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cleaned up g_CharPhysSize
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parent
0115161463
commit
9bb6fe48c2
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@ -40,7 +40,7 @@ MACRO_ALLOC_POOL_ID_IMPL(CCharacter, MAX_CLIENTS)
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CCharacter::CCharacter(CGameWorld *pWorld)
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: CEntity(pWorld, NETOBJTYPE_CHARACTER)
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{
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m_ProximityRadius = g_CharPhysSize;
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m_ProximityRadius = ms_PhysSize;
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m_Health = 0;
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m_Armor = 0;
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}
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@ -101,9 +101,9 @@ void CCharacter::SetWeapon(int W)
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bool CCharacter::IsGrounded()
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{
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if(GameServer()->Collision()->CheckPoint(m_Pos.x+g_CharPhysSize/2, m_Pos.y+g_CharPhysSize/2+5))
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if(GameServer()->Collision()->CheckPoint(m_Pos.x+m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5))
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return true;
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if(GameServer()->Collision()->CheckPoint(m_Pos.x-g_CharPhysSize/2, m_Pos.y+g_CharPhysSize/2+5))
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if(GameServer()->Collision()->CheckPoint(m_Pos.x-m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5))
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return true;
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return false;
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}
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@ -144,7 +144,7 @@ void CCharacter::HandleNinja()
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// Set velocity
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m_Core.m_Vel = m_Ninja.m_ActivationDir * g_pData->m_Weapons.m_Ninja.m_Velocity;
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vec2 OldPos = m_Pos;
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GameServer()->Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(g_CharPhysSize, g_CharPhysSize), 0.f);
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GameServer()->Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(m_ProximityRadius, m_ProximityRadius), 0.f);
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// reset velocity so the client doesn't predict stuff
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m_Core.m_Vel = vec2(0.f, 0.f);
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@ -153,7 +153,7 @@ void CCharacter::HandleNinja()
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{
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CCharacter *aEnts[64];
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vec2 Dir = m_Pos - OldPos;
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float Radius = g_CharPhysSize * 2.0f;
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float Radius = m_ProximityRadius * 2.0f;
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vec2 Center = OldPos + Dir * 0.5f;
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int Num = GameServer()->m_World.FindEntities(Center, Radius, (CEntity**)aEnts, 64, NETOBJTYPE_CHARACTER);
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@ -173,7 +173,7 @@ void CCharacter::HandleNinja()
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continue;
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// check so we are sufficiently close
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if (distance(aEnts[i]->m_Pos, m_Pos) > (g_CharPhysSize * 2.0f))
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if (distance(aEnts[i]->m_Pos, m_Pos) > (m_ProximityRadius * 2.0f))
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continue;
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// Hit a player, give him damage and stuffs...
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@ -277,7 +277,7 @@ void CCharacter::FireWeapon()
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return;
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}
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vec2 ProjStartPos = m_Pos+Direction*g_CharPhysSize*0.75f;
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vec2 ProjStartPos = m_Pos+Direction*m_ProximityRadius*0.75f;
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switch(m_ActiveWeapon)
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{
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@ -289,7 +289,7 @@ void CCharacter::FireWeapon()
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CCharacter *aEnts[64];
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int Hits = 0;
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int Num = GameServer()->m_World.FindEntities(ProjStartPos, g_CharPhysSize*0.5f, (CEntity**)aEnts,
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int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*0.5f, (CEntity**)aEnts,
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64, NETOBJTYPE_CHARACTER);
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for (int i = 0; i < Num; ++i)
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@ -543,10 +543,10 @@ void CCharacter::Tick()
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m_Core.Tick(true);
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// handle death-tiles
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if(GameServer()->Collision()->GetCollisionAt(m_Pos.x+g_CharPhysSize/3.f, m_Pos.y-g_CharPhysSize/3.f)&CCollision::COLFLAG_DEATH ||
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GameServer()->Collision()->GetCollisionAt(m_Pos.x+g_CharPhysSize/3.f, m_Pos.y+g_CharPhysSize/3.f)&CCollision::COLFLAG_DEATH ||
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GameServer()->Collision()->GetCollisionAt(m_Pos.x-g_CharPhysSize/3.f, m_Pos.y-g_CharPhysSize/3.f)&CCollision::COLFLAG_DEATH ||
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GameServer()->Collision()->GetCollisionAt(m_Pos.x-g_CharPhysSize/3.f, m_Pos.y+g_CharPhysSize/3.f)&CCollision::COLFLAG_DEATH)
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if(GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
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GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
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GameServer()->Collision()->GetCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
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GameServer()->Collision()->GetCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH)
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{
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Die(m_pPlayer->GetCID(), WEAPON_WORLD);
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}
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@ -7,9 +7,6 @@
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#include <game/gamecore.h>
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//character's size
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const int g_CharPhysSize = 28;
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enum
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{
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WEAPON_GAME = -3, // team switching etc
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@ -22,6 +19,9 @@ class CCharacter : public CEntity
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MACRO_ALLOC_POOL_ID()
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public:
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//character's size
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static const int ms_PhysSize = 28;
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CCharacter(CGameWorld *pWorld);
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virtual void Reset();
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