diff --git a/src/game/server/entities/character.cpp b/src/game/server/entities/character.cpp index 77755925a..0a3dd87bd 100644 --- a/src/game/server/entities/character.cpp +++ b/src/game/server/entities/character.cpp @@ -289,30 +289,30 @@ void CCharacter::FireWeapon() m_NumObjectsHit = 0; GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE); - CCharacter *aEnts[64]; + CCharacter *apEnts[64]; int Hits = 0; - int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*0.5f, (CEntity**)aEnts, + int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*0.5f, (CEntity**)apEnts, 64, NETOBJTYPE_CHARACTER); for (int i = 0; i < Num; ++i) { - CCharacter *Target = aEnts[i]; + CCharacter *pTarget = apEnts[i]; //for race mod or any other mod, which needs hammer hits through the wall remove second condition - if ((Target == this) || GameServer()->Collision()->IntersectLine(ProjStartPos, Target->m_Pos, NULL, NULL)) + if ((pTarget == this) || GameServer()->Collision()->IntersectLine(ProjStartPos, pTarget->m_Pos, NULL, NULL)) continue; // set his velocity to fast upward (for now) GameServer()->CreateHammerHit(m_Pos); - aEnts[i]->TakeDamage(vec2(0.f, -1.f), g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage, m_pPlayer->GetCID(), m_ActiveWeapon); + pTarget->TakeDamage(vec2(0.f, -1.f), g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage, m_pPlayer->GetCID(), m_ActiveWeapon); vec2 Dir; - if (length(Target->m_Pos - m_Pos) > 0.0f) - Dir = normalize(Target->m_Pos - m_Pos); + if (length(pTarget->m_Pos - m_Pos) > 0.0f) + Dir = normalize(pTarget->m_Pos - m_Pos); else Dir = vec2(0.f, -1.f); - Target->m_Core.m_Vel += normalize(Dir + vec2(0.f, -1.1f)) * 10.0f; + pTarget->m_Core.m_Vel += normalize(Dir + vec2(0.f, -1.1f)) * 10.0f; Hits++; } @@ -324,7 +324,7 @@ void CCharacter::FireWeapon() case WEAPON_GUN: { - CProjectile *Proj = new CProjectile(GameWorld(), WEAPON_GUN, + CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_GUN, m_pPlayer->GetCID(), ProjStartPos, Direction, @@ -333,7 +333,7 @@ void CCharacter::FireWeapon() // pack the Projectile and send it to the client Directly CNetObj_Projectile p; - Proj->FillInfo(&p); + pProj->FillInfo(&p); CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE); Msg.AddInt(1); @@ -359,7 +359,7 @@ void CCharacter::FireWeapon() a += Spreading[i+2]; float v = 1-(absolute(i)/(float)ShotSpread); float Speed = mix((float)GameServer()->Tuning()->m_ShotgunSpeeddiff, 1.0f, v); - CProjectile *Proj = new CProjectile(GameWorld(), WEAPON_SHOTGUN, + CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_SHOTGUN, m_pPlayer->GetCID(), ProjStartPos, vec2(cosf(a), sinf(a))*Speed, @@ -368,7 +368,7 @@ void CCharacter::FireWeapon() // pack the Projectile and send it to the client Directly CNetObj_Projectile p; - Proj->FillInfo(&p); + pProj->FillInfo(&p); for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++) Msg.AddInt(((int *)&p)[i]); @@ -381,7 +381,7 @@ void CCharacter::FireWeapon() case WEAPON_GRENADE: { - CProjectile *Proj = new CProjectile(GameWorld(), WEAPON_GRENADE, + CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_GRENADE, m_pPlayer->GetCID(), ProjStartPos, Direction, @@ -390,7 +390,7 @@ void CCharacter::FireWeapon() // pack the Projectile and send it to the client Directly CNetObj_Projectile p; - Proj->FillInfo(&p); + pProj->FillInfo(&p); CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE); Msg.AddInt(1);