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static const int MONSTERDAMAGEFACTOR = 4;
static const int SGRAYS = 20;
static const float SGSPREAD = 2;
static OFVector3D sg[SGRAYS];
static const guninfo guns[NUMGUNS] = {
{S_PUNCH1, 250, 50, 0, 0, 1, @"fist"},
{S_SG, 1400, 10, 0, 0, 20, @"shotgun"}, // *SGRAYS
{S_CG, 100, 30, 0, 0, 7, @"chaingun"},
{S_RLFIRE, 800, 120, 80, 0, 10, @"rocketlauncher"},
{S_RIFLE, 1500, 100, 0, 0, 30, @"rifle"},
{S_FLAUNCH, 200, 20, 50, 4, 1, @"fireball"},
{S_ICEBALL, 200, 40, 30, 6, 1, @"iceball"},
{S_SLIMEBALL, 200, 30, 160, 7, 1, @"slimeball"},
{S_PIGR1, 250, 50, 0, 0, 1, @"bite"},
};
void
selectgun(int a, int b, int c)
{
if (a < -1 || b < -1 || c < -1 || a >= NUMGUNS || b >= NUMGUNS ||
c >= NUMGUNS)
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static const int MONSTERDAMAGEFACTOR = 4;
static const int SGRAYS = 20;
static const float SGSPREAD = 2;
static OFVector3D sg[SGRAYS];
static const guninfo guns[NUMGUNS] = {
{ S_PUNCH1, 250, 50, 0, 0, 1, @"fist" },
{ S_SG, 1400, 10, 0, 0, 20, @"shotgun" }, // *SGRAYS
{ S_CG, 100, 30, 0, 0, 7, @"chaingun" },
{ S_RLFIRE, 800, 120, 80, 0, 10, @"rocketlauncher" },
{ S_RIFLE, 1500, 100, 0, 0, 30, @"rifle" },
{ S_FLAUNCH, 200, 20, 50, 4, 1, @"fireball" },
{ S_ICEBALL, 200, 40, 30, 6, 1, @"iceball" },
{ S_SLIMEBALL, 200, 30, 160, 7, 1, @"slimeball" },
{ S_PIGR1, 250, 50, 0, 0, 1, @"bite" },
};
void
selectgun(int a, int b, int c)
{
if (a < -1 || b < -1 || c < -1 || a >= NUMGUNS || b >= NUMGUNS ||
c >= NUMGUNS)
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if (d == player1)
selfdamage(damage, at == player1 ? -1 : -2, at);
else if (d->monsterstate)
monsterpain(d, damage, at);
else {
addmsg(1, 4, SV_DAMAGE, target, damage, d->lifesequence);
playsound(S_PAIN1 + rnd(5), &d->o);
};
particle_splash(3, damage, 1000, d->o);
demodamage(damage, d->o);
}
const float RL_RADIUS = 5;
const float RL_DAMRAD = 7; // hack
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>
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if (d == player1)
selfdamage(damage, at == player1 ? -1 : -2, at);
else if (d->monsterstate)
monsterpain(d, damage, at);
else {
addmsg(1, 4, SV_DAMAGE, target, damage, d->lifesequence);
playsound(S_PAIN1 + rnd(5), &d->o);
}
particle_splash(3, damage, 1000, d->o);
demodamage(damage, d->o);
}
const float RL_RADIUS = 5;
const float RL_DAMRAD = 7; // hack
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