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The calculation is accurate i still don't know why this happens
Signed-off-by: GreYFoXGTi <GreYFoXGTi@GMaiL.CoM>
This commit is contained in:
parent
3f9839188d
commit
558b03c9e3
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@ -34,42 +34,25 @@ bool CDoor::HitCharacter()
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CCharacter *Hit = GameServer()->m_World.IntersectCharacter(m_Pos, m_To, 1.f, At, 0);
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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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if(Hit)
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{
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{
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vec2 Points[36];
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Hit->m_Doored = true;
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Hit->m_Doored = true;
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vec2 Points[38];
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Hit = 0;
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Hit = 0;
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for(int i=1;i<=36;i++)
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for(int i=0;i<38;i++)
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{
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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].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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Points[i].y = m_Pos.y * (1 - (i/38.0)) + m_To.y * (i / 38.0);
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}
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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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for(int i = 0; i < 38; i++)
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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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{
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Hit = GameServer()->m_World.IntersectCharacter(Points[i], Points[i+1], 1.f, At, 0);
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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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if(Hit)
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Hit->m_Doored = true;
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Hit->m_Doored = true;
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Hit = 0;
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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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Hit = GameServer()->m_World.IntersectCharacter(Points[i+1], Points[i], 1.f, At2, 0);
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if(Hit)
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if(Hit)
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Hit->m_Doored = true;
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Hit->m_Doored = true;
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Hit = 0;
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Hit = 0;
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}
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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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}
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}
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return true;
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return true;
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}
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}
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@ -31,44 +31,27 @@ bool CLight::HitCharacter()
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CCharacter *Hit = GameServer()->m_World.IntersectCharacter(m_Pos, m_To, 1.f, At, 0);
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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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if(Hit)
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{
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{
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vec2 Points[36];
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit->Freeze(Server()->TickSpeed()*3);
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vec2 Points[38];
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Hit = 0;
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Hit = 0;
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for(int i=1;i<37;i++)
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for(int i=0;i<38;i++)
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{
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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].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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Points[i].y = m_Pos.y * (1 - (i/38.0)) + m_To.y * (i / 38.0);
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}
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}
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Hit = GameServer()->m_World.IntersectCharacter(m_Pos, Points[0], 1.f, At, 0);
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for(int i = 0; i < 38; i++)
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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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{
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Hit = GameServer()->m_World.IntersectCharacter(Points[i], Points[i+1], 1.f, At, 0);
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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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if(Hit)
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit = 0;
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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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Hit = GameServer()->m_World.IntersectCharacter(Points[i+1], Points[i], 1.f, At2, 0);
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if(Hit)
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if(Hit)
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit->Freeze(Server()->TickSpeed()*3);
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Hit = 0;
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Hit = 0;
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}
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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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}
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}
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return true;
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return true;
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}
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}
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void CLight::Move()
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void CLight::Move()
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