spectator mode, new recoil
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1448 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+5
-10
@@ -673,25 +673,20 @@ void raydamage(vec &from, vec &to, playerent *d)
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}
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}
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//FIXME!!
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VAR(recoilincrease, 1, 2, 10);
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VAR(recoilbase, 0, 40, 1000);
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VAR(maxrecoil, 0, 1000, 1000);
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void spreadandrecoil(vec &from, vec &to, playerent *d)
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{
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if(d->gunselect==GUN_KNIFE || d->gunselect==GUN_GRENADE) return; //nothing special for a knife
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guninfo &g = guns[d->gunselect];
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vec unitv;
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float dist = to.dist(from, unitv);
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float f = dist/1000;
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int spd = guns[d->gunselect].spread;
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float rcl = guns[d->gunselect].recoil*-0.01f;
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int spd = g.spread;
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float rcl = g.recoil*-0.01f;
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if(d->gunselect==GUN_ASSAULT)
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{
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if(d->shots > 3)
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spd = 70;
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if(d->shots > 3) spd = 70;
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rcl += (rnd(8)*-0.01f);
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}
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@@ -712,7 +707,7 @@ void spreadandrecoil(vec &from, vec &to, playerent *d)
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// kickback
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d->vel.add(vec(unitv).mul(rcl/dist).mul(d->crouching ? 0.5 : 1.0f));
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// recoil
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d->pitchvel = min(pow(d->shots/(float)recoilincrease, 2.0f)+(float)recoilbase/10.0f, (float)maxrecoil/10.0f);
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d->pitchvel = min(pow(d->shots/(float)(g.recoilincrease), 2.0f)+(float)(g.recoilbase)/10.0f, (float)(g.maxrecoil)/10.0f);
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//if(d->pitch < 80.0f) d->pitchvel += guns[d->gunselect].recoil*0.15f*(float)testrecoil/100.0f;
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//if(d->pitch<80.0f) d->pitch += guns[d->gunselect].recoil*0.05f;
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