Cube  Diff

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// weapon.cpp: all shooting and effects code

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"
#import "Monster.h"
#import "OFString+Cube.h"

#import "Projectile.h"

static const int MONSTERDAMAGEFACTOR = 4;
#define SGRAYS 20
static const float SGSPREAD = 2;
static OFVector3D sg[SGRAYS];









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// weapon.cpp: all shooting and effects code

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"
#import "Monster.h"
#import "OFString+Cube.h"
#import "Player.h"
#import "Projectile.h"

static const int MONSTERDAMAGEFACTOR = 4;
#define SGRAYS 20
static const float SGSPREAD = 2;
static OFVector3D sg[SGRAYS];

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void
selectgun(int a, int b, int c)
{
	if (a < -1 || b < -1 || c < -1 || a >= NUMGUNS || b >= NUMGUNS ||
	    c >= NUMGUNS)
		return;


	int s = player1.gunSelect;
	if (a >= 0 && s != a && player1.ammo[a])
		s = a;
	else if (b >= 0 && s != b && player1.ammo[b])
		s = b;
	else if (c >= 0 && s != c && player1.ammo[c])
		s = c;







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void
selectgun(int a, int b, int c)
{
	if (a < -1 || b < -1 || c < -1 || a >= NUMGUNS || b >= NUMGUNS ||
	    c >= NUMGUNS)
		return;

	Player *player1 = Player.player1;
	int s = player1.gunSelect;
	if (a >= 0 && s != a && player1.ammo[a])
		s = a;
	else if (b >= 0 && s != b && player1.ammo[b])
		s = b;
	else if (c >= 0 && s != c && player1.ammo[c])
		s = c;
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OFString *
playerincrosshair()
{
	if (demoplayback)
		return NULL;


	for (id player in players) {
		if (player == [OFNull null])
			continue;

		OFVector3D o = player1.origin;
		if (intersect(player, o, worldpos))
			return [player name];
	}

	return nil;
}








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OFString *
playerincrosshair()
{
	if (demoplayback)
		return NULL;

	OFVector3D o = Player.player1.origin;
	for (Player *player in players) {
		if (![Player isKindOfClass:Player.class])
			continue;


		if (intersect(player, o, worldpos))
			return [player name];
	}

	return nil;
}

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	}
}

static void
hit(int target, int damage, __kindof DynamicEntity *d, DynamicEntity *at)
{
	OFVector3D o = d.origin;
	if (d == player1)
		selfdamage(damage, at == player1 ? -1 : -2, at);
	else if ([d isKindOfClass:Monster.class])
		[d incurDamage:damage fromEntity:at];
	else {
		addmsg(1, 4, SV_DAMAGE, target, damage, d.lifeSequence);

		playsound(S_PAIN1 + rnd(5), &o);
	}
	particle_splash(3, damage, 1000, o);
	demodamage(damage, o);
}

const float RL_RADIUS = 5;







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	}
}

static void
hit(int target, int damage, __kindof DynamicEntity *d, DynamicEntity *at)
{
	OFVector3D o = d.origin;
	if (d == Player.player1)
		selfdamage(damage, (at == Player.player1) ? -1 : -2, at);
	else if ([d isKindOfClass:Monster.class])
		[d incurDamage:damage fromEntity:at];
	else if ([d isKindOfClass:Player.class]) {
		addmsg(1, 4, SV_DAMAGE, target, damage,
		    ((Player *)d).lifeSequence);
		playsound(S_PAIN1 + rnd(5), &o);
	}
	particle_splash(3, damage, 1000, o);
	demodamage(damage, o);
}

const float RL_RADIUS = 5;
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		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])







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		playsound(S_RLHIT, &v);
		newsphere(v, RL_RADIUS, 0);
		dodynlight(vold, v, 0, 0, p.owner);

		if (!p.local)
			return;

		radialeffect(Player.player1, v, -1, qdam, p.owner);

		[players enumerateObjectsUsingBlock:^(
		    id player, size_t i, bool *stop) {
			if (i == notthisplayer)
				return;

			if (player == [OFNull null])
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		v = OFMultiplyVector3D(v, time / dtime);
		v = OFAddVectors3D(v, po);
		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);

			for (Monster *monster in Monster.monsters)
				if (!vreject(monster.origin, v, 10.0f) &&
				    monster != p.owner)
					projdamage(monster, p, v, -1, i, qdam);
		}
		if (p.inuse) {







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		v = OFMultiplyVector3D(v, time / dtime);
		v = OFAddVectors3D(v, po);
		if (p.local) {
			for (id player in players)
				if (player != [OFNull null])
					projdamage(player, p, v, i, -1, qdam);

			if (p.owner != Player.player1)
				projdamage(Player.player1, p, v, -1, -1, qdam);

			for (Monster *monster in Monster.monsters)
				if (!vreject(monster.origin, v, 10.0f) &&
				    monster != p.owner)
					projdamage(monster, p, v, -1, i, qdam);
		}
		if (p.inuse) {
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}

// create visual effect from a shot
void
shootv(int gun, OFVector3D from, OFVector3D to, DynamicEntity *d, bool local)
{
	OFVector3D loc = d.origin;
	playsound(guns[gun].sound, d == player1 ? NULL : &loc);
	int pspeed = 25;
	switch (gun) {
	case GUN_FIST:
		break;

	case GUN_SG: {
		for (int i = 0; i < SGRAYS; i++)







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}

// create visual effect from a shot
void
shootv(int gun, OFVector3D from, OFVector3D to, DynamicEntity *d, bool local)
{
	OFVector3D loc = d.origin;
	playsound(guns[gun].sound, (d == Player.player1) ? NULL : &loc);
	int pspeed = 25;
	switch (gun) {
	case GUN_FIST:
		break;

	case GUN_SG: {
		for (int i = 0; i < SGRAYS; i++)
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	}];

	for (Monster *monster in Monster.monsters)
		if (monster != d)
			raydamage(monster, from, to, d, -2);

	if ([d isKindOfClass:Monster.class])
		raydamage(player1, from, to, d, -1);
}







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	}];

	for (Monster *monster in Monster.monsters)
		if (monster != d)
			raydamage(monster, from, to, d, -2);

	if ([d isKindOfClass:Monster.class])
		raydamage(Player.player1, from, to, d, -1);
}