mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-10 10:08:18 +00:00
cleaned up g_CharPhysSize
This commit is contained in:
parent
0115161463
commit
9bb6fe48c2
|
@ -40,7 +40,7 @@ MACRO_ALLOC_POOL_ID_IMPL(CCharacter, MAX_CLIENTS)
|
|||
CCharacter::CCharacter(CGameWorld *pWorld)
|
||||
: CEntity(pWorld, NETOBJTYPE_CHARACTER)
|
||||
{
|
||||
m_ProximityRadius = g_CharPhysSize;
|
||||
m_ProximityRadius = ms_PhysSize;
|
||||
m_Health = 0;
|
||||
m_Armor = 0;
|
||||
}
|
||||
|
@ -101,9 +101,9 @@ void CCharacter::SetWeapon(int W)
|
|||
|
||||
bool CCharacter::IsGrounded()
|
||||
{
|
||||
if(GameServer()->Collision()->CheckPoint(m_Pos.x+g_CharPhysSize/2, m_Pos.y+g_CharPhysSize/2+5))
|
||||
if(GameServer()->Collision()->CheckPoint(m_Pos.x+m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5))
|
||||
return true;
|
||||
if(GameServer()->Collision()->CheckPoint(m_Pos.x-g_CharPhysSize/2, m_Pos.y+g_CharPhysSize/2+5))
|
||||
if(GameServer()->Collision()->CheckPoint(m_Pos.x-m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
@ -144,7 +144,7 @@ void CCharacter::HandleNinja()
|
|||
// Set velocity
|
||||
m_Core.m_Vel = m_Ninja.m_ActivationDir * g_pData->m_Weapons.m_Ninja.m_Velocity;
|
||||
vec2 OldPos = m_Pos;
|
||||
GameServer()->Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(g_CharPhysSize, g_CharPhysSize), 0.f);
|
||||
GameServer()->Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(m_ProximityRadius, m_ProximityRadius), 0.f);
|
||||
|
||||
// reset velocity so the client doesn't predict stuff
|
||||
m_Core.m_Vel = vec2(0.f, 0.f);
|
||||
|
@ -153,7 +153,7 @@ void CCharacter::HandleNinja()
|
|||
{
|
||||
CCharacter *aEnts[64];
|
||||
vec2 Dir = m_Pos - OldPos;
|
||||
float Radius = g_CharPhysSize * 2.0f;
|
||||
float Radius = m_ProximityRadius * 2.0f;
|
||||
vec2 Center = OldPos + Dir * 0.5f;
|
||||
int Num = GameServer()->m_World.FindEntities(Center, Radius, (CEntity**)aEnts, 64, NETOBJTYPE_CHARACTER);
|
||||
|
||||
|
@ -173,7 +173,7 @@ void CCharacter::HandleNinja()
|
|||
continue;
|
||||
|
||||
// check so we are sufficiently close
|
||||
if (distance(aEnts[i]->m_Pos, m_Pos) > (g_CharPhysSize * 2.0f))
|
||||
if (distance(aEnts[i]->m_Pos, m_Pos) > (m_ProximityRadius * 2.0f))
|
||||
continue;
|
||||
|
||||
// Hit a player, give him damage and stuffs...
|
||||
|
@ -277,7 +277,7 @@ void CCharacter::FireWeapon()
|
|||
return;
|
||||
}
|
||||
|
||||
vec2 ProjStartPos = m_Pos+Direction*g_CharPhysSize*0.75f;
|
||||
vec2 ProjStartPos = m_Pos+Direction*m_ProximityRadius*0.75f;
|
||||
|
||||
switch(m_ActiveWeapon)
|
||||
{
|
||||
|
@ -289,7 +289,7 @@ void CCharacter::FireWeapon()
|
|||
|
||||
CCharacter *aEnts[64];
|
||||
int Hits = 0;
|
||||
int Num = GameServer()->m_World.FindEntities(ProjStartPos, g_CharPhysSize*0.5f, (CEntity**)aEnts,
|
||||
int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*0.5f, (CEntity**)aEnts,
|
||||
64, NETOBJTYPE_CHARACTER);
|
||||
|
||||
for (int i = 0; i < Num; ++i)
|
||||
|
@ -543,10 +543,10 @@ void CCharacter::Tick()
|
|||
m_Core.Tick(true);
|
||||
|
||||
// handle death-tiles
|
||||
if(GameServer()->Collision()->GetCollisionAt(m_Pos.x+g_CharPhysSize/3.f, m_Pos.y-g_CharPhysSize/3.f)&CCollision::COLFLAG_DEATH ||
|
||||
GameServer()->Collision()->GetCollisionAt(m_Pos.x+g_CharPhysSize/3.f, m_Pos.y+g_CharPhysSize/3.f)&CCollision::COLFLAG_DEATH ||
|
||||
GameServer()->Collision()->GetCollisionAt(m_Pos.x-g_CharPhysSize/3.f, m_Pos.y-g_CharPhysSize/3.f)&CCollision::COLFLAG_DEATH ||
|
||||
GameServer()->Collision()->GetCollisionAt(m_Pos.x-g_CharPhysSize/3.f, m_Pos.y+g_CharPhysSize/3.f)&CCollision::COLFLAG_DEATH)
|
||||
if(GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
|
||||
GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
|
||||
GameServer()->Collision()->GetCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
|
||||
GameServer()->Collision()->GetCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH)
|
||||
{
|
||||
Die(m_pPlayer->GetCID(), WEAPON_WORLD);
|
||||
}
|
||||
|
|
|
@ -7,9 +7,6 @@
|
|||
|
||||
#include <game/gamecore.h>
|
||||
|
||||
//character's size
|
||||
const int g_CharPhysSize = 28;
|
||||
|
||||
enum
|
||||
{
|
||||
WEAPON_GAME = -3, // team switching etc
|
||||
|
@ -22,6 +19,9 @@ class CCharacter : public CEntity
|
|||
MACRO_ALLOC_POOL_ID()
|
||||
|
||||
public:
|
||||
//character's size
|
||||
static const int ms_PhysSize = 28;
|
||||
|
||||
CCharacter(CGameWorld *pWorld);
|
||||
|
||||
virtual void Reset();
|
||||
|
|
Loading…
Reference in a new issue