︙ | | |
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
|
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
|
-
+
|
int
reloadtime(int gun)
{
return guns[gun].attackdelay;
}
COMMAND(weapon, ARG_3STR, ^(OFString *a1, OFString *a2, OFString *a3) {
COMMAND(weapon, ARG_3STR, ^ (OFString *a1, OFString *a2, OFString *a3) {
selectgun((a1.length > 0 ? a1.cube_intValue : -1),
(a2.length > 0 ? a2.cube_intValue : -1),
(a3.length > 0 ? a3.cube_intValue : -1));
})
// create random spread of rays for the shotgun
void
|
︙ | | |
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
|
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
|
-
+
|
playerincrosshair()
{
if (demoplayback)
return NULL;
OFVector3D o = Player.player1.origin;
for (Player *player in players) {
if (![Player isKindOfClass:Player.class])
if (![Player isKindOfClass: Player.class])
continue;
if (intersect(player, o, worldpos))
return [player name];
}
return nil;
|
︙ | | |
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
|
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
|
-
-
-
+
+
+
|
static void
hit(int target, int damage, __kindof DynamicEntity *d, DynamicEntity *at)
{
OFVector3D o = d.origin;
if (d == Player.player1)
selfdamage(damage, (at == Player.player1) ? -1 : -2, at);
else if ([d isKindOfClass:Monster.class])
[d incurDamage:damage fromEntity:at];
else if ([d isKindOfClass:Player.class]) {
else if ([d isKindOfClass: Monster.class])
[d incurDamage: damage fromEntity: at];
else if ([d isKindOfClass: Player.class]) {
addmsg(1, 4, SV_DAMAGE, target, damage,
((Player *)d).lifeSequence);
playsound(S_PAIN1 + rnd(5), &o);
}
particle_splash(3, damage, 1000, o);
demodamage(damage, o);
}
|
︙ | | |
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
|
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
|
-
-
+
+
-
-
+
+
|
dodynlight(vold, v, 0, 0, p.owner);
if (!p.local)
return;
radialeffect(Player.player1, v, -1, qdam, p.owner);
[players enumerateObjectsUsingBlock:^(
id player, size_t i, bool *stop) {
[players enumerateObjectsUsingBlock:
^ (id player, size_t i, bool *stop) {
if (i == notthisplayer)
return;
if (player == [OFNull null])
return;
radialeffect(player, v, i, qdam, p.owner);
}];
[Monster.monsters enumerateObjectsUsingBlock:^(
Monster *monster, size_t i, bool *stop) {
[Monster.monsters enumerateObjectsUsingBlock:
^ (Monster *monster, size_t i, bool *stop) {
if (i != notthismonster)
radialeffect(monster, v, i, qdam, p.owner);
}];
}
}
static inline void
|
︙ | | |
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
|
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
|
-
+
|
for (size_t i = 0; i < MAXPROJ; i++) {
Projectile *p = projs[i];
if (!p.inuse)
continue;
int qdam = guns[p.gun].damage * (p.owner.quadMillis ? 4 : 1);
if ([p.owner isKindOfClass:Monster.class])
if ([p.owner isKindOfClass: Monster.class])
qdam /= MONSTERDAMAGEFACTOR;
OFVector3D po = p.o, pto = p.to;
float dist = OFDistanceOfVectors3D(pto, po);
OFVector3D v = OFSubtractVectors3D(pto, po);
float dtime = dist * 1000 / p.speed;
if (time > dtime)
dtime = time;
|
︙ | | |
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
|
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
|
-
+
|
break;
case GUN_RL:
case GUN_FIREBALL:
case GUN_ICEBALL:
case GUN_SLIMEBALL:
pspeed = guns[gun].projspeed;
if ([d isKindOfClass:Monster.class])
if ([d isKindOfClass: Monster.class])
pspeed /= 2;
newprojectile(from, to, (float)pspeed, local, d, gun);
break;
case GUN_RIFLE:
particle_splash(0, 50, 200, to);
particle_trail(1, 500, from, to);
|
︙ | | |
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
|
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
|
-
+
|
DynamicEntity *o, OFVector3D from, OFVector3D to, DynamicEntity *d, int i)
{
if (o.state != CS_ALIVE)
return;
int qdam = guns[d.gunSelect].damage;
if (d.quadMillis)
qdam *= 4;
if ([d isKindOfClass:Monster.class])
if ([d isKindOfClass: Monster.class])
qdam /= MONSTERDAMAGEFACTOR;
if (d.gunSelect == GUN_SG) {
int damage = 0;
for (int r = 0; r < SGRAYS; r++)
if (intersect(o, from, sg[r]))
damage += qdam;
if (damage)
|
︙ | | |
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
|
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
|
-
+
-
+
+
-
+
|
}
if (d.gunSelect == GUN_SG)
createrays(from, to);
if (d.quadMillis && attacktime > 200)
playsoundc(S_ITEMPUP);
shootv(d.gunSelect, from, to, d, true);
if (![d isKindOfClass:Monster.class])
if (![d isKindOfClass: Monster.class])
addmsg(1, 8, SV_SHOT, d.gunSelect, (int)(from.x * DMF),
(int)(from.y * DMF), (int)(from.z * DMF), (int)(to.x * DMF),
(int)(to.y * DMF), (int)(to.z * DMF));
d.gunWait = guns[d.gunSelect].attackdelay;
if (guns[d.gunSelect].projspeed)
return;
[players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) {
[players enumerateObjectsUsingBlock:
^ (id player, size_t i, bool *stop) {
if (player != [OFNull null])
raydamage(player, from, to, d, i);
}];
for (Monster *monster in Monster.monsters)
if (monster != d)
raydamage(monster, from, to, d, -2);
if ([d isKindOfClass:Monster.class])
if ([d isKindOfClass: Monster.class])
raydamage(Player.player1, from, to, d, -1);
}
|