ctf flag pickup
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1844 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+17
-7
@@ -108,16 +108,26 @@ void mmcollide(physent *d, float &hi, float &lo) // collide with a map
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const float r = mmi.rad+d->radius;
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if(fabs(e.x-d->o.x)<r && fabs(e.y-d->o.y)<r)
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{
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float mmz = (float)(S(e.x, e.y)->floor+mmi.zoff+e.attr3);
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float dz = d->o.z+(-eyeheight+d->aboveeye)/2.0f;
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const float mmz = (float)(S(e.x, e.y)->floor+mmi.zoff+e.attr3);
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const float dz = d->o.z+(-eyeheight+d->aboveeye)/2.0f;
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if(dz<mmz) { if(mmz<hi) hi = mmz; }
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else if(mmz+mmi.h>lo) lo = mmz+mmi.h;
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}
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}
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}
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// TESTME
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VARP(crouchtime, 1, 200, 20000);
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bool objcollide(physent *d, vec &objpos, float objrad, float objheight) // collide with custom/typeless objects
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{
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const float r = d->radius+objrad;
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if(fabs(objpos.x-d->o.x)<r && fabs(objpos.y-d->o.y)<r)
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{
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const float maxdist = max(d->eyeheight+d->aboveeye, objheight);
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const float dz = d->o.z+(-d->eyeheight+d->aboveeye)/2.0f;
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const float objz = objpos.z+objheight/2.0f;
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return dz-objz <= maxdist || dz-objz >= -maxdist;
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}
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return false;
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}
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// all collision happens here
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// spawn is a dirty side effect used in spawning
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@@ -217,7 +227,7 @@ bool collide(physent *d, bool spawn, float drop, float rise)
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d->vel.z = 0; // cancel out jumping velocity
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}
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d->onfloor = d->o.z-eyeheight-lo < (lastmillis-d->lastcrouch<=crouchtime ? 0.1f : 0.01f);
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d->onfloor = d->o.z-eyeheight-lo < (lastmillis-d->lastcrouch<=physent::crouchtime ? 0.1f : 0.01f);
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}
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return true;
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}
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@@ -515,8 +525,8 @@ void updatecrouch(playerent *p, bool on)
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if(p->crouching == on) return;
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p->crouching = on;
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const int progress = lastmillis-p->lastcrouch;
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if(progress > crouchtime) p->lastcrouch = lastmillis; // new crouch
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else p->lastcrouch = lastmillis-(crouchtime-progress); // only change direction, fix progress time
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if(progress > physent::crouchtime) p->lastcrouch = lastmillis; // new crouch
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else p->lastcrouch = lastmillis-(physent::crouchtime-progress); // only change direction, fix progress time
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}
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void crouch(bool on)
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