntity
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{
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public:
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CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner, int type);
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CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEnergy, int Owner, int Type);
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virtual void Reset();
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virtual void Tick();
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@ -12,63 +12,93 @@
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CLight::CLight(CGameWorld *pGameWorld, vec2 pos, float rotation, int length)
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CLight::CLight(CGameWorld *pGameWorld, vec2 Pos, float Rotation, int Length)
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: CEntity(pGameWorld, NETOBJTYPE_LASER)
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{
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TICK=(Server()->TickSpeed()*0.15f);
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this->m_Pos = pos;
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this->rotation = rotation;
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this->length = length;
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this->eval_tick=Server()->Tick();
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m_Tick=(Server()->TickSpeed()*0.15f);
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m_Pos = Pos;
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m_Rotation = Rotation;
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m_Length = Length;
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m_EvalTick = Server()->Tick();
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GameWorld()->InsertEntity(this);
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step();
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Step();
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}
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bool CLight::hit_character()
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bool CLight::HitCharacter()
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{
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vec2 nothing;
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CCharacter *hit = GameServer()->m_World.IntersectCharacter(m_Pos, to, 0.0f, nothing, 0);
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if(!hit)
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return false;
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hit->Freeze(Server()->TickSpeed()*3);
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vec2 At;
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vec2 Points[36];
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for(int i=1;i<37;i++)
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{
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Points[i-1].x = m_Pos.x * (1 - i/38.0) + m_To.x * i / 38.0;
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Points[i-1].y = m_Pos.y * (1 - i/38.0) + m_To.y * i / 38.0;
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}
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CCharacter *Hit = GameServer()->m_World.IntersectCharacter(m_Pos, Points[0], 1.f, At, 0);
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if(Hit)
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit = 0;
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Hit = GameServer()->m_World.IntersectCharacter(Points[0], m_Pos, 1.f, At, 0);
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if(Hit)
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit = 0;
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for(int i = 0; i < 36; i++)
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{
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Hit = GameServer()->m_World.IntersectCharacter(Points[i], Points[i+1], 1.f, At, 0);
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if(Hit)
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit = 0;
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Hit = GameServer()->m_World.IntersectCharacter(Points[i+1], Points[i], 1.f, At, 0);
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if(Hit)
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit = 0;
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}
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Hit = GameServer()->m_World.IntersectCharacter(Points[35], m_To, 1.f, At, 0);
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if(Hit)
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit = 0;
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Hit = GameServer()->m_World.IntersectCharacter(m_To, Points[35], 1.f, At, 0);
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if(Hit)
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit = 0;
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return true;
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}
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void CLight::move()
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void CLight::Move()
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{
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if (speed != 0)
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if (m_Speed != 0)
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{
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if ((cur_length>=length && speed>0) || (cur_length<=0 && speed<0))
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speed=-speed;
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cur_length+=speed*TICK + length_l;
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length_l=0;
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if (cur_length>length)
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if ((m_CurveLength>=m_Length && m_Speed>0) || (m_CurveLength<=0 && m_Speed<0))
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m_Speed=-m_Speed;
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m_CurveLength+=m_Speed*m_Tick + m_LengthL;
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m_LengthL=0;
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if (m_CurveLength>m_Length)
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{
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length_l=cur_length-length;
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cur_length=length;
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m_LengthL=m_CurveLength-m_Length;
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m_CurveLength=m_Length;
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}
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else if(cur_length<0)
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else if(m_CurveLength<0)
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{
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length_l=0+cur_length;
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cur_length=0;
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m_LengthL=0+m_CurveLength;
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m_CurveLength=0;
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}
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}
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rotation+=ang_speed*TICK;
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if (rotation>pi*2)
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rotation-=pi*2;
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else if(rotation<0)
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rotation+=pi*2;
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m_Rotation+=m_AngularSpeed*m_Tick;
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if (m_Rotation>pi*2)
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m_Rotation-=pi*2;
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else if(m_Rotation<0)
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m_Rotation+=pi*2;
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}
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void CLight::step()
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void CLight::Step()
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{
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move();
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vec2 dir(sin(rotation), cos(rotation));
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vec2 to2 = m_Pos + normalize(dir)*cur_length;
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GameServer()->Collision()->IntersectNoLaser(m_Pos, to2, &to,0 );
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Move();
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vec2 dir(sin(m_Rotation), cos(m_Rotation));
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vec2 to2 = m_Pos + normalize(dir)*m_CurveLength;
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GameServer()->Collision()->IntersectNoLaser(m_Pos, to2, &m_To,0 );
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}
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void CLight::Reset()
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@ -81,17 +111,17 @@ void CLight::Tick()
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if (Server()->Tick()%int(Server()->TickSpeed()*0.15f)==0)
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{
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eval_tick=Server()->Tick();
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m_EvalTick=Server()->Tick();
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int index = GameServer()->Collision()->IsCp(m_Pos.x,m_Pos.y);
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if (index)
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{
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core=GameServer()->Collision()->CpSpeed(index);
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m_Core=GameServer()->Collision()->CpSpeed(index);
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}
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m_Pos+=core;
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step();
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m_Pos+=m_Core;
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Step();
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}
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hit_character();
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HitCharacter();
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return;
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||||
|
||||
|
||||
|
@ -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<CNetObj_Laser *>(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_tick<Server()->Tick()-4)
|
||||
start_tick=Server()->Tick()-4;
|
||||
else if (start_tick>Server()->Tick())
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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;i<NUM_WEAPONS;i++)
|
||||
{
|
||||
if (pChr->m_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)
|
||||
|
|
|
@ -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<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_Id, sizeof(CNetObj_Laser)));
|
||||
|
|
|
@ -21,7 +21,7 @@ public:
|
|||
|
||||
virtual void Reset();
|
||||
virtual void Tick();
|
||||
virtual void Snap(int snapping_client);
|
||||
virtual void Snap(int SnappingClient);
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,8 @@
|
|||
#include <engine/shared/config.h>
|
||||
#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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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()
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue