huge weapon-code cleanup (buggy!), pch, demo fix

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1475 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
driAn
2007-12-24 21:38:53 +00:00
parent 8ace59243e
commit 9c3e74cbdf
47 changed files with 795 additions and 627 deletions
+6 -4
View File
@@ -3,6 +3,7 @@
// they "felt right", and have no basis in reality. Collision detection is simplistic but
// very robust (uses discrete steps at fixed fps).
#include "pch.h"
#include "cube.h"
float raycube(const vec &o, const vec &ray, vec &surface)
@@ -425,12 +426,13 @@ void moveplayer(physent *pl, int moveres, bool local, int curtime)
}
// smooth pitch
if(pl == player1)
if(pl==player1)
{
const float fric = 6.0f/curtime*20.0f;
pl->pitch += pl->pitchvel*(curtime/1000.0f)*pl->maxspeed*(pl->crouching ? 0.75f : 1.0f);
pl->pitchvel *= fpsfric-3;
pl->pitchvel /= fpsfric;
if(pl->pitchvel < 0.05f && pl->pitchvel > 0.001f) pl->pitchvel -= guns[((playerent *)pl)->gunselect].recoilbackfade/100.0f; // slide back
pl->pitchvel *= fric-3;
pl->pitchvel /= fric;
if(pl->pitchvel < 0.05f && pl->pitchvel > 0.001f) pl->pitchvel -= ((playerent *)pl)->weaponsel->info.recoilbackfade/100.0f; // slide back
if(pl->pitchvel) fixcamerarange(pl); // fix pitch if necessary
}
}