*** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@928 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+3
-39
@@ -18,20 +18,11 @@ char *entmdlnames[] =
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"pickups/pistolclips", "pickups/ammobox", "pickups/nades", "pickups/health", "pickups/kevlar", "pickups/akimbo",
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};
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int triggertime = 0;
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void renderent(entity &e, char *mdlname, float z, float yaw, int anim = ANIM_MAPMODEL|ANIM_LOOP, int basetime = 0, float speed = 10.0f)
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{
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rendermodel(mdlname, anim, 0, 1.1f, e.x, z+S(e.x, e.y)->floor, e.y, yaw, 0, speed, basetime);
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}
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int triggeranim(entity &e)
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{
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int anim = ANIM_TRIGGER;
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if(!triggertime) anim |= e.spawned ? ANIM_START : ANIM_END;
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return anim;
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}
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void renderentities()
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{
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if(editmode) loopv(ents)
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@@ -41,7 +32,6 @@ void renderentities()
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vec v(e.x, e.y, e.z);
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particle_splash(2, 2, 40, v);
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}
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if(lastmillis>triggertime+1000) triggertime = 0;
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loopv(ents)
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{
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entity &e = ents[i];
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@@ -66,30 +56,10 @@ void renderentities()
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rendermodel(path, ANIM_FLAG|ANIM_LOOP, 0, 4, e.x, f.state==CTFF_INBASE ? (float)S(e.x, e.y)->floor : e.z, e.y, (float)((e.attr1+7)-(e.attr1+7)%15), 0, 120.0f);
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}
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}
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else
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else if(isitem(e.type))
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{
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if(OUTBORD(e.x, e.y)) continue;
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if(e.type!=CARROT)
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{
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if(!e.spawned) continue;
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if(!isitem(e.type)) continue;
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renderent(e, entmdlnames[e.type-I_CLIPS], (float)(1+sinf(lastmillis/100.0f+e.x+e.y)/20), lastmillis/10.0f);
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}
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else switch(e.attr2)
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{
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case 1:
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case 3:
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continue;
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case 2:
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case 0:
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if(!e.spawned) continue;
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renderent(e, "carrot", (float)(1+sinf(lastmillis/100.0+e.x+e.y)/20), lastmillis/(e.attr2 ? 1.0f : 10.0f));
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break;
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case 4: renderent(e, "switch2", 3, (float)e.attr3*90, triggeranim(e), triggertime); break;
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case 5: renderent(e, "switch1", -0.15f, (float)e.attr3*90, triggeranim(e), triggertime); break;
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}
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if(OUTBORD(e.x, e.y) || !e.spawned) continue;
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renderent(e, entmdlnames[e.type-I_CLIPS], (float)(1+sinf(lastmillis/100.0f+e.x+e.y)/20), lastmillis/10.0f);
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}
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}
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}
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@@ -189,12 +159,6 @@ void pickup(int n, playerent *d)
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additem(d, n, d->akimbo, 60, 9);
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break;
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case CARROT:
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ents[n].spawned = false;
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triggertime = lastmillis;
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trigger(ents[n].attr1, ents[n].attr2, false); // needs to go over server for multiplayer
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break;
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case LADDER:
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d->onladder = true;
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break;
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