diff --git a/source/src/entity.h b/source/src/entity.h index 995e99dc..bee118dd 100644 --- a/source/src/entity.h +++ b/source/src/entity.h @@ -387,7 +387,8 @@ public: default: break; } - + //ra - reduced armor + //rd - reduced damage int ra = (int) (ad * damage/100.0f); int rd = ra-(ra*(gi.piercing/100.0f)); //Who cares about rounding errors anyways? diff --git a/source/src/renderhud.cpp b/source/src/renderhud.cpp index fe36c739..7829137a 100644 --- a/source/src/renderhud.cpp +++ b/source/src/renderhud.cpp @@ -90,7 +90,8 @@ VAR(showmap, 0, 0, 1); //shotty:: -//VAR(showsgpat, 0, 0, 1); +/* +VAR(showsgpat, 0, 0, 1); void drawsgpat(int w, int h) { @@ -108,7 +109,7 @@ void drawsgpat(int w, int h) int rgbcv = 0; loopi(8+1) { - /* if((i%3)==0) { glColor3ub(rgbcv,rgbcv,rgbcv); rgbcv += 4; //rgbcv -= 255/(8+1); }*/ + // if((i%3)==0) { glColor3ub(rgbcv,rgbcv,rgbcv); rgbcv += 4; //rgbcv -= 255/(8+1); } if(i%2) glColor3ub(64,64,64); else glColor3ub(32,32,32); float c = 0.5f*(1 + border*cosf(i*2*M_PI/8.0f)), s = 0.5f*(1 + border*sinf(i*2*M_PI/8.0f)); glVertex2f(x1 + c*sz, y1 + s*sz); @@ -122,7 +123,7 @@ void drawsgpat(int w, int h) glBegin(GL_TRIANGLE_STRIP); loopi(8+1) { - /* if((i%3)==0) { glColor3ub(rgbcv,rgbcv,rgbcv); //,128); rgbcv += 8; //rgbcv -= 255/(8+1); }*/ + // if((i%3)==0) { glColor3ub(rgbcv,rgbcv,rgbcv); //,128); rgbcv += 8; //rgbcv -= 255/(8+1); } if(i%2) glColor3ub(16,16,16); else glColor3ub(32,32,32); float c = 0.5f*(1 + border*cosf(i*2*M_PI/8.0f)), s = 0.5f*(1 + border*sinf(i*2*M_PI/8.0f)); glVertex2f(x1 + c*sz, y1 + s*sz); @@ -159,15 +160,16 @@ void drawsgpat(int w, int h) } } glEnable(GL_BLEND); - /* + /\* // 2011may31: dmg/hits output comes upon each shot, let the pattern be shown "pure" extern int lastsgs_hits; extern int lastsgs_dmgt; //draw_textf("H: %d DMG: %d", 8, 32, lastsgs_hits, lastsgs_dmgt); defformatstring(t2show4hitdmg)("H: %d DMG: %d", lastsgs_hits, lastsgs_dmgt); draw_text(t2show4hitdmg, VIRTW/2-text_width(t2show4hitdmg), VIRTH/2-3*FONTH/4); - */ + *\/ } +*/ //::shotty void drawscope(bool preload)