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fixed the ninja rendering
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3f3e171511
commit
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Before Width: | Height: | Size: 4.5 KiB After Width: | Height: | Size: 4.5 KiB |
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@ -269,8 +269,8 @@ powerups {
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}
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ninja {
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amount 1
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respawntime 90
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startspawntime 90
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respawntime 5
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startspawntime 0
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}
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}
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@ -146,6 +146,7 @@ void effect_air_jump(vec2 pos);
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void effect_damage_indicator(vec2 pos, vec2 dir);
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void effect_playerspawn(vec2 pos);
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void effect_playerdeath(vec2 pos);
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void effect_powerupshine(vec2 pos, vec2 size);
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// particles
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struct particle
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@ -25,6 +25,27 @@ void effect_air_jump(vec2 pos)
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particle_add(PARTGROUP_GENERAL, &p);
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}
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void effect_powerupshine(vec2 pos, vec2 size)
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{
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if(!add_trail)
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return;
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particle p;
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p.set_default();
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p.spr = SPRITE_PART_SLICE;
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p.pos = pos + vec2((frandom()-0.5f)*size.x, (frandom()-0.5f)*size.y);
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p.vel = vec2(0, 0);
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p.life_span = 0.5f;
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p.start_size = 16.0f;
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p.end_size = 0;
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p.rot = frandom()*pi*2;
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p.rotspeed = pi*2;
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p.gravity = 500;
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p.friction = 0.9f;
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p.flow_affected = 0.0f;
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particle_add(PARTGROUP_GENERAL, &p);
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}
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void effect_smoketrail(vec2 pos, vec2 vel)
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{
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if(!add_trail)
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@ -506,8 +506,12 @@ extern "C" void modc_message(int msg)
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if(msg_unpack_error() || cid < 0 || cid >= MAX_CLIENTS)
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return;
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strncpy(client_datas[cid].name, name, 64);
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strncpy(client_datas[cid].skin_name, skinname, 64);
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str_copy(client_datas[cid].name, name, 64);
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str_copy(client_datas[cid].skin_name, skinname, 64);
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// make sure that we don't set a special skin on the client
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if(client_datas[cid].skin_name[0] == 'x' || client_datas[cid].skin_name[1] == '_')
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str_copy(client_datas[cid].skin_name, "default", 64);
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int use_custom_color = msg_unpack_int();
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client_datas[cid].skin_info.color_body = skin_get_color(msg_unpack_int());
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@ -1258,6 +1258,11 @@ static void menu2_render_settings_player(RECT main_view)
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for(int i = start; i < start+num && i < skin_num(); i++)
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{
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const skin *s = skin_get(i);
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// no special skins
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if(s->name[0] == 'x' && s->name[1] == '_')
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continue;
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char buf[128];
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str_format(buf, sizeof(buf), "%s", s->name);
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int selected = 0;
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@ -9,6 +9,7 @@
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#include "gc_render.h"
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#include "gc_anim.h"
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#include "gc_client.h"
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#include "gc_skin.h"
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void render_projectile(const NETOBJ_PROJECTILE *current, int itemid)
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@ -89,10 +90,7 @@ void render_powerup(const NETOBJ_POWERUP *prev, const NETOBJ_POWERUP *current)
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if(c[current->type] == SPRITE_POWERUP_NINJA)
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{
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/*
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proj_particles.addparticle(0, 0,
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pos+vec2((frandom()-0.5f)*80.0f, (frandom()-0.5f)*20.0f),
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vec2((frandom()-0.5f)*10.0f, (frandom()-0.5f)*10.0f));*/
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effect_powerupshine(pos, vec2(96,18));
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size *= 2.0f;
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pos.x += 10.0f;
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}
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@ -261,6 +259,10 @@ void render_player(
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float intratick = client_intratick();
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float ticktime = client_ticktime();
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bool is_teamplay = false;
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if(netobjects.gameobj && netobjects.gameobj->gametype != GAMETYPE_DM)
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is_teamplay = true;
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if(player.health < 0) // dont render dead players
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return;
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@ -396,6 +398,20 @@ void render_player(
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}
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else if (player.weapon == WEAPON_NINJA)
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{
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// change the skin for the player to the ninja
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int skin = skin_find("x_ninja");
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if(skin != -1)
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{
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if(is_teamplay)
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render_info.texture = skin_get(skin)->color_texture;
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else
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{
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render_info.texture = skin_get(skin)->org_texture;
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render_info.color_body = vec4(1,1,1,1);
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render_info.color_feet = vec4(1,1,1,1);
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}
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}
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p = position;
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p.y += data->weapons[iw].offsety;
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@ -403,10 +419,12 @@ void render_player(
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{
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gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2);
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p.x -= data->weapons[iw].offsetx;
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effect_powerupshine(p+vec2(32,0), vec2(32,12));
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}
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else
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{
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gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2);
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effect_powerupshine(p-vec2(32,0), vec2(32,12));
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}
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draw_sprite(p.x, p.y, data->weapons[iw].visual_size);
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