diff --git a/source/src/bot/ac_bot.cpp b/source/src/bot/ac_bot.cpp index d0768d6c..e55b5da3 100644 --- a/source/src/bot/ac_bot.cpp +++ b/source/src/bot/ac_bot.cpp @@ -57,11 +57,11 @@ void CACBot::Spawn() if(m_tarena) { int gun1 = rnd(4)+1; - botbaseammo(m_pMyEnt->gunselect = gun1, m_pMyEnt); + baseammo(m_pMyEnt->gunselect = gun1, m_pMyEnt); for(;;) { int gun2 = rnd(4)+1; - if(gun1!=gun2) { botbaseammo(gun2, m_pMyEnt); break; }; + if(gun1!=gun2) { baseammo(gun2, m_pMyEnt); break; }; } } else if(m_arena) // insta arena @@ -70,7 +70,7 @@ void CACBot::Spawn() } else // efficiency { - loopi(4) botbaseammo(i+1, m_pMyEnt); + loopi(4) baseammo(i+1, m_pMyEnt); m_pMyEnt->gunselect = GUN_CG; } m_pMyEnt->ammo[GUN_CG] /= 2; diff --git a/source/src/entities.cpp b/source/src/entities.cpp index 68b46559..9ad76d41 100644 --- a/source/src/entities.cpp +++ b/source/src/entities.cpp @@ -95,10 +95,7 @@ itemstat itemstats[] = {16, 0, 72, S_ITEMPUP}, //powerup }; -void baseammo(int gun) { player1->ammo[gun] = itemstats[gun].add*2; }; -// Added by Rick: baseammo for bots -void botbaseammo(int gun, playerent *d) { d->ammo[gun] = itemstats[gun].add*2; }; -// End add +void baseammo(int gun, playerent *d) { d->ammo[gun] = itemstats[gun].add*2; }; // these two functions are called when the server acknowledges that you really // picked up the item (in multiplayer someone may grab it before you). diff --git a/source/src/protos.h b/source/src/protos.h index 0edc001b..ab6b40d3 100644 --- a/source/src/protos.h +++ b/source/src/protos.h @@ -291,13 +291,10 @@ extern void flagaction(int team, int action); extern void renderentities(); extern void resetspawns(); extern void setspawn(int i, bool on); -extern void baseammo(int gun); +extern void baseammo(int gun, playerent *d); extern void checkitems(); extern void radd(playerent *d); -// Added by Rick -extern void botbaseammo(int gun, dynent *d); extern bool intersect(entity *e, vec &from, vec &to, vec *end=NULL); -// End add by Rick // rndmap extern void perlinarea(block &b, int scale, int seed, int psize); diff --git a/source/src/weapon.cpp b/source/src/weapon.cpp index 78025948..08110fa5 100644 --- a/source/src/weapon.cpp +++ b/source/src/weapon.cpp @@ -349,7 +349,7 @@ void radialeffect(playerent *o, vec &v, int cn, int qdam, playerent *at) }; // Modified by Rick: Added notthisbot -void splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthismonster, int notthisbot, int qdam) +void splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthisbot, int qdam) { particle_splash(0, 50, 300, v); p->inuse = false; @@ -380,21 +380,18 @@ void splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthismons if(!o) continue; radialeffect(o, v, i, qdam, p->owner); } - // End add by Rick - //dvector &mv = getmonsters(); - //loopv(mv) if(i!=notthismonster) radialeffect(mv[i], v, i, qdam, p->owner); }; }; // Modified by Rick // inline void projdamage(dynent *o, projectile *p, vec &v, int i, int im, int qdam) -inline void projdamage(playerent *o, projectile *p, vec &v, int i, int im, int ib, int qdam) +inline void projdamage(playerent *o, projectile *p, vec &v, int i, int ib, int qdam) { if(o->state!=CS_ALIVE) return; if(intersect(o, p->o, v)) { // splash(p, v, p->o, i, im, qdam); Modified by Rick - splash(p, v, p->o, i, im, ib, qdam); + splash(p, v, p->o, i, ib, qdam); hit(i, qdam, o, p->owner, true); //fixme }; }; @@ -418,27 +415,21 @@ void moveprojectiles(float time) { playerent *o = players[i]; if(!o) continue; - // projdamage(o, p, v, i, -1, qdam); Modified by Rick - projdamage(o, p, v, i, -1, -1, qdam); + projdamage(o, p, v, i, -1, qdam); }; // Added by Rick: Damage bots aswell loopv(bots) { botent *o = bots[i]; if(!o || (o == p->owner)) continue; - projdamage(o, p, v, -1, -1, i, qdam); + projdamage(o, p, v, -1, i, qdam); }; // End add by Rick - // if(p->owner!=player1) projdamage(player1, p, v, -1, -1, qdam); Modified by Rick - if(p->owner!=player1) projdamage(player1, p, v, -1, -1, -1, qdam); - //dvector &mv = getmonsters(); - //loopv(mv) if(!vreject(mv[i]->o, v, 10.0f) && mv[i]!=p->owner) projdamage(mv[i], p, v, -1, i, qdam); Modified by Rick - //loopv(mv) if(!vreject(mv[i]->o, v, 10.0f) && mv[i]!=p->owner) projdamage(mv[i], p, v, -1, i, -1, qdam); + if(p->owner!=player1) projdamage(player1, p, v, -1, -1, qdam); }; if(p->inuse) { - // if(time==dtime) splash(p, v, p->o, -1, -1, qdam); Modified by Rick - if(time==dtime) splash(p, v, p->o, -1, -1, -1, qdam); + if(time==dtime) splash(p, v, p->o, -1, -1, qdam); else { if(p->gun==GUN_GRENADE) { dodynlight(p->o, v, 0, 255, p->owner); particle_splash(5, 2, 200, v); } @@ -446,7 +437,7 @@ void moveprojectiles(float time) // Added by Rick traceresult_s tr; TraceLine(p->o, v, p->owner, true, &tr); - if (tr.collided) splash(p, v, p->o, -1, -1, -1, qdam); + if (tr.collided) splash(p, v, p->o, -1, -1, qdam); // End add }; };