*** empty log message ***

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@586 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2006-11-11 15:57:23 +00:00
parent db1d4753cf
commit f041ce6282
17 changed files with 129 additions and 974 deletions
+1 -32
View File
@@ -5,21 +5,6 @@
#include "cube.h"
/* Modified by Rick: Fix, so we can jump on players aswell
bool plcollide(dynent *d, dynent *o, float &headspace) // collide with player or monster
{
if(o->state!=CS_ALIVE) return true;
const float r = o->radius+d->radius;
if(fabs(o->o.x-d->o.x)<r && fabs(o->o.y-d->o.y)<r)
{
if(fabs(o->o.z-d->o.z)<o->aboveeye+d->eyeheight) return false;
headspace = d->o.z-o->o.z-o->aboveeye-d->eyeheight;
if(headspace<0) headspace = 10;
};
return true;
};
*/
bool plcollide(physent *d, physent *o, float &headspace, float &hi, float &lo) // collide with player or monster
{
if(o->state!=CS_ALIVE) return true;
@@ -133,12 +118,6 @@ bool collide(physent *d, bool spawn, float drop, float rise)
if(!o || o==d) continue;
if(!plcollide(d, o, headspace, hi, lo)) return false;
};
loopv(bots) // Added by Rick: collide with other bots
{
botent *o = bots[i];
if(!o || o==d) continue;
if(!plcollide(d, o, headspace, hi, lo)) return false;
};
if(d!=player1/*&& d->mtype!=M_NADE*/) if(!plcollide(d, player1, headspace, hi, lo)) return false;
headspace -= 0.01f;
@@ -182,16 +161,6 @@ bool collide(physent *d, bool spawn, float drop, float rise)
VAR(maxroll, 0, 3, 20);
void selfdamage(playerent *d, int dm)
{
if(d==player1) selfdamage(dm, -1, d);
else { addmsg(SV_DAMAGE, "ri3", d, dm, d->lifesequence); };
//playsound(S_FALL1+rnd(5), &d->o); }; // fixme sound
particle_splash(3, dm, 1000, d->o); //edit out?
demodamage(dm, d->o);
};
// main physics routine, moves a player/monster for a curtime step
// moveres indicated the physics precision (which is lower for monsters and multiplayer prediction)
// local is false for multiplayer prediction
@@ -266,7 +235,7 @@ void moveplayer(physent *pl, int moveres, bool local, int curtime)
pl->vel.z = 2.0f; //1.7f; // physics impulse upwards
if(water) { pl->vel.x /= 8; pl->vel.y /= 8; }; // dampen velocity change even harder, gives correct water feel
if(local) playsoundc(S_JUMP);
else if(pl->type==ENT_BOT) botplaysound(S_JUMP, (botent *)pl); // Added by Rick
else if(pl->type==ENT_BOT) playsound(S_JUMP, &pl->o); // Added by Rick
}
pl->timeinair = 0;
if(pl->type==ENT_BOUNCE) pl->vel.z *= 0.7f;