ReWorked the Freeze System

Signed-off-by: GreYFoXGTi <GreYFoXGTi@GMaiL.CoM>
This commit is contained in:
GreYFoXGTi 2010-08-24 16:32:46 +02:00
parent f6f7699ef1
commit f7aa9c4c2b
2 changed files with 183 additions and 200 deletions

View file

@ -497,7 +497,7 @@ bool CCharacter::GiveWeapon(int Weapon, int Ammo)
if(m_aWeapons[Weapon].m_Ammo < g_pData->m_Weapons.m_aId[Weapon].m_Maxammo || !m_aWeapons[Weapon].m_Got)
{
m_aWeapons[Weapon].m_Got = true;
m_aWeapons[Weapon].m_Ammo = min(g_pData->m_Weapons.m_aId[Weapon].m_Maxammo, Ammo);
if(!m_FreezeTime) m_aWeapons[Weapon].m_Ammo = min(g_pData->m_Weapons.m_aId[Weapon].m_Maxammo, Ammo);
return true;
}
return false;
@ -509,7 +509,7 @@ void CCharacter::GiveNinja()
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_NINJA);
m_Ninja.m_ActivationTick = Server()->Tick();
m_aWeapons[WEAPON_NINJA].m_Got = true;
m_aWeapons[WEAPON_NINJA].m_Ammo = -1;
if (!m_FreezeTime) m_aWeapons[WEAPON_NINJA].m_Ammo = -1;
m_LastWeapon = m_ActiveWeapon;
m_ActiveWeapon = WEAPON_NINJA;
}
@ -573,14 +573,14 @@ void CCharacter::Tick()
{
GameServer()->CreateDamageInd(m_Pos, 0, m_FreezeTime / Server()->TickSpeed());
}
(m_FreezeTime != -1)?m_FreezeTime--:0;
if(m_FreezeTime != -1)
m_FreezeTime--;
else
m_Ninja.m_ActivationTick = Server()->Tick();
m_Input.m_Direction = 0;
m_Input.m_Jump = 0;
m_Input.m_Hook = 0;
m_Ninja.m_ActivationTick = Server()->Tick();
m_aWeapons[WEAPON_NINJA].m_Got=true;
m_aWeapons[WEAPON_NINJA].m_Ammo =0;
m_ActiveWeapon=WEAPON_NINJA;
//m_Input.m_Fire = 0;
if (m_FreezeTime == 1) {
UnFreeze();
@ -1052,14 +1052,14 @@ bool CCharacter::Freeze(int Time)
return false;
if (m_FreezeTick < Server()->Tick() - Server()->TickSpeed())
{
for(int i=0;i<NUM_WEAPONS;i++)
if(m_aWeapons[i].m_Got)
{
m_aWeapons[i].m_Ammo = 0;
}
m_Armor=0;
m_Ninja.m_ActivationTick = Server()->Tick();
m_aWeapons[WEAPON_NINJA].m_Got = true;
m_aWeapons[WEAPON_NINJA].m_Ammo = 0;
m_LastWeapon = m_ActiveWeapon;
m_ActiveWeapon = WEAPON_NINJA;
m_FreezeTick=Server()->Tick();
m_FreezeTime=Time;
m_FreezeTick=Server()->Tick();
return true;
}
return false;
@ -1072,14 +1072,15 @@ bool CCharacter::Freeze()
return false;
if (m_FreezeTick < Server()->Tick() - Server()->TickSpeed())
{
for(int i=0;i<NUM_WEAPONS;i++)
if(m_aWeapons[i].m_Got)
{
m_aWeapons[i].m_Ammo = 0;
}
m_Armor=0;
m_Ninja.m_ActivationTick = Server()->Tick();
m_aWeapons[WEAPON_NINJA].m_Got = true;
m_aWeapons[WEAPON_NINJA].m_Ammo = 0;
m_LastWeapon = m_ActiveWeapon;
m_ActiveWeapon = WEAPON_NINJA;
m_FreezeTick=Server()->Tick();
m_FreezeTime=Time;
m_FreezeTick=Server()->Tick();
return true;
}
return false;
@ -1090,23 +1091,12 @@ bool CCharacter::UnFreeze()
if (m_FreezeTime>0)
{
m_Armor=10;
m_FreezeTick=0;
m_FreezeTime=0;
m_aWeapons[WEAPON_NINJA].m_Got = false;
m_ActiveWeapon = m_LastWeapon;
if(m_ActiveWeapon == WEAPON_NINJA)
m_ActiveWeapon = WEAPON_GUN;
SetWeapon(m_ActiveWeapon);
m_Ninja.m_ActivationDir=vec2(0,0);
m_Ninja.m_ActivationTick=0;
m_Ninja.m_CurrentMoveTime=0;
for(int i=0;i<WEAPON_NINJA;i++)
{
if (m_aWeapons[i].m_Got)
for(int i=0;i<NUM_WEAPONS;i++)
if(m_aWeapons[i].m_Got)
{
m_aWeapons[i].m_Ammo = -1;
}
}
m_FreezeTime=0;
return true;
}
return false;
@ -1117,7 +1107,7 @@ void CCharacter::GiveAllWeapons()
for(int i=1;i<NUM_WEAPONS-1;i++)
{
m_aWeapons[i].m_Got = true;
m_aWeapons[i].m_Ammo = -1;
if(!m_FreezeTime) m_aWeapons[i].m_Ammo = -1;
}
return;
}
@ -1296,10 +1286,11 @@ void CCharacter::Snap(int SnappingClient)
Character->m_Health = 0;
Character->m_Armor = 0;
if (m_FreezeTime > 0)
if (m_FreezeTime > 0 || m_FreezeTime == -1)
{
Character->m_Emote = EMOTE_PAIN;
Character->m_Weapon = WEAPON_NINJA;
Character->m_AmmoCount = 0;
}
else
Character->m_Weapon = m_ActiveWeapon;
@ -1312,7 +1303,7 @@ void CCharacter::Snap(int SnappingClient)
Character->m_Health = m_Health;
Character->m_Armor = m_Armor;
if(m_aWeapons[m_ActiveWeapon].m_Ammo > 0)
Character->m_AmmoCount = m_aWeapons[m_ActiveWeapon].m_Ammo;
Character->m_AmmoCount = (!m_FreezeTime)?m_aWeapons[m_ActiveWeapon].m_Ammo:0;
}
if (Character->m_Emote == EMOTE_NORMAL)

View file

@ -79,14 +79,6 @@ void CPickup::Tick()
sound = true;
}
}
if(pChr->m_FreezeTime)
{
pChr->m_aWeapons[WEAPON_GUN].m_Ammo = 0;
pChr->m_aWeapons[WEAPON_HAMMER].m_Ammo =0;
}
pChr->m_Ninja.m_ActivationDir=vec2(0,0);
pChr->m_Ninja.m_ActivationTick=0;
pChr->m_Ninja.m_CurrentMoveTime=0;
}
if (sound)
{