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1407 lines
40 KiB
C++
1407 lines
40 KiB
C++
#include <new>
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#include <stdio.h>
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#include <string.h>
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#include <engine/shared/config.h>
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#include <engine/server/server.h>
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#include <game/server/gamecontext.h>
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#include <game/mapitems.h>
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#include <game/server/gamemodes/DDRace.h>
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#include <game/server/score.h>
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#include "character.h"
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#include "laser.h"
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#include "light.h"
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#include "projectile.h"
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//input count
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struct CInputCount
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{
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int m_Presses;
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int m_Releases;
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};
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CInputCount CountInput(int Prev, int Cur)
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{
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CInputCount c = {0, 0};
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Prev &= INPUT_STATE_MASK;
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Cur &= INPUT_STATE_MASK;
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int i = Prev;
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while(i != Cur)
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{
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i = (i+1)&INPUT_STATE_MASK;
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if(i&1)
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c.m_Presses++;
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else
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c.m_Releases++;
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}
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return c;
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}
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MACRO_ALLOC_POOL_ID_IMPL(CCharacter, MAX_CLIENTS)
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// Character, "physical" m_pPlayer's part
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CCharacter::CCharacter(CGameWorld *pWorld)
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: CEntity(pWorld, NETOBJTYPE_CHARACTER)
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{
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m_ProximityRadius = ms_PhysSize;
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m_Health = 0;
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m_Armor = 0;
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}
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void CCharacter::Reset()
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{
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Destroy();
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}
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bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos)
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{
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m_PlayerState = PLAYERSTATE_UNKNOWN;
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m_EmoteStop = -1;
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m_LastAction = -1;
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m_ActiveWeapon = WEAPON_GUN;
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m_LastWeapon = WEAPON_HAMMER;
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m_QueuedWeapon = -1;
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m_pPlayer = pPlayer;
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m_Pos = Pos;
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m_OlderPos = Pos;
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m_OldPos = Pos;
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m_RaceState = RACE_NONE;
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m_PrevPos = Pos;
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m_Core.Reset();
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m_BroadTime = true;
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m_BroadCast = true;
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m_EyeEmote = true;
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m_Fly = true;
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CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController;
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m_Core.Init(&GameServer()->m_World.m_Core, GameServer()->Collision(), &Controller->m_Teams.m_Core);
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m_Core.m_Pos = m_Pos;
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m_Core.m_Id = GetPlayer()->GetCID();
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GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = &m_Core;
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m_ReckoningTick = 0;
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mem_zero(&m_SendCore, sizeof(m_SendCore));
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mem_zero(&m_ReckoningCore, sizeof(m_ReckoningCore));
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GameServer()->m_World.InsertEntity(this);
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m_Alive = true;
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if(m_pPlayer->m_RconFreeze) Freeze(-1);
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GameServer()->m_pController->OnCharacterSpawn(this);
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return true;
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}
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void CCharacter::Destroy()
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{
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GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0;
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m_Alive = false;
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}
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void CCharacter::SetWeapon(int W)
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{
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if(W == m_ActiveWeapon)
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return;
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m_LastWeapon = m_ActiveWeapon;
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m_QueuedWeapon = -1;
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m_ActiveWeapon = W;
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GameServer()->CreateSound(m_Pos, SOUND_WEAPON_SWITCH);
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if(m_ActiveWeapon < 0 || m_ActiveWeapon >= NUM_WEAPONS)
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m_ActiveWeapon = 0;
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}
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bool CCharacter::CanCollide(int Cid) {
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return Teams()->m_Core.CanCollide(GetPlayer()->GetCID(), Cid);
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}
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bool CCharacter::SameTeam(int Cid) {
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return Teams()->m_Core.SameTeam(GetPlayer()->GetCID(), Cid);
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}
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bool CCharacter::IsGrounded()
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{
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if(GameServer()->Collision()->CheckPoint(m_Pos.x+m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5))
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return true;
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if(GameServer()->Collision()->CheckPoint(m_Pos.x-m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5))
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return true;
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return false;
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}
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void CCharacter::HandleNinja()
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{
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if(m_ActiveWeapon != WEAPON_NINJA)
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return;
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vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
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if ((Server()->Tick() - m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000))
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{
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// time's up, return
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m_aWeapons[WEAPON_NINJA].m_Got = false;
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m_ActiveWeapon = m_LastWeapon;
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if(m_ActiveWeapon == WEAPON_NINJA)
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m_ActiveWeapon = WEAPON_GUN;
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Direction= normalize(vec2(0,0)) ;
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SetWeapon(m_ActiveWeapon);
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return;
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}
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// force ninja Weapon
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SetWeapon(WEAPON_NINJA);
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m_Ninja.m_CurrentMoveTime--;
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if (m_Ninja.m_CurrentMoveTime == 0)
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{
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// reset velocity
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m_Core.m_Vel *= 0.2f;
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}
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if (m_Ninja.m_CurrentMoveTime > 0)
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{
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// Set velocity
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m_Core.m_Vel = m_Ninja.m_ActivationDir * g_pData->m_Weapons.m_Ninja.m_Velocity;
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vec2 OldPos = m_Pos;
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GameServer()->Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(m_ProximityRadius, m_ProximityRadius), 0.f);
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// reset velocity so the client doesn't predict stuff
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m_Core.m_Vel = vec2(0.f, 0.f);
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// check if we Hit anything along the way
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{
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CCharacter *aEnts[64];
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vec2 Dir = m_Pos - OldPos;
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float Radius = m_ProximityRadius * 2.0f;
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vec2 Center = OldPos + Dir * 0.5f;
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int Num = GameServer()->m_World.FindEntities(Center, Radius, (CEntity**)aEnts, 64, NETOBJTYPE_CHARACTER);
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for (int i = 0; i < Num; ++i)
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{
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if (aEnts[i] == this)
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continue;
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// make sure we haven't Hit this object before
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bool bAlreadyHit = false;
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for (int j = 0; j < m_NumObjectsHit; j++)
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{
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if (m_apHitObjects[j] == aEnts[i])
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bAlreadyHit = true;
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}
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if (bAlreadyHit)
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continue;
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// check so we are sufficiently close
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if (distance(aEnts[i]->m_Pos, m_Pos) > (m_ProximityRadius * 2.0f))
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continue;
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// Hit a m_pPlayer, give him damage and stuffs...
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GameServer()->CreateSound(aEnts[i]->m_Pos, SOUND_NINJA_HIT);
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// set his velocity to fast upward (for now)
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if(m_NumObjectsHit < 10)
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m_apHitObjects[m_NumObjectsHit++] = aEnts[i];
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aEnts[i]->TakeDamage(vec2(0, 10.0f), g_pData->m_Weapons.m_Ninja.m_pBase->m_Damage, m_pPlayer->GetCID(), WEAPON_NINJA);
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}
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}
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return;
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}
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return;
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}
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void CCharacter::DoWeaponSwitch()
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{
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// make sure we can switch
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if(m_ReloadTimer != 0 || m_QueuedWeapon == -1 || m_aWeapons[WEAPON_NINJA].m_Got)
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return;
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// switch Weapon
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SetWeapon(m_QueuedWeapon);
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}
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void CCharacter::HandleWeaponSwitch()
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{
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int WantedWeapon = m_ActiveWeapon;
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if(m_QueuedWeapon != -1)
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WantedWeapon = m_QueuedWeapon;
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// select Weapon
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int Next = CountInput(m_LatestPrevInput.m_NextWeapon, m_LatestInput.m_NextWeapon).m_Presses;
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int Prev = CountInput(m_LatestPrevInput.m_PrevWeapon, m_LatestInput.m_PrevWeapon).m_Presses;
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if(Next < 128) // make sure we only try sane stuff
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{
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while(Next) // Next Weapon selection
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{
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WantedWeapon = (WantedWeapon+1)%NUM_WEAPONS;
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if(m_aWeapons[WantedWeapon].m_Got)
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Next--;
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}
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}
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if(Prev < 128) // make sure we only try sane stuff
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{
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while(Prev) // Prev Weapon selection
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{
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WantedWeapon = (WantedWeapon-1)<0?NUM_WEAPONS-1:WantedWeapon-1;
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if(m_aWeapons[WantedWeapon].m_Got)
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Prev--;
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}
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}
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// Direct Weapon selection
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if(m_LatestInput.m_WantedWeapon)
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WantedWeapon = m_Input.m_WantedWeapon-1;
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// check for insane values
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if(WantedWeapon >= 0 && WantedWeapon < NUM_WEAPONS && WantedWeapon != m_ActiveWeapon && m_aWeapons[WantedWeapon].m_Got)
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m_QueuedWeapon = WantedWeapon;
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DoWeaponSwitch();
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}
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void CCharacter::FireWeapon()
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{
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if(m_ReloadTimer != 0 /*|| m_FreezeTime > 0*/)
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return;
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DoWeaponSwitch();
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vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
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bool FullAuto = false;
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if(m_ActiveWeapon == WEAPON_GRENADE || m_ActiveWeapon == WEAPON_SHOTGUN || m_ActiveWeapon == WEAPON_RIFLE)
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FullAuto = true;
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// check if we gonna fire
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bool WillFire = false;
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if(CountInput(m_LatestPrevInput.m_Fire, m_LatestInput.m_Fire).m_Presses)
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WillFire = true;
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if((FullAuto || m_Super) && (m_LatestInput.m_Fire&1) && m_aWeapons[m_ActiveWeapon].m_Ammo)
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WillFire = true;
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if(!WillFire)
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return;
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// check for ammo
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if(!m_aWeapons[m_ActiveWeapon].m_Ammo)
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{
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// 125ms is a magical limit of how fast a human can click
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m_ReloadTimer = 1 * Server()->TickSpeed();
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GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG);
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return;
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}
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vec2 ProjStartPos = m_Pos+Direction*m_ProximityRadius*0.75f;
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switch(m_ActiveWeapon)
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{
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case WEAPON_HAMMER:
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{
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// reset objects Hit
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m_NumObjectsHit = 0;
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GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE);
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if (!g_Config.m_SvHit) break;
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CCharacter *aEnts[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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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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//for DDRace mod or any other mod, which needs hammer hits through the wall remove second condition
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if ((Target == this || !CanCollide(i)) /*|| GameServer()->Collision()->IntersectLine(ProjStartPos, Target->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, Teams()->TeamMask(Team()));
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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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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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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 * (m_HammerType + 1);
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Target->UnFreeze();
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Hits++;
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}
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// if we Hit anything, we have to wait for the reload
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if(Hits)
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m_ReloadTimer = Server()->TickSpeed()/3;
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} break;
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case WEAPON_GUN:
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{
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CProjectile *Proj = new CProjectile
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(
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GameWorld(),
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WEAPON_GUN,//Type
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m_pPlayer->GetCID(),//Owner
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ProjStartPos,//Pos
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Direction,//Dir
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(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_GunLifetime),//Span
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0,//Freeze
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0,//Explosive
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0,//Force
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-1,//SoundImpact
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WEAPON_GUN//Weapon
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);
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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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CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
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Msg.AddInt(1);
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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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Server()->SendMsg(&Msg, 0, m_pPlayer->GetCID());
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GameServer()->CreateSound(m_Pos, SOUND_GUN_FIRE);
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} break;
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case WEAPON_SHOTGUN:
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{
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new CLaser(&GameServer()->m_World, m_Pos, Direction, GameServer()->Tuning()->m_LaserReach, m_pPlayer->GetCID(), 1);
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GameServer()->CreateSound(m_Pos, SOUND_SHOTGUN_FIRE);
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/*int ShotSpread = 2;
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CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
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Msg.AddInt(ShotSpread*2+1);
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for(int i = -ShotSpread; i <= ShotSpread; ++i)
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{
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float Spreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f};
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float a = GetAngle(Direction);
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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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m_pPlayer->GetCID(),
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ProjStartPos,
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vec2(cosf(a), sinf(a))*Speed,
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(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_Shotm_GunLifetime),
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1, 0, 0, -1, WEAPON_SHOTGUN);
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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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for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
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Msg.AddInt(((int *)&p)[i]);
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}
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Server()->SendMsg(&Msg, 0,m_pPlayer->GetCID());
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GameServer()->CreateSound(m_Pos, SOUND_SHOTGUN_FIRE);*/
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} break;
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case WEAPON_GRENADE:
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{
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CProjectile *Proj = new CProjectile
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(
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GameWorld(),
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WEAPON_GRENADE,//Type
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m_pPlayer->GetCID(),//Owner
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ProjStartPos,//Pos
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Direction,//Dir
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(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_GrenadeLifetime),//Span
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0,//Freeze
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true,//Explosive
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0,//Force
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SOUND_GRENADE_EXPLODE,//SoundImpact
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WEAPON_GRENADE//Weapon
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);//SoundImpact
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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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CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
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Msg.AddInt(1);
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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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Server()->SendMsg(&Msg, 0, m_pPlayer->GetCID());
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GameServer()->CreateSound(m_Pos, SOUND_GRENADE_FIRE);
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} break;
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case WEAPON_RIFLE:
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{
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new CLaser(GameWorld(), m_Pos, Direction, GameServer()->Tuning()->m_LaserReach, m_pPlayer->GetCID(), 0);
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//GameServer()->CreateSound(m_Pos, SOUND_RIFLE_FIRE);
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} break;
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case WEAPON_NINJA:
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{
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// reset Hit objects
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m_NumObjectsHit = 0;
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m_AttackTick = Server()->Tick();
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m_Ninja.m_ActivationDir = Direction;
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//m_Ninja.m_CurrentMoveTime = g_pData->m_Weapons.m_Ninja.m_Movetime * Server()->TickSpeed() / 1000;
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m_Ninja.m_CurrentMoveTime = 10;
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//GameServer()->CreateSound(m_Pos, SOUND_NINJA_FIRE);
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} break;
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}
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m_AttackTick = Server()->Tick();
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/*
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if(m_aWeapons[m_ActiveWeapon].m_Ammo > 0) // -1 == unlimited
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m_aWeapons[m_ActiveWeapon].m_Ammo--;
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*/
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if(!m_ReloadTimer)
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m_ReloadTimer = g_pData->m_Weapons.m_aId[m_ActiveWeapon].m_Firedelay * Server()->TickSpeed() / 1000;
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}
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void CCharacter::HandleWeapons()
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{
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//ninja
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HandleNinja();
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vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
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// check reload timer
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if(m_ReloadTimer)
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{
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m_ReloadTimer--;
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return;
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}
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// fire Weapon, if wanted
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FireWeapon();
|
|
/*
|
|
// ammo regen
|
|
int AmmoRegenTime = g_pData->m_Weapons.m_aId[m_ActiveWeapon].m_Ammoregentime;
|
|
if(AmmoRegenTime)
|
|
{
|
|
// If equipped and not active, regen ammo?
|
|
if (m_ReloadTimer <= 0)
|
|
{
|
|
if (m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart < 0)
|
|
m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart = Server()->Tick();
|
|
|
|
if ((Server()->Tick() - m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart) >= AmmoRegenTime * Server()->TickSpeed() / 1000)
|
|
{
|
|
// Add some ammo
|
|
m_aWeapons[m_ActiveWeapon].m_Ammo = min(m_aWeapons[m_ActiveWeapon].m_Ammo + 1, 10);
|
|
m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart = -1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart = -1;
|
|
}
|
|
}
|
|
*/
|
|
return;
|
|
}
|
|
|
|
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;
|
|
if(!m_FreezeTime) m_aWeapons[Weapon].m_Ammo = min(g_pData->m_Weapons.m_aId[Weapon].m_Maxammo, Ammo);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void CCharacter::GiveNinja()
|
|
{
|
|
if(!m_aWeapons[WEAPON_NINJA].m_Got)
|
|
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_NINJA);
|
|
m_Ninja.m_ActivationTick = Server()->Tick();
|
|
m_aWeapons[WEAPON_NINJA].m_Got = true;
|
|
if (!m_FreezeTime) m_aWeapons[WEAPON_NINJA].m_Ammo = -1;
|
|
m_LastWeapon = m_ActiveWeapon;
|
|
m_ActiveWeapon = WEAPON_NINJA;
|
|
}
|
|
|
|
void CCharacter::SetEmote(int Emote, int Tick)
|
|
{
|
|
m_EmoteType = Emote;
|
|
m_EmoteStop = Tick;
|
|
}
|
|
|
|
void CCharacter::OnPredictedInput(CNetObj_PlayerInput *pNewInput)
|
|
{
|
|
// check for changes
|
|
if(mem_comp(&m_Input, pNewInput, sizeof(CNetObj_PlayerInput)) != 0)
|
|
m_LastAction = Server()->Tick();
|
|
|
|
// copy new input
|
|
mem_copy(&m_Input, pNewInput, sizeof(m_Input));
|
|
m_NumInputs++;
|
|
|
|
// or are not allowed to aim in the center
|
|
if(m_Input.m_TargetX == 0 && m_Input.m_TargetY == 0)
|
|
m_Input.m_TargetY = -1;
|
|
}
|
|
|
|
void CCharacter::OnDirectInput(CNetObj_PlayerInput *pNewInput)
|
|
{
|
|
mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
|
|
mem_copy(&m_LatestInput, pNewInput, sizeof(m_LatestInput));
|
|
|
|
if(m_NumInputs > 2 && m_pPlayer->GetTeam() != -1)
|
|
{
|
|
HandleWeaponSwitch();
|
|
FireWeapon();
|
|
}
|
|
if(pNewInput->m_Jump&1 && m_Super && m_Fly)
|
|
HandleFly();
|
|
|
|
mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
|
|
}
|
|
|
|
void CCharacter::OnFinish()
|
|
{
|
|
//TODO: this ugly
|
|
float time = (float)(Server()->Tick() - m_StartTime) / ((float)Server()->TickSpeed());
|
|
CPlayerData *pData = GameServer()->Score()->PlayerData(m_pPlayer->GetCID());
|
|
char aBuf[128];
|
|
m_CpActive=-2;
|
|
str_format(aBuf, sizeof(aBuf), "%s finished in: %d minute(s) %5.2f second(s)", Server()->ClientName(m_pPlayer->GetCID()), (int)time/60, time-((int)time/60*60));
|
|
if(!g_Config.m_SvHideScore)
|
|
GameServer()->SendChatTarget(m_pPlayer->GetCID(), aBuf);
|
|
else
|
|
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
|
|
|
|
if(time - pData->m_BestTime < 0)
|
|
{
|
|
// new record \o/
|
|
str_format(aBuf, sizeof(aBuf), "New record: %5.2f second(s) better", time - pData->m_BestTime);
|
|
if(!g_Config.m_SvHideScore)
|
|
GameServer()->SendChatTarget(m_pPlayer->GetCID(), aBuf);
|
|
else
|
|
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
|
|
}
|
|
|
|
if(!pData->m_BestTime || time < pData->m_BestTime)
|
|
{
|
|
// update the score
|
|
pData->Set(time, m_CpCurrent);
|
|
|
|
if(str_comp_num(Server()->ClientName(m_pPlayer->GetCID()), "nameless tee", 12) != 0)
|
|
GameServer()->Score()->SaveScore(m_pPlayer->GetCID(), time, this);
|
|
}
|
|
|
|
// update server best time
|
|
if(GameServer()->m_pController->m_CurrentRecord == 0 || time < GameServer()->m_pController->m_CurrentRecord)
|
|
{
|
|
// check for nameless
|
|
if(str_comp_num(Server()->ClientName(m_pPlayer->GetCID()), "nameless tee", 12) != 0) {
|
|
GameServer()->m_pController->m_CurrentRecord = time;
|
|
//dbg_msg("character", "Finish");
|
|
// GetPlayer()->SendServerRecord();
|
|
}
|
|
|
|
}
|
|
|
|
m_RaceState = RACE_NONE;
|
|
// set player score
|
|
if(!GameServer()->Score()->PlayerData(m_pPlayer->GetCID())->m_CurrentTime || GameServer()->Score()->PlayerData(m_pPlayer->GetCID())->m_CurrentTime > time)
|
|
{
|
|
GameServer()->Score()->PlayerData(m_pPlayer->GetCID())->m_CurrentTime = time;
|
|
|
|
// send it to all players
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
{
|
|
if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->m_IsUsingRaceClient)
|
|
{
|
|
if(g_Config.m_SvHideScore || i == m_pPlayer->GetCID())
|
|
{
|
|
CNetMsg_Sv_PlayerTime Msg;
|
|
char aBuf[16];
|
|
str_format(aBuf, sizeof(aBuf), "%.0f", time*100.0f); // damn ugly but the only way i know to do it
|
|
int TimeToSend;
|
|
sscanf(aBuf, "%d", &TimeToSend);
|
|
Msg.m_Time = TimeToSend;
|
|
Msg.m_Cid = m_pPlayer->GetCID();
|
|
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int TTime = 0-(int)time;
|
|
if(m_pPlayer->m_Score < TTime)
|
|
m_pPlayer->m_Score = TTime;
|
|
|
|
}
|
|
|
|
int CCharacter::Team()
|
|
{
|
|
CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController;
|
|
return Controller->m_Teams.m_Core.Team(m_pPlayer->GetCID());
|
|
}
|
|
|
|
CGameTeams* CCharacter::Teams()
|
|
{
|
|
CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController;
|
|
return &Controller->m_Teams;
|
|
}
|
|
|
|
void CCharacter::HandleFly()
|
|
{
|
|
m_Core.HandleFly();
|
|
}
|
|
|
|
void CCharacter::Tick()
|
|
{
|
|
CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController;
|
|
int MapIndex = GameServer()->Collision()->GetMapIndex(m_PrevPos, m_Pos);
|
|
int MapIndexL = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x + (m_ProximityRadius/2)+4,m_Pos.y));
|
|
int MapIndexR = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x - (m_ProximityRadius/2)-4,m_Pos.y));
|
|
int MapIndexT = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x,m_Pos.y + (m_ProximityRadius/2)+4));
|
|
int MapIndexB = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x,m_Pos.y - (m_ProximityRadius/2)-4));
|
|
//dbg_msg("","N%d L%d R%d B%d T%d",MapIndex,MapIndexL,MapIndexR,MapIndexB,MapIndexT);
|
|
m_TileIndex = GameServer()->Collision()->GetTileIndex(MapIndex);
|
|
m_TileFIndex = GameServer()->Collision()->GetFTileIndex(MapIndex);
|
|
m_TileIndexL = GameServer()->Collision()->GetTileIndex(MapIndexL);
|
|
m_TileFIndexL = GameServer()->Collision()->GetFTileIndex(MapIndexL);
|
|
m_TileIndexR = GameServer()->Collision()->GetTileIndex(MapIndexR);
|
|
m_TileFIndexR = GameServer()->Collision()->GetFTileIndex(MapIndexR);
|
|
m_TileIndexT = GameServer()->Collision()->GetTileIndex(MapIndexT);
|
|
m_TileFIndexT = GameServer()->Collision()->GetFTileIndex(MapIndexT);
|
|
m_TileIndexB = GameServer()->Collision()->GetTileIndex(MapIndexB);
|
|
m_TileFIndexB = GameServer()->Collision()->GetFTileIndex(MapIndexB);
|
|
//dbg_msg("","N%d L%d R%d B%d T%d",m_TileIndex,m_TileIndexL,m_TileIndexR,m_TileIndexB,m_TileIndexT);
|
|
//dbg_msg("","N%d L%d R%d B%d T%d",m_TileFIndex,m_TileFIndexL,m_TileFIndexR,m_TileFIndexB,m_TileFIndexT);
|
|
/*m_CurrentTile = m_TileIndex;
|
|
m_CurrentFTile = m_TileFIndex;*/
|
|
|
|
if(m_pPlayer->m_ForceBalanced)
|
|
{
|
|
char Buf[128];
|
|
str_format(Buf, sizeof(Buf), "You were moved to %s due to team balancing", Controller->GetTeamName(m_pPlayer->GetTeam()));
|
|
GameServer()->SendBroadcast(Buf, m_pPlayer->GetCID());
|
|
|
|
m_pPlayer->m_ForceBalanced = false;
|
|
}
|
|
m_Armor=(m_FreezeTime != -1)?10-(m_FreezeTime/15):0;
|
|
if(m_Input.m_Direction != 0 || m_Input.m_Jump != 0)
|
|
m_LastMove = Server()->Tick();
|
|
|
|
if(m_FreezeTime > 0 || m_FreezeTime == -1)
|
|
{
|
|
if (m_FreezeTime % Server()->TickSpeed() == 0 || m_FreezeTime == -1)
|
|
{
|
|
GameServer()->CreateDamageInd(m_Pos, 0, m_FreezeTime / Server()->TickSpeed());
|
|
}
|
|
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_Input.m_Fire = 0;
|
|
if (m_FreezeTime == 1) {
|
|
UnFreeze();
|
|
}
|
|
}
|
|
m_Core.m_Input = m_Input;
|
|
m_Core.Tick(true);
|
|
m_Core.m_Id = GetPlayer()->GetCID();
|
|
|
|
m_DoSplash = false;
|
|
if (g_Config.m_SvEndlessDrag)
|
|
m_Core.m_HookTick = 0;
|
|
if (m_Super && m_Core.m_Jumped > 1)
|
|
m_Core.m_Jumped = 1;
|
|
if (m_Super && g_Config.m_SvEndlessSuperHook)
|
|
m_Core.m_HookTick = 0;
|
|
/*dbg_msg("character","m_TileIndex=%d , m_TileFIndex=%d",m_TileIndex,m_TileFIndex); //REMOVE*/
|
|
//DDRace
|
|
char aBuftime[128];
|
|
float time = (float)(Server()->Tick() - m_StartTime) / ((float)Server()->TickSpeed());
|
|
CPlayerData *pData = GameServer()->Score()->PlayerData(m_pPlayer->GetCID());
|
|
|
|
if(Server()->Tick() - m_RefreshTime >= Server()->TickSpeed())
|
|
{
|
|
if (m_RaceState == RACE_STARTED) {
|
|
int IntTime = (int)time;
|
|
if(m_pPlayer->m_IsUsingRaceClient)
|
|
{
|
|
CNetMsg_Sv_RaceTime Msg;
|
|
Msg.m_Time = IntTime;
|
|
Msg.m_Check = 0;
|
|
|
|
if(m_CpActive != -1 && m_CpTick > Server()->Tick())
|
|
{
|
|
if(pData->m_BestTime && pData->m_aBestCpTime[m_CpActive] != 0)
|
|
{
|
|
float Diff = (m_CpCurrent[m_CpActive] - pData->m_aBestCpTime[m_CpActive])*100;
|
|
Msg.m_Check = (int)Diff;
|
|
}
|
|
}
|
|
|
|
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, m_pPlayer->GetCID());
|
|
}
|
|
else
|
|
{
|
|
if(m_BroadTime)
|
|
str_format(aBuftime, sizeof(aBuftime), "%dm %ds", IntTime/60, IntTime%60);
|
|
else
|
|
str_format(aBuftime, sizeof(aBuftime), "");
|
|
|
|
if(m_CpActive != -1 && m_CpTick > Server()->Tick())
|
|
{
|
|
if(pData->m_BestTime && pData->m_aBestCpTime[m_CpActive] != 0)
|
|
{
|
|
char aTmp[128];
|
|
float Diff = m_CpCurrent[m_CpActive] - pData->m_aBestCpTime[m_CpActive];
|
|
str_format(aTmp, sizeof(aTmp), "\nCheckpoint | Diff : %+5.2f", Diff);
|
|
strcat(aBuftime, aTmp);
|
|
}
|
|
}
|
|
|
|
if( g_Config.m_SvBroadcast[0] != 0 && m_BroadCast)
|
|
{
|
|
char aTmp[128];
|
|
str_format(aTmp, sizeof(aTmp), "\n%s\n", g_Config.m_SvBroadcast);
|
|
strcat(aBuftime, aTmp);
|
|
}
|
|
GameServer()->SendBroadcast(aBuftime, m_pPlayer->GetCID());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( g_Config.m_SvBroadcast[0] != 0) {
|
|
char aTmp[128];
|
|
str_format(aTmp, sizeof(aTmp), "%s\n", g_Config.m_SvBroadcast);
|
|
strcat(aBuftime, aTmp);
|
|
GameServer()->SendBroadcast(g_Config.m_SvBroadcast, m_pPlayer->GetCID());
|
|
}
|
|
|
|
}
|
|
m_RefreshTime = Server()->Tick();
|
|
}
|
|
|
|
|
|
int cp = GameServer()->Collision()->IsCheckpoint(MapIndex);
|
|
if(cp != -1 && m_RaceState == RACE_STARTED && cp > m_CpActive)
|
|
{
|
|
m_CpActive = cp;
|
|
m_CpCurrent[cp] = time;
|
|
m_CpTick = Server()->Tick() + Server()->TickSpeed()*2;
|
|
}
|
|
if(((m_TileIndex == TILE_BEGIN) || (m_TileFIndex == TILE_BEGIN)) && (m_RaceState == RACE_NONE || (m_RaceState == RACE_STARTED && !Team())))
|
|
{
|
|
Controller->m_Teams.OnCharacterStart(m_pPlayer->GetCID());
|
|
m_CpActive = -2;
|
|
}
|
|
|
|
if(((m_TileIndex == TILE_END) || (m_TileFIndex == TILE_END)) && m_RaceState == RACE_STARTED)
|
|
{
|
|
Controller->m_Teams.OnCharacterFinish(m_pPlayer->GetCID());
|
|
}
|
|
if(((m_TileIndex == TILE_FREEZE) || (m_TileFIndex == TILE_FREEZE)) && !m_Super)
|
|
{
|
|
Freeze(Server()->TickSpeed()*3);
|
|
}
|
|
else if((m_TileIndex == TILE_UNFREEZE) || (m_TileFIndex == TILE_UNFREEZE))
|
|
{
|
|
UnFreeze();
|
|
}
|
|
if((m_TileIndexL == TILE_STOPA || m_TileFIndexL == TILE_STOPA || m_TileIndex == TILE_STOPL || m_TileIndexL == TILE_STOPL || m_TileFIndex == TILE_STOPL || m_TileFIndexL == TILE_STOPL || m_TileIndexL == TILE_STOPH || m_TileFIndexL == TILE_STOPH) && m_Core.m_Vel.x > 0)
|
|
{
|
|
if((int)GameServer()->Collision()->GetPos(MapIndexL).x)
|
|
if((int)GameServer()->Collision()->GetPos(MapIndexL).x < (int)m_Core.m_Pos.x)
|
|
{
|
|
m_Core.m_Pos = m_PrevPos;
|
|
//dbg_msg("Resetting","%d",Server()->Tick());
|
|
}
|
|
m_Core.m_Vel.x = 0;
|
|
}
|
|
if((m_TileIndexR == TILE_STOPA || m_TileFIndexR == TILE_STOPA || m_TileIndex == TILE_STOPR || m_TileIndexR == TILE_STOPR || m_TileFIndex == TILE_STOPR || m_TileFIndexR == TILE_STOPR || m_TileIndexR == TILE_STOPH || m_TileFIndexR == TILE_STOPH) && m_Core.m_Vel.x < 0)
|
|
{
|
|
if((int)GameServer()->Collision()->GetPos(MapIndexR).x)
|
|
if((int)GameServer()->Collision()->GetPos(MapIndexR).x > (int)m_Core.m_Pos.x)
|
|
{
|
|
m_Core.m_Pos = m_PrevPos;
|
|
//dbg_msg("Resetting","%d",Server()->Tick());
|
|
}
|
|
m_Core.m_Vel.x = 0;
|
|
}
|
|
if((m_TileIndexB == TILE_STOPA || m_TileFIndexB == TILE_STOPA || m_TileIndex == TILE_STOPB || m_TileIndexB == TILE_STOPB || m_TileFIndex == TILE_STOPB || m_TileFIndexB == TILE_STOPB|| m_TileIndexB == TILE_STOPV || m_TileFIndexB == TILE_STOPV) && m_Core.m_Vel.y < 0)
|
|
{
|
|
if((int)GameServer()->Collision()->GetPos(MapIndexB).y)
|
|
if((int)GameServer()->Collision()->GetPos(MapIndexB).y > (int)m_Core.m_Pos.y)
|
|
{
|
|
m_Core.m_Pos = m_PrevPos;
|
|
//dbg_msg("Resetting","%d",Server()->Tick());
|
|
}
|
|
m_Core.m_Vel.y = 0;
|
|
}
|
|
if((m_TileIndexT == TILE_STOPA || m_TileFIndexT == TILE_STOPA || m_TileIndex == TILE_STOPT || m_TileIndexT == TILE_STOPT || m_TileFIndex == TILE_STOPT || m_TileFIndexT == TILE_STOPT || m_TileIndexT == TILE_STOPV || m_TileFIndexT == TILE_STOPV) && m_Core.m_Vel.y > 0)
|
|
{
|
|
//dbg_msg("","%f %f",GameServer()->Collision()->GetPos(MapIndex).y,m_Core.m_Pos.y);
|
|
if((int)GameServer()->Collision()->GetPos(MapIndexT).y)
|
|
if((int)GameServer()->Collision()->GetPos(MapIndexT).y < (int)m_Core.m_Pos.y)
|
|
{
|
|
//dbg_msg("Resetting","%d",Server()->Tick());
|
|
m_Core.m_Pos = m_PrevPos;
|
|
}
|
|
m_Core.m_Vel.y = 0;
|
|
m_Core.m_Jumped = 0;
|
|
}
|
|
if (m_TileIndex == TILE_BOOST_L || m_TileFIndex == TILE_BOOST_L)
|
|
{
|
|
if(m_PrevPos.x-m_Pos.x<0)
|
|
m_Core.m_Vel.x += m_Core.m_Vel.x *-0.5;
|
|
else if(m_LastBooster != MapIndex)
|
|
m_Core.m_Vel.x += m_Core.m_Vel.x*0.5;
|
|
}
|
|
if (m_TileIndex == TILE_BOOST_R || m_TileFIndex == TILE_BOOST_R)
|
|
{
|
|
if(m_PrevPos.x-m_Pos.x>0)
|
|
m_Core.m_Vel.x += m_Core.m_Vel.x *-0.5;
|
|
else if(m_LastBooster != MapIndex)
|
|
m_Core.m_Vel.x += m_Core.m_Vel.x*0.5;
|
|
}
|
|
if (m_TileIndex == TILE_BOOST_D || m_TileFIndex == TILE_BOOST_D)
|
|
{
|
|
if(m_PrevPos.y-m_Pos.y>0)
|
|
m_Core.m_Vel.y += m_Core.m_Vel.y *-0.5;
|
|
else if(m_LastBooster != MapIndex)
|
|
m_Core.m_Vel.y += m_Core.m_Vel.y*0.5;
|
|
}
|
|
if (m_TileIndex == TILE_BOOST_U || m_TileFIndex == TILE_BOOST_U)
|
|
{
|
|
if(m_PrevPos.y-m_Pos.y<0)
|
|
m_Core.m_Vel.y += m_Core.m_Vel.y *-0.5;
|
|
else if(m_LastBooster != m_TileIndex)
|
|
m_Core.m_Vel.y += m_Core.m_Vel.y*0.5;
|
|
}
|
|
if ((m_TileIndex == TILE_BOOST_L2 || m_TileFIndex == TILE_BOOST_L2) && (m_LastBooster != MapIndex))
|
|
{
|
|
if(m_PrevPos.x-m_Pos.x<0)
|
|
m_Core.m_Vel.x = m_Core.m_Vel.x *-1.1;
|
|
else
|
|
m_Core.m_Vel.x += m_Core.m_Vel.x*1.1;
|
|
}
|
|
if ((m_TileIndex == TILE_BOOST_R2|| m_TileFIndex == TILE_BOOST_R2) && (m_LastBooster != MapIndex))
|
|
{
|
|
if(m_Core.m_Vel.x < 0)
|
|
m_Core.m_Vel.x = m_Core.m_Vel.x *-1.1;
|
|
else
|
|
m_Core.m_Vel.x += m_Core.m_Vel.x*1.1;
|
|
}
|
|
if ((m_TileIndex == TILE_BOOST_D2 || m_TileFIndex == TILE_BOOST_D2) && (m_LastBooster != MapIndex))
|
|
{
|
|
if(m_PrevPos.y-m_Pos.y>0)
|
|
m_Core.m_Vel.y = m_Core.m_Vel.y *-1.1;
|
|
else
|
|
m_Core.m_Vel.y += m_Core.m_Vel.y*1.1;
|
|
}
|
|
if ((m_TileIndex == TILE_BOOST_U2 || m_TileFIndex == TILE_BOOST_U2) && (m_LastBooster != MapIndex))
|
|
{
|
|
if(m_PrevPos.y-m_Pos.y<0)
|
|
m_Core.m_Vel.y = m_Core.m_Vel.y *-1.1;
|
|
else
|
|
m_Core.m_Vel.y += m_Core.m_Vel.y*1.1;
|
|
}
|
|
// handle speedup tiles
|
|
if(GameServer()->Collision()->IsSpeedup(MapIndex) == TILE_BOOST)
|
|
{
|
|
vec2 Direction;
|
|
int Force;
|
|
GameServer()->Collision()->GetSpeedup(MapIndex, &Direction, &Force);
|
|
|
|
m_Core.m_Vel += Direction*Force;
|
|
//dbg_msg("Direction","%f %f %f %f %f %f",Direction.x,Direction.y,(Direction*Force).x,(Direction*Force).y,m_Core.m_Vel.x,m_Core.m_Vel.y);
|
|
|
|
}
|
|
else if(GameServer()->Collision()->IsSpeedup(MapIndex) == TILE_BOOSTS)
|
|
{
|
|
vec2 Direction;
|
|
int Force;
|
|
GameServer()->Collision()->GetSpeedup(MapIndex, &Direction, &Force);
|
|
Force/=5;
|
|
m_Core.m_Vel = Direction*Force;
|
|
m_Core.m_Vel+=Direction;
|
|
//dbg_msg("Direction","%f %f %f %f %f %f",Direction.x,Direction.y,(Direction*Force).x,(Direction*Force).y,m_Core.m_Vel.x,m_Core.m_Vel.y);
|
|
}
|
|
m_LastBooster = MapIndex;
|
|
int z = GameServer()->Collision()->IsTeleport(MapIndex);
|
|
if(z)
|
|
{
|
|
m_Core.m_HookedPlayer = -1;
|
|
m_Core.m_HookState = HOOK_RETRACTED;
|
|
m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
|
|
m_Core.m_HookState = HOOK_RETRACTED;
|
|
m_Core.m_Pos = ((CGameControllerDDRace*)GameServer()->m_pController)->m_pTeleporter[z-1];
|
|
m_Core.m_HookPos = m_Core.m_Pos;
|
|
}
|
|
int evilz = GameServer()->Collision()->IsEvilTeleport(MapIndex);
|
|
if(evilz && !m_Super)
|
|
{
|
|
m_Core.m_HookedPlayer = -1;
|
|
m_Core.m_HookState = HOOK_RETRACTED;
|
|
m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
|
|
m_Core.m_HookState = HOOK_RETRACTED;
|
|
GameWorld()->ReleaseHooked(GetPlayer()->GetCID());
|
|
m_Core.m_Pos = ((CGameControllerDDRace*)GameServer()->m_pController)->m_pTeleporter[evilz-1];
|
|
m_Core.m_HookPos = m_Core.m_Pos;
|
|
m_Core.m_Vel = vec2(0,0);
|
|
}
|
|
// handle death-tiles
|
|
if((GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
|
|
GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
|
|
GameServer()->Collision()->GetCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
|
|
GameServer()->Collision()->GetCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
|
|
GameServer()->Collision()->GetFCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
|
|
GameServer()->Collision()->GetFCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
|
|
GameServer()->Collision()->GetFCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH ||
|
|
GameServer()->Collision()->GetFCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH)&&
|
|
!m_Super)
|
|
{
|
|
Die(m_pPlayer->GetCID(), WEAPON_WORLD);
|
|
}
|
|
|
|
// kill player when leaving gamelayer
|
|
if((int)m_Pos.x/32 < -200 || (int)m_Pos.x/32 > GameServer()->Collision()->GetWidth()+200 ||
|
|
(int)m_Pos.y/32 < -200 || (int)m_Pos.y/32 > GameServer()->Collision()->GetHeight()+200)
|
|
{
|
|
;//Die(m_pPlayer->GetCID(), WEAPON_WORLD);
|
|
}
|
|
|
|
// handle Weapons
|
|
HandleWeapons();
|
|
|
|
m_PlayerState = m_Input.m_PlayerState;
|
|
|
|
// Previnput
|
|
m_PrevInput = m_Input;
|
|
if (!m_Doored)
|
|
{
|
|
m_OlderPos = m_OldPos;
|
|
m_OldPos = m_Core.m_Pos;
|
|
}
|
|
m_PrevPos = m_Core.m_Pos;
|
|
return;
|
|
}
|
|
|
|
float point_distance(vec2 point, vec2 line_start, vec2 line_end)
|
|
{
|
|
float res = -1.0f;
|
|
vec2 dir = normalize(line_end-line_start);
|
|
for(int i = 0; i < length(line_end-line_start); i++)
|
|
{
|
|
vec2 step = dir;
|
|
step.x *= i;
|
|
step.y *= i;
|
|
float dist = distance(step+line_start, point);
|
|
if(res < 0 || dist < res)
|
|
res = dist;
|
|
}
|
|
return res;
|
|
}
|
|
|
|
void CCharacter::ResetPos()
|
|
{
|
|
m_Core.m_Pos = m_OlderPos;
|
|
//core.pos-=core.vel;
|
|
m_Core.m_Vel = vec2(0,0);
|
|
if(m_Core.m_Jumped >= 2)
|
|
m_Core.m_Jumped = 1;
|
|
}
|
|
|
|
void CCharacter::TickDefered()
|
|
{
|
|
// advance the dummy
|
|
{
|
|
CWorldCore TempWorld;
|
|
CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController;
|
|
m_ReckoningCore.Init(&TempWorld, GameServer()->Collision(), &Controller->m_Teams.m_Core);
|
|
m_ReckoningCore.Tick(false);
|
|
m_ReckoningCore.Move();
|
|
m_ReckoningCore.Quantize();
|
|
}
|
|
|
|
//lastsentcore
|
|
vec2 StartPos = m_Core.m_Pos;
|
|
vec2 StartVel = m_Core.m_Vel;
|
|
bool StuckBefore = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
|
|
|
|
m_Core.Move();
|
|
if(m_Doored)
|
|
{
|
|
ResetPos();
|
|
m_Doored = false;
|
|
}
|
|
/*if((m_Stopped&STOPPED_LEFT && m_Core.m_Vel.x > 0)||(m_Stopped&STOPPED_RIGHT && m_Core.m_Vel.x < 0))
|
|
m_Core.m_Vel.x=0;
|
|
if((m_Stopped&STOPPED_BOTTOM && m_Core.m_Vel.y < 0)||(m_Stopped&STOPPED_TOP && m_Core.m_Vel.y > 0))
|
|
m_Core.m_Vel.y=0;*/
|
|
bool StuckAfterMove = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
|
|
m_Core.Quantize();
|
|
bool StuckAfterQuant = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
|
|
m_Pos = m_Core.m_Pos;
|
|
|
|
if(!StuckBefore && (StuckAfterMove || StuckAfterQuant))
|
|
{
|
|
// Hackish solution to get rid of strict-aliasing warning
|
|
union
|
|
{
|
|
float f;
|
|
unsigned u;
|
|
}StartPosX, StartPosY, StartVelX, StartVelY;
|
|
|
|
StartPosX.f = StartPos.x;
|
|
StartPosY.f = StartPos.y;
|
|
StartVelX.f = StartVel.x;
|
|
StartVelY.f = StartVel.y;
|
|
|
|
char aBuf[256];
|
|
str_format(aBuf, sizeof(aBuf), "STUCK!!! %d %d %d %f %f %f %f %x %x %x %x",
|
|
StuckBefore,
|
|
StuckAfterMove,
|
|
StuckAfterQuant,
|
|
StartPos.x, StartPos.y,
|
|
StartVel.x, StartVel.y,
|
|
StartPosX.u, StartPosY.u,
|
|
StartVelX.u, StartVelY.u);
|
|
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
|
|
}
|
|
|
|
int Events = m_Core.m_TriggeredEvents;
|
|
int Mask = CmaskAllExceptOne(m_pPlayer->GetCID());
|
|
|
|
if(Events&COREEVENT_GROUND_JUMP) GameServer()->CreateSound(m_Pos, SOUND_PLAYER_JUMP, Mask);
|
|
|
|
if(Events&COREEVENT_HOOK_ATTACH_PLAYER) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_PLAYER, CmaskAll());
|
|
if(Events&COREEVENT_HOOK_ATTACH_GROUND) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_GROUND, Mask);
|
|
if(Events&COREEVENT_HOOK_HIT_NOHOOK) GameServer()->CreateSound(m_Pos, SOUND_HOOK_NOATTACH, Mask);
|
|
|
|
|
|
if(m_pPlayer->GetTeam() == -1)
|
|
{
|
|
m_Pos.x = m_Input.m_TargetX;
|
|
m_Pos.y = m_Input.m_TargetY;
|
|
}
|
|
|
|
// update the m_SendCore if needed
|
|
{
|
|
CNetObj_Character Predicted;
|
|
CNetObj_Character Current;
|
|
mem_zero(&Predicted, sizeof(Predicted));
|
|
mem_zero(&Current, sizeof(Current));
|
|
m_ReckoningCore.Write(&Predicted);
|
|
m_Core.Write(&Current);
|
|
|
|
// only allow dead reackoning for a top of 3 seconds
|
|
if(m_Core.m_pReset || m_ReckoningTick+Server()->TickSpeed()*3 < Server()->Tick() || mem_comp(&Predicted, &Current, sizeof(CNetObj_Character)) != 0)
|
|
{
|
|
m_ReckoningTick = Server()->Tick();
|
|
m_SendCore = m_Core;
|
|
m_ReckoningCore = m_Core;
|
|
m_Core.m_pReset = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CCharacter::Freeze(int Time)
|
|
{
|
|
if ((Time <= 1 || m_Super || m_FreezeTime == -1) && Time != -1)
|
|
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_FreezeTime=Time;
|
|
m_FreezeTick=Server()->Tick();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CCharacter::Freeze()
|
|
{
|
|
int Time = Server()->TickSpeed()*3;
|
|
if (Time <= 1 || m_Super || m_FreezeTime == -1)
|
|
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_FreezeTime=Time;
|
|
m_FreezeTick=Server()->Tick();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CCharacter::UnFreeze()
|
|
{
|
|
if (m_FreezeTime>0)
|
|
{
|
|
m_Armor=10;
|
|
for(int i=0;i<NUM_WEAPONS;i++)
|
|
if(m_aWeapons[i].m_Got)
|
|
{
|
|
m_aWeapons[i].m_Ammo = -1;
|
|
}
|
|
if(!m_aWeapons[m_ActiveWeapon].m_Got) m_ActiveWeapon=WEAPON_GUN;
|
|
m_FreezeTime=0;
|
|
m_FreezeTick=0;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void CCharacter::GiveAllWeapons()
|
|
{
|
|
for(int i=1;i<NUM_WEAPONS-1;i++)
|
|
{
|
|
m_aWeapons[i].m_Got = true;
|
|
if(!m_FreezeTime) m_aWeapons[i].m_Ammo = -1;
|
|
}
|
|
return;
|
|
}
|
|
|
|
bool CCharacter::IncreaseHealth(int Amount)
|
|
{
|
|
if(m_Health >= 10)
|
|
return false;
|
|
m_Health = clamp(m_Health+Amount, 0, 10);
|
|
return true;
|
|
}
|
|
|
|
bool CCharacter::IncreaseArmor(int Amount)
|
|
{
|
|
if(m_Armor >= 10)
|
|
return false;
|
|
m_Armor = clamp(m_Armor+Amount, 0, 10);
|
|
return true;
|
|
}
|
|
|
|
void CCharacter::Die(int Killer, int Weapon)
|
|
{
|
|
int ModeSpecial = GameServer()->m_pController->OnCharacterDeath(this, GameServer()->m_apPlayers[Killer], Weapon);
|
|
CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController;
|
|
char aBuf[256];
|
|
str_format(aBuf, sizeof(aBuf), "kill killer='%d:%s' victim='%d:%s' weapon=%d special=%d",
|
|
Killer, Server()->ClientName(Killer),
|
|
m_pPlayer->GetCID(), Server()->ClientName(m_pPlayer->GetCID()), Weapon, ModeSpecial);
|
|
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
|
|
|
|
Controller->m_Teams.m_Core.Team(m_pPlayer->GetCID(), 0);
|
|
|
|
// send the kill message
|
|
CNetMsg_Sv_KillMsg Msg;
|
|
Msg.m_Killer = Killer;
|
|
Msg.m_Victim = m_pPlayer->GetCID();
|
|
Msg.m_Weapon = Weapon;
|
|
Msg.m_ModeSpecial = ModeSpecial;
|
|
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, -1);
|
|
|
|
// a nice sound
|
|
GameServer()->CreateSound(m_Pos, SOUND_PLAYER_DIE);
|
|
|
|
// this is for auto respawn after 3 secs
|
|
m_pPlayer->m_DieTick = Server()->Tick();
|
|
|
|
m_Alive = false;
|
|
GameServer()->m_World.RemoveEntity(this);
|
|
GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0;
|
|
GameServer()->CreateDeath(m_Pos, m_pPlayer->GetCID());
|
|
|
|
// we got to wait 0.5 secs before respawning
|
|
m_pPlayer->m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2;
|
|
}
|
|
|
|
bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon)
|
|
{
|
|
m_Core.m_Vel += Force;
|
|
/*
|
|
if(GameServer()->m_pController->IsFriendlyFire(m_pPlayer->GetCID(), From) && !g_Config.m_SvTeamdamage)
|
|
return false;
|
|
|
|
// m_pPlayer only inflicts half damage on self
|
|
if(From == m_pPlayer->GetCID())
|
|
Dmg = max(1, Dmg/2);
|
|
|
|
m_DamageTaken++;
|
|
|
|
// create healthmod indicator
|
|
if(Server()->Tick() < m_DamageTakenTick+25)
|
|
{
|
|
// make sure that the damage indicators doesn't group together
|
|
GameServer()->CreateDamageInd(m_Pos, m_DamageTaken*0.25f, Dmg);
|
|
}
|
|
else
|
|
{
|
|
m_DamageTaken = 0;
|
|
GameServer()->CreateDamageInd(m_Pos, 0, Dmg);
|
|
}
|
|
|
|
if(Dmg)
|
|
{
|
|
if(m_Armor)
|
|
{
|
|
if(Dmg > 1)
|
|
{
|
|
m_Health--;
|
|
Dmg--;
|
|
}
|
|
|
|
if(Dmg > m_Armor)
|
|
{
|
|
Dmg -= m_Armor;
|
|
m_Armor = 0;
|
|
}
|
|
else
|
|
{
|
|
m_Armor -= Dmg;
|
|
Dmg = 0;
|
|
}
|
|
}
|
|
|
|
m_Health -= Dmg;
|
|
}
|
|
|
|
m_DamageTakenTick = Server()->Tick();
|
|
|
|
// do damage Hit sound
|
|
if(From >= 0 && From != m_pPlayer->GetCID() && GameServer()->m_apPlayers[From])
|
|
GameServer()->CreateSound(GameServer()->m_apPlayers[From]->m_ViewPos, SOUND_HIT, CmaskOne(From));
|
|
|
|
// check for death
|
|
if(m_Health <= 0)
|
|
{
|
|
Die(From, Weapon);
|
|
|
|
|
|
|
|
return false;
|
|
}
|
|
|
|
if (Dmg > 2)
|
|
GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG);
|
|
else
|
|
GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_SHORT);
|
|
*/
|
|
// set attacker's face to happy (taunt!)
|
|
/*if(g_Config.m_SvEmotionalTees)
|
|
{
|
|
if (From >= 0 && From != m_pPlayer->GetCID() && GameServer()->m_apPlayers[From])
|
|
{
|
|
CCharacter *pChr = GameServer()->m_apPlayers[From]->GetCharacter();
|
|
if (pChr)
|
|
{
|
|
pChr->m_EmoteType = EMOTE_HAPPY;
|
|
pChr->m_EmoteStop = Server()->Tick() + Server()->TickSpeed();
|
|
}
|
|
}*///Removed you can set your emote via /emoteEMOTENAME
|
|
//set the attacked face to pain
|
|
m_EmoteType = EMOTE_PAIN;
|
|
m_EmoteStop = Server()->Tick() + 500 * Server()->TickSpeed() / 1000;
|
|
|
|
return true;
|
|
}
|
|
|
|
void CCharacter::Snap(int SnappingClient)
|
|
{
|
|
if(NetworkClipped(SnappingClient))
|
|
return;
|
|
|
|
CCharacter* SnapChar = GameServer()->GetPlayerChar(SnappingClient);
|
|
if(!SnapChar
|
|
|| (!SnapChar->GetPlayer()->m_ShowOthers && SnapChar->Team() != Team())
|
|
|| (GetPlayer()->m_Invisible && GetPlayer()->GetCID() != SnappingClient)) return;
|
|
CNetObj_Character *Character = static_cast<CNetObj_Character *>(Server()->SnapNewItem(NETOBJTYPE_CHARACTER, m_pPlayer->GetCID(), sizeof(CNetObj_Character)));
|
|
|
|
// write down the m_Core
|
|
if(!m_ReckoningTick || GameServer()->m_World.m_Paused)
|
|
{
|
|
// no dead reckoning when paused because the client doesn't know
|
|
// how far to perform the reckoning
|
|
Character->m_Tick = 0;
|
|
m_Core.Write(Character);
|
|
}
|
|
else
|
|
{
|
|
Character->m_Tick = m_ReckoningTick;
|
|
m_SendCore.Write(Character);
|
|
}
|
|
|
|
if(m_DoSplash)
|
|
{
|
|
Character->m_Jumped = 3;
|
|
}
|
|
// set emote
|
|
if (m_EmoteStop < Server()->Tick())
|
|
{
|
|
m_EmoteType = EMOTE_NORMAL;
|
|
m_EmoteStop = -1;
|
|
}
|
|
|
|
Character->m_Emote = m_EmoteType;
|
|
|
|
Character->m_AmmoCount = 0;
|
|
Character->m_Health = 0;
|
|
Character->m_Armor = 0;
|
|
|
|
if (m_FreezeTime > 0 || m_FreezeTime == -1)
|
|
{
|
|
Character->m_Emote = EMOTE_BLINK;
|
|
Character->m_Weapon = WEAPON_NINJA;
|
|
Character->m_AmmoCount = 0;
|
|
}
|
|
else
|
|
Character->m_Weapon = m_ActiveWeapon;
|
|
Character->m_AttackTick = m_AttackTick;
|
|
|
|
Character->m_Direction = m_Input.m_Direction;
|
|
|
|
if(m_pPlayer->GetCID() == SnappingClient)
|
|
{
|
|
Character->m_Health = m_Health;
|
|
Character->m_Armor = m_Armor;
|
|
if(m_aWeapons[m_ActiveWeapon].m_Ammo > 0)
|
|
Character->m_AmmoCount = (!m_FreezeTime)?m_aWeapons[m_ActiveWeapon].m_Ammo:0;
|
|
}
|
|
|
|
if (Character->m_Emote == EMOTE_NORMAL)
|
|
{
|
|
if(250 - ((Server()->Tick() - m_LastAction)%(250)) < 5)
|
|
Character->m_Emote = EMOTE_BLINK;
|
|
}
|
|
|
|
Character->m_PlayerState = m_PlayerState;
|
|
}
|