Cube  Diff

Differences From Artifact [acb2ec57ac]:

To Artifact [da3cdeb33a]:


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// create random spread of rays for the shotgun
void
createrays(const OFVector3D *from, const OFVector3D *to)
{
	vdist(dist, dvec, *from, *to);
	float f = dist * SGSPREAD / 1000;
	for (int i = 0; i < SGRAYS; i++) {
#define RNDD (rnd(101) - 50) * f
		OFVector3D r = OFMakeVector3D(RNDD, RNDD, RNDD);
		sg[i] = *to;
		vadd(sg[i], r);
	}
}

// if lineseg hits entity bounding box
static bool
intersect(DynamicEntity *d, const OFVector3D *from, const OFVector3D *to)
{
	OFVector3D v = *to, w = d.origin;
	const OFVector3D *p;
	vsub(v, *from);
	vsub(w, *from);
	float c1 = dotprod(w, v);

	if (c1 <= 0)
		p = from;
	else {
		float c2 = dotprod(v, v);
		if (c2 <= c1)
			p = to;
		else {
			float f = c1 / c2;
			vmul(v, f);
			vadd(v, *from);
			p = &v;
		}
	}

	return (p->x <= d.origin.x + d.radius &&
	    p->x >= d.origin.x - d.radius && p->y <= d.origin.y + d.radius &&
	    p->y >= d.origin.y - d.radius && p->z <= d.origin.z + d.aboveEye &&







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// create random spread of rays for the shotgun
void
createrays(const OFVector3D *from, const OFVector3D *to)
{
	vdist(dist, dvec, *from, *to);
	float f = dist * SGSPREAD / 1000;
	for (int i = 0; i < SGRAYS; i++)
#define RNDD (rnd(101) - 50) * f
		sg[i] = OFAddVectors3D(*to, OFMakeVector3D(RNDD, RNDD, RNDD));



}

// if lineseg hits entity bounding box
static bool
intersect(DynamicEntity *d, const OFVector3D *from, const OFVector3D *to)
{
	OFVector3D v = *to, w = d.origin;
	const OFVector3D *p;
	v = OFSubtractVectors3D(v, *from);
	w = OFSubtractVectors3D(w, *from);
	float c1 = dotprod(w, v);

	if (c1 <= 0)
		p = from;
	else {
		float c2 = dotprod(v, v);
		if (c2 <= c1)
			p = to;
		else {
			v = OFMultiplyVector3D(v, c1 / c2);

			v = OFAddVectors3D(v, *from);
			p = &v;
		}
	}

	return (p->x <= d.origin.x + d.radius &&
	    p->x >= d.origin.x - d.radius && p->y <= d.origin.y + d.radius &&
	    p->y >= d.origin.y - d.radius && p->z <= d.origin.z + d.aboveEye &&
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	vdist(dist, temp, *v, o.origin);
	dist -= 2; // account for eye distance imprecision
	if (dist < RL_DAMRAD) {
		if (dist < 0)
			dist = 0;
		int damage = (int)(qdam * (1 - (dist / RL_DAMRAD)));
		hit(cn, damage, o, at);

		vmul(temp, (RL_DAMRAD - dist) * damage / 800);
		vadd(o.velocity, temp);
	}
}

static void
splash(Projectile *p, const OFVector3D *v, const OFVector3D *vold,
    int notthisplayer, int notthismonster, int qdam)
{







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	vdist(dist, temp, *v, o.origin);
	dist -= 2; // account for eye distance imprecision
	if (dist < RL_DAMRAD) {
		if (dist < 0)
			dist = 0;
		int damage = (int)(qdam * (1 - (dist / RL_DAMRAD)));
		hit(cn, damage, o, at);
		temp =
		    OFMultiplyVector3D(temp, (RL_DAMRAD - dist) * damage / 800);
		o.velocity = OFAddVectors3D(o.velocity, temp);
	}
}

static void
splash(Projectile *p, const OFVector3D *v, const OFVector3D *vold,
    int notthisplayer, int notthismonster, int qdam)
{
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		int qdam = guns[p.gun].damage * (p.owner.quadMillis ? 4 : 1);
		if ([p.owner isKindOfClass:Monster.class])
			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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		int qdam = guns[p.gun].damage * (p.owner.quadMillis ? 4 : 1);
		if ([p.owner isKindOfClass:Monster.class])
			qdam /= MONSTERDAMAGEFACTOR;
		vdist(dist, v, p.o, p.to);
		float dtime = dist * 1000 / p.speed;
		if (time > dtime)
			dtime = time;
		v = OFMultiplyVector3D(v, time / dtime);
		v = OFAddVectors3D(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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void
hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
    const OFVector3D *from, const OFVector3D *to)
{
	hit(target, damage, d, at);
	vdist(dist, v, *from, *to);
	vmul(v, damage / dist / 50);
	vadd(d.velocity, v);
}

void
raydamage(DynamicEntity *o, const OFVector3D *from, const OFVector3D *to,
    DynamicEntity *d, int i)
{
	if (o.state != CS_ALIVE)







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void
hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
    const OFVector3D *from, const OFVector3D *to)
{
	hit(target, damage, d, at);
	vdist(dist, v, *from, *to);
	v = OFMultiplyVector3D(v, damage / dist / 50);
	d.velocity = OFAddVectors3D(d.velocity, v);
}

void
raydamage(DynamicEntity *o, const OFVector3D *from, const OFVector3D *to,
    DynamicEntity *d, int i)
{
	if (o.state != CS_ALIVE)
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	if (d.gunSelect)
		d.ammo[d.gunSelect]--;
	OFVector3D from = d.origin;
	OFVector3D to = *targ;
	from.z -= 0.2f; // below eye

	vdist(dist, unitv, from, to);
	vdiv(unitv, dist);
	OFVector3D kickback = unitv;
	vmul(kickback, guns[d.gunSelect].kickamount * -0.01f);
	vadd(d.velocity, kickback);
	if (d.pitch < 80.0f)
		d.pitch += guns[d.gunSelect].kickamount * 0.05f;

	if (d.gunSelect == GUN_FIST || d.gunSelect == GUN_BITE) {
		vmul(unitv, 3); // punch range
		to = from;
		vadd(to, unitv);
	}
	if (d.gunSelect == GUN_SG)
		createrays(&from, &to);

	if (d.quadMillis && attacktime > 200)
		playsoundc(S_ITEMPUP);
	shootv(d.gunSelect, &from, &to, d, true);







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	if (d.gunSelect)
		d.ammo[d.gunSelect]--;
	OFVector3D from = d.origin;
	OFVector3D to = *targ;
	from.z -= 0.2f; // below eye

	vdist(dist, unitv, from, to);
	unitv = OFMultiplyVector3D(unitv, 1.0f / dist);
	OFVector3D kickback =
	    OFMultiplyVector3D(unitv, guns[d.gunSelect].kickamount * -0.01f);
	d.velocity = OFAddVectors3D(d.velocity, kickback);
	if (d.pitch < 80.0f)
		d.pitch += guns[d.gunSelect].kickamount * 0.05f;

	if (d.gunSelect == GUN_FIST || d.gunSelect == GUN_BITE) {
		unitv = OFMultiplyVector3D(unitv, 3); // punch range

		to = OFAddVectors3D(from, unitv);
	}
	if (d.gunSelect == GUN_SG)
		createrays(&from, &to);

	if (d.quadMillis && attacktime > 200)
		playsoundc(S_ITEMPUP);
	shootv(d.gunSelect, &from, &to, d, true);