Cube  Diff

Differences From Artifact [a4ab4f9d09]:

To Artifact [51629f2c3a]:


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	    (a3.length > 0 ? a3.cube_intValue : -1));
})

// create random spread of rays for the shotgun
void
createrays(const OFVector3D *from, const OFVector3D *to)
{
	vdist(dist, dvec, *from, *to);
	float dist = OFDistanceOfVectors3D(*from, *to);
	float f = dist * SGSPREAD / 1000;
	for (int i = 0; i < SGRAYS; i++)
#define RNDD (rnd(101) - 50) * f
		sg[i] = OFAddVectors3D(*to, OFMakeVector3D(RNDD, RNDD, RNDD));
}

// if lineseg hits entity bounding box
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static void
radialeffect(
    DynamicEntity *o, const OFVector3D *v, int cn, int qdam, DynamicEntity *at)
{
	if (o.state != CS_ALIVE)
		return;
	vdist(dist, temp, *v, o.origin);

	OFVector3D origin = o.origin;
	float dist = OFDistanceOfVectors3D(*v, origin);
	OFVector3D temp = OFSubtractVectors3D(*v, origin);
	dist -= 2; // account for eye distance imprecision

	if (dist < RL_DAMRAD) {
		if (dist < 0)
			dist = 0;

		int damage = (int)(qdam * (1 - (dist / RL_DAMRAD)));
		hit(cn, damage, o, at);

		temp =
		    OFMultiplyVector3D(temp, (RL_DAMRAD - dist) * damage / 800);
		o.velocity = OFAddVectors3D(o.velocity, temp);
	}
}

static void
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		if (!p.inuse)
			continue;

		int qdam = guns[p.gun].damage * (p.owner.quadMillis ? 4 : 1);
		if ([p.owner isKindOfClass:Monster.class])
			qdam /= MONSTERDAMAGEFACTOR;
		vdist(dist, v, p.o, p.to);
		OFVector3D po = p.o, pto = pto;
		float dist = OFDistanceOfVectors3D(po, pto);
		OFVector3D v = OFSubtractVectors3D(po, pto);
		float dtime = dist * 1000 / p.speed;
		if (time > dtime)
			dtime = time;
		v = OFMultiplyVector3D(v, time / dtime);
		v = OFAddVectors3D(v, p.o);
		if (p.local) {
			for (id player in players)
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}

void
hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
    const OFVector3D *from, const OFVector3D *to)
{
	hit(target, damage, d, at);
	vdist(dist, v, *from, *to);
	float dist = OFDistanceOfVectors3D(*from, *to);
	OFVector3D v = OFSubtractVectors3D(*from, *to);
	v = OFMultiplyVector3D(v, damage / dist / 50);
	d.velocity = OFAddVectors3D(d.velocity, v);
}

void
raydamage(DynamicEntity *o, const OFVector3D *from, const OFVector3D *to,
    DynamicEntity *d, int i)
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	}
	if (d.gunSelect)
		d.ammo[d.gunSelect]--;
	OFVector3D from = d.origin;
	OFVector3D to = *targ;
	from.z -= 0.2f; // below eye

	float dist = OFDistanceOfVectors3D(from, to);
	vdist(dist, unitv, from, to);
	OFVector3D unitv = OFSubtractVectors3D(from, to);
	unitv = OFMultiplyVector3D(unitv, 1.0f / dist);
	OFVector3D kickback =
	    OFMultiplyVector3D(unitv, guns[d.gunSelect].kickamount * -0.01f);
	d.velocity = OFAddVectors3D(d.velocity, kickback);
	if (d.pitch < 80.0f)
		d.pitch += guns[d.gunSelect].kickamount * 0.05f;