simpler damage indicator calculation

This commit is contained in:
ac-stef
2016-08-05 16:27:41 +02:00
parent 639067a003
commit 6b95708718
+1 -15
View File
@@ -243,23 +243,9 @@ int damagedirections[8] = {0};
void updatedmgindicator(vec &attack)
{
if(hidedamageindicator || !damageindicatorsize) return;
float bestdist = 0.0f;
int bestdir = -1;
vec base_d = player1->o;
base_d.sub(attack);
loopi(8)
{
vec d = base_d;
d.x += (float)(cosf(RAD*(player1->yaw-90+(i*45))));
d.y += (float)(sinf(RAD*(player1->yaw-90+(i*45))));
float dist = d.squaredlen();
if(dist < bestdist || bestdir==-1)
{
bestdist = dist;
bestdir = i;
}
}
damagedirections[bestdir] = lastmillis+damageindicatortime;
damagedirections[(int(742.5f - player1->yaw - base_d.anglexy()) / 45) & 0x7] = lastmillis + damageindicatortime;
}
void drawdmgindicator()