Differences From Artifact [48ff54c543]:
- File src/weapon.m — part of check-in [5b7b7d2fc5] at 2025-03-24 22:14:24 on branch trunk — Convert player into a class (user: js, size: 10731) [annotate] [blame] [check-ins using]
To Artifact [6c8b962c81]:
- File
src/weapon.m
— part of check-in
[75e920ae30]
at
2025-03-29 14:25:43
on branch trunk
— Switch from clang-format to manual formatting
clang-format does too many weird things. (user: js, size: 10751) [annotate] [blame] [check-ins using]
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62 63 64 65 66 67 68 | int reloadtime(int gun) { return guns[gun].attackdelay; } | | | 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) { 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 |
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113 114 115 116 117 118 119 | playerincrosshair() { if (demoplayback) return NULL; OFVector3D o = Player.player1.origin; for (Player *player in players) { | | | 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]) continue; if (intersect(player, o, worldpos)) return [player name]; } return nil; |
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163 164 165 166 167 168 169 | 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); | | | | | 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]) { 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); } |
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221 222 223 224 225 226 227 | dodynlight(vold, v, 0, 0, p.owner); if (!p.local) return; radialeffect(Player.player1, v, -1, qdam, p.owner); | | | | | | 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) { 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) { if (i != notthismonster) radialeffect(monster, v, i, qdam, p.owner); }]; } } static inline void |
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264 265 266 267 268 269 270 | 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); | | | 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]) 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; |
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332 333 334 335 336 337 338 | break; case GUN_RL: case GUN_FIREBALL: case GUN_ICEBALL: case GUN_SLIMEBALL: pspeed = guns[gun].projspeed; | | | 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]) 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); |
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364 365 366 367 368 369 370 | 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; | | | 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]) 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) |
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419 420 421 422 423 424 425 | } if (d.gunSelect == GUN_SG) createrays(from, to); if (d.quadMillis && attacktime > 200) playsoundc(S_ITEMPUP); shootv(d.gunSelect, from, to, d, true); | | | > | | 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]) 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) { 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]) raydamage(Player.player1, from, to, d, -1); } |