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Rename IsSwitch to GetSwitchType
This commit is contained in:
parent
17287de243
commit
d479cac089
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@ -704,62 +704,62 @@ void CCharacter::HandleTiles(int Index)
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}
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}
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// handle switch tiles
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// handle switch tiles
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if(Collision()->IsSwitch(MapIndex) == TILE_FREEZE && Team() != TEAM_SUPER)
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if(Collision()->GetSwitchType(MapIndex) == TILE_FREEZE && Team() != TEAM_SUPER)
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{
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{
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if(Collision()->GetSwitchNumber(MapIndex) == 0 || Collision()->m_pSwitchers[Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()])
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if(Collision()->GetSwitchNumber(MapIndex) == 0 || Collision()->m_pSwitchers[Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()])
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Freeze(Collision()->GetSwitchDelay(MapIndex));
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Freeze(Collision()->GetSwitchDelay(MapIndex));
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}
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}
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else if(Collision()->IsSwitch(MapIndex) == TILE_DFREEZE && Team() != TEAM_SUPER)
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else if(Collision()->GetSwitchType(MapIndex) == TILE_DFREEZE && Team() != TEAM_SUPER)
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{
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{
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if(Collision()->GetSwitchNumber(MapIndex) == 0 || Collision()->m_pSwitchers[Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()])
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if(Collision()->GetSwitchNumber(MapIndex) == 0 || Collision()->m_pSwitchers[Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()])
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m_DeepFreeze = true;
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m_DeepFreeze = true;
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}
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}
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else if(Collision()->IsSwitch(MapIndex) == TILE_DUNFREEZE && Team() != TEAM_SUPER)
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else if(Collision()->GetSwitchType(MapIndex) == TILE_DUNFREEZE && Team() != TEAM_SUPER)
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{
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{
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if(Collision()->GetSwitchNumber(MapIndex) == 0 || Collision()->m_pSwitchers[Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()])
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if(Collision()->GetSwitchNumber(MapIndex) == 0 || Collision()->m_pSwitchers[Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()])
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m_DeepFreeze = false;
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m_DeepFreeze = false;
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}
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}
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else if(Collision()->IsSwitch(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_HAMMER && Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
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else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_HAMMER && Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
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{
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{
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m_Hit &= ~DISABLE_HIT_HAMMER;
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m_Hit &= ~DISABLE_HIT_HAMMER;
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m_Core.m_NoHammerHit = false;
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m_Core.m_NoHammerHit = false;
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}
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}
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else if(Collision()->IsSwitch(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_HAMMER) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
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else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_HAMMER) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
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{
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{
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m_Hit |= DISABLE_HIT_HAMMER;
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m_Hit |= DISABLE_HIT_HAMMER;
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m_Core.m_NoHammerHit = true;
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m_Core.m_NoHammerHit = true;
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}
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}
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else if(Collision()->IsSwitch(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_SHOTGUN && Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
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else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_SHOTGUN && Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
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{
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{
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m_Hit &= ~DISABLE_HIT_SHOTGUN;
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m_Hit &= ~DISABLE_HIT_SHOTGUN;
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m_Core.m_NoShotgunHit = false;
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m_Core.m_NoShotgunHit = false;
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}
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}
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else if(Collision()->IsSwitch(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_SHOTGUN) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
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else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_SHOTGUN) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
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{
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{
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m_Hit |= DISABLE_HIT_SHOTGUN;
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m_Hit |= DISABLE_HIT_SHOTGUN;
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m_Core.m_NoShotgunHit = true;
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m_Core.m_NoShotgunHit = true;
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}
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}
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else if(Collision()->IsSwitch(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_GRENADE && Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
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else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_GRENADE && Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
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{
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{
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m_Hit &= ~DISABLE_HIT_GRENADE;
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m_Hit &= ~DISABLE_HIT_GRENADE;
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m_Core.m_NoGrenadeHit = false;
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m_Core.m_NoGrenadeHit = false;
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}
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}
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else if(Collision()->IsSwitch(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_GRENADE) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
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else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_GRENADE) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
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{
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{
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m_Hit |= DISABLE_HIT_GRENADE;
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m_Hit |= DISABLE_HIT_GRENADE;
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m_Core.m_NoGrenadeHit = true;
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m_Core.m_NoGrenadeHit = true;
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}
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}
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else if(Collision()->IsSwitch(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_LASER && Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
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else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_LASER && Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
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{
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{
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m_Hit &= ~DISABLE_HIT_LASER;
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m_Hit &= ~DISABLE_HIT_LASER;
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m_Core.m_NoLaserHit = false;
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m_Core.m_NoLaserHit = false;
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}
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}
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else if(Collision()->IsSwitch(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_LASER) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
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else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_LASER) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
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{
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{
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m_Hit |= DISABLE_HIT_LASER;
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m_Hit |= DISABLE_HIT_LASER;
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m_Core.m_NoLaserHit = true;
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m_Core.m_NoLaserHit = true;
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}
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}
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else if(Collision()->IsSwitch(MapIndex) == TILE_JUMP)
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else if(Collision()->GetSwitchType(MapIndex) == TILE_JUMP)
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{
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{
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int newJumps = Collision()->GetSwitchDelay(MapIndex);
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int newJumps = Collision()->GetSwitchDelay(MapIndex);
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if(newJumps != m_Core.m_Jumps)
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if(newJumps != m_Core.m_Jumps)
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@ -754,7 +754,7 @@ void CCollision::GetSpeedup(int Index, vec2 *Dir, int *Force, int *MaxSpeed) con
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*MaxSpeed = m_pSpeedup[Index].m_MaxSpeed;
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*MaxSpeed = m_pSpeedup[Index].m_MaxSpeed;
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}
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}
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int CCollision::IsSwitch(int Index) const
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int CCollision::GetSwitchType(int Index) const
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{
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{
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if(Index < 0 || !m_pSwitch)
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if(Index < 0 || !m_pSwitch)
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return 0;
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return 0;
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@ -92,7 +92,7 @@ public:
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int IsSpeedup(int Index) const;
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int IsSpeedup(int Index) const;
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int IsTune(int Index) const;
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int IsTune(int Index) const;
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void GetSpeedup(int Index, vec2 *Dir, int *Force, int *MaxSpeed) const;
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void GetSpeedup(int Index, vec2 *Dir, int *Force, int *MaxSpeed) const;
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int IsSwitch(int Index) const;
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int GetSwitchType(int Index) const;
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int GetSwitchNumber(int Index) const;
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int GetSwitchNumber(int Index) const;
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int GetSwitchDelay(int Index) const;
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int GetSwitchDelay(int Index) const;
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@ -1716,46 +1716,46 @@ void CCharacter::HandleTiles(int Index)
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m_Core.m_Vel = ClampVel(m_MoveRestrictions, m_Core.m_Vel);
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m_Core.m_Vel = ClampVel(m_MoveRestrictions, m_Core.m_Vel);
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// handle switch tiles
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// handle switch tiles
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if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_SWITCHOPEN && Team() != TEAM_SUPER && GameServer()->Collision()->GetSwitchNumber(MapIndex) > 0)
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if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_SWITCHOPEN && Team() != TEAM_SUPER && GameServer()->Collision()->GetSwitchNumber(MapIndex) > 0)
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{
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{
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()] = true;
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()] = true;
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_EndTick[Team()] = 0;
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_EndTick[Team()] = 0;
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Type[Team()] = TILE_SWITCHOPEN;
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Type[Team()] = TILE_SWITCHOPEN;
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_SWITCHTIMEDOPEN && Team() != TEAM_SUPER && GameServer()->Collision()->GetSwitchNumber(MapIndex) > 0)
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else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_SWITCHTIMEDOPEN && Team() != TEAM_SUPER && GameServer()->Collision()->GetSwitchNumber(MapIndex) > 0)
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{
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{
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()] = true;
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()] = true;
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_EndTick[Team()] = Server()->Tick() + 1 + GameServer()->Collision()->GetSwitchDelay(MapIndex) * Server()->TickSpeed();
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_EndTick[Team()] = Server()->Tick() + 1 + GameServer()->Collision()->GetSwitchDelay(MapIndex) * Server()->TickSpeed();
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Type[Team()] = TILE_SWITCHTIMEDOPEN;
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Type[Team()] = TILE_SWITCHTIMEDOPEN;
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_SWITCHTIMEDCLOSE && Team() != TEAM_SUPER && GameServer()->Collision()->GetSwitchNumber(MapIndex) > 0)
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else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_SWITCHTIMEDCLOSE && Team() != TEAM_SUPER && GameServer()->Collision()->GetSwitchNumber(MapIndex) > 0)
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{
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{
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()] = false;
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()] = false;
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_EndTick[Team()] = Server()->Tick() + 1 + GameServer()->Collision()->GetSwitchDelay(MapIndex) * Server()->TickSpeed();
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_EndTick[Team()] = Server()->Tick() + 1 + GameServer()->Collision()->GetSwitchDelay(MapIndex) * Server()->TickSpeed();
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Type[Team()] = TILE_SWITCHTIMEDCLOSE;
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Type[Team()] = TILE_SWITCHTIMEDCLOSE;
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_SWITCHCLOSE && Team() != TEAM_SUPER && GameServer()->Collision()->GetSwitchNumber(MapIndex) > 0)
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else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_SWITCHCLOSE && Team() != TEAM_SUPER && GameServer()->Collision()->GetSwitchNumber(MapIndex) > 0)
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{
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{
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()] = false;
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()] = false;
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_EndTick[Team()] = 0;
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_EndTick[Team()] = 0;
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Type[Team()] = TILE_SWITCHCLOSE;
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GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Type[Team()] = TILE_SWITCHCLOSE;
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_FREEZE && Team() != TEAM_SUPER)
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else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_FREEZE && Team() != TEAM_SUPER)
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{
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{
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if(GameServer()->Collision()->GetSwitchNumber(MapIndex) == 0 || GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()])
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if(GameServer()->Collision()->GetSwitchNumber(MapIndex) == 0 || GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()])
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Freeze(GameServer()->Collision()->GetSwitchDelay(MapIndex));
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Freeze(GameServer()->Collision()->GetSwitchDelay(MapIndex));
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_DFREEZE && Team() != TEAM_SUPER)
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else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_DFREEZE && Team() != TEAM_SUPER)
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{
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{
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if(GameServer()->Collision()->GetSwitchNumber(MapIndex) == 0 || GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()])
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if(GameServer()->Collision()->GetSwitchNumber(MapIndex) == 0 || GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()])
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m_DeepFreeze = true;
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m_DeepFreeze = true;
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_DUNFREEZE && Team() != TEAM_SUPER)
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else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_DUNFREEZE && Team() != TEAM_SUPER)
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{
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{
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if(GameServer()->Collision()->GetSwitchNumber(MapIndex) == 0 || GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()])
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if(GameServer()->Collision()->GetSwitchNumber(MapIndex) == 0 || GameServer()->Collision()->m_pSwitchers[GameServer()->Collision()->GetSwitchNumber(MapIndex)].m_Status[Team()])
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m_DeepFreeze = false;
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m_DeepFreeze = false;
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_HAMMER && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
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else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_HAMMER && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can hammer hit others");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can hammer hit others");
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m_Hit &= ~DISABLE_HIT_HAMMER;
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m_Hit &= ~DISABLE_HIT_HAMMER;
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@ -1763,7 +1763,7 @@ void CCharacter::HandleTiles(int Index)
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m_Core.m_NoHammerHit = false;
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m_Core.m_NoHammerHit = false;
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_HAMMER) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
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else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_HAMMER) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hammer hit others");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hammer hit others");
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m_Hit |= DISABLE_HIT_HAMMER;
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m_Hit |= DISABLE_HIT_HAMMER;
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@ -1771,43 +1771,43 @@ void CCharacter::HandleTiles(int Index)
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m_Core.m_NoHammerHit = true;
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m_Core.m_NoHammerHit = true;
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_SHOTGUN && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
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else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_SHOTGUN && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can shoot others with shotgun");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can shoot others with shotgun");
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m_Hit &= ~DISABLE_HIT_SHOTGUN;
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m_Hit &= ~DISABLE_HIT_SHOTGUN;
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m_Core.m_NoShotgunHit = false;
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m_Core.m_NoShotgunHit = false;
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_SHOTGUN) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
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else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_SHOTGUN) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't shoot others with shotgun");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't shoot others with shotgun");
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m_Hit |= DISABLE_HIT_SHOTGUN;
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m_Hit |= DISABLE_HIT_SHOTGUN;
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m_Core.m_NoShotgunHit = true;
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m_Core.m_NoShotgunHit = true;
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_GRENADE && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
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else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_GRENADE && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can shoot others with grenade");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can shoot others with grenade");
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m_Hit &= ~DISABLE_HIT_GRENADE;
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m_Hit &= ~DISABLE_HIT_GRENADE;
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m_Core.m_NoGrenadeHit = false;
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m_Core.m_NoGrenadeHit = false;
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_GRENADE) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
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else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_GRENADE) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
|
||||||
{
|
{
|
||||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't shoot others with grenade");
|
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't shoot others with grenade");
|
||||||
m_Hit |= DISABLE_HIT_GRENADE;
|
m_Hit |= DISABLE_HIT_GRENADE;
|
||||||
m_Core.m_NoGrenadeHit = true;
|
m_Core.m_NoGrenadeHit = true;
|
||||||
}
|
}
|
||||||
else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_LASER && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
|
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Hit & DISABLE_HIT_LASER && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
|
||||||
{
|
{
|
||||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can shoot others with laser");
|
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can shoot others with laser");
|
||||||
m_Hit &= ~DISABLE_HIT_LASER;
|
m_Hit &= ~DISABLE_HIT_LASER;
|
||||||
m_Core.m_NoLaserHit = false;
|
m_Core.m_NoLaserHit = false;
|
||||||
}
|
}
|
||||||
else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_LASER) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
|
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Hit & DISABLE_HIT_LASER) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
|
||||||
{
|
{
|
||||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't shoot others with laser");
|
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't shoot others with laser");
|
||||||
m_Hit |= DISABLE_HIT_LASER;
|
m_Hit |= DISABLE_HIT_LASER;
|
||||||
m_Core.m_NoLaserHit = true;
|
m_Core.m_NoLaserHit = true;
|
||||||
}
|
}
|
||||||
else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_JUMP)
|
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_JUMP)
|
||||||
{
|
{
|
||||||
int newJumps = GameServer()->Collision()->GetSwitchDelay(MapIndex);
|
int newJumps = GameServer()->Collision()->GetSwitchDelay(MapIndex);
|
||||||
|
|
||||||
|
@ -1834,7 +1834,7 @@ void CCharacter::HandleTiles(int Index)
|
||||||
m_Core.m_Jumps = newJumps;
|
m_Core.m_Jumps = newJumps;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_ADD_TIME && !m_LastPenalty)
|
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_ADD_TIME && !m_LastPenalty)
|
||||||
{
|
{
|
||||||
int min = GameServer()->Collision()->GetSwitchDelay(MapIndex);
|
int min = GameServer()->Collision()->GetSwitchDelay(MapIndex);
|
||||||
int sec = GameServer()->Collision()->GetSwitchNumber(MapIndex);
|
int sec = GameServer()->Collision()->GetSwitchNumber(MapIndex);
|
||||||
|
@ -1858,7 +1858,7 @@ void CCharacter::HandleTiles(int Index)
|
||||||
|
|
||||||
m_LastPenalty = true;
|
m_LastPenalty = true;
|
||||||
}
|
}
|
||||||
else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_SUBTRACT_TIME && !m_LastBonus)
|
else if(GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_SUBTRACT_TIME && !m_LastBonus)
|
||||||
{
|
{
|
||||||
int min = GameServer()->Collision()->GetSwitchDelay(MapIndex);
|
int min = GameServer()->Collision()->GetSwitchDelay(MapIndex);
|
||||||
int sec = GameServer()->Collision()->GetSwitchNumber(MapIndex);
|
int sec = GameServer()->Collision()->GetSwitchNumber(MapIndex);
|
||||||
|
@ -1885,12 +1885,12 @@ void CCharacter::HandleTiles(int Index)
|
||||||
m_LastBonus = true;
|
m_LastBonus = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(GameServer()->Collision()->IsSwitch(MapIndex) != TILE_ADD_TIME)
|
if(GameServer()->Collision()->GetSwitchType(MapIndex) != TILE_ADD_TIME)
|
||||||
{
|
{
|
||||||
m_LastPenalty = false;
|
m_LastPenalty = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(GameServer()->Collision()->IsSwitch(MapIndex) != TILE_SUBTRACT_TIME)
|
if(GameServer()->Collision()->GetSwitchType(MapIndex) != TILE_SUBTRACT_TIME)
|
||||||
{
|
{
|
||||||
m_LastBonus = false;
|
m_LastBonus = false;
|
||||||
}
|
}
|
||||||
|
@ -2108,7 +2108,7 @@ void CCharacter::DDRaceTick()
|
||||||
const int aTiles[] = {
|
const int aTiles[] = {
|
||||||
GameServer()->Collision()->GetTileIndex(Index),
|
GameServer()->Collision()->GetTileIndex(Index),
|
||||||
GameServer()->Collision()->GetFTileIndex(Index),
|
GameServer()->Collision()->GetFTileIndex(Index),
|
||||||
GameServer()->Collision()->IsSwitch(Index)};
|
GameServer()->Collision()->GetSwitchType(Index)};
|
||||||
if(IsGrounded() && !m_DeepFreeze)
|
if(IsGrounded() && !m_DeepFreeze)
|
||||||
{
|
{
|
||||||
bool IsInFreeze = false;
|
bool IsInFreeze = false;
|
||||||
|
|
|
@ -193,8 +193,8 @@ void CLaser::DoBounce()
|
||||||
{
|
{
|
||||||
int MapIndex = GameServer()->Collision()->GetPureMapIndex(Coltile);
|
int MapIndex = GameServer()->Collision()->GetPureMapIndex(Coltile);
|
||||||
int TileFIndex = GameServer()->Collision()->GetFTileIndex(MapIndex);
|
int TileFIndex = GameServer()->Collision()->GetFTileIndex(MapIndex);
|
||||||
bool IsSwitchTeleGun = GameServer()->Collision()->IsSwitch(MapIndex) == TILE_ALLOW_TELE_GUN;
|
bool IsSwitchTeleGun = GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_ALLOW_TELE_GUN;
|
||||||
bool IsBlueSwitchTeleGun = GameServer()->Collision()->IsSwitch(MapIndex) == TILE_ALLOW_BLUE_TELE_GUN;
|
bool IsBlueSwitchTeleGun = GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_ALLOW_BLUE_TELE_GUN;
|
||||||
int IsTeleInWeapon = GameServer()->Collision()->IsTeleportWeapon(MapIndex);
|
int IsTeleInWeapon = GameServer()->Collision()->IsTeleportWeapon(MapIndex);
|
||||||
|
|
||||||
if(!IsTeleInWeapon)
|
if(!IsTeleInWeapon)
|
||||||
|
|
|
@ -179,8 +179,8 @@ void CProjectile::Tick()
|
||||||
{
|
{
|
||||||
int MapIndex = GameServer()->Collision()->GetPureMapIndex(pTargetChr ? pTargetChr->m_Pos : ColPos);
|
int MapIndex = GameServer()->Collision()->GetPureMapIndex(pTargetChr ? pTargetChr->m_Pos : ColPos);
|
||||||
int TileFIndex = GameServer()->Collision()->GetFTileIndex(MapIndex);
|
int TileFIndex = GameServer()->Collision()->GetFTileIndex(MapIndex);
|
||||||
bool IsSwitchTeleGun = GameServer()->Collision()->IsSwitch(MapIndex) == TILE_ALLOW_TELE_GUN;
|
bool IsSwitchTeleGun = GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_ALLOW_TELE_GUN;
|
||||||
bool IsBlueSwitchTeleGun = GameServer()->Collision()->IsSwitch(MapIndex) == TILE_ALLOW_BLUE_TELE_GUN;
|
bool IsBlueSwitchTeleGun = GameServer()->Collision()->GetSwitchType(MapIndex) == TILE_ALLOW_BLUE_TELE_GUN;
|
||||||
|
|
||||||
if(IsSwitchTeleGun || IsBlueSwitchTeleGun)
|
if(IsSwitchTeleGun || IsBlueSwitchTeleGun)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue