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just formatting
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91f642fac2
commit
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@ -289,30 +289,30 @@ void CCharacter::FireWeapon()
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m_NumObjectsHit = 0;
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GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE);
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CCharacter *aEnts[64];
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CCharacter *apEnts[64];
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int Hits = 0;
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int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*0.5f, (CEntity**)aEnts,
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int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*0.5f, (CEntity**)apEnts,
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64, NETOBJTYPE_CHARACTER);
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for (int i = 0; i < Num; ++i)
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{
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CCharacter *Target = aEnts[i];
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CCharacter *pTarget = apEnts[i];
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//for race mod or any other mod, which needs hammer hits through the wall remove second condition
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if ((Target == this) || GameServer()->Collision()->IntersectLine(ProjStartPos, Target->m_Pos, NULL, NULL))
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if ((pTarget == this) || GameServer()->Collision()->IntersectLine(ProjStartPos, pTarget->m_Pos, NULL, NULL))
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continue;
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// set his velocity to fast upward (for now)
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GameServer()->CreateHammerHit(m_Pos);
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aEnts[i]->TakeDamage(vec2(0.f, -1.f), g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage, m_pPlayer->GetCID(), m_ActiveWeapon);
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pTarget->TakeDamage(vec2(0.f, -1.f), g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage, m_pPlayer->GetCID(), m_ActiveWeapon);
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vec2 Dir;
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if (length(Target->m_Pos - m_Pos) > 0.0f)
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Dir = normalize(Target->m_Pos - m_Pos);
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if (length(pTarget->m_Pos - m_Pos) > 0.0f)
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Dir = normalize(pTarget->m_Pos - m_Pos);
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else
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Dir = vec2(0.f, -1.f);
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Target->m_Core.m_Vel += normalize(Dir + vec2(0.f, -1.1f)) * 10.0f;
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pTarget->m_Core.m_Vel += normalize(Dir + vec2(0.f, -1.1f)) * 10.0f;
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Hits++;
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}
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@ -324,7 +324,7 @@ void CCharacter::FireWeapon()
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case WEAPON_GUN:
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{
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CProjectile *Proj = new CProjectile(GameWorld(), WEAPON_GUN,
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CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_GUN,
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m_pPlayer->GetCID(),
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ProjStartPos,
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Direction,
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@ -333,7 +333,7 @@ void CCharacter::FireWeapon()
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// pack the Projectile and send it to the client Directly
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CNetObj_Projectile p;
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Proj->FillInfo(&p);
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pProj->FillInfo(&p);
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CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
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Msg.AddInt(1);
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@ -359,7 +359,7 @@ void CCharacter::FireWeapon()
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a += Spreading[i+2];
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float v = 1-(absolute(i)/(float)ShotSpread);
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float Speed = mix((float)GameServer()->Tuning()->m_ShotgunSpeeddiff, 1.0f, v);
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CProjectile *Proj = new CProjectile(GameWorld(), WEAPON_SHOTGUN,
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CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_SHOTGUN,
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m_pPlayer->GetCID(),
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ProjStartPos,
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vec2(cosf(a), sinf(a))*Speed,
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@ -368,7 +368,7 @@ void CCharacter::FireWeapon()
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// pack the Projectile and send it to the client Directly
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CNetObj_Projectile p;
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Proj->FillInfo(&p);
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pProj->FillInfo(&p);
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for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
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Msg.AddInt(((int *)&p)[i]);
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@ -381,7 +381,7 @@ void CCharacter::FireWeapon()
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case WEAPON_GRENADE:
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{
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CProjectile *Proj = new CProjectile(GameWorld(), WEAPON_GRENADE,
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CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_GRENADE,
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m_pPlayer->GetCID(),
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ProjStartPos,
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Direction,
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@ -390,7 +390,7 @@ void CCharacter::FireWeapon()
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// pack the Projectile and send it to the client Directly
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CNetObj_Projectile p;
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Proj->FillInfo(&p);
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pProj->FillInfo(&p);
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CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
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Msg.AddInt(1);
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