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https://github.com/ddnet/ddnet.git
synced 2024-11-10 01:58:19 +00:00
Reverted 1 Letter Refactoring or Edited it to a full name.
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7bfbe24a1c
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68a1a29db8
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@ -51,30 +51,30 @@ void CCollision::Init(class CLayers *pLayers)
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}
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}
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int CCollision::GetTile(int X, int Y)
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int CCollision::GetTile(int x, int y)
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{
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int Nx = clamp(X/32, 0, m_Width-1);
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int Ny = clamp(Y/32, 0, m_Height-1);
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int Nx = clamp(x/32, 0, m_Width-1);
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int Ny = clamp(y/32, 0, m_Height-1);
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return m_pTiles[Ny*m_Width+Nx].m_Index > 128 ? 0 : m_pTiles[Ny*m_Width+Nx].m_Index;
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}
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bool CCollision::IsTileSolid(int X, int Y)
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bool CCollision::IsTileSolid(int x, int y)
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{
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return GetTile(X, Y)&COLFLAG_SOLID;
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return GetTile(x, y)&COLFLAG_SOLID;
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}
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// TODO: rewrite this smarter!
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int CCollision::IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision)
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{
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float D = distance(Pos0, Pos1);
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int End(D+1);
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float Distance = distance(Pos0, Pos1);
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int End(Distance+1);
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vec2 Last = Pos0;
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for(int i = 0; i < End; i++)
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{
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float A = i/D;
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vec2 Pos = mix(Pos0, Pos1, A);
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float PointOnLine = i/Distance;
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vec2 Pos = mix(Pos0, Pos1, PointOnLine);
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if(CheckPoint(Pos.x, Pos.y))
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{
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if(pOutCollision)
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@ -25,9 +25,9 @@ public:
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CCollision();
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void Init(class CLayers *pLayers);
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bool CheckPoint(float X, float Y) { return IsTileSolid(round(X), round(Y)); }
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bool CheckPoint(vec2 P) { return CheckPoint(P.x, P.y); }
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int GetCollisionAt(float X, float Y) { return GetTile(round(X), round(Y)); }
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bool CheckPoint(float x, float y) { return IsTileSolid(round(x), round(y)); }
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bool CheckPoint(vec2 Pos) { return CheckPoint(Pos.x, Pos.y); }
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int GetCollisionAt(float x, float y) { return GetTile(round(x), round(y)); }
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int GetWidth() { return m_Width; };
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int GetHeight() { return m_Height; };
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int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
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@ -20,19 +20,19 @@ static struct
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static int g_UiNumPopups = 0;
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void CEditor::UiInvokePopupMenu(void *pID, int Flags, float X, float Y, float W, float H, int (*pfnFunc)(CEditor *pEditor, CUIRect Rect), void *pExtra)
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void CEditor::UiInvokePopupMenu(void *pID, int Flags, float x, float y, float Width, float Height, int (*pfnFunc)(CEditor *pEditor, CUIRect Rect), void *pExtra)
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{
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Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "editor", "invoked");
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if(X + W > UI()->Screen()->w)
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X -= W;
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if(Y + H > UI()->Screen()->h)
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Y -= H;
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if(x + Width > UI()->Screen()->w)
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x -= Width;
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if(y + Height > UI()->Screen()->h)
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y -= Height;
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s_UiPopups[g_UiNumPopups].m_pId = pID;
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s_UiPopups[g_UiNumPopups].m_IsMenu = Flags;
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s_UiPopups[g_UiNumPopups].m_Rect.x = X;
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s_UiPopups[g_UiNumPopups].m_Rect.y = Y;
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s_UiPopups[g_UiNumPopups].m_Rect.w = W;
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s_UiPopups[g_UiNumPopups].m_Rect.h = H;
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s_UiPopups[g_UiNumPopups].m_Rect.x = x;
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s_UiPopups[g_UiNumPopups].m_Rect.y = y;
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s_UiPopups[g_UiNumPopups].m_Rect.w = Width;
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s_UiPopups[g_UiNumPopups].m_Rect.h = Height;
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s_UiPopups[g_UiNumPopups].m_pfnFunc = pfnFunc;
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s_UiPopups[g_UiNumPopups].m_pExtra = pExtra;
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g_UiNumPopups++;
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@ -43,9 +43,9 @@ bool CTuningParams::Get(const char *pName, float *pValue)
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return false;
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}
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float HermiteBasis1(float V)
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float HermiteBasis1(float v)
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{
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return 2*V*V*V - 3*V*V+1;
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return 2*v*v*v - 3*v*v+1;
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}
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float VelocityRamp(float Value, float Start, float Range, float Curvature)
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@ -100,16 +100,16 @@ void CCharacterCore::Tick(bool UseInput)
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m_Direction = m_Input.m_Direction;
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// setup angle
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float A = 0;
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float a = 0;
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if(m_Input.m_TargetX == 0)
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A = atanf((float)m_Input.m_TargetY);
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a = atanf((float)m_Input.m_TargetY);
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else
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A = atanf((float)m_Input.m_TargetY/(float)m_Input.m_TargetX);
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a = atanf((float)m_Input.m_TargetY/(float)m_Input.m_TargetX);
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if(m_Input.m_TargetX < 0)
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A = A+pi;
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a = a+pi;
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m_Angle = (int)(A*256.0f);
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m_Angle = (int)(a*256.0f);
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// handle jump
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if(m_Input.m_Jump)
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@ -209,7 +209,7 @@ void CCharacterCore::Tick(bool UseInput)
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// Check against other players first
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if(m_pWorld && m_pWorld->m_Tuning.m_PlayerHooking)
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{
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float Dist = 0.0f;
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float Distance = 0.0f;
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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CCharacterCore *pCharCore = m_pWorld->m_apCharacters[i];
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@ -219,12 +219,12 @@ void CCharacterCore::Tick(bool UseInput)
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vec2 ClosestPoint = closest_point_on_line(m_HookPos, NewPos, pCharCore->m_Pos);
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if(distance(pCharCore->m_Pos, ClosestPoint) < PhysSize+2.0f)
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{
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if (m_HookedPlayer == -1 || distance(m_HookPos, pCharCore->m_Pos) < Dist)
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if (m_HookedPlayer == -1 || distance(m_HookPos, pCharCore->m_Pos) < Distance)
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{
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m_TriggeredEvents |= COREEVENT_HOOK_ATTACH_PLAYER;
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m_HookState = HOOK_GRABBED;
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m_HookedPlayer = i;
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Dist = distance(m_HookPos, pCharCore->m_Pos);
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Distance = distance(m_HookPos, pCharCore->m_Pos);
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}
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}
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}
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@ -315,28 +315,28 @@ void CCharacterCore::Tick(bool UseInput)
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continue; // make sure that we don't nudge our self
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// handle player <-> player collision
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float D = distance(m_Pos, pCharCore->m_Pos);
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float Distance = distance(m_Pos, pCharCore->m_Pos);
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vec2 Dir = normalize(m_Pos - pCharCore->m_Pos);
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if(D < PhysSize*1.25f && D > 1.0f)
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if(Distance < PhysSize*1.25f && Distance > 1.0f)
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{
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float A = (PhysSize*1.45f - D);
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float V = 0.5f;
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float a = (PhysSize*1.45f - Distance);
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float Velocity = 0.5f;
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// make sure that we don't add excess force by checking the
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// direction against the current velocity. if not zero.
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if (length(m_Vel) > 0.0001)
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V = 1-(dot(normalize(m_Vel), Dir)+1)/2;
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Velocity = 1-(dot(normalize(m_Vel), Dir)+1)/2;
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m_Vel += Dir*A*(V*0.75f);
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m_Vel += Dir*a*(Velocity*0.75f);
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m_Vel *= 0.85f;
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}
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// handle hook influence
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if(m_HookedPlayer == i)
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{
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if(D > PhysSize*1.50f) // TODO: fix tweakable variable
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if(Distance > PhysSize*1.50f) // TODO: fix tweakable variable
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{
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float Accel = m_pWorld->m_Tuning.m_HookDragAccel * (D/m_pWorld->m_Tuning.m_HookLength);
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float Accel = m_pWorld->m_Tuning.m_HookDragAccel * (Distance/m_pWorld->m_Tuning.m_HookLength);
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float DragSpeed = m_pWorld->m_Tuning.m_HookDragSpeed;
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// add force to the hooked player
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@ -54,19 +54,19 @@ inline vec2 GetDirection(int Angle)
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return vec2(cosf(a), sinf(a));
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}
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inline vec2 GetDir(float A)
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inline vec2 GetDir(float Angle)
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{
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return vec2(cosf(A), sinf(A));
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return vec2(cosf(Angle), sinf(Angle));
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}
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inline float GetAngle(vec2 Dir)
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{
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if(Dir.x == 0 && Dir.y == 0)
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return 0.0f;
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float A = atanf(Dir.y/Dir.x);
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float a = atanf(Dir.y/Dir.x);
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if(Dir.x < 0)
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A = A+pi;
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return A;
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a = a+pi;
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return a;
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}
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inline void StrToInts(int *pInts, int Num, const char *pStr)
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@ -105,13 +105,13 @@ inline void IntsToStr(const int *pInts, int Num, char *pStr)
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inline vec2 CalcPos(vec2 P, vec2 V, float Curvature, float Speed, float T)
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inline vec2 CalcPos(vec2 Pos, vec2 Velocity, float Curvature, float Speed, float Time)
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{
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vec2 N;
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T *= Speed;
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N.x = P.x + V.x*T;
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N.y = P.y + V.y*T + Curvature/10000*(T*T);
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return N;
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vec2 n;
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Time *= Speed;
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n.x = Pos.x + Velocity.x*Time;
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n.y = Pos.y + Velocity.y*Time + Curvature/10000*(Time*Time);
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return n;
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}
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@ -83,19 +83,19 @@ class CCharacter *CGameContext::GetPlayerChar(int ClientID)
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void CGameContext::CreateDamageInd(vec2 Pos, float Angle, int Amount)
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{
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float A = 3 * 3.14159f / 2 + Angle;
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float a = 3 * 3.14159f / 2 + Angle;
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//float a = get_angle(dir);
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float S = A-pi/3;
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float E = A+pi/3;
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float s = a-pi/3;
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float e = a+pi/3;
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for(int i = 0; i < Amount; i++)
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{
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float F = mix(S, E, float(i+1)/float(Amount+2));
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float f = mix(s, e, float(i+1)/float(Amount+2));
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NETEVENT_DAMAGEIND *pEvent = (NETEVENT_DAMAGEIND *)m_Events.Create(NETEVENTTYPE_DAMAGEIND, sizeof(NETEVENT_DAMAGEIND));
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if(pEvent)
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{
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pEvent->m_X = (int)Pos.x;
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pEvent->m_Y = (int)Pos.y;
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pEvent->m_Angle = (int)(F*256.0f);
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pEvent->m_Angle = (int)(f*256.0f);
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}
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}
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}
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}
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/*
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void create_smoke(vec2 P)
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void create_smoke(vec2 Pos)
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{
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// create the event
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EV_EXPLOSION *pEvent = (EV_EXPLOSION *)events.create(EVENT_SMOKE, sizeof(EV_EXPLOSION));
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if(pEvent)
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{
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pEvent->x = (int)P.x;
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pEvent->y = (int)P.y;
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pEvent->x = (int)Pos.x;
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pEvent->y = (int)Pos.y;
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}
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}*/
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@ -853,9 +853,9 @@ void CGameContext::ConTuneDump(IConsole::IResult *pResult, void *pUserData)
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char aBuf[256];
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for(int i = 0; i < pSelf->Tuning()->Num(); i++)
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{
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float V;
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pSelf->Tuning()->Get(i, &V);
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str_format(aBuf, sizeof(aBuf), "%s %.2f", pSelf->Tuning()->m_apNames[i], V);
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float v;
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pSelf->Tuning()->Get(i, &v);
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str_format(aBuf, sizeof(aBuf), "%s %.2f", pSelf->Tuning()->m_apNames[i], v);
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pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "tuning", aBuf);
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}
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}
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@ -1133,4 +1133,4 @@ void CGameContext::OnPostSnap()
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const char *CGameContext::Version() { return GAME_VERSION; }
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const char *CGameContext::NetVersion() { return GAME_NETVERSION; }
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IGameServer *CreateGameServer() { return new CGameContext; }
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IGameServer *CreateGameServer() { return new CGameContext; }
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