From 3862932555e152aefe4734878a2f244e8aa361d0 Mon Sep 17 00:00:00 2001 From: flowtron Date: Mon, 2 Jun 2008 22:51:24 +0000 Subject: [PATCH] followplayercn defaults to -1 git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2148 e016b1c5-ed68-44aa-a2f7-31cac88cffde --- source/src/entity.h | 36 ++++++++++++++++++------------------ 1 file changed, 18 insertions(+), 18 deletions(-) diff --git a/source/src/entity.h b/source/src/entity.h index 027d6d74..82a831c1 100644 --- a/source/src/entity.h +++ b/source/src/entity.h @@ -67,7 +67,7 @@ static guninfo guns[NUMGUNS] = { "shotgun", S_SHOTGUN, S_RSHOTGUN, 2400, 1000, 5, 0, 0, 1, 35, 7, 9, 9, 1, 130, 500, 150, 1, false }, { "subgun", S_SUBGUN, S_RSUBGUN, 1650, 80, 16, 0, 0, 70, 15, 30, 1, 2, 3, 20, 60, 200, 1, true }, { "sniper", S_SNIPER, S_RSNIPER, 1950, 1500, 85, 0, 0, 60, 50, 5, 4, 4, 1, 100, 500, 100, 1, false }, - { "assault", S_ASSAULT, S_RASSAULT, 2000, 130, 24, 0, 0, 20, 40, 15, 0, 2, 2, 25, 60, 150, 1, true }, + { "assault", S_ASSAULT, S_RASSAULT, 2000, 130, 24, 0, 0, 20, 40, 15, 0, 2, 2, 25, 60, 150, 1, true }, { "grenade", S_NULL, S_NULL, 1000, 650, 200, 20, 6, 1, 1, 1, 3, 1, 0, 0, 0, 0, 3, false }, { "pistol", S_PISTOL, S_RAKIMBO, 1400, 85, 19, 0, 0, 80, 10, 16, 6, 5, 1, 40, 75, 150, 1, true }, }; @@ -94,7 +94,7 @@ struct physent { vec o, vel; // origin, velocity float yaw, pitch, roll; // used as vec in one place - float pitchvel; + float pitchvel; float maxspeed; // cubes per second, 24 for player int timeinair; // used for fake gravity float radius, eyeheight, aboveeye; // bounding box size @@ -121,13 +121,13 @@ struct physent } virtual float dyneyeheight() - { + { extern int lastmillis; const float croucheyeheight = eyeheight*3.0f/4.0f; const float t = (lastmillis-lastcrouch)/(float)physent::crouchtime; if(lastcrouch && t < 1.0f && t >= 0.0f) // crouch move in progress - { + { if(crouching) return eyeheight - t*(eyeheight-croucheyeheight); // crouch else return croucheyeheight + t*(eyeheight-croucheyeheight); // uncrouch } @@ -141,7 +141,7 @@ struct physent struct dynent : physent // animated ent { - bool k_left, k_right, k_up, k_down; // see input code + bool k_left, k_right, k_up, k_down; // see input code animstate prev[2], current[2]; // md2's need only [0], md3's need both for the lower&upper model int lastanimswitchtime[2]; @@ -154,11 +154,11 @@ struct dynent : physent // animated ent move = strafe = 0; } - void resetanim() - { - loopi(2) - { - prev[i].reset(); + void resetanim() + { + loopi(2) + { + prev[i].reset(); current[i].reset(); lastanimswitchtime[i] = -1; lastmodel[i] = NULL; @@ -191,7 +191,7 @@ struct poshist poshist() : nextupdate(0) { reset(); } const int size() const { return numpos; } - + void reset() { curpos = 0; @@ -318,7 +318,7 @@ struct playerstate if(m_osok) health = 1; } - // just subtract damage here, can set death, etc. later in code calling this + // just subtract damage here, can set death, etc. later in code calling this int dodamage(int damage) { int ad = damage*30/100; // let armour absorb when possible @@ -346,7 +346,7 @@ struct playerent : dynent, playerstate int eardamagemillis; virtual float dyneyeheight() { return (state==CS_DEAD || state==CS_SPECTATE) && spectatemode==SM_FLY ? 1.0f : physent::dyneyeheight(); } bool allowmove() { return state!=CS_DEAD || spectatemode==SM_FLY; } - + weapon *weapons[NUMGUNS]; weapon *weaponsel, *nextweaponsel, *primweap, *nextprimweap, *lastattackweapon; @@ -357,7 +357,7 @@ struct playerent : dynent, playerstate int smoothmillis; playerent() : clientnum(-1), plag(0), ping(0), lifesequence(0), frags(0), flagscore(0), deaths(0), lastpain(0), lastvoicecom(0), clientrole(CR_DEFAULT), - skin(0), nextskin(0), spectatemode(SM_NONE), followplayercn(0), eardamagemillis(0), + skin(0), nextskin(0), spectatemode(SM_NONE), followplayercn(-1), eardamagemillis(0), weaponsel(NULL), nextweaponsel(NULL), primweap(NULL), nextprimweap(NULL), lastattackweapon(NULL), smoothmillis(-1) { @@ -408,7 +408,7 @@ struct playerent : dynent, playerstate attacking = false; weaponchanging = 0; spectatemode = SM_NONE; - followplayercn = 0; + followplayercn = -1; // flowtron : default to non-valid cn eardamagemillis = 0; } @@ -424,7 +424,7 @@ struct playerent : dynent, playerstate void setprimary(int w) { primweap = weapons[(primary = w)]; } void setnextprimary(int w) { nextprimweap = weapons[(nextprimary = w)]; } bool isspectating() { return state==CS_SPECTATE || (state==CS_DEAD && spectatemode > SM_NONE); } - void weaponswitch(weapon *w) + void weaponswitch(weapon *w) { if(!w) return; extern int lastmillis; @@ -444,12 +444,12 @@ struct botent : playerent // Added by Rick CBot *pBot; // Only used if this is a bot, points to the bot class if we are the host, // for other clients its NULL - // End add by Rick + // End add by Rick playerent *enemy; // monster wants to kill this entity // Added by Rick: targetpitch float targetpitch; // monster wants to look in this direction - // End add + // End add float targetyaw; // monster wants to look in this direction botent() : pBot(NULL), enemy(NULL) { type = ENT_BOT; }