Cube  Diff

Differences From Artifact [5796e07781]:

To Artifact [ec6a711714]:


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void
newprojectile(OFVector3D &from, OFVector3D &to, float speed, bool local,
    DynamicEntity *owner, int gun)
{
	for (size_t i = 0; i < MAXPROJ; i++) {
		Projectile *p = projs[i];

		if (p == nil) {
			p = [[Projectile alloc] init];
			projs[i] = p;
		}

		if (p.inuse)
			continue;

		p.inuse = true;
		p.o = from;
		p.to = to;







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void
newprojectile(OFVector3D &from, OFVector3D &to, float speed, bool local,
    DynamicEntity *owner, int gun)
{
	for (size_t i = 0; i < MAXPROJ; i++) {
		Projectile *p = projs[i];

		if (p == nil)

			projs[i] = p = [Projectile projectile];


		if (p.inuse)
			continue;

		p.inuse = true;
		p.o = from;
		p.to = to;
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	hit(target, damage, d, at);
	vdist(dist, v, from, to);
	vmul(v, damage / dist / 50);
	vadd(d.vel, v);
}

void
raydamage(
    DynamicEntity *o, const OFVector3D &from, const 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.monsterstate)







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	hit(target, damage, d, at);
	vdist(dist, v, from, to);
	vmul(v, damage / dist / 50);
	vadd(d.vel, v);
}

void
raydamage(DynamicEntity *o, const OFVector3D &from, const 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.monsterstate)