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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.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) {
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
splash(Projectile *p, const OFVector3D &v, const OFVector3D &vold,
int notthisplayer, int notthismonster, int qdam)
{
particle_splash(0, 50, 300, v);
p.inuse = false;
if (p.gun != GUN_RL) {
playsound(S_FEXPLODE, &v);
// no push?
} else {
playsound(S_RLHIT, &v);
newsphere(v, RL_RADIUS, 0);
dodynlight(vold, v, 0, 0, p.owner);
if (!p.local)
return;
radialeffect(player1, v, -1, qdam, p.owner);
size_t i = 0;
for (id player in players) {
if (i == notthisplayer) {
i++;
continue;
}
if (player != [OFNull null])
radialeffect(player, v, i, qdam, p.owner);
i++;
}
i = 0;
for (DynamicEntity *monster in getmonsters())
if (i != notthismonster)
radialeffect(monster, v, i, qdam, p.owner);
}
}
inline void
projdamage(
DynamicEntity *o, Projectile *p, OFVector3D &v, int i, int im, int qdam)
{
if (o.state != CS_ALIVE)
return;
if (intersect(o, p.o, v)) {
splash(p, v, p.o, i, im, qdam);
hit(i, qdam, o, p.owner);
}
}
void
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void
splash(Projectile *p, const OFVector3D &v, const OFVector3D &vold,
int notthisplayer, int notthismonster, int qdam)
{
particle_splash(0, 50, 300, v);
p.inuse = false;
if (p.gun != GUN_RL) {
playsound(S_FEXPLODE, &v);
// no push?
} else {
playsound(S_RLHIT, &v);
newsphere(v, RL_RADIUS, 0);
dodynlight(vold, v, 0, 0, p.owner);
if (!p.local)
return;
radialeffect(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);
}];
[getmonsters() enumerateObjectsUsingBlock:^(
DynamicEntity *monster, size_t i, bool *stop) {
if (i != notthismonster)
radialeffect(monster, v, i, qdam, p.owner);
}];
}
}
inline void
projdamage(
DynamicEntity *o, Projectile *p, OFVector3D &v, int i, int im, int qdam)
{
if (o.state != CS_ALIVE)
return;
if (intersect(o, p.o, v)) {
splash(p, v, p.o, i, im, qdam);
hit(i, qdam, o, p.owner);
}
}
void
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if (p.owner.monsterstate)
qdam /= MONSTERDAMAGEFACTOR;
vdist(dist, v, p.o, p.to);
float dtime = dist * 1000 / p.speed;
if (time > dtime)
dtime = time;
vmul(v, time / dtime);
vadd(v, p.o) if (p.local)
{
for (id player in players)
if (player != [OFNull null])
projdamage(player, p, v, i, -1, qdam);
if (p.owner != player1)
projdamage(player1, p, v, -1, -1, qdam);
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if (p.owner.monsterstate)
qdam /= MONSTERDAMAGEFACTOR;
vdist(dist, v, p.o, p.to);
float dtime = dist * 1000 / p.speed;
if (time > dtime)
dtime = time;
vmul(v, time / dtime);
vadd(v, p.o);
if (p.local) {
for (id player in players)
if (player != [OFNull null])
projdamage(player, p, v, i, -1, qdam);
if (p.owner != player1)
projdamage(player1, p, v, -1, -1, qdam);
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