Cube  Diff

Differences From Artifact [93de7b2cbf]:

To Artifact [a095df6286]:


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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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	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