Cube  Diff

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To Artifact [3ae039157a]:


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// clientgame.cpp: core game related stuff

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"
#import "Entity.h"
#import "Monster.h"
#import "OFString+Cube.h"

int nextmode = 0; // nextmode becomes gamemode after next map load
VAR(gamemode, 1, 0, 0);

static void
mode(int n)
COMMAND(mode, ARG_1INT, ^(int n) {
{
	addmsg(1, 2, SV_GAMEMODE, nextmode = n);
}
})
COMMAND(mode, ARG_1INT)

bool intermission = false;

DynamicEntity *player1;  // our client
OFMutableArray *players; // other clients

void
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		} // if we die in SP we try the same map again
		respawnself();
	}
}

int sleepwait = 0;
static OFString *sleepcmd = nil;
void
sleepf(OFString *msec, OFString *cmd)
COMMAND(sleep, ARG_2STR, ^(OFString *msec, OFString *cmd) {
{
	sleepwait = msec.cube_intValue + lastmillis;
	sleepcmd = cmd;
}
})
COMMANDN(sleep, sleepf, ARG_2STR)

void
updateworld(int millis) // main game update loop
{
	if (lastmillis) {
		curtime = millis - lastmillis;
		if (sleepwait && lastmillis > sleepwait) {
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	[d resetToSpawnState];
	d.state = CS_ALIVE;
}

// movement input code

#define dir(name, v, d, s, os)                                    \
	static void name(bool isdown)                             \
	{                                                         \
		player1.s = isdown;                               \
		player1.v = isdown ? d : (player1.os ? -(d) : 0); \
	COMMAND(name, ARG_DOWN, ^(bool isDown) {                  \
		player1.s = isDown;                               \
		player1.v = isDown ? d : (player1.os ? -(d) : 0); \
		player1.lastMove = lastmillis;                    \
	}
	})

dir(backward, move, -1, k_down, k_up);
dir(forward, move, 1, k_up, k_down);
dir(left, strafe, 1, k_left, k_right);
dir(right, strafe, -1, k_right, k_left);

void
attack(bool on)
COMMAND(attack, ARG_DOWN, ^(bool on) {
{
	if (intermission)
		return;
	if (editmode)
		editdrag(on);
	else if ((player1.attacking = on))
		respawn();
}
})

void
jumpn(bool on)
COMMAND(jump, ARG_DOWN, ^(bool on) {
{
	if (!intermission && (player1.jumpNext = on))
		respawn();
}
})

COMMAND(backward, ARG_DOWN)
COMMAND(forward, ARG_DOWN)
COMMAND(left, ARG_DOWN)
COMMAND(right, ARG_DOWN)
COMMANDN(jump, jumpn, ARG_DOWN)
COMMAND(attack, ARG_DOWN)
COMMAND(showscores, ARG_DOWN)
COMMAND(showscores, ARG_DOWN, ^(bool isDown) {
	showscores(isDown);
})

void
fixplayer1range()
{
	const float MAXPITCH = 90.0f;
	if (player1.pitch > MAXPITCH)
		player1.pitch = MAXPITCH;
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	setvar(@"fogcolour", 0x8099B3);
	showscores(false);
	intermission = false;
	Cube.sharedInstance.framesInMap = 0;
	conoutf(@"game mode is %@", modestr(gamemode));
}

COMMAND(map, ARG_1STR, ^(OFString *name) {
COMMANDN(map, changemap, ARG_1STR)
	changemap(name);
})