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// weapon.cpp: all shooting and effects code
#include "cube.h"
#import "DynamicEntity.h"
#import "Monster.h"
#import "OFString+Cube.h"
#import "Projectile.h"
static const int MONSTERDAMAGEFACTOR = 4;
#define SGRAYS 20
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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
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int
reloadtime(int gun)
{
return guns[gun].attackdelay;
}
void
weapon(OFString *a1, OFString *a2, OFString *a3)
{
selectgun((a1.length > 0 ? a1.cube_intValue : -1),
(a2.length > 0 ? a2.cube_intValue : -1),
(a3.length > 0 ? a3.cube_intValue : -1));
}
COMMAND(weapon, ARG_3STR)
// 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;
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int
reloadtime(int gun)
{
return guns[gun].attackdelay;
}
COMMAND(weapon, ARG_3STR, ^(OFString *a1, OFString *a2, OFString *a3) {
selectgun((a1.length > 0 ? a1.cube_intValue : -1),
(a2.length > 0 ? a2.cube_intValue : -1),
(a3.length > 0 ? a3.cube_intValue : -1));
})
// 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;
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