physics
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@858 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+18
-14
@@ -606,7 +606,7 @@ void renderbounceents()
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{
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t -= p->timetolife-2000;
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z -= t*t/4000000000.0f*t;
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}
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};
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break;
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};
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};
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@@ -617,7 +617,7 @@ void renderbounceents()
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VARP(gibnum, 0, 6, 1000);
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VARP(gibttl, 0, 5000, 15000);
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VARP(gibspeed, 1, 5, 20);
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VARP(gibspeed, 1, 30, 100);
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void addgib(playerent *d)
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{
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@@ -630,27 +630,31 @@ void addgib(playerent *d)
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p->owner = d;
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p->millis = lastmillis;
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p->timetolife = gibttl+rnd(10)*100;
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p->bouncestate = GIB;
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p->gravity = 20;
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p->o = d->o;
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p->o.z -= d->aboveeye;
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float gibvelangle = (float) rnd(360);
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float speed = (float) gibspeed;
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p->vel.x = sinf(gibvelangle)*speed*rnd(1000)/1000.0f;
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p->vel.y = cosf(gibvelangle)*speed*rnd(1000)/1000.0f;
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p->vel.z = speed*rnd(1000)/1000.0f;
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p->vel.div(10.0f);
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p->yaw = (float)rnd(360);
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p->pitch = (float)rnd(360);
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p->yaw = (float)rnd(360);
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p->pitch = (float)rnd(360);
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p->rotspeed = 3.0f;
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p->maxspeed = 30.0f;
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p->rotspeed = 3.0f;
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const float angle = (float)rnd(360);
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const float speed = (float)gibspeed;
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p->vel.x = sinf(RAD*angle)*rnd(1000)/1000.0f;
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p->vel.y = cosf(RAD*angle)*rnd(1000)/1000.0f;
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p->vel.z = rnd(1000)/1000.0f;
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p->vel.mul(gibspeed/100.0f);
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};
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};
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// fixme
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void gibtest() { playerent t = *player1; t.o.x = worldpos.x; t.o.y = worldpos.y; addgib(&t); }
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COMMAND(gibtest, ARG_NONE);
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void loadingscreen()
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{
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static Texture *logo = NULL;
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