git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@29 e016b1c5-ed68-44aa-a2f7-31cac88cffde
421 lines
12 KiB
C++
421 lines
12 KiB
C++
// weapon.cpp: all shooting and effects code
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#include "cube.h"
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struct guninfo { short sound, reload, reloadtime, attackdelay, damage, projspeed, part, spread, recoil, magsize; char *name; };
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const int SGRAYS = 20; //down from 20 (defualt)
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const float SGSPREAD = 2;
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vec sg[SGRAYS];
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//change the particales
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guninfo guns[NUMGUNS] =
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{
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{ S_KNIFE, S_NULL, 0, 250, 50, 0, 0, 1, 1, 1, "knife" },
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{ S_PISTOL, S_RPISTOL, 1400, 170, 20, 0, 0, 20, 10, 8, "pistol" }, // *SGRAYS
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{ S_SHOTGUN, S_RSHOTGUN, 2400, 1100, 6, 0, 0, 1, 35, 7, "shotgun" }, //reload time is for 1 shell from 7 too powerful to 6
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{ S_SUBGUN, S_RSUBGUN, 1650, 90, 14, 0, 0, 45, 15, 30, "subgun" },
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{ S_SNIPER, S_RSNIPER, 1950, 1500, 72, 0, 0, 60, 50, 5, "sniper" },
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{ S_ASSULT, S_RASSULT, 2000, 130, 33, 0, 0, 90, 40, 20, "assult" }, //recoil was 44
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{ S_GRENADE, S_NULL, 0, 2000, 40, 30, 6, 1, 1, 1, "grenade" },
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};
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//weapon selection
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void wup()
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{
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if(player1->gunselect==GUN_KNIFE)
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player1->gunselect = GUN_PISTOL;
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else if(player1->gunselect==GUN_PISTOL && player1->primary!=GUN_PISTOL)
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player1->gunselect = player1->primary;
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else if(player1->gunselect==player1->primary)
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player1->gunselect=GUN_KNIFE;
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conoutf("%s selected", (int)guns[player1->gunselect].name);
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};
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void wdw()
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{
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if(player1->gunselect==GUN_KNIFE)
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player1->gunselect = player1->primary;
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else if(player1->gunselect==player1->primary && player1->primary!=GUN_PISTOL)
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player1->gunselect = GUN_PISTOL;
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else if(player1->gunselect==GUN_PISTOL)
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player1->gunselect=GUN_KNIFE;
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conoutf("%s selected", (int)guns[player1->gunselect].name);
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};
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void primary()
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{
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player1->gunselect=player1->primary;
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};
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void secondary()
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{
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player1->gunselect=GUN_PISTOL;
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};
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void melee()
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{
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player1->gunselect=GUN_KNIFE;
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};
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COMMAND(primary,ARG_NONE);
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COMMAND(secondary,ARG_NONE);
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COMMAND(melee,ARG_NONE);
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COMMAND(wup,ARG_NONE);
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COMMAND(wdw,ARG_NONE);
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void reload()
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{
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if(player1->gunselect==GUN_KNIFE) return;
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if(player1->mag[player1->gunselect]>=guns[player1->gunselect].magsize) return;
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if(player1->ammo[player1->gunselect]<=0) return;
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if(player1->reloading) return;
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player1->reloading = true;
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player1->lastaction = lastmillis;
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player1->gunwait = guns[player1->gunselect].reloadtime;
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//temp hack in drawhudgun() so no guns drawn while reloading, needs fixed
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int a = guns[player1->gunselect].magsize - player1->mag[player1->gunselect];
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if (a >= player1->ammo[player1->gunselect])
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{
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player1->mag[player1->gunselect] += player1->ammo[player1->gunselect];
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player1->ammo[player1->gunselect] = 0;
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}
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else
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{
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player1->mag[player1->gunselect] += a;
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player1->ammo[player1->gunselect] -= a;
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}
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playsoundc(guns[player1->gunselect].reload);
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};
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COMMAND(reload,ARG_NONE);
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int reloadtime(int gun) { return guns[gun].attackdelay; };
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void createrays(vec &from, vec &to) // create random spread of rays for the shotgun
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{
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vdist(dist, dvec, from, to);
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float f = dist*SGSPREAD/1000;
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loopi(SGRAYS)
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{
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#define RNDD (rnd(101)-50)*f
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vec r = { RNDD, RNDD, RNDD };
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sg[i] = to;
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vadd(sg[i], r);
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};
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};
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bool intersect(dynent *d, vec &from, vec &to) // if lineseg hits entity bounding box
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{
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vec v = to, w = d->o, *p;
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vsub(v, from);
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vsub(w, from);
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float c1 = dotprod(w, v);
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if(c1<=0) p = &from;
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else
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{
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float c2 = dotprod(v, v);
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if(c2<=c1) p = &to;
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else
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{
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float f = c1/c2;
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vmul(v, f);
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vadd(v, from);
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p = &v;
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};
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};
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return p->x <= d->o.x+d->radius
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&& p->x >= d->o.x-d->radius
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&& p->y <= d->o.y+d->radius
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&& p->y >= d->o.y-d->radius
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&& p->z <= d->o.z+d->aboveeye
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&& p->z >= d->o.z-d->eyeheight;
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};
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char *playerincrosshair()
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{
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if(demoplayback) return NULL;
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loopv(players)
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{
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dynent *o = players[i];
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if(!o) continue;
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if(intersect(o, player1->o, worldpos)) return o->name;
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};
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return NULL;
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};
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const int MAXPROJ = 100;
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struct projectile { vec o, to; float speed; dynent *owner; int gun; bool inuse, local; };
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projectile projs[MAXPROJ];
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void projreset() { loopi(MAXPROJ) projs[i].inuse = false; };
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void newprojectile(vec &from, vec &to, float speed, bool local, dynent *owner, int gun)
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{
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loopi(MAXPROJ)
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{
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projectile *p = &projs[i];
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if(p->inuse) continue;
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p->inuse = true;
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p->o = from;
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p->to = to;
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p->speed = speed;
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p->local = local;
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p->owner = owner;
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p->gun = gun;
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return;
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};
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};
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void hit(int target, int damage, dynent *d, dynent *at)
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{
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if(d==player1) selfdamage(damage, at==player1 ? -1 : -2, at);
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else { addmsg(1, 4, SV_DAMAGE, target, damage, d->lifesequence); playsound(S_PAIN1+rnd(5), &d->o); };
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particle_splash(3, damage, 1000, d->o);
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demodamage(damage, d->o);
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};
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const float RL_RADIUS = 5;
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const float RL_DAMRAD = 7; // hack
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void radialeffect(dynent *o, vec &v, int cn, int qdam, dynent *at)
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{
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if(o->state!=CS_ALIVE) return;
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vdist(dist, temp, v, o->o);
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dist -= 2; // account for eye distance imprecision
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if(dist<RL_DAMRAD)
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{
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if(dist<0) dist = 0;
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int damage = (int)(qdam*(1-(dist/RL_DAMRAD)));
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hit(cn, damage, o, at);
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vmul(temp, (RL_DAMRAD-dist)*damage/800);
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vadd(o->vel, temp);
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};
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};
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void splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthismonster, int qdam)
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{
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particle_splash(0, 50, 300, v);
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p->inuse = false;
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if(p->gun!=GUN_GRENADE)
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{
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playsound(S_FEXPLODE, &v);
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// no push?
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}
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else
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{
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//playsound(S_RLHIT, &v);
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newsphere(v, RL_RADIUS, 0);
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dodynlight(vold, v, 0, 0, p->owner);
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if(!p->local) return;
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radialeffect(player1, v, -1, qdam, p->owner);
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loopv(players)
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{
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if(i==notthisplayer) continue;
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dynent *o = players[i];
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if(!o) continue;
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radialeffect(o, v, i, qdam, p->owner);
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};
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};
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};
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inline void projdamage(dynent *o, projectile *p, vec &v, int i, int im, int qdam)
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{
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if(o->state!=CS_ALIVE) return;
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if(intersect(o, p->o, v))
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{
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splash(p, v, p->o, i, im, qdam);
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hit(i, qdam, o, p->owner);
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};
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};
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void moveprojectiles(float time)
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{
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loopi(MAXPROJ)
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{
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projectile *p = &projs[i];
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if(!p->inuse) continue;
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int qdam = guns[p->gun].damage*(p->owner->quadmillis ? 4 : 1);
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vdist(dist, v, p->o, p->to);
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float dtime = dist*1000/p->speed;
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if(time>dtime) dtime = time;
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vmul(v, time/dtime);
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vadd(v, p->o)
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if(p->local)
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{
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loopv(players)
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{
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dynent *o = players[i];
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if(!o) continue;
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projdamage(o, p, v, i, -1, qdam);
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};
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if(p->owner!=player1) projdamage(player1, p, v, -1, -1, qdam);
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};
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if(p->inuse)
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{
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if(time==dtime) splash(p, v, p->o, -1, -1, qdam);
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else
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{
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if(p->gun==GUN_GRENADE) { dodynlight(p->o, v, 0, 255, p->owner); particle_splash(5, 2, 200, v); }
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else { particle_splash(1, 1, 200, v); particle_splash(guns[p->gun].part, 1, 1, v); };
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};
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};
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p->o = v;
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};
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};
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void shootv(int gun, vec &from, vec &to, dynent *d, bool local) // create visual effect from a shot
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{
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playsound(guns[gun].sound, &d->o);
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int pspeed = 25;
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switch(gun)
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{
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case GUN_KNIFE:
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break;
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case GUN_SHOTGUN:
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{
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loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]);
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break;
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};
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case GUN_PISTOL:
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case GUN_SUBGUN:
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case GUN_ASSULT:
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particle_splash(0, 100, 250, to);
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//particle_trail(1, 10, from, to);
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break;
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case GUN_GRENADE:
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pspeed = guns[gun].projspeed;
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newprojectile(from, to, (float)pspeed, local, d, gun);
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break;
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case GUN_SNIPER:
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particle_splash(0, 50, 200, to);
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particle_trail(1, 500, from, to);
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break;
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};
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};
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void hitpush(int target, int damage, dynent *d, dynent *at, vec &from, vec &to)
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{
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hit(target, damage, d, at);
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vdist(dist, v, from, to);
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vmul(v, damage/dist/50);
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vadd(d->vel, v);
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};
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void raydamage(dynent *o, vec &from, vec &to, dynent *d, int i)
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{
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if(o->state!=CS_ALIVE) return;
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int qdam = guns[d->gunselect].damage;
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if(d->quadmillis) qdam *= 4;
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if(d->gunselect==GUN_SHOTGUN)
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{
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int damage = 0;
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loop(r, SGRAYS) if(intersect(o, from, sg[r])) damage += qdam;
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if(damage) hitpush(i, damage, o, d, from, to);
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}
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else if(intersect(o, from, to)) hitpush(i, qdam, o, d, from, to);
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};
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void spreadandrecoil(vec & from, vec & to, dynent * d)
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{
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//nothing specail for a knife
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if (d->gunselect==GUN_KNIFE) return;
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//spread
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vdist(dist, unitv, from, to);
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float f = dist/1000;
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int spd = guns[d->gunselect].spread;
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//recoil
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int rcl = guns[d->gunselect].recoil*-0.01f;
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if ((d->gunselect==GUN_ASSULT) && (d->shots<=3))
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{
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spd = spd / 5;
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};
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if ((d->gunselect==GUN_SNIPER) && (d->vel.x<.25f && d->vel.y<.25f))
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{
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spd = 1;
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rcl = rcl / 3;
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};
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if (d->gunselect!=GUN_SHOTGUN) //no spread on shotgun
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{
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#define RNDD (rnd(spd)-spd/2)*f
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vec r = { RNDD, RNDD, RNDD };
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vadd(to, r);
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};
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//increase pitch for recoil
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vdiv(unitv, dist);
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vec recoil = unitv;
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vmul(recoil, rcl);
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vadd(d->vel, recoil);
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if(d->pitch<80.0f) d->pitch += guns[d->gunselect].recoil*0.05f;
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};
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void shoot(dynent *d, vec &targ)
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{
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int attacktime = lastmillis-d->lastaction;
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if(d->reloading && (attacktime<d->gunwait)) return;
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else if(attacktime<d->gunwait) return;
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d->gunwait = 0;
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d->reloading = false;
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if(!d->attacking) { d->shots = 0; return; };
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if(!(d->gunselect==GUN_SUBGUN || d->gunselect==GUN_ASSULT)) d->attacking = false; //makes sub/assult autos
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else
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{
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d->shots++;
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};
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d->lastaction = lastmillis;
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d->lastattackgun = d->gunselect;
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if(!d->mag[d->gunselect]) { playsoundc(S_NOAMMO); d->gunwait = 250; d->lastattackgun = -1; return; };
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if(d->gunselect) d->mag[d->gunselect]--;
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vec from = d->o;
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vec to = targ;
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from.z -= 0.2f; // below eye
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spreadandrecoil(from,to,d);
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vdist(dist, unitv, from, to);
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vdiv(unitv, dist);
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if(d->gunselect==GUN_KNIFE)
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{
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vmul(unitv, 3); // punch range
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to = from;
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vadd(to, unitv);
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};
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if(d->gunselect==GUN_SHOTGUN) createrays(from, to);
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if(d->quadmillis && attacktime>200) playsoundc(S_ITEMPUP);
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shootv(d->gunselect, from, to, d, true);
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addmsg(1, 8, SV_SHOT, d->gunselect, (int)(from.x*DMF), (int)(from.y*DMF), (int)(from.z*DMF), (int)(to.x*DMF), (int)(to.y*DMF), (int)(to.z*DMF));
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d->gunwait = guns[d->gunselect].attackdelay;
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if(guns[d->gunselect].projspeed) return;
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loopv(players)
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{
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dynent *o = players[i];
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if(!o) continue;
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raydamage(o, from, to, d, i);
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};
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};
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