103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
|
vmul(v, f);
vadd(v, from);
p = &v;
}
}
return (p->x <= d->o.x + d->radius && p->x >= d->o.x - d->radius &&
p->y <= d->o.y + d->radius && p->y >= d->o.y - d->radius &&
p->z <= d->o.z + d->aboveeye && p->z >= d->o.z - d->eyeheight);
}
OFString *
playerincrosshair()
{
if (demoplayback)
return NULL;
|
|
|
|
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
|
vmul(v, f);
vadd(v, from);
p = &v;
}
}
return (p->x <= d->o.x + d->radius && p->x >= d->o.x - d->radius &&
p->y <= d->o.y + d->radius && p->y >= d->o.y - d->radius &&
p->z <= d->o.z + d->aboveeye && p->z >= d->o.z - d->eyeheight);
}
OFString *
playerincrosshair()
{
if (demoplayback)
return NULL;
|
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
|
continue;
projdamage(o, p, v, i, -1, qdam);
}
if (p->owner != player1)
projdamage(player1, p, v, -1, -1, qdam);
dvector &mv = getmonsters();
loopv(mv) if (!vreject(mv[i]->o, v, 10.0f) &&
mv[i] != p->owner)
projdamage(mv[i], p, v, -1, i, qdam);
}
if (p->inuse) {
if (time == dtime)
splash(p, v, p->o, -1, -1, qdam);
else {
if (p->gun == GUN_RL) {
|
|
|
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
|
continue;
projdamage(o, p, v, i, -1, qdam);
}
if (p->owner != player1)
projdamage(player1, p, v, -1, -1, qdam);
dvector &mv = getmonsters();
loopv(mv) if (!vreject(mv[i]->o, v, 10.0f) &&
mv[i] != p->owner)
projdamage(mv[i], p, v, -1, i, qdam);
}
if (p->inuse) {
if (time == dtime)
splash(p, v, p->o, -1, -1, qdam);
else {
if (p->gun == GUN_RL) {
|