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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@65 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
driAn
2005-10-25 17:01:37 +00:00
parent b9293196a6
commit 8e65cad216
3 changed files with 29 additions and 38 deletions
+1 -1
View File
@@ -59,7 +59,7 @@ standalone.o:
$(CXX) $(CXXFLAGS) -DSTANDALONE -o standalone.o -c serverutil.cpp
client: $(CLIENT_OBJS)
$(CXX) $(CXXFLAGS) -g -o ../../bin/ac_client $(CLIENT_OBJS) $(CLIENT_LIBS)
$(CXX) $(CXXFLAGS) -o ../../bin/ac_client $(CLIENT_OBJS) $(CLIENT_LIBS)
server: $(SERVER_OBJS)
$(CXX) $(CXXFLAGS) -o ../../bin/ac_server $(SERVER_OBJS) $(SERVER_LIBS)
+2 -2
View File
@@ -420,6 +420,7 @@ void shotlinereset() { loopi(MAXSHOTLINES) shotlines[i].inuse = false; };
void addshotline(dynent *d, vec &from, vec &to)
{
if(d == player1) return;
if(rnd(3) != 0) return;
loopi(MAXSHOTLINES)
{
@@ -427,8 +428,7 @@ void addshotline(dynent *d, vec &from, vec &to)
if(s->inuse) continue;
int start = 10;
vdist(_dist, _unitv, player1->o, to);
if(d == player1) start = 1;
else if(_dist <= 10.0f) start = 8;
if(_dist <= 10.0f) start = 8;
else start = 5;
vdist(dist, unitv, from, to);
+26 -35
View File
@@ -20,15 +20,15 @@ guninfo guns[NUMGUNS] =
{
{ S_KNIFE, S_NULL, 0, 250, 50, 0, 0, 1, 1, 1, 0, 0, "knife" },
{ S_PISTOL, S_RPISTOL, 1400, 170, 20, 0, 0, 20, 10, 8, pistol_rot, pistol_back, "pistol" }, // *SGRAYS
{ S_PISTOL, S_RPISTOL, 1400, 170, 20, 0, 0, 100, 10, 8, pistol_rot, pistol_back, "pistol" }, // *SGRAYS
{ S_SHOTGUN, S_RSHOTGUN, 2400, 1100, 6, 0, 0, 1, 35, 7, shotgun_rot, shotgun_back, "shotgun" }, //reload time is for 1 shell from 7 too powerful to 6
{ S_SUBGUN, S_RSUBGUN, 1650, 90, 14, 0, 0, 45, 15, 30, subgun_rot, subgun_back, "subgun" },
{ S_SUBGUN, S_RSUBGUN, 1650, 90, 14, 0, 0, 100, 15, 30, subgun_rot, subgun_back, "subgun" },
{ S_SNIPER, S_RSNIPER, 1950, 1500, 72, 0, 0, 60, 50, 5, sniper_rot, sniper_back, "sniper" },
{ S_ASSULT, S_RASSULT, 2000, 130, 33, 0, 0, 90, 40, 20, assult_rot, assult_back, "assult" }, //recoil was 44
{ S_ASSULT, S_RASSULT, 2000, 130, 28, 0, 0, 20, 40, 20, assult_rot, assult_back, "assult" }, //recoil was 44
{ S_GRENADE, S_NULL, 0, 2000, 40, 30, 6, 1, 1, 1, 3, 1, "grenade" },
};
@@ -389,43 +389,34 @@ void raydamage(dynent *o, vec &from, vec &to, dynent *d, int i)
};
void spreadandrecoil(vec & from, vec & to, dynent * d)
{
//nothing specail for a knife
if (d->gunselect==GUN_KNIFE) return;
//spread
vdist(dist, unitv, from, to);
float f = dist/1000;
//nothing special for a knife
if (d->gunselect==GUN_KNIFE) return;
//spread
vdist(dist, unitv, from, to);
float f = dist/1000;
int spd = guns[d->gunselect].spread;
//recoil
//recoil
int rcl = guns[d->gunselect].recoil*-0.01f;
if (d->gunselect==GUN_ASSULT)
{
if (d->shots<=3)
spd = spd / 5;
rcl += (rnd(8)*-0.01f);
if (d->gunselect==GUN_ASSULT)
{
rcl += (rnd(8)*-0.01f);
};
if ((d->gunselect==GUN_SNIPER) && (d->vel.x<.25f && d->vel.y<.25f))
{
spd = 1;
rcl = rcl / 3;
if ((d->gunselect==GUN_SNIPER) && (d->vel.x<.25f && d->vel.y<.25f))
{
spd = 1;
rcl = rcl / 3;
};
if (d->gunselect!=GUN_SHOTGUN) //no spread on shotgun
{
vec r = { RNDD, RNDD, RNDD };
vadd(to, r);
if (d->gunselect!=GUN_SHOTGUN) //no spread on shotgun
{
#define RNDD (rnd(spd)-spd/2)*f
vec r = { RNDD, RNDD, RNDD };
vadd(to, r);
};
//increase pitch for recoil
vdiv(unitv, dist);
vec recoil = unitv;
vmul(recoil, rcl);
//increase pitch for recoil
vdiv(unitv, dist);
vec recoil = unitv;
vmul(recoil, rcl);
vadd(d->vel, recoil);
if(d->pitch<80.0f) d->pitch += guns[d->gunselect].recoil*0.05f;