Cube  Diff

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To Artifact [c14fa40d91]:


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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);
	}
}

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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);