Cube  Diff

Differences From Artifact [48ff54c543]:

To Artifact [6c8b962c81]:


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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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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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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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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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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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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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		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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		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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	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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	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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		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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		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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    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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    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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	}
	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);
}







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	}
	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);
}