Comment: | Migrate vec to OFVector3D |
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2e931ae3e1bb8a3ac23d368cfacc7394 |
User & Date: | js on 2025-03-04 00:14:25 |
Other Links: | manifest | tags |
2025-03-04
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00:51 | Convert md2 and mapmodelinfo to ObjC check-in: cfbd2ec1e6 user: js tags: trunk | |
00:14 | Migrate vec to OFVector3D check-in: 2e931ae3e1 user: js tags: trunk | |
2025-03-03
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23:54 | Merge accidental fork check-in: a6544d60c4 user: js tags: trunk | |
Modified src/clients2c.mm from [0783f692c0] to [4923c509fd].
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197 198 199 200 201 202 203 | conoutf(@"player %s disconnected", d->name[0] ? d->name : "[incompatible client]"); zapdynent(players[cn]); break; case SV_SHOT: { int gun = getint(p); | | | 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 | conoutf(@"player %s disconnected", d->name[0] ? d->name : "[incompatible client]"); zapdynent(players[cn]); break; case SV_SHOT: { int gun = getint(p); OFVector3D s, e; s.x = getint(p) / DMF; s.y = getint(p) / DMF; s.z = getint(p) / DMF; e.x = getint(p) / DMF; e.y = getint(p) / DMF; e.z = getint(p) / DMF; if (gun == GUN_SG) |
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270 271 272 273 274 275 276 | break; case SV_ITEMSPAWN: { uint i = getint(p); setspawn(i, true); if (i >= (uint)ents.length()) break; | | | | 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 | break; case SV_ITEMSPAWN: { uint i = getint(p); setspawn(i, true); if (i >= (uint)ents.length()) break; OFVector3D v = OFMakeVector3D(ents[i].x, ents[i].y, ents[i].z); playsound(S_ITEMSPAWN, &v); break; } case SV_ITEMACC: // server acknowledges that I picked up this // item realpickup(getint(p), player1); |
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Modified src/command.mm from [ddbc7f66e7] to [926958b6fe].
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50 51 52 53 54 55 56 | b.persist = true; idents[b.name] = b; } else { if (b.type == ID_ALIAS) b.action = action; else | | | | 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 | b.persist = true; idents[b.name] = b; } else { if (b.type == ID_ALIAS) b.action = action; else conoutf(@"cannot redefine builtin %s with an alias", name.UTF8String); } } COMMAND(alias, ARG_2STR) int variable(OFString *name, int min, int cur, int max, int *storage, void (*fun)(), bool persist) |
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Modified src/cube.h from [ea9ed1c660] to [b2a4ca42d9].
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98 99 100 101 102 103 104 | #define LARGEST_FACTOR 11 // 10 is already insane #define SOLID(x) ((x)->type == SOLID) #define MINBORD 2 // 2 cubes from the edge of the world are always solid #define OUTBORD(x, y) \ ((x) < MINBORD || (y) < MINBORD || (x) >= ssize - MINBORD || \ (y) >= ssize - MINBORD) | < < < | 98 99 100 101 102 103 104 105 106 107 108 109 110 111 | #define LARGEST_FACTOR 11 // 10 is already insane #define SOLID(x) ((x)->type == SOLID) #define MINBORD 2 // 2 cubes from the edge of the world are always solid #define OUTBORD(x, y) \ ((x) < MINBORD || (y) < MINBORD || (x) >= ssize - MINBORD || \ (y) >= ssize - MINBORD) struct block { int x, y, xs, ys; }; struct mapmodelinfo { int rad, h, zoff, snap; const char *name; }; |
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124 125 126 127 128 129 130 | GUN_SLIMEBALL, GUN_BITE, NUMGUNS }; struct dynent // players & monsters { | | | | 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 | GUN_SLIMEBALL, GUN_BITE, NUMGUNS }; struct dynent // players & monsters { OFVector3D o, vel; // origin, velocity float yaw, pitch, roll; // used as OFVector3D in one place float maxspeed; // cubes per second, 24 for player bool outsidemap; // from his eyes bool inwater; bool onfloor, jumpnext; int move, strafe; bool k_left, k_right, k_up, k_down; // see input code int timeinair; // used for fake gravity |
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150 151 152 153 154 155 156 | int monsterstate; // one of M_* below, M_NONE means human int mtype; // see monster.cpp dynent *enemy; // monster wants to kill this entity float targetyaw; // monster wants to look in this direction bool blocked, moving; // used by physics to signal ai int trigger; // millis at which transition to another monsterstate takes // place | | | | 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 | int monsterstate; // one of M_* below, M_NONE means human int mtype; // see monster.cpp dynent *enemy; // monster wants to kill this entity float targetyaw; // monster wants to look in this direction bool blocked, moving; // used by physics to signal ai int trigger; // millis at which transition to another monsterstate takes // place OFVector3D attacktarget; // delayed attacks int anger; // how many times already hit by fellow monster string name, team; }; #define SAVEGAMEVERSION \ 4 // bump if dynent/netprotocol changes or any other savegame/demo data enum { A_BLUE, A_GREEN, A_YELLOW }; // armour types... take 20/40/60 % off |
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291 292 293 294 295 296 297 | extern int sfactor, ssize; // ssize = 2^sfactor extern int cubicsize, mipsize; // cubicsize = ssize^2 extern dynent *player1; // special client ent that receives input and acts as camera extern dvector players; // all the other clients (in multiplayer) extern bool editmode; extern vector<entity> ents; // map entities | | | 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 | extern int sfactor, ssize; // ssize = 2^sfactor extern int cubicsize, mipsize; // cubicsize = ssize^2 extern dynent *player1; // special client ent that receives input and acts as camera extern dvector players; // all the other clients (in multiplayer) extern bool editmode; extern vector<entity> ents; // map entities extern OFVector3D worldpos; // current target of the crosshair in the world extern int lastmillis; // last time extern int curtime; // current frame time extern int gamemode, nextmode; extern int xtraverts; extern bool demoplayback; #define DMF 16.0f |
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337 338 339 340 341 342 343 | #define vsub(u, v) \ { \ (u).x -= (v).x; \ (u).y -= (v).y; \ (u).z -= (v).z; \ }; #define vdist(d, v, e, s) \ | | | 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 | #define vsub(u, v) \ { \ (u).x -= (v).x; \ (u).y -= (v).y; \ (u).z -= (v).z; \ }; #define vdist(d, v, e, s) \ OFVector3D v = s; \ vsub(v, e); \ float d = (float)sqrt(dotprod(v, v)); #define vreject(v, u, max) \ ((v).x > (u).x + (max) || (v).x < (u).x - (max) || \ (v).y > (u).y + (max) || (v).y < (u).y - (max)) #define vlinterp(v, f, u, g) \ { \ |
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Modified src/entities.mm from [22648f5295] to [feb802b67f].
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294 295 296 297 298 299 300 | }; case JUMPPAD: { static int lastjumppad = 0; if (lastmillis - lastjumppad < 300) break; lastjumppad = lastmillis; | | | < < < > > > | | < < > > | 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 | }; case JUMPPAD: { static int lastjumppad = 0; if (lastmillis - lastjumppad < 300) break; lastjumppad = lastmillis; OFVector3D v = OFMakeVector3D((int)(char)ents[n].attr3 / 10.0f, (int)(char)ents[n].attr2 / 10.0f, ents[n].attr1 / 10.0f); player1->vel.z = 0; vadd(player1->vel, v); playsoundc(S_JUMPPAD); break; } } } void checkitems() { if (editmode) return; loopv(ents) { entity &e = ents[i]; if (e.type == NOTUSED) continue; if (!ents[i].spawned && e.type != TELEPORT && e.type != JUMPPAD) continue; if (OUTBORD(e.x, e.y)) continue; OFVector3D v = OFMakeVector3D( e.x, e.y, (float)S(e.x, e.y)->floor + player1->eyeheight); vdist(dist, t, player1->o, v); if (dist < (e.type == TELEPORT ? 4 : 2.5)) pickup(i, player1); } } void checkquad(int time) { if (player1->quadmillis && (player1->quadmillis -= time) < 0) { player1->quadmillis = 0; playsoundc(S_PUPOUT); |
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Modified src/monster.mm from [89afc85b2b] to [a11e61394d].
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122 123 124 125 126 127 128 | monstertotal++; }; }; }; bool los(float lx, float ly, float lz, float bx, float by, float bz, | | | 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 | monstertotal++; }; }; }; bool los(float lx, float ly, float lz, float bx, float by, float bz, OFVector3D &v) // height-correct line of sight for monster shooting/seeing { if (OUTBORD((int)lx, (int)ly) || OUTBORD((int)bx, (int)by)) return false; float dx = bx - lx; float dy = by - ly; int steps = (int)(sqrt(dx * dx + dy * dy) / 0.9); if (!steps) |
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158 159 160 161 162 163 164 | y += dy / (float)steps; i++; }; return i >= steps; }; bool | | | 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 | y += dy / (float)steps; i++; }; return i >= steps; }; bool enemylos(dynent *m, OFVector3D &v) { v = m->o; return los(m->o.x, m->o.y, m->o.z, m->enemy->o.x, m->enemy->o.y, m->enemy->o.z, v); }; // monster AI is sequenced using transitions: they are in a particular state |
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249 250 251 252 253 254 255 | if (m->trigger < lastmillis) transition(m, M_HOME, 1, 100, 200); break; case M_SLEEP: // state classic sp monster start in, wait for visual // contact { | | | 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 | if (m->trigger < lastmillis) transition(m, M_HOME, 1, 100, 200); break; case M_SLEEP: // state classic sp monster start in, wait for visual // contact { OFVector3D target; if (editmode || !enemylos(m, target)) return; // skip running physics normalise(m, enemyyaw); float angle = (float)fabs(enemyyaw - m->yaw); if (disttoenemy < 8 // the better the angle to the player, the // further the monster can see/hear || (disttoenemy < 16 && angle < 135) || |
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279 280 281 282 283 284 285 | }; break; case M_HOME: // monster has visual contact, heads straight for player // and may want to shoot at any time m->targetyaw = enemyyaw; if (m->trigger < lastmillis) { | | | 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 | }; break; case M_HOME: // monster has visual contact, heads straight for player // and may want to shoot at any time m->targetyaw = enemyyaw; if (m->trigger < lastmillis) { OFVector3D target; if (!enemylos( m, target)) // no visual contact anymore, let // monster get as close as possible // then search for player { transition(m, M_HOME, 1, 800, 500); } else // the closer the monster is the more likely he |
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376 377 378 379 380 381 382 | // used { entity &e = ents[i]; if (e.type != TELEPORT) continue; if (OUTBORD(e.x, e.y)) continue; | > | | 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 | // used { entity &e = ents[i]; if (e.type != TELEPORT) continue; if (OUTBORD(e.x, e.y)) continue; OFVector3D v = OFMakeVector3D(e.x, e.y, (float)S(e.x, e.y)->floor); loopv(monsters) if (monsters[i]->state == CS_DEAD) { if (lastmillis - monsters[i]->lastaction < 2000) { monsters[i]->move = 0; moveplayer(monsters[i], 1, false); }; } |
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Modified src/physics.mm from [864d2d9b42] to [023335c214].
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236 237 238 239 240 241 242 | void moveplayer(dynent *pl, int moveres, bool local, int curtime) { const bool water = hdr.waterlevel > pl->o.z - 0.5f; const bool floating = (editmode && local) || pl->state == CS_EDITING; | | | 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 | void moveplayer(dynent *pl, int moveres, bool local, int curtime) { const bool water = hdr.waterlevel > pl->o.z - 0.5f; const bool floating = (editmode && local) || pl->state == CS_EDITING; OFVector3D d; // vector of direction we ideally want to move in d.x = (float)(pl->move * cos(rad(pl->yaw - 90))); d.y = (float)(pl->move * sin(rad(pl->yaw - 90))); d.z = 0; if (floating || water) { d.x *= (float)cos(rad(pl->pitch)); |
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Modified src/protos.h from [e663cdaad7] to [4c05d76f8a].
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122 123 124 125 126 127 128 | extern void settagareas(); extern entity *newentity( int x, int y, int z, OFString *what, int v1, int v2, int v3, int v4); // worldlight extern void calclight(); extern void dodynlight( | | | 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 | extern void settagareas(); extern entity *newentity( int x, int y, int z, OFString *what, int v1, int v2, int v3, int v4); // worldlight extern void calclight(); extern void dodynlight( OFVector3D &vold, OFVector3D &v, int reach, int strength, dynent *owner); extern void cleardlights(); extern block *blockcopy(block &b); extern void blockpaste(block &b); // worldrender extern void render_world(float vx, float vy, float vh, int yaw, int pitch, float widef, int w, int h); |
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163 164 165 166 167 168 169 | extern void pruneundos(int maxremain = 0); // renderextras extern void line(int x1, int y1, float z1, int x2, int y2, float z2); extern void box(block &b, float z1, float z2, float z3, float z4); extern void dot(int x, int y, float z); extern void linestyle(float width, int r, int g, int b); | | | | | > | | | 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 | extern void pruneundos(int maxremain = 0); // renderextras extern void line(int x1, int y1, float z1, int x2, int y2, float z2); extern void box(block &b, float z1, float z2, float z3, float z4); extern void dot(int x, int y, float z); extern void linestyle(float width, int r, int g, int b); extern void newsphere(OFVector3D &o, float max, int type); extern void renderspheres(int time); extern void gl_drawhud( int w, int h, int curfps, int nquads, int curvert, bool underwater); extern void readdepth(int w, int h); extern void blendbox(int x1, int y1, int x2, int y2, bool border); extern void damageblend(int n); // renderparticles extern void setorient(OFVector3D &r, OFVector3D &u); extern void particle_splash(int type, int num, int fade, OFVector3D &p); extern void particle_trail( int type, int fade, OFVector3D &from, OFVector3D &to); extern void render_particles(int time); // worldio extern void save_world(OFString *fname); extern void load_world(char *mname); extern void writemap(char *mname, int msize, uchar *mdata); extern uchar *readmap(const char *mname, int *msize); extern void loadgamerest(); extern void incomingdemodata(uchar *buf, int len, bool extras = false); extern void demoplaybackstep(); extern void stop(); extern void stopifrecording(); extern void demodamage(int damage, OFVector3D &o); extern void demoblend(int damage); // physics extern void moveplayer(dynent *pl, int moveres, bool local); extern bool collide(dynent *d, bool spawn, float drop, float rise); extern void entinmap(dynent *d); extern void setentphysics(int mml, int mmr); extern void physicsframe(); // sound extern void playsound(int n, OFVector3D *loc = 0); extern void playsoundc(int n); extern void initsound(); extern void cleansound(); // rendermd2 extern void rendermodel(OFString *mdl, int frame, int range, int tex, float rad, float x, float y, float z, float yaw, float pitch, bool teammate, |
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232 233 234 235 236 237 238 | int seconds, bool isfull); extern void servermsinit(const char *master, const char *sdesc, bool listen); extern void sendmaps(int n, string mapname, int mapsize, uchar *mapdata); extern ENetPacket *recvmap(int n); // weapon extern void selectgun(int a = -1, int b = -1, int c = -1); | | | | | | 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 | int seconds, bool isfull); extern void servermsinit(const char *master, const char *sdesc, bool listen); extern void sendmaps(int n, string mapname, int mapsize, uchar *mapdata); extern ENetPacket *recvmap(int n); // weapon extern void selectgun(int a = -1, int b = -1, int c = -1); extern void shoot(dynent *d, OFVector3D &to); extern void shootv(int gun, OFVector3D &from, OFVector3D &to, dynent *d = 0, bool local = false); extern void createrays(OFVector3D &from, OFVector3D &to); extern void moveprojectiles(float time); extern void projreset(); extern char *playerincrosshair(); extern int reloadtime(int gun); // monster extern void monsterclear(); |
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Modified src/renderextras.mm from [a7072e43d2] to [4e49ca5579].
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76 77 78 79 80 81 82 | glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glDepthMask(GL_TRUE); }; const int MAXSPHERES = 50; struct sphere { | | | | 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 | glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glDepthMask(GL_TRUE); }; const int MAXSPHERES = 50; struct sphere { OFVector3D o; float size, max; int type; sphere *next; }; sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL; bool sinit = false; void newsphere(OFVector3D &o, float max, int type) { if (!sinit) { loopi(MAXSPHERES) { spheres[i].next = sempty; sempty = &spheres[i]; }; |
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180 181 182 183 184 185 186 | if (!editmode) return; loopv(ents) { entity &e = ents[i]; if (e.type == NOTUSED) continue; | | < > | 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 | if (!editmode) return; loopv(ents) { entity &e = ents[i]; if (e.type == NOTUSED) continue; OFVector3D v = OFMakeVector3D(e.x, e.y, e.z); particle_splash(2, 2, 40, v); } int e = closestent(); if (e >= 0) { entity &c = ents[e]; @autoreleasepool { sprintf_s(closeent)( "closest entity = %s (%d, %d, %d, %d), " "selection = (%d, %d)", |
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222 223 224 225 226 227 228 | } } COMMAND(loadsky, ARG_1STR) float cursordepth = 0.9f; GLint viewport[4]; GLdouble mm[16], pm[16]; | | | 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 | } } COMMAND(loadsky, ARG_1STR) float cursordepth = 0.9f; GLint viewport[4]; GLdouble mm[16], pm[16]; OFVector3D worldpos; void readmatrices() { glGetIntegerv(GL_VIEWPORT, viewport); glGetDoublev(GL_MODELVIEW_MATRIX, mm); glGetDoublev(GL_PROJECTION_MATRIX, pm); |
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258 259 260 261 262 263 264 | w / 2, h / 2, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &cursordepth); double worldx = 0, worldy = 0, worldz = 0; gluUnProject(w / 2, h / 2, depthcorrect(cursordepth), mm, pm, viewport, &worldx, &worldz, &worldy); worldpos.x = (float)worldx; worldpos.y = (float)worldy; worldpos.z = (float)worldz; | | | | 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 | w / 2, h / 2, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &cursordepth); double worldx = 0, worldy = 0, worldz = 0; gluUnProject(w / 2, h / 2, depthcorrect(cursordepth), mm, pm, viewport, &worldx, &worldz, &worldy); worldpos.x = (float)worldx; worldpos.y = (float)worldy; worldpos.z = (float)worldz; OFVector3D r = OFMakeVector3D(mm[0], mm[4], mm[8]); OFVector3D u = OFMakeVector3D(mm[1], mm[5], mm[9]); setorient(r, u); }; void drawicon(float tx, float ty, int x, int y) { glBindTexture(GL_TEXTURE_2D, 5); |
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Modified src/rendermd2.mm from [567a64e197] to [a893c08a25].
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28 29 30 31 32 33 34 | int numGlCommands; int *glCommands; int numTriangles; int frameSize; int numFrames; int numVerts; char *frames; | | | | | | 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 | int numGlCommands; int *glCommands; int numTriangles; int frameSize; int numFrames; int numVerts; char *frames; OFVector3D **mverts; int displaylist; int displaylistverts; mapmodelinfo mmi; char *loadname; int mdlnum; bool loaded; bool load(char *filename); void render(OFVector3D &light, int numFrame, int range, float x, float y, float z, float yaw, float pitch, float scale, float speed, int snap, int basetime); void scale(int frame, float scale, int sn); md2() : numGlCommands(0), frameSize(0), numFrames(0), displaylist(0), loaded(false) {}; ~md2() |
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99 100 101 102 103 104 105 | numGlCommands = header.numGlCommands; frameSize = header.frameSize; numTriangles = header.numTriangles; numVerts = header.numVertices; fclose(file); | | | | | | 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 | numGlCommands = header.numGlCommands; frameSize = header.frameSize; numTriangles = header.numTriangles; numVerts = header.numVertices; fclose(file); mverts = new OFVector3D *[numFrames]; loopj(numFrames) mverts[j] = NULL; return true; }; float snap(int sn, float f) { return sn ? (float)(((int)(f + sn * 0.5f)) & (~(sn - 1))) : f; }; void md2::scale(int frame, float scale, int sn) { mverts[frame] = new OFVector3D[numVerts]; md2_frame *cf = (md2_frame *)((char *)frames + frameSize * frame); float sc = 16.0f / scale; loop(vi, numVerts) { uchar *cv = (uchar *)&cf->vertices[vi].vertex; OFVector3D *v = &(mverts[frame])[vi]; v->x = (snap(sn, cv[0] * cf->scale[0]) + cf->translate[0]) / sc; v->y = -(snap(sn, cv[1] * cf->scale[1]) + cf->translate[1]) / sc; v->z = (snap(sn, cv[2] * cf->scale[2]) + cf->translate[2]) / sc; }; }; void md2::render(OFVector3D &light, int frame, int range, float x, float y, float z, float yaw, float pitch, float sc, float speed, int snap, int basetime) { loopi(range) if (!mverts[frame + i]) scale(frame + i, sc, snap); glPushMatrix(); glTranslatef(x, y, z); glRotatef(yaw + 180, 0, -1, 0); |
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159 160 161 162 163 164 165 | int fr1 = (int)(time / speed); float frac1 = (time - fr1 * speed) / speed; float frac2 = 1 - frac1; fr1 = fr1 % range + frame; int fr2 = fr1 + 1; if (fr2 >= frame + range) fr2 = frame; | | | | | | 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 | int fr1 = (int)(time / speed); float frac1 = (time - fr1 * speed) / speed; float frac2 = 1 - frac1; fr1 = fr1 % range + frame; int fr2 = fr1 + 1; if (fr2 >= frame + range) fr2 = frame; OFVector3D *verts1 = mverts[fr1]; OFVector3D *verts2 = mverts[fr2]; for (int *command = glCommands; (*command) != 0;) { int numVertex = *command++; if (numVertex > 0) { glBegin(GL_TRIANGLE_STRIP); } else { glBegin(GL_TRIANGLE_FAN); numVertex = -numVertex; }; loopi(numVertex) { float tu = *((float *)command++); float tv = *((float *)command++); glTexCoord2f(tu, tv); int vn = *command++; OFVector3D &v1 = verts1[vn]; OFVector3D &v2 = verts2[vn]; #define ip(c) v1.c *frac2 + v2.c *frac1 glVertex3f(ip(x), ip(z), ip(y)); }; xtraverts += numVertex; glEnd(); |
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279 280 281 282 283 284 285 | int xs, ys; glBindTexture(GL_TEXTURE_2D, tex ? lookuptexture(tex, xs, ys) : FIRSTMDL + m->mdlnum); int ix = (int)x; int iy = (int)z; | | | 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 | int xs, ys; glBindTexture(GL_TEXTURE_2D, tex ? lookuptexture(tex, xs, ys) : FIRSTMDL + m->mdlnum); int ix = (int)x; int iy = (int)z; OFVector3D light = OFMakeVector3D(1, 1, 1); if (!OUTBORD(ix, iy)) { sqr *s = S(ix, iy); float ll = 256.0f; // 0.96f; float of = 0.0f; // 0.1f; light.x = s->r / ll + of; light.y = s->g / ll + of; |
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Modified src/renderparticles.mm from [4855ce96c9] to [d554171715].
1 2 3 4 5 6 7 | // renderparticles.cpp #include "cube.h" const int MAXPARTICLES = 10500; const int NUMPARTCUTOFF = 20; struct particle { | | | | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 | // renderparticles.cpp #include "cube.h" const int MAXPARTICLES = 10500; const int NUMPARTCUTOFF = 20; struct particle { OFVector3D o, d; int fade, type; int millis; particle *next; }; particle particles[MAXPARTICLES], *parlist = NULL, *parempty = NULL; bool parinit = false; VARP(maxparticles, 100, 2000, MAXPARTICLES - 500); void newparticle(OFVector3D &o, OFVector3D &d, int fade, int type) { if (!parinit) { loopi(MAXPARTICLES) { particles[i].next = parempty; parempty = &particles[i]; }; |
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38 39 40 41 42 43 44 | parlist = p; }; }; VAR(demotracking, 0, 0, 1); VARP(particlesize, 20, 100, 500); | | | < > | < > | 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 | parlist = p; }; }; VAR(demotracking, 0, 0, 1); VARP(particlesize, 20, 100, 500); OFVector3D right, up; void setorient(OFVector3D &r, OFVector3D &u) { right = r; up = u; } void render_particles(int time) { if (demoplayback && demotracking) { OFVector3D nom = OFMakeVector3D(0, 0, 0); newparticle(player1->o, nom, 100000000, 8); } glDepthMask(GL_FALSE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA); glDisable(GL_FOG); struct parttype { |
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114 115 116 117 118 119 120 | *pp = p->next; p->next = parempty; parempty = p; } else { if (pt->gr) p->o.z -= ((lastmillis - p->millis) / 3.0f) * curtime / (pt->gr * 10000); | | < < > > | | < < | > > | | | | < < > > | 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 | *pp = p->next; p->next = parempty; parempty = p; } else { if (pt->gr) p->o.z -= ((lastmillis - p->millis) / 3.0f) * curtime / (pt->gr * 10000); OFVector3D a = p->d; vmul(a, time); vdiv(a, 20000.0f); vadd(p->o, a); pp = &p->next; } } glEnable(GL_FOG); glDisable(GL_BLEND); glDepthMask(GL_TRUE); }; void particle_splash(int type, int num, int fade, OFVector3D &p) { loopi(num) { const int radius = type == 5 ? 50 : 150; int x, y, z; do { x = rnd(radius * 2) - radius; y = rnd(radius * 2) - radius; z = rnd(radius * 2) - radius; } while (x * x + y * y + z * z > radius * radius); OFVector3D d = OFMakeVector3D(x, y, z); newparticle(p, d, rnd(fade * 3), type); } } void particle_trail(int type, int fade, OFVector3D &s, OFVector3D &e) { vdist(d, v, s, e); vdiv(v, d * 2 + 0.1f); OFVector3D p = s; loopi((int)d * 2) { vadd(p, v); OFVector3D d = OFMakeVector3D(rnd(11) - 5, rnd(11) - 5, rnd(11) - 5); newparticle(p, d, rnd(fade) + fade, type); } } |
Modified src/savegamedemo.mm from [8854cf5de9] to [f5fe70f5b3].
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27 28 29 30 31 32 33 | void gzputi(int i) { gzwrite(f, &i, sizeof(int)); } void | | | | 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 | void gzputi(int i) { gzwrite(f, &i, sizeof(int)); } void gzputv(OFVector3D &v) { gzwrite(f, &v, sizeof(OFVector3D)); } void gzcheck(int a, int b) { if (a != b) fatal("savegame file corrupt (short)"); |
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55 56 57 58 59 60 61 | { int i; gzcheck(gzread(f, &i, sizeof(int)), sizeof(int)); return i; } void | | | | 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 | { int i; gzcheck(gzread(f, &i, sizeof(int)), sizeof(int)); return i; } void gzgetv(OFVector3D &v) { gzcheck(gzread(f, &v, sizeof(OFVector3D)), sizeof(OFVector3D)); } void stop() { if (f) { if (demorecording) |
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240 241 242 243 244 245 246 | }; // demo functions int starttime = 0; int playbacktime = 0; int ddamage, bdamage; | | | 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 | }; // demo functions int starttime = 0; int playbacktime = 0; int ddamage, bdamage; OFVector3D dorig; void record(OFString *name) { @autoreleasepool { if (m_sp) { conoutf(@"cannot record singleplayer games"); |
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265 266 267 268 269 270 271 | starttime = lastmillis; ddamage = bdamage = 0; } } COMMAND(record, ARG_1STR) void | | | 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 | starttime = lastmillis; ddamage = bdamage = 0; } } COMMAND(record, ARG_1STR) void demodamage(int damage, OFVector3D &o) { ddamage = damage; dorig = o; }; void demoblend(int damage) { |
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359 360 361 362 363 364 365 366 | assert(d); *d = *player1; readdemotime(); } VAR(demodelaymsec, 0, 120, 500); void | > | | | | | 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 | assert(d); *d = *player1; readdemotime(); } VAR(demodelaymsec, 0, 120, 500); // spline interpolation void catmulrom(OFVector3D &z, OFVector3D &a, OFVector3D &b, OFVector3D &c, float s, OFVector3D &dest) { OFVector3D t1 = b, t2 = c; vsub(t1, z); vmul(t1, 0.5f) vsub(t2, a); vmul(t2, 0.5f); float s2 = s * s; float s3 = s * s2; dest = a; OFVector3D t = b; vmul(dest, 2 * s3 - 3 * s2 + 1); vmul(t, -2 * s3 + 3 * s2); vadd(dest, t); vmul(t1, s3 - 2 * s2 + s); vadd(dest, t1); vmul(t2, s3 - s2); |
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403 404 405 406 407 408 409 | while (demoplayback && lastmillis >= playbacktime) { int len = gzgeti(); if (len < 1 || len > MAXTRANS) { conoutf( @"error: huge packet during demo play (%d)", len); stopreset(); return; | < > | 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 | while (demoplayback && lastmillis >= playbacktime) { int len = gzgeti(); if (len < 1 || len > MAXTRANS) { conoutf( @"error: huge packet during demo play (%d)", len); stopreset(); return; } uchar buf[MAXTRANS]; gzread(f, buf, len); localservertoclient(buf, len); // update game state dynent *target = players[democlientnum]; assert(target); |
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430 431 432 433 434 435 436 | target->state = gzget(); target->lastmove = playbacktime; if (bdamage = gzgeti()) damageblend(bdamage); if (ddamage = gzgeti()) { gzgetv(dorig); particle_splash(3, ddamage, 1000, dorig); | < > < > < < | > > < > | 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 | target->state = gzget(); target->lastmove = playbacktime; if (bdamage = gzgeti()) damageblend(bdamage); if (ddamage = gzgeti()) { gzgetv(dorig); particle_splash(3, ddamage, 1000, dorig); } // FIXME: set more client state here } // insert latest copy of player into history if (extras && (playerhistory.empty() || playerhistory.last()->lastupdate != playbacktime)) { dynent *d = newdynent(); *d = *target; d->lastupdate = playbacktime; playerhistory.add(d); if (playerhistory.length() > 20) { zapdynent(playerhistory[0]); playerhistory.remove(0); } } readdemotime(); } if (demoplayback) { int itime = lastmillis - demodelaymsec; loopvrev(playerhistory) if (playerhistory[i]->lastupdate < itime) // find 2 positions in // history that surround // interpolation time point |
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485 486 487 488 489 490 491 | fixwrap(z, player1); vdist(dist, v, z->o, c->o); if (dist < 16) // if teleport or spawn, dont't // interpolate { catmulrom(z->o, a->o, b->o, c->o, bf, player1->o); | | | > | | < > < > < > < < > > | 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 | fixwrap(z, player1); vdist(dist, v, z->o, c->o); if (dist < 16) // if teleport or spawn, dont't // interpolate { catmulrom(z->o, a->o, b->o, c->o, bf, player1->o); catmulrom(*(OFVector3D *)&z->yaw, *(OFVector3D *)&a->yaw, *(OFVector3D *)&b->yaw, *(OFVector3D *)&c->yaw, bf, *(OFVector3D *)&player1->yaw); } fixplayer1range(); } break; } // if(player1->state!=CS_DEAD) showscores(false); } } void stopn() { if (demoplayback) stopreset(); else stop(); conoutf(@"demo stopped"); } COMMANDN(stop, stopn, ARG_NONE) |
Modified src/sound.mm from [143b0d78b9] to [b86e910aec].
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12 13 14 15 16 17 18 | VARP(musicvol, 0, 128, 255); bool nosound = false; #define MAXCHAN 32 #define SOUNDFREQ 22050 struct soundloc { | | | 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 | VARP(musicvol, 0, 128, 255); bool nosound = false; #define MAXCHAN 32 #define SOUNDFREQ 22050 struct soundloc { OFVector3D loc; bool inuse; } soundlocs[MAXCHAN]; #ifdef USE_MIXER # include "SDL_mixer.h" # define MAXVOL MIX_MAX_VOLUME Mix_Music *mod = NULL; |
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146 147 148 149 150 151 152 | FSOUND_Close(); #endif }; VAR(stereo, 0, 1, 1); void | | | 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 | FSOUND_Close(); #endif }; VAR(stereo, 0, 1, 1); void updatechanvol(int chan, OFVector3D *loc) { int vol = soundvol, pan = 255 / 2; if (loc) { vdist(dist, v, *loc, player1->o); vol -= (int)(dist * 3 * soundvol / 255); // simple mono distance attenuation if (stereo && (v.x != 0 || v.y != 0)) { |
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174 175 176 177 178 179 180 | #else FSOUND_SetVolume(chan, vol); FSOUND_SetPan(chan, pan); #endif }; void | | | 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 | #else FSOUND_SetVolume(chan, vol); FSOUND_SetPan(chan, pan); #endif }; void newsoundloc(int chan, OFVector3D *loc) { assert(chan >= 0 && chan < MAXCHAN); soundlocs[chan].loc = *loc; soundlocs[chan].inuse = true; }; void |
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209 210 211 212 213 214 215 | addmsg(0, 2, SV_SOUND, n); playsound(n); }; int soundsatonce = 0, lastsoundmillis = 0; void | | | 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 | addmsg(0, 2, SV_SOUND, n); playsound(n); }; int soundsatonce = 0, lastsoundmillis = 0; void playsound(int n, OFVector3D *loc) { if (nosound) return; if (!soundvol) return; if (lastmillis == lastsoundmillis) soundsatonce++; |
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Modified src/weapon.mm from [d7fe676e8d] to [88f240c5f9].
1 2 3 4 5 6 7 8 9 10 11 12 | // weapon.cpp: all shooting and effects code #include "cube.h" struct guninfo { short sound, attackdelay, damage, projspeed, part, kickamount; char *name; }; const int MONSTERDAMAGEFACTOR = 4; const int SGRAYS = 20; const float SGSPREAD = 2; | | | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 | // weapon.cpp: all shooting and effects code #include "cube.h" struct guninfo { short sound, attackdelay, damage, projspeed, part, kickamount; char *name; }; const int MONSTERDAMAGEFACTOR = 4; const int SGRAYS = 20; const float SGSPREAD = 2; OFVector3D sg[SGRAYS]; guninfo guns[NUMGUNS] = { {S_PUNCH1, 250, 50, 0, 0, 1, "fist"}, {S_SG, 1400, 10, 0, 0, 20, "shotgun"}, // *SGRAYS {S_CG, 100, 30, 0, 0, 7, "chaingun"}, {S_RLFIRE, 800, 120, 80, 0, 10, "rocketlauncher"}, {S_RIFLE, 1500, 100, 0, 0, 30, "rifle"}, |
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67 68 69 70 71 72 73 | a2.UTF8String[0] ? atoi(a2.UTF8String) : -1, a3.UTF8String[0] ? atoi(a3.UTF8String) : -1); } } COMMAND(weapon, ARG_3STR) void | > | | > | | | 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 | a2.UTF8String[0] ? atoi(a2.UTF8String) : -1, a3.UTF8String[0] ? atoi(a3.UTF8String) : -1); } } COMMAND(weapon, ARG_3STR) void createrays(OFVector3D &from, OFVector3D &to) // create random spread of rays for the shotgun { vdist(dist, dvec, from, to); float f = dist * SGSPREAD / 1000; loopi(SGRAYS) { #define RNDD (rnd(101) - 50) * f OFVector3D r = OFMakeVector3D(RNDD, RNDD, RNDD); sg[i] = to; vadd(sg[i], r); }; }; bool intersect(dynent *d, OFVector3D &from, OFVector3D &to) // if lineseg hits entity bounding box { OFVector3D v = to, w = d->o, *p; vsub(v, from); vsub(w, from); float c1 = dotprod(w, v); if (c1 <= 0) p = &from; else { |
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125 126 127 128 129 130 131 | return o->name; }; return NULL; }; const int MAXPROJ = 100; struct projectile { | | | | | 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 | return o->name; }; return NULL; }; const int MAXPROJ = 100; struct projectile { OFVector3D o, to; float speed; dynent *owner; int gun; bool inuse, local; }; projectile projs[MAXPROJ]; void projreset() { loopi(MAXPROJ) projs[i].inuse = false; }; void newprojectile(OFVector3D &from, OFVector3D &to, float speed, bool local, dynent *owner, int gun) { loopi(MAXPROJ) { projectile *p = &projs[i]; if (p->inuse) continue; p->inuse = true; |
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178 179 180 181 182 183 184 | demodamage(damage, d->o); }; const float RL_RADIUS = 5; const float RL_DAMRAD = 7; // hack void | | | | | 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 | demodamage(damage, d->o); }; const float RL_RADIUS = 5; const float RL_DAMRAD = 7; // hack void radialeffect(dynent *o, OFVector3D &v, int cn, int qdam, dynent *at) { if (o->state != CS_ALIVE) return; vdist(dist, temp, v, o->o); 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->vel, temp); }; }; void splash(projectile *p, OFVector3D &v, 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 { |
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226 227 228 229 230 231 232 | dvector &mv = getmonsters(); loopv(mv) if (i != notthismonster) radialeffect(mv[i], v, i, qdam, p->owner); }; }; inline void | | | 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 | dvector &mv = getmonsters(); loopv(mv) if (i != notthismonster) radialeffect(mv[i], v, i, qdam, p->owner); }; }; inline void projdamage(dynent *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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260 261 262 263 264 265 266 | { loopv(players) { dynent *o = players[i]; if (!o) continue; projdamage(o, p, v, i, -1, qdam); | < > < > < < < > > > | | 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 | { loopv(players) { dynent *o = players[i]; if (!o) 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) { dodynlight(p->o, v, 0, 255, p->owner); particle_splash(5, 2, 200, v); } else { particle_splash(1, 1, 200, v); particle_splash( guns[p->gun].part, 1, 1, v); } } } p->o = v; }; }; void shootv(int gun, OFVector3D &from, OFVector3D &to, dynent *d, bool local) // create visual effect from a shot { playsound(guns[gun].sound, d == player1 ? NULL : &d->o); int pspeed = 25; switch (gun) { case GUN_FIST: break; |
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324 325 326 327 328 329 330 | particle_splash(0, 50, 200, to); particle_trail(1, 500, from, to); break; }; }; void | | > < | > | | | | | | 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 | particle_splash(0, 50, 200, to); particle_trail(1, 500, from, to); break; }; }; void hitpush(int target, int damage, dynent *d, dynent *at, OFVector3D &from, OFVector3D &to) { hit(target, damage, d, at); vdist(dist, v, from, to); vmul(v, damage / dist / 50); vadd(d->vel, v); } void raydamage(dynent *o, OFVector3D &from, OFVector3D &to, dynent *d, int i) { if (o->state != CS_ALIVE) return; int qdam = guns[d->gunselect].damage; if (d->quadmillis) qdam *= 4; if (d->monsterstate) qdam /= MONSTERDAMAGEFACTOR; if (d->gunselect == GUN_SG) { int damage = 0; loop(r, SGRAYS) if (intersect(o, from, sg[r])) damage += qdam; if (damage) hitpush(i, damage, o, d, from, to); } else if (intersect(o, from, to)) hitpush(i, qdam, o, d, from, to); }; void shoot(dynent *d, OFVector3D &targ) { int attacktime = lastmillis - d->lastaction; if (attacktime < d->gunwait) return; d->gunwait = 0; if (!d->attacking) return; d->lastaction = lastmillis; d->lastattackgun = d->gunselect; if (!d->ammo[d->gunselect]) { playsoundc(S_NOAMMO); d->gunwait = 250; d->lastattackgun = -1; return; }; if (d->gunselect) d->ammo[d->gunselect]--; OFVector3D from = d->o; 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->vel, 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 |
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Modified src/world.mm from [da94b33242] to [061f7f026c].
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263 264 265 266 267 268 269 | int best; float bdist = 99999; loopv(ents) { entity &e = ents[i]; if (e.type == NOTUSED) continue; | | | 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 | int best; float bdist = 99999; loopv(ents) { entity &e = ents[i]; if (e.type == NOTUSED) continue; OFVector3D v = OFMakeVector3D(e.x, e.y, e.z); vdist(dist, t, player1->o, v); if (dist < bdist) { best = i; bdist = dist; }; }; return bdist == 99999 ? -1 : best; |
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Modified src/worldlight.mm from [ae7e6c7975] to [93b7010f75].
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196 197 198 199 200 201 202 | block *backup = dlights.pop(); blockpaste(*backup); free(backup); } } void | > | | 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 | block *backup = dlights.pop(); blockpaste(*backup); free(backup); } } void dodynlight( OFVector3D &vold, OFVector3D &v, int reach, int strength, dynent *owner) { if (!reach) reach = dynlight; if (owner->monsterstate) reach = reach / 2; if (!reach) return; |
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