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authorNguyễn Gia Phong <mcsinyx@disroot.org>2021-06-17 14:20:54 +0700
committerNguyễn Gia Phong <mcsinyx@disroot.org>2021-06-17 14:22:53 +0700
commit602a0c5951050e7cce645534cb4f136cf9f4fee4 (patch)
treee70e63b0b0058830e58c244ad917bc892c10418f /Source/GameTick.cpp
parent094e12df1ebb81d304803be4b274546384ec117c (diff)
downloadblackshades-602a0c5951050e7cce645534cb4f136cf9f4fee4.tar.gz
Rename source and build directory1.1.1
Diffstat (limited to 'Source/GameTick.cpp')
-rw-r--r--Source/GameTick.cpp4957
1 files changed, 0 insertions, 4957 deletions
diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp
deleted file mode 100644
index ce597df..0000000
--- a/Source/GameTick.cpp
+++ /dev/null
@@ -1,4957 +0,0 @@
-#include "Game.h"
-
-
-
-extern double multiplier;
-
-extern int thirdperson;
-
-extern int visions;
-
-extern Sprites sprites;
-
-
-
-extern unsigned int gSourceID[100];
-
-extern unsigned int gSampleSet[100];
-
-extern Camera camera;
-
-extern float camerashake;
-
-extern Fog fog;
-
-extern int environment;
-
-extern float precipitationhorz;
-
-extern float precipitationvert;
-
-extern float snowdelay;
-
-extern float precipitationdensity;
-
-extern float soundscalefactor;
-
-extern int slomo;
-
-
-
-extern int forwardskey;
-
-extern int backwardskey;
-
-extern int leftkey;
-
-extern int rightkey;
-
-extern int aimkey;
-
-extern int psychicaimkey;
-
-extern int psychickey;
-
-
-
-extern Decals decals;
-
-/********************> Tick() <*****/
-
-#define maxfallvel 40
-
-
-
-void Game::Splat(int k){
-
- if(k!=0||visions==0){
-
- person[k].health=0;
-
- person[k].DoAnimations(k);
-
- person[k].skeleton.offset=0;
-
- person[k].skeleton.free=1;
-
- person[k].longdead=1;
-
-
-
- person[k].bleeding=1;
-
- person[k].bleeddelay=1;
-
- person[k].bjoint1=&person[k].skeleton.joints[person[k].skeleton.jointlabels[head]];
-
- person[k].bjoint2=&person[k].skeleton.joints[person[k].skeleton.jointlabels[neck]];
-
-
-
- for(int j=0;j<person[k].skeleton.num_joints;j++){
-
- person[k].skeleton.joints[j].position+=person[k].skeleton.joints[j].offset;
-
- person[k].skeleton.joints[j].position=DoRotation(person[k].skeleton.joints[j].position,0,person[k].playerrotation,0);
-
- person[k].skeleton.joints[j].position+=person[k].playercoords;
-
- person[k].skeleton.joints[j].realoldposition=person[k].skeleton.joints[j].position;
-
- person[k].skeleton.joints[j].velocity=0;
-
- person[k].skeleton.joints[j].velocity.y+=person[k].velocity.y;
-
- }
-
-
-
- float gLoc[3];
-
- gLoc[0]=person[k].skeleton.joints[person[k].skeleton.jointlabels[head]].position.x/soundscalefactor;
-
- gLoc[1]=person[k].skeleton.joints[person[k].skeleton.jointlabels[head]].position.y/soundscalefactor;
-
- gLoc[2]=person[k].skeleton.joints[person[k].skeleton.jointlabels[head]].position.z/soundscalefactor;
-
- alSourcefv(gSourceID[headwhacksound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[headwhacksound]);
-
- }
-
-}
-
-
-
-void Game::Tick(){
-
- if(mainmenu){
-
-
-
- unsigned char theKeyMap[16];
-
- GetKeys( ( unsigned long * )theKeyMap );
-
-
-
- if(IsKeyDown(theKeyMap, MAC_SPACE_KEY)){
-
- mainmenu=0;
-
- }
-
-
-
- GetMouse(&mouseloc);
-
- float mousex=mouseloc.h;
-
- float mousey=mouseloc.v;
-
- mousex=(float)mouseloc.h*640/screenwidth;
-
- mousey=480-(float)mouseloc.v*480/screenheight;
-
-
- oldmouseoverbutton=mouseoverbutton;
-
- mouseoverbutton=0;
-
- if(mousex>120&&mousex<560&&mousey>235&&mousey<305){
-
- mouseoverbutton=1;
-
- }
-
- if(mousex>120&&mousex<560&&mousey>112&&mousey<182){
-
- mouseoverbutton=2;
-
- }
-
- if((Button()&&mouseoverbutton==1&&!gameinprogress&&!oldbutton)||!mainmenuness){
-
- if(environment==rainy_environment)alSourcePlay(gSourceID[rainsound]);
-
- if(environment!=rainy_environment)alSourcePause(gSourceID[rainsound]);
-
- alSourceStop(gSourceID[whichsong]);
-
- alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 0);
-
- alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 0);
-
- if(person[0].whichgun==knife)whichsong=knifesong;
-
- if(person[0].whichgun!=knife)whichsong=shootsong;
-
- if(type==zombie_type)whichsong=zombiesong;
-
- alSourcef(gSourceID[whichsong], AL_PITCH, 1);
-
- alSourcePlay(gSourceID[whichsong]);
-
- alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 1);
-
- alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 1);
-
- flashamount=1;
-
- flashr=1;flashg=1;flashb=1;
-
- mainmenu=0;
-
- alSourcePlay(gSourceID[soulinsound]);
-
- mission=0;
-
- InitGame();
-
- gameinprogress=1;
-
- }
-
- if((Button()&&mouseoverbutton==1&&gameinprogress&&!oldbutton)||!mainmenuness){
-
- flashamount=1;
-
- flashr=1;flashg=1;flashb=1;
-
- mainmenu=0;
-
- MoveMouse(oldmouseloc.h,oldmouseloc.v,&mouseloc);
-
- //if(!visions){
-
- if(environment==rainy_environment)alSourcePlay(gSourceID[rainsound]);
-
- if(environment!=rainy_environment)alSourcePause(gSourceID[rainsound]);
-
- alSourceStop(gSourceID[whichsong]);
-
- alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 0);
-
- alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 0);
-
- if(person[0].whichgun==knife)whichsong=knifesong;
-
- if(person[0].whichgun!=knife)whichsong=shootsong;
-
- if(type==zombie_type)whichsong=zombiesong;
-
- alSourcePlay(gSourceID[whichsong]);
-
- alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 1);
-
- alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 1);
-
- //}
-
- alSourcePlay(gSourceID[soulinsound]);
-
- if(visions)alSourcePlay(gSourceID[visionsound]);
-
- }
-
- if(Button()&&mouseoverbutton==2&&!gameinprogress&&!oldbutton){
-
- flashamount=1;
-
- flashr=1;flashg=0;flashb=0;
-
- alSourcePlay(gSourceID[losesound]);
-
- gQuit = true;
-
- if(score>highscore){
-
- highscore=score;
-
-#ifdef OS9
- ofstream opstream(":Data:Highscore");
-#else
- /* TODO */
- ofstream opstream("Data/Highscore");
-#endif
- opstream << highscore;
-
- opstream << "\n";
-
- opstream << beatgame;
-
- opstream.close();
-
- }
-
- }
-
- if(Button()&&mouseoverbutton==2&&gameinprogress&&!oldbutton){
-
- flashamount=1;
-
- flashr=1;flashg=1;flashb=1;
-
- alSourcePlay(gSourceID[losesound]);
-
- gameinprogress=0;
-
- if(score>highscore){
-
- highscore=score;
-
-#ifdef OS9
- ofstream opstream(":Data:Highscore");
-#else
- /* TODO */
- ofstream opstream("Data/Highscore");
-#endif
- opstream << highscore;
-
- opstream << "\n";
-
- opstream << beatgame;
-
- opstream.close();
-
- }
-
- }
-
-
-
- if(Button())oldbutton=1;
-
- if(!Button())oldbutton=0;
-
- }
-
- if(!mainmenu){
-
-
-
-
-
- XYZ facing;
-
- XYZ flatfacing;
-
- float speed=10;
-
-
-
- if(person[1].health<=0||person[0].health<=0||killedinnocent){
-
- losedelay-=multiplier/6;
-
- }
-
-
-
- if(person[1].health>0&&person[0].health>0&&!killedinnocent)timeremaining-=multiplier*25/40;
-
- if(timeremaining<=0){
-
- flashamount=1;
-
- flashr=0;flashg=1;flashb=0;
-
- mission++;
-
- alSourcePlay(gSourceID[souloutsound]);
-
- score+=100+(mission*50);
-
- if(mission>=nummissions){
-
- beatgame=1;
-
- mainmenu=1;
-
- gameinprogress=0;
-
- alSourcePause(gSourceID[rainsound]);
-
-
-
- alSourceStop(gSourceID[visionsound]);
-
- alSourceStop(gSourceID[whichsong]);
-
- alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 0);
-
- alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 0);
-
- whichsong=mainmenusong;
-
- alSourceStop(gSourceID[whichsong]);
-
- alSourcef(gSourceID[whichsong], AL_PITCH, 1);
-
- alSourcePlay(gSourceID[whichsong]);
-
- alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 1);
-
- alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 1);
-
- if(score>highscore){
-
- highscore=score;
-
-#ifdef OS9
- ofstream opstream(":Data:Highscore");
-#else
- /* TODO */
- ofstream opstream("Data/Highscore");
-#endif
- opstream << highscore;
-
- opstream << "\n";
-
- opstream << beatgame;
-
- opstream.close();
-
- }
-
- }
-
- if(!mainmenu){
-
- InitGame();
-
- if(environment==rainy_environment)alSourcePlay(gSourceID[rainsound]);
-
- if(environment!=rainy_environment)alSourcePause(gSourceID[rainsound]);
-
- alSourceStop(gSourceID[visionsound]);
-
- alSourceStop(gSourceID[whichsong]);
-
- if(person[0].whichgun==knife)whichsong=knifesong;
-
- if(person[0].whichgun!=knife)whichsong=shootsong;
-
- if(type==zombie_type)whichsong=zombiesong;
-
- alSourcef(gSourceID[whichsong], AL_PITCH, 1);
-
- alSourcePlay(gSourceID[whichsong]);
-
- alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 1);
-
- alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 1);
-
- }
-
- }
-
- if(losedelay<=0){
-
- flashamount=1;
-
- flashr=0;flashg=0;flashb=0;
-
- if(person[murderer].health>0)score=oldscore-200;
-
- if(person[murderer].health<=0)score=oldscore-100;
-
- InitGame();
-
- alSourceStop(gSourceID[whichsong]);
-
- if(person[0].whichgun==knife)whichsong=knifesong;
-
- if(person[0].whichgun!=knife)whichsong=shootsong;
-
- if(type==zombie_type)whichsong=zombiesong;
-
- alSourcef(gSourceID[whichsong], AL_PITCH, 1);
-
- alSourcePlay(gSourceID[whichsong]);
-
- alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 1);
-
- alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 1);
-
- alSourcePlay(gSourceID[soulinsound]);
-
- }
-
-
-
- unsigned char theKeyMap[16];
-
- GetKeys( ( unsigned long * )theKeyMap );
-
-
-
- //Sprites
-
- sprites.DoStuff();
-
-
-
- //Decals
-
- decals.DoStuff();
-
-
-
- //Facing
-
- facing=0;
-
- facing.z=-1;
-
-
-
- facing=DoRotation(facing,-camera.rotation2,0,0);
-
- facing=DoRotation(facing,0,0-camera.rotation,0);
-
-
-
- flatfacing=facing;
-
- flatfacing.y=0;
-
- Normalise(&flatfacing);
-
-
-
- if(IsKeyDown(theKeyMap, psychickey)&&!oldvisionkey){
-
- oldvisionkey=1;
-
- visions++;
-
- if(visions==2)visions=0;
-
- if(visions==0){
-
- float rad2deg=56.54866776;
-
- flashamount=1;
-
- flashr=1;flashg=1;flashb=1;
-
-
-
- if(person[0].playercoords.x!=bodycoords.x||person[0].playercoords.z!=bodycoords.z){
-
- XYZ towards;
-
- towards=person[0].playercoords-bodycoords;
-
- Normalise(&towards);
-
- camera.rotation=-asin(0-towards.x);
-
- camera.rotation*=360/6.28;
-
- if(towards.z>0)camera.rotation=180-camera.rotation;
-
- camera.visrotation=camera.rotation;
-
- camera.oldrotation=camera.rotation;
-
- camera.oldoldrotation=camera.rotation;
-
- }
-
-
-
- person[0].playercoords=bodycoords;
-
- person[0].oldplayercoords=bodycoords;
-
- person[0].velocity=0;
-
- alSourcePlay(gSourceID[soulinsound]);
-
- alSourceStop(gSourceID[visionsound]);
-
- alSourcef(gSourceID[knifesong], AL_PITCH, (ALfloat)(1));
-
- alSourcef(gSourceID[shootsong], AL_PITCH, (ALfloat)(1));
-
- alSourcef(gSourceID[zombiesong], AL_PITCH, (ALfloat)(1));
-
- }
-
- if(visions==1){
-
- alSourceStop(gSourceID[visionsound]);
-
- flashamount=1;
-
- flashr=1;flashg=0;flashb=0;
-
- bodycoords=person[0].oldplayercoords;
-
- alSourcePlay(gSourceID[souloutsound]);
-
- alSourcef(gSourceID[knifesong], AL_PITCH, (ALfloat)(.5));
-
- alSourcef(gSourceID[shootsong], AL_PITCH, (ALfloat)(.5));
-
- alSourcef(gSourceID[zombiesong], AL_PITCH, (ALfloat)(.5));
-
- alSourcePlay(gSourceID[visionsound]);
-
- }
-
- }
-
- if(!IsKeyDown(theKeyMap, psychickey)){
-
- oldvisionkey=0;
-
- }
-
-
-
- if(IsKeyDown(theKeyMap, MAC_TAB_KEY)&&!tabkeydown&&debug){
-
- thirdperson++;
-
- if(thirdperson>2)thirdperson=0;
-
- tabkeydown=1;
-
- }
-
-
-
- if(!IsKeyDown(theKeyMap, MAC_TAB_KEY))
-
- tabkeydown=0;
-
-
-
- if(IsKeyDown(theKeyMap, aimkey)&&!aimtoggle){
-
- person[0].aiming=1-person[0].aiming;
-
- aimtoggle=1;
-
- }
-
-
-
- if(!IsKeyDown(theKeyMap, aimkey))
-
- aimtoggle=0;
-
-
-
- if(IsKeyDown(theKeyMap, MAC_R_KEY)&&!reloadtoggle){
-
- if(person[0].reloads[person[0].whichgun]>0&&person[0].reloading<=0)person[0].ammo=-1;
-
- reloadtoggle=1;
-
- }
-
-
-
- if(!IsKeyDown(theKeyMap, MAC_R_KEY))
-
- reloadtoggle=0;
-
-
-
- if(IsKeyDown(theKeyMap, psychicaimkey)&&!slomokeydown&&slomo==0){
-
- alSourcePlay(gSourceID[souloutsound]);
-
- slomo=2;
-
- flashamount=.5;
-
- flashr=1;flashg=0;flashb=0;
-
- slomokeydown=1;
-
- score-=20;
-
- alSourcef(gSourceID[knifesong], AL_PITCH, (ALfloat)(.5));
-
- alSourcef(gSourceID[shootsong], AL_PITCH, (ALfloat)(.5));
-
- alSourcef(gSourceID[zombiesong], AL_PITCH, (ALfloat)(.5));
-
- }
-
-
-
- if(!IsKeyDown(theKeyMap, psychicaimkey))
-
- slomokeydown=0;
-
-
-
- //Mouse look
-
-
-
- if((person[0].aimamount<=0&&person[0].targetanimation!=crouchanim)){
-
- camera.rotation=camera.visrotation;
-
- camera.rotation2=camera.visrotation2;
-
- mousesensitivity=usermousesensitivity;
-
- }
-
- if(person[0].aimamount>=1&&zoom==0){
-
- mousesensitivity=usermousesensitivity*.8;
-
- }
-
- if(slomo==2){
-
- mousesensitivity*=.6;
-
- }
-
-#if 0 // DDOI
- GetMouse(&mouseloc);
-
- if (mouseloc.h>600){MoveMouse(mouseloc.h-500,mouseloc.v,&mouseloc);}
-
- if (mouseloc.h<100){MoveMouse(mouseloc.h+500,mouseloc.v,&mouseloc);}
-
- GetMouse(&mouseloc);
-
- if (mouseloc.v>400){MoveMouse(mouseloc.h,mouseloc.v-300,&mouseloc);}
-
- if (mouseloc.v<100){MoveMouse(mouseloc.h,mouseloc.v+300,&mouseloc);}
-
- GetMouse(&mouseloc);
-
-#else
- GetMouseRel(&mouseloc);
-#endif
-
-
-
-#if 0 // DDOI
- oldmouserotation=(oldmouseloc.h/1.3888)*mousesensitivity;
-
- oldmouserotation2=(oldmouseloc.v/1.3888)*mousesensitivity;
-#endif
-
- mouserotation=(mouseloc.h/1.3888)*mousesensitivity;
-
- mouserotation2=(mouseloc.v/1.3888)*mousesensitivity;
-
-
-
-#if 0 // DDOI
- if(abs(oldmouseloc.h-mouseloc.h)<400)camera.rotation+=mouserotation-oldmouserotation;
-
- if(abs(oldmouseloc.v-mouseloc.v)<200)camera.rotation2+=mouserotation2-oldmouserotation2;
-
- if(mouseloc.h-oldmouseloc.h>400)camera.rotation+=mouserotation-oldmouserotation-(500/1.3888*mousesensitivity);
-
- if(mouseloc.h-oldmouseloc.h<-400)camera.rotation+=mouserotation-oldmouserotation+(500/1.3888*mousesensitivity);
-
- if(mouseloc.v-oldmouseloc.v>200)camera.rotation2+=mouserotation2-oldmouserotation2-(300/1.3888*mousesensitivity);
-
- if(mouseloc.v-oldmouseloc.v<-200)camera.rotation2+=mouserotation2-oldmouserotation2+(300/1.3888*mousesensitivity);
-#else
- if(abs(mouseloc.h)<400)camera.rotation+=mouserotation;
- if(abs(mouseloc.v)<200)camera.rotation2+=mouserotation2;
- if(mouseloc.h>400)camera.rotation+=mouserotation-(500/1.3888*mousesensitivity);
- if(mouseloc.h<-400)camera.rotation+=mouserotation+(500/1.3888*mousesensitivity);
-
- if(mouseloc.v>200)camera.rotation2+=mouserotation2-(300/1.3888*mousesensitivity);
-
- if(mouseloc.v<-200)camera.rotation2+=mouserotation2+(300/1.3888*mousesensitivity);
-#endif
-
-
-
- if(camera.rotation2>89){camera.rotation2=89;}
-
- if(camera.rotation2<-89){camera.rotation2=-89;}
-
-
-
- //Smooth
-
- camera.rotation=(camera.oldoldrotation+((camera.rotation-camera.oldoldrotation)*.7+(camera.oldrotation-camera.oldoldrotation)*.3));
-
- camera.rotation2=(camera.oldoldrotation2+((camera.rotation2-camera.oldoldrotation2)*.7+(camera.oldrotation2-camera.oldoldrotation2)*.3));
-
-
-
- if(camera.visrotation<camera.rotation-7)camera.visrotation=camera.rotation-7;
-
- if(camera.visrotation>camera.rotation+7)camera.visrotation=camera.rotation+7;
-
- if(camera.visrotation2<camera.rotation2-15)camera.visrotation2=camera.rotation2-15;
-
- if(camera.visrotation2>camera.rotation2+15)camera.visrotation2=camera.rotation2+15;
-
-
-
- if(zoom||person[0].aimamount<=0||person[0].whichgun==nogun||visions||person[0].whichgun==grenade||person[0].whichgun==knife){
-
- camera.visrotation=camera.rotation;
-
- camera.visrotation2=camera.rotation2;
-
- }
-
- oldzoom=zoom;
-
-
-
- camera.oldoldrotation=camera.oldrotation;
-
- camera.oldoldrotation2=camera.oldrotation2;
-
- camera.oldrotation=camera.rotation;
-
- camera.oldrotation2=camera.rotation2;
-
-
-
- //Check collision with buildings
-
-
-
- int beginx,endx;
-
- int beginz,endz;
-
- int distsquared;
-
- XYZ collpoint;
-
- XYZ move;
-
- float howmuchintersect;
-
- int whichtri;
-
- float olddist;
-
- XYZ nothing;
-
- XYZ underpoint;
-
- XYZ overpoint;
-
- int pointnum;
-
- float depth;
-
- XYZ normalrotated;
-
- XYZ pointrotated;
-
- bool inblock;
-
-
-
-
-
- person[0].playerrotation=180-camera.rotation;
-
-
-
- //Check people collisions
-
- for(int k=0;k<numpeople;k++){
- // SBF - backing up the old coordinates makes
- // the most sense here.
- person[k].oldplayercoords=person[k].playercoords;
-
- person[k].DoStuff(k);
-
- if(person[k].skeleton.free<1){
-
- if(1==1){
-
- person[k].onground=0;
-
- overpoint=person[k].playercoords;
-
- overpoint.y+=3000;
-
- underpoint=person[k].playercoords;
-
- underpoint.y-=3000;
-
-
-
- beginx=(person[k].playercoords.x+block_spacing/2)/block_spacing;
-
- if(beginx<0)beginx=0;
-
- beginz=(person[k].playercoords.z+block_spacing/2)/block_spacing;
-
- if(beginz<0)beginz=0;
-
-
-
- endx=(person[k].playercoords.x+block_spacing/2)/block_spacing+1;
-
- if(endx>num_blocks-1)endx=num_blocks-1;
-
- endz=(person[k].playercoords.z+block_spacing/2)/block_spacing+1;
-
- if(endz>num_blocks-1)endz=num_blocks-1;
-
-
-
- if(k!=0){
- /* TODO: huh? */
- beginx==person[k].whichblockx;
-
- beginz==person[k].whichblocky;
-
- endx==person[k].whichblockx;
-
- endz==person[k].whichblocky;
-
- }
-
-
-
- if(beginx<=endx&&beginz<=endz)
-
- for(int i=beginx;i<=endx;i++)
-
- for(int j=beginz;j<=endz;j++){
-
- inblock=0;
-
- //Ground collision
-
- move=0;
-
- move.x=i*block_spacing;
-
- move.z=j*block_spacing;
-
- whichtri=sidewalkcollide.LineCheck2(overpoint,underpoint,&collpoint,move,cityrotation[i][j]*90);
-
- if(whichtri!=-1&&person[k].playercoords.y<=collpoint.y&&person[k].velocity.y<=0){
-
- person[k].playercoords.y=collpoint.y;
-
- person[k].onground=1;
-
- if(person[k].velocity.y<-maxfallvel)Splat(k);
-
- else person[k].velocity.y=0;
-
- }
-
- if(whichtri!=-1){
-
- inblock=1;
-
- if(k==0){onblockx=i;onblocky=j;}
-
- }
-
- //Wall collision
-
- if(k==0){
-
- if(inblock){
-
- for(int l=0;l<8;l++){
-
- move=0;
-
- move.x=i*block_spacing;
-
- move.z=j*block_spacing;
-
- whichtri=blockwalls[citytype[i][j]].LineCheck3(person[k].oldplayercoords+boundingpoints[l],person[k].playercoords+boundingpoints[l],&collpoint,move,cityrotation[i][j]*90,&depth);
-
- if(whichtri!=-1){
-
- normalrotated=DoRotation(blockwalls[citytype[i][j]].normals[whichtri],0,cityrotation[i][j]*90,0);
-
- person[k].playercoords+=normalrotated*(-(dotproduct(normalrotated,person[k].playercoords-person[k].oldplayercoords))-depth);
-
- }
-
- }
-
- for(int l=0;l<8;l++){
-
- pointnum=k+1;
-
- if(pointnum>3)pointnum=0;
-
- move=0;
-
- move.x=i*block_spacing;
-
- move.z=j*block_spacing;
-
- whichtri=blockwalls[citytype[i][j]].LineCheck3(person[k].playercoords+boundingpoints[l],person[k].playercoords+boundingpoints[pointnum],&collpoint,move,cityrotation[i][j]*90,&depth);
-
- if(whichtri!=-1){
-
- normalrotated=DoRotation(blockwalls[citytype[i][j]].normals[whichtri],0,cityrotation[i][j]*90,0);
-
- person[k].playercoords+=normalrotated;
-
- }
-
- }
-
- }
-
- //Roof collision
-
- if(inblock&&person[k].playercoords.y>30){
-
- if(!person[k].onground){
-
- move=0;
-
- move.x=i*block_spacing;
-
- move.z=j*block_spacing;
-
- whichtri=blockroofs[citytype[i][j]].LineCheck2(overpoint,underpoint,&collpoint,move,cityrotation[i][j]*90);
-
- if(whichtri!=-1&&person[k].playercoords.y<=collpoint.y&&person[k].velocity.y<=0){
-
- person[k].playercoords.y=collpoint.y;
-
- person[k].onground=1;
-
- if(person[k].velocity.y<-maxfallvel)Splat(k);
-
- else person[k].velocity.y=0;
-
- }
-
- if(whichtri!=-1)inblock=1;
-
- }
-
- }
-
- }
-
- }
-
- if(person[k].playercoords.y<=0){
-
- person[k].onground=1;
-
- person[k].playercoords.y=0;
-
- if(person[k].velocity.y<-maxfallvel)Splat(k);
-
- else person[k].velocity.y=0;
-
- if(k==0)onblockx=-1;onblocky=-1;
-
- }
-
- // SBF - this is definately in the wrong spot!
- //person[k].oldplayercoords=person[k].playercoords;
-
- }
-
- }
-
- }
-
-
-
- if(IsKeyDown( theKeyMap, MAC_SPACE_KEY )){
-
- if(visions==0&&person[0].targetanimation==joganim&&person[0].currentanimation==joganim&&person[0].backwardsanim==0&&person[0].playerrotation==person[0].playerlowrotation){
-
- person[0].targetanimation=diveanim;
-
- person[0].targetframe=0;
-
- person[0].target=0;
-
- person[0].aimamount=0;
-
- }
-
- }
-
-
-
- //Camera
-
- camera.oldposition=camera.position;
-
- camera.targetoffset=0;
-
- camera.targetoffset.z=-5;
-
-
-
-
-
- //Spawn people
-
- spawndelay-=multiplier;
-
- int blockspawnx,blockspawny;
-
- blockspawnx=0;
-
- blockspawny=0;
-
- int cyclenum;
-
- cyclenum=0;
-
- while((citypeoplenum[blockspawnx][blockspawny]>=max_people_block&&cyclenum<10)||blockspawnx==0){
-
- blockspawnx=((person[0].playercoords.x+block_spacing/2)/block_spacing)+Random()%2;
-
- blockspawny=((person[0].playercoords.z+block_spacing/2)/block_spacing)+Random()%2;
-
- cyclenum++;
-
- }
-
- if(cyclenum<10){
-
- if(spawndelay<0&&numpeople<max_people){
-
- if(type==randomshoot_type){
-
- if(abs(Random()%evilprobability)==0)person[numpeople].type=eviltype;
-
- else person[numpeople].type=civiliantype;
-
- }
-
- if(type==zombie_type){
-
- person[numpeople].type=zombietype;
-
- }
-
-
-
- if(person[numpeople].type!=civiliantype&&blockspawnx==person[1].whichblockx&&blockspawny==person[1].whichblocky){
-
- while((citypeoplenum[blockspawnx][blockspawny]>=max_people_block&&cyclenum<10)||blockspawnx==0||(blockspawnx==person[1].whichblockx&&blockspawny==person[1].whichblocky)){
-
- blockspawnx=((person[0].playercoords.x+block_spacing/2)/block_spacing)+Random()%2;
-
- blockspawny=((person[0].playercoords.z+block_spacing/2)/block_spacing)+Random()%2;
-
- cyclenum++;
-
- }
-
- }
-
-
-
- person[numpeople].playerrotation=0;
-
-
-
- person[numpeople].whichcostume=casualcostumes+abs(Random())%numcasual;
-
-
-
- person[numpeople].whichblockx=blockspawnx;
-
- person[numpeople].whichblocky=blockspawny;
-
-
-
- person[numpeople].pathnum=-1;
-
- person[numpeople].oldpathnum=-1;
-
- person[numpeople].oldoldpathnum=-1;
-
- person[numpeople].oldoldoldpathnum=-1;
-
- while(person[numpeople].pathnum<0||person[numpeople].pathnum>=path.vertexNum||person[numpeople].pathnum==1){
-
- person[numpeople].pathnum=Random()%path.vertexNum;
-
- }
-
- person[numpeople].pathtarget.x=path.vertex[person[numpeople].pathnum].x;
-
- person[numpeople].pathtarget.z=path.vertex[person[numpeople].pathnum].z;
-
- person[numpeople].pathsize=.98+float(abs(Random()%20))/400;
-
- person[numpeople].pathtarget*=person[numpeople].pathsize;
-
- person[numpeople].pathtarget.x+=person[numpeople].whichblockx*block_spacing;
-
- person[numpeople].pathtarget.z+=person[numpeople].whichblocky*block_spacing;
-
-
-
-
-
- person[numpeople].playercoords=person[numpeople].pathtarget;
-
- person[numpeople].oldplayercoords=person[numpeople].playercoords;
-
- person[numpeople].skeleton.free=0;
-
-
-
- person[numpeople].targetanimation=walkanim;
-
- if(person[numpeople].type==zombietype)person[numpeople].targetanimation=zombiewalkanim;
-
- person[numpeople].speed=1;
-
- person[numpeople].existing=0;
-
- person[numpeople].speedmult=.8+float(abs(Random()%20))/50;
-
- person[numpeople].health=100;
-
- person[numpeople].maxhealth=100;
-
- person[numpeople].playerrotation2=0;
-
-
-
- person[numpeople].lastdistancevictim=200000;
-
-
-
- if(person[numpeople].skeleton.broken)person[numpeople].skeleton.Load((char *)":Data:Skeleton:Basic Figure");
-
-
-
- if(numpeople==1)person[numpeople].type=viptype;
-
-
-
- person[numpeople].killtarget=-1;
-
-
-
- if(person[numpeople].type==eviltype){person[numpeople].existing=1; person[numpeople].pathsize=1.04; person[numpeople].whichgun=nogun; person[numpeople].aiming=1; person[numpeople].killtarget=-1; person[numpeople].speedmult=1+.3*difficulty;}
-
- if(person[numpeople].type==zombietype){person[numpeople].existing=1; person[numpeople].pathsize=1.04; person[numpeople].whichgun=nogun; person[numpeople].aiming=0; person[numpeople].killtarget=-1; person[numpeople].speedmult=0.7+.2*difficulty;}
-
- else {person[numpeople].whichgun=nogun; person[numpeople].aiming=0; person[numpeople].killtarget=-1;}
-
-
-
- if(person[numpeople].type==viptype){person[numpeople].existing=1;}
-
-
-
-
-
- if(enemystate==2)person[numpeople].killtarget=1;
-
-
-
- numpeople++;
-
- citypeoplenum[blockspawnx][blockspawny]++;
-
- spawndelay=.1;
-
- }
-
- if(spawndelay<0&&numpeople>=max_people){
-
- if(cycle>=max_people)cycle=0;
-
- cyclenum=0;
-
- while(cyclenum<max_people&&(person[cycle].type==playertype||person[cycle].type==viptype||(abs(person[cycle].whichblockx-((person[0].playercoords.x+block_spacing/2)/block_spacing))<2&&abs(person[cycle].whichblocky-((person[0].playercoords.z+block_spacing/2)/block_spacing))<2))){
-
- cycle++;
-
- cyclenum++;
-
- if(cycle>=max_people)cycle=0;
-
- }
-
- if(cycle<max_people&&cyclenum<max_people){
-
- if(type==randomshoot_type){
-
- if(abs(Random()%evilprobability)==0)person[cycle].type=eviltype;
-
- else person[cycle].type=civiliantype;
-
- }
-
- if(type==zombie_type){
-
- person[cycle].type=zombietype;
-
- }
-
- if(person[cycle].type!=civiliantype&&blockspawnx==person[1].whichblockx&&blockspawny==person[1].whichblocky){
-
- while((citypeoplenum[blockspawnx][blockspawny]>=max_people_block&&cyclenum<10)||blockspawnx==0||(blockspawnx==person[1].whichblockx&&blockspawny==person[1].whichblocky)){
-
- blockspawnx=((person[0].playercoords.x+block_spacing/2)/block_spacing)+Random()%2;
-
- blockspawny=((person[0].playercoords.z+block_spacing/2)/block_spacing)+Random()%2;
-
- cyclenum++;
-
- }
-
- }
-
- person[cycle].playerrotation=0;
-
-
-
- person[cycle].whichcostume=casualcostumes+abs(Random())%numcasual;
-
-
-
- citypeoplenum[person[cycle].whichblockx][person[cycle].whichblocky]--;
-
- person[cycle].whichblockx=blockspawnx;
-
- person[cycle].whichblocky=blockspawny;
-
-
-
- person[cycle].pathnum=-1;
-
- person[cycle].oldpathnum=-1;
-
- person[cycle].oldoldpathnum=-1;
-
- person[cycle].oldoldoldpathnum=-1;
-
- while(person[cycle].pathnum<0||person[cycle].pathnum>=path.vertexNum||person[cycle].pathnum==1){
-
- person[cycle].pathnum=Random()%path.vertexNum;
-
- }
-
- person[cycle].pathtarget.x=path.vertex[person[cycle].pathnum].x;
-
- person[cycle].pathtarget.z=path.vertex[person[cycle].pathnum].z;
-
- person[cycle].pathsize=.98+float(abs(Random()%20))/400;
-
- person[cycle].pathtarget*=person[cycle].pathsize;
-
- person[cycle].pathtarget.x+=person[cycle].whichblockx*block_spacing;
-
- person[cycle].pathtarget.z+=person[cycle].whichblocky*block_spacing;
-
-
-
- person[cycle].playercoords=person[cycle].pathtarget;
-
- person[cycle].oldplayercoords=person[cycle].playercoords;
-
- person[cycle].skeleton.free=0;
-
-
-
- person[cycle].targetanimation=walkanim;
-
- if(person[cycle].type==zombietype)person[cycle].targetanimation=zombiewalkanim;
-
- person[cycle].speed=1;
-
- person[cycle].existing=0;
-
- person[cycle].speedmult=.8+float(abs(Random()%20))/50;
-
- person[cycle].health=100;
-
- person[cycle].maxhealth=100;
-
- person[cycle].playerrotation2=0;
-
-
-
- if(person[cycle].skeleton.broken)person[cycle].skeleton.Load((char *)":Data:Skeleton:Basic Figure");
-
-
-
- if(enemystate==1)person[cycle].killtarget=-1;
-
-
-
- if(person[cycle].type==eviltype){person[cycle].existing=1; person[cycle].pathsize=1.04; person[cycle].whichgun=nogun; person[cycle].aiming=1; person[cycle].killtarget=-1; person[cycle].speedmult=1+.3*difficulty;}
-
- if(person[cycle].type==zombietype){person[cycle].existing=1; person[cycle].pathsize=1.04; person[cycle].whichgun=nogun; person[cycle].aiming=0; person[cycle].killtarget=-1; person[cycle].speedmult=.7+.2*difficulty;}
-
- else {person[cycle].whichgun=nogun; person[cycle].aiming=0; person[cycle].killtarget=-1;}
-
-
-
- person[cycle].lastdistancevictim=200000;
-
-
-
- if(enemystate==2)person[cycle].killtarget=1;
-
-
-
- if(numpeople<max_people)numpeople++;
-
- citypeoplenum[blockspawnx][blockspawny]++;
-
- cycle++;
-
-
-
- spawndelay=.1;
-
- }
-
- }}
-
-
-
- XYZ towards;
-
- XYZ finaltarget;
-
- XYZ blah;
-
- int closesttarget = 0;
-
- float leastdistance = 0.0;
-
-
-
-
-
- XYZ bleedloc;
-
- XYZ vel;
-
-
-
- float tooclose;
-
- float toofar;
-
-
-
- //People
-
- for(int i=0;i<numpeople;i++){
-
- if(person[i].health<0&&person[i].longdead<0&&person[i].firstlongdead==0){
-
- if(person[i].type!=zombietype){
-
- overpoint=person[i].skeleton.joints[person[i].skeleton.jointlabels[abdomen]].position;
-
- overpoint.y+=3000;
-
- underpoint=person[i].skeleton.joints[person[i].skeleton.jointlabels[abdomen]].position;
-
- underpoint.y-=3000;
-
- move=0;
-
- move.x=person[i].whichblockx*block_spacing;
-
- move.z=person[i].whichblocky*block_spacing;
-
- XYZ temp;
-
- whichtri=sidewalkcollide.LineCheck2(overpoint,underpoint,&temp,move,cityrotation[person[i].whichblockx][person[i].whichblocky]*90);
-
- XYZ normish;
-
- normish=0;
-
- normish.y=1;
-
- if(whichtri>=0){
-
- decals.MakeDecal(bloodpool,temp,12,normish, whichtri, &sidewalkcollide, move, cityrotation[person[i].whichblockx][person[i].whichblocky]*90);
-
- }
-
- if(whichtri==-1){
-
- temp=person[i].skeleton.joints[person[i].skeleton.jointlabels[abdomen]].position;
-
- temp.y=-.5;
-
- move=0;
-
- decals.MakeDecal(bloodpool,temp,12,normish, 0, &sidewalkcollide, move, 0);
-
- }
-
- person[i].firstlongdead=1;
-
- }
-
- }
-
- if(person[i].health<100&&person[i].type!=zombietype){
-
- person[i].health-=multiplier*120;
-
- }
-
- if(person[i].health<100&&person[i].type==zombietype){
-
- person[i].health+=multiplier*10;
-
- if(person[i].health>person[i].maxhealth)person[i].health=person[i].maxhealth;
-
- }
-
- if(person[i].health<100&&person[i].type==zombietype&&person[i].skeleton.free==1){
-
- person[i].health+=multiplier*10;
-
- if(person[i].health>person[i].maxhealth)person[i].health=person[i].maxhealth;
-
- }
-
- if(person[i].health<40&&person[i].type==zombietype){
-
- person[i].speedmult-=multiplier/20;
-
- if(person[i].speedmult<.6){
-
- person[i].speedmult=.6;
-
- person[i].killtarget=-1;
-
- }
-
- }
-
- if(person[i].health>=40&&person[i].type==zombietype){
-
- person[i].speedmult+=multiplier/40;
-
- if(person[i].speedmult>.7+difficulty*.2){
-
- person[i].speedmult=.7+difficulty*.2;
-
- person[i].killtarget=1;
-
- }
-
- }
-
-
-
- if(person[i].maxhealth<100&&person[i].type==zombietype){
-
- person[i].maxhealth+=multiplier*2;
-
- if(person[i].maxhealth>100)person[i].maxhealth=100;
-
- }
-
- if(person[i].bleeding>0){
-
- person[i].bleeding-=multiplier;
-
- person[i].bleeddelay-=multiplier*10;
-
- if(person[i].bleeddelay<=0){
-
- person[i].bleeddelay=1;
-
- if(person[i].skeleton.free==0){
-
- bleedloc=DoRotation((person[i].bjoint1->position+person[i].bjoint2->position)/2,0,person[i].playerrotation,0)+person[i].playercoords;
-
- }
-
- if(person[i].skeleton.free>0){
-
- bleedloc=(person[i].bjoint1->position+person[i].bjoint2->position)/2;
-
- }
-
- vel=0;
-
- sprites.MakeSprite(bloodspritedown, .6, 1, .2, .2,bleedloc, vel, 3*person[i].bleeding);
-
- }
-
- }
-
- if(person[i].skeleton.free==0){
-
- //Gun
-
- if(person[i].type==playertype||person[i].type==eviltype){
-
- if(i==0){
-
- if(person[i].whichgun==shotgun)person[i].recoil-=multiplier*4;
-
- if(person[i].whichgun==sniperrifle)person[i].recoil-=multiplier*2;
-
- if(person[i].whichgun==handgun1)person[i].recoil-=multiplier*5;
-
- if(person[i].whichgun==handgun2)person[i].recoil-=multiplier*5;
-
- if(person[i].whichgun==assaultrifle)person[i].recoil-=multiplier*10;
-
- }
-
- if(i!=0){
-
- if(person[i].whichgun==shotgun)person[i].recoil-=multiplier*1;
-
- if(person[i].whichgun==sniperrifle)person[i].recoil-=multiplier*1;
-
- if(person[i].whichgun==handgun1)person[i].recoil-=multiplier*2;
-
- if(person[i].whichgun==handgun2)person[i].recoil-=multiplier*2;
-
- if(person[i].whichgun==assaultrifle)person[i].recoil-=multiplier*10;
-
- }
-
- if(person[i].recoil<0)person[i].recoil=0;
-
- if(i==0){
-
- if(zoom){
-
- mousesensitivity=.05*usermousesensitivity;
-
- if(person[i].targetanimation!=crouchanim||person[i].currentanimation!=crouchanim||person[i].aiming<1){
-
- zoom=0;
-
- }
-
- if(visions==1)zoom=0;
-
- }
-
- if(person[i].currentanimation==crouchanim&&person[i].targetanimation==crouchanim&&person[i].aiming>=1&&person[i].whichgun==sniperrifle){
-
- zoom=1;
-
- if(zoom&&!oldzoom)camera.rotation2-=6;
-
- }
-
- if(!zoom)mousesensitivity=1*usermousesensitivity;
-
- if(person[i].whichgun!=sniperrifle)zoom=0;
-
- }
-
- }
-
- //Zombie eat
-
- if(i>0&&person[person[i].killtarget].eaten==i&&person[i].targetanimation==zombieeatanim){
-
- person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[head]].locked=1;
-
- person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[rightshoulder]].locked=1;
-
- for(int k=0;k<2;k++){
-
- person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[head]].position=DoRotation(person[i].skeleton.joints[person[i].skeleton.jointlabels[righthand]].position,0,person[i].playerrotation,0)+person[i].playercoords;
-
- person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[head]].velocity=0;
-
- person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[rightshoulder]].position=DoRotation(person[i].skeleton.joints[person[i].skeleton.jointlabels[lefthand]].position,0,person[i].playerrotation,0)+person[i].playercoords;
-
- person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[rightshoulder]].velocity=0;
-
- person[person[i].killtarget].skeleton.DoConstraints();
-
- person[person[i].killtarget].skeleton.DoConstraints(&blocksimplecollide[citytype[person[i].whichblockx][person[i].whichblocky]],&move,cityrotation[person[i].whichblockx][person[i].whichblocky]*90);
-
- }
-
- person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[head]].locked=0;
-
- person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[rightshoulder]].locked=0;
-
-
-
- person[person[i].killtarget].longdead=1;
-
- }
-
-
-
- if(i>0&&enemystate!=1&&person[i].type==zombietype&&person[i].speedmult>.7){
-
- if(findDistancefast(person[i].playercoords,person[1].playercoords)<20000)person[i].killtarget=1;
-
- else person[i].killtarget=-1;
-
- }
-
- if(i>0&&enemystate!=1&&person[i].type==zombietype&&person[i].speedmult<.7){
-
- person[i].killtarget=-1;
-
- }
-
-
-
- bool realcheck = false;
-
- //Pathfinding
- if(i>0&&person[i].targetanimation!=getupfrontanim&&person[i].targetanimation!=thrownanim&&person[i].targetanimation!=getupbackanim&&person[i].currentanimation!=getupfrontanim&&person[i].currentanimation!=getupbackanim){
-
- person[i].pathcheckdelay-=multiplier;
-
- // Realcheck tells us
- // a) we've got close to the end of our path or
- // b) we're moving away from our target
- realcheck=(abs(person[i].playercoords.x-person[i].pathtarget.x)<1&&abs(person[i].playercoords.z-person[i].pathtarget.z)<1)
- ||findDistancefast(person[i].playercoords,person[i].pathtarget)>findDistancefast(person[i].oldplayercoords,person[i].pathtarget);
-
- if(person[i].targetanimation==idleanim&&person[i].killtargetvisible==0){
-
- person[i].targetanimation=walkanim;
-
- if(person[i].type==zombietype)person[i].targetanimation=zombiewalkanim;
-
- realcheck=1;
-
- }
-
- if((realcheck||((person[i].killtarget>-1&&person[i].type!=civiliantype)&&person[i].pathcheckdelay<=0)||person[i].killtargetvisible)){
-
- person[i].pathcheckdelay=1.2;
-
- if((person[i].killtarget==-1||person[i].type==civiliantype)&&!person[i].running){
-
- person[i].killtargetvisible=0;
-
- leastdistance=2000000;
-
- for(int j=0;j<path.vertexNum;j++){
-
- person[i].pathtarget.x=path.vertex[j].x;
-
- person[i].pathtarget.z=path.vertex[j].z;
-
- person[i].pathtarget.y=path.vertex[j].y;
-
- person[i].pathtarget*=person[i].pathsize;
-
- person[i].pathtarget.x+=person[i].whichblockx*block_spacing;
-
- person[i].pathtarget.z+=person[i].whichblocky*block_spacing;
-
- if(findDistancefast(person[i].playercoords,person[i].pathtarget)<leastdistance&&j!=1&&j!=person[i].oldpathnum&&j!=person[i].oldoldpathnum&&j!=person[i].oldoldoldpathnum){
-
- leastdistance=findDistancefast(person[i].playercoords,person[i].pathtarget);
-
- closesttarget=j;
-
- }
-
- }
-
- if(closesttarget>=0&&closesttarget<path.vertexNum){
-
- person[i].oldoldoldpathnum=person[i].oldoldpathnum;
-
- person[i].oldoldpathnum=person[i].oldpathnum;
-
- person[i].oldpathnum=person[i].pathnum;
-
- person[i].pathnum=closesttarget;
-
- person[i].pathtarget.x=path.vertex[person[i].pathnum].x;
-
- person[i].pathtarget.z=path.vertex[person[i].pathnum].z;
-
- person[i].pathtarget*=person[i].pathsize;
-
- person[i].pathtarget.x+=person[i].whichblockx*block_spacing;
-
- person[i].pathtarget.z+=person[i].whichblocky*block_spacing;
-
- }
-
- }
-
- if(person[i].running&&realcheck){
-
- person[i].killtargetvisible=0;
-
- person[i].targetanimation=joganim;
-
- //Dead target?
-
- if(person[person[i].killtarget].health<=0){
-
- person[i].running=0;
-
- }
-
- person[i].killtarget=1;
-
-
-
- //If pathfind
-
- if(realcheck){
-
- leastdistance=2000000;
-
- person[i].lastdistancevictim=0;
-
- closesttarget=-1;
-
- //Check best path
-
- closesttarget=person[i].pathnum;
-
- //Check other blocks?
-
- if ((closesttarget==person[i].pathnum)){
-
- beginx=person[i].whichblockx-2;
-
- if(beginx<0)beginx=0;
-
- beginz=person[i].whichblocky-2;
-
- if(beginz<0)beginz=0;
-
-
-
- endx=person[i].whichblockx+2;
-
- if(endx>num_blocks-1)endx=num_blocks-1;
-
- endz=person[i].whichblocky+2;
-
- if(endz>num_blocks-1)endz=num_blocks-1;
-
-
-
- leastdistance=2000000;
-
- for(int l=beginx;l<=endx;l++){
-
- for(int m=beginx;m<=endx;m++){
-
- for(int j=0;j<path.vertexNum;j++){
-
- person[i].pathtarget.x=path.vertex[j].x;
-
- person[i].pathtarget.y=path.vertex[j].y;
-
- person[i].pathtarget.z=path.vertex[j].z;
-
- person[i].pathtarget*=person[i].pathsize;
-
- person[i].pathtarget.x+=l*block_spacing;
-
- person[i].pathtarget.z+=m*block_spacing;
-
- if(findDistancefast(person[i].playercoords,person[i].pathtarget)<leastdistance&&findDistancefast(person[i].pathtarget,person[person[i].killtarget].playercoords)>findDistancefast(person[i].playercoords,person[person[i].killtarget].playercoords)&&j!=1&&blocksimple.LineCheck2(person[i].playercoords,person[i].pathtarget,&blah,move,cityrotation[person[i].whichblockx][person[i].whichblocky])==-1&&blocksimple.LineCheck2(person[i].playercoords,person[i].pathtarget,&blah,move,cityrotation[l][m])==-1){
-
- person[i].lastdistancevictim=findDistancefast(person[i].pathtarget,person[person[i].killtarget].playercoords);
-
- leastdistance=findDistancefast(person[i].playercoords,person[i].pathtarget);
-
- closesttarget=j;
-
- finaltarget=person[i].pathtarget;
-
- person[i].whichblockx=l;
-
- person[i].whichblocky=m;
-
- }
-
- }
-
- }
-
- }
-
- }
-
- if(closesttarget!=-1){
-
- person[i].pathnum=closesttarget;
-
- person[i].pathtarget=finaltarget;
-
- }
-
- }
-
- }
-
- //Assassin
-
- if((person[i].killtarget>-1&&person[i].type!=civiliantype)&&!person[i].running){
-
- //Dead target?
-
- if(person[person[i].killtarget].health<=0&&person[i].type==eviltype){
-
- person[i].playerrotation2=0;
-
- person[i].whichgun=nogun;
-
- person[i].targetanimation=walkanim;
-
- person[i].lastdistancevictim=200000;
-
- person[i].pathnum=-1;
-
- enemystate=1;
-
- person[i].killtarget=-1;
-
- realcheck=1;
-
- }
-
- if(person[i].type==zombietype&&person[person[i].killtarget].health<=0){
-
- if(person[person[i].killtarget].eaten!=i){
-
- person[i].playerrotation2=0;
-
- person[i].targetanimation=zombiewalkanim;
-
- person[i].lastdistancevictim=200000;
-
- person[i].pathnum=-1;
-
- realcheck=1;
-
- person[i].killtarget=-1;
-
- }
-
- if(person[person[i].killtarget].eaten==i&&person[i].targetanimation!=zombieeatanim){
-
- person[i].targetanimation=zombieeatanim;
-
- person[i].targetframe=0;
-
- person[i].target=0;
-
- }
-
- enemystate=1;
-
- }
-
- if(person[person[i].killtarget].health>0){
-
- if(person[person[i].killtarget].skeleton.free){
-
- person[person[i].killtarget].playercoords=person[person[i].killtarget].averageloc;
-
- }
-
-
-
- //If pathfind
-
- if(realcheck){
-
- leastdistance=2000000;
-
- person[i].lastdistancevictim=2000000;
-
- closesttarget=-1;
-
- //Check best path
-
- for(int j=0;j<path.vertexNum;j++){
-
- person[i].pathtarget.x=path.vertex[j].x;
-
- person[i].pathtarget.z=path.vertex[j].z;
-
- person[i].pathtarget.y=path.vertex[j].y;
-
- person[i].pathtarget*=person[i].pathsize;
-
- person[i].pathtarget.x+=person[i].whichblockx*block_spacing;
-
- person[i].pathtarget.z+=person[i].whichblocky*block_spacing;
-
- if(findDistancefast(person[i].playercoords,person[i].pathtarget)<leastdistance&&findDistancefast(person[i].pathtarget,person[person[i].killtarget].playercoords)<person[i].lastdistancevictim&&j!=1&&blocksimple.LineCheck2(person[i].playercoords,person[i].pathtarget,&blah,move,cityrotation[person[i].whichblockx][person[i].whichblocky])==-1){
-
- leastdistance=findDistancefast(person[i].playercoords,person[i].pathtarget);
-
- person[i].lastdistancevictim=findDistancefast(person[i].pathtarget,person[person[i].killtarget].playercoords);
-
- closesttarget=j;
-
- finaltarget=person[i].pathtarget;
-
- }
-
- }
-
- leastdistance=2000000;
-
- for(int j=0;j<path.vertexNum;j++){
-
- person[i].pathtarget.x=path.vertex[j].x;
-
- person[i].pathtarget.z=path.vertex[j].z;
-
- person[i].pathtarget.y=path.vertex[j].y;
-
- person[i].pathtarget*=person[i].pathsize;
-
- person[i].pathtarget.x+=person[i].whichblockx*block_spacing;
-
- person[i].pathtarget.z+=person[i].whichblocky*block_spacing;
-
- if(findDistancefast(person[i].playercoords,person[i].pathtarget)<leastdistance&&findDistancefast(person[i].pathtarget,person[person[i].killtarget].playercoords)<person[i].lastdistancevictim&&j!=1&&blocksimple.LineCheck2(person[i].playercoords,person[i].pathtarget,&blah,move,cityrotation[person[i].whichblockx][person[i].whichblocky])==-1){
-
- leastdistance=findDistancefast(person[i].playercoords,person[i].pathtarget);
-
- person[i].lastdistancevictim=findDistancefast(person[i].pathtarget,person[person[i].killtarget].playercoords);
-
- closesttarget=j;
-
- finaltarget=person[i].pathtarget;
-
- }
-
- }
-
- //Check other blocks?
-
- if((closesttarget==person[i].pathnum)||closesttarget==-1){
-
- beginx=person[i].whichblockx-2;
-
- if(beginx<0)beginx=0;
-
- beginz=person[i].whichblocky-2;
-
- if(beginz<0)beginz=0;
-
-
-
- endx=person[i].whichblockx+2;
-
- if(endx>num_blocks-1)endx=num_blocks-1;
-
- endz=person[i].whichblocky+2;
-
- if(endz>num_blocks-1)endz=num_blocks-1;
-
-
-
- leastdistance=2000000;
-
- for(int l=beginx;l<=endx;l++){
-
- for(int m=beginx;m<=endx;m++){
-
- if(l!=person[i].whichblockx||m!=person[i].whichblocky){
-
- for(int j=0;j<path.vertexNum;j++){
-
- person[i].pathtarget.x=path.vertex[j].x;
-
- person[i].pathtarget.y=path.vertex[j].y;
-
- person[i].pathtarget.z=path.vertex[j].z;
-
- person[i].pathtarget*=person[i].pathsize;
-
- person[i].pathtarget.x+=l*block_spacing;
-
- person[i].pathtarget.z+=m*block_spacing;
-
- if(findDistancefast(person[i].playercoords,person[i].pathtarget)<leastdistance&&findDistancefast(person[i].pathtarget,person[person[i].killtarget].playercoords)<findDistancefast(person[i].playercoords,person[person[i].killtarget].playercoords)&&j!=1&&blocksimple.LineCheck2(person[i].playercoords,person[i].pathtarget,&blah,move,cityrotation[l][m])==-1&&blocksimple.LineCheck2(person[i].playercoords,person[i].pathtarget,&blah,move,cityrotation[person[i].whichblockx][person[i].whichblocky])==-1){
-
- leastdistance=findDistancefast(person[i].playercoords,person[i].pathtarget);
-
- closesttarget=j;
-
- finaltarget=person[i].pathtarget;
-
- person[i].whichblockx=l;
-
- person[i].whichblocky=m;
-
- }
-
- }
-
- }
-
- }
-
- }
-
- }
-
- if(closesttarget!=-1){
-
- person[i].onpath=1;
-
- person[i].pathnum=closesttarget;
-
- person[i].pathtarget=finaltarget;
-
- }
-
- }
-
- //Check killtargetvisible
-
- person[i].killtargetvisible=1;
-
- if(person[person[i].killtarget].health<=0)person[i].killtargetvisible=0;
-
- if(closesttarget!=-1&&findDistancefast(person[i].playercoords, person[person[i].killtarget].playercoords)>30000)person[i].killtargetvisible=0;
-
- if(person[i].killtarget==0&&visions==1)person[i].killtargetvisible=0;
-
- if(person[i].killtargetvisible){
-
- beginx=person[i].whichblockx-2;
-
- if(beginx<0)beginx=0;
-
- beginz=person[i].whichblocky-2;
-
- if(beginz<0)beginz=0;
-
-
-
- endx=person[i].whichblockx+2;
-
- if(endx>num_blocks-1)endx=num_blocks-1;
-
- endz=person[i].whichblocky+2;
-
- if(endz>num_blocks-1)endz=num_blocks-1;
-
-
-
- for(int l=beginx;l<=endx;l++){
-
- for(int m=beginx;m<=endx;m++){
-
- move.x=l*block_spacing;
-
- move.z=m*block_spacing;
-
- move.y=-3;
-
- if(person[i].killtargetvisible){
-
- if(blocksimple.LineCheck2(person[i].playercoords,person[person[i].killtarget].playercoords,&blah,move,cityrotation[l][m])!=-1)
-
- {
-
- person[i].killtargetvisible=0;
-
- }
-
- }
-
- }
-
- }
-
- }
-
- if(person[i].type==eviltype){
-
- if(!person[i].killtargetvisible&&person[i].targetanimation==idleanim){
-
- person[i].targetanimation=joganim;
-
- }
-
- if(!person[i].killtargetvisible){
-
- person[i].aiming=0;
-
- }
-
- if(person[i].killtargetvisible){
-
- person[i].onpath=0;
-
- person[i].lastdistancevictim=200000;
-
- person[i].pathnum=-1;
-
- if(person[i].whichgun==nogun){
-
- person[i].whichgun=possiblegun[abs(Random()%numpossibleguns)];
-
- person[i].reloads[person[i].whichgun]=1;
-
- if(person[i].whichgun==knife)person[i].speedmult=.8+.5*difficulty;
-
- }
-
- if(person[i].aiming==0)person[i].shotdelay=shotdelayamount/difficulty;
-
- person[i].aiming=1;
-
- if(person[i].reloading>0)person[i].aiming=0;
-
- if(person[i].whichgun==handgun1||person[i].whichgun==handgun2)person[i].playerrotation2=-10;
-
- if(person[i].whichgun==assaultrifle||person[i].whichgun==sniperrifle||person[i].whichgun==shotgun)person[i].playerrotation2=20;
-
- tooclose=1300;
-
- toofar=3000;
-
- if(person[i].whichgun==shotgun){
-
- tooclose=1400;
-
- toofar=5000;
-
- }
-
- if(person[i].whichgun==assaultrifle){
-
- tooclose=5000;
-
- toofar=9000;
-
- }
-
- if(person[i].whichgun==sniperrifle){
-
- tooclose=10000;
-
- toofar=20000;
-
- }
-
- if(person[i].whichgun==knife){
-
- tooclose=20;
-
- toofar=20000;
-
- }
-
- if(findDistancefast(person[i].playercoords, person[person[i].killtarget].playercoords)>toofar)
-
- person[i].targetanimation=joganim;
-
- if((findDistancefast(person[i].playercoords, person[person[i].killtarget].playercoords)<=tooclose&&person[person[i].killtarget].skeleton.free==0)||(tooclose>200&&findDistancefast(person[i].playercoords, person[person[i].killtarget].playercoords)<=200)||(tooclose<=200&&findDistancefast(person[i].playercoords, person[person[i].killtarget].playercoords)<tooclose)){
-
- if(person[i].targetanimation!=idleanim){
-
- person[i].targetanimation=idleanim;
-
- person[i].targetframe=0;
-
- person[i].target=0;
-
- }
-
- if(person[i].whichgun==knife&&person[person[i].killtarget].health==100){
-
- murderer=i;
-
- person[i].attacktarget=0;
-
- person[i].attackframe=0;
-
- float gLoc[3];
-
- gLoc[0]=(camera.position.x+((person[i].playercoords.x+flatfacing.x)-camera.position.x)/2)/soundscalefactor;
-
- gLoc[1]=(camera.position.y+((person[i].playercoords.y+flatfacing.y)-camera.position.y)/2)/soundscalefactor;
-
- gLoc[2]=(camera.position.z+((person[i].playercoords.z+flatfacing.z)-camera.position.z)/2)/soundscalefactor;
-
- if(person[person[i].killtarget].type!=zombietype)
-
- {
-
- alSourcefv(gSourceID[knifeslashsound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[knifeslashsound]);
-
- person[person[i].killtarget].bjoint1=&person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[neck]];
-
- person[person[i].killtarget].bjoint2=&person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[neck]];
-
- person[person[i].killtarget].bleeding=1;
-
- person[person[i].killtarget].bleeddelay=1;
-
- person[person[i].killtarget].health-=20;
-
- person[person[i].killtarget].targetanimation=chestpainanim;
-
- person[person[i].killtarget].targetframe=0;
-
- person[person[i].killtarget].target=0;
-
- person[person[i].killtarget].longdead=1;
-
- }
-
- }
-
- }
-
- finaltarget=person[person[i].killtarget].playercoords;
-
- }
-
- }
-
- if(person[i].type==zombietype&&person[person[i].killtarget].health>0){
-
- if(!person[i].killtargetvisible&&person[i].targetanimation==idleanim){
-
- person[i].targetanimation=zombiejoganim;
-
- }
-
- if(!person[i].killtargetvisible){
-
- person[i].aiming=0;
-
- }
-
- if(person[i].killtargetvisible){
-
- person[i].onpath=0;
-
- person[i].lastdistancevictim=200000;
-
- person[i].pathnum=-1;
-
- if(person[i].aiming==0)person[i].shotdelay=shotdelayamount/difficulty;
-
- if(findDistancefast(person[i].playercoords, person[person[i].killtarget].playercoords)>20||person[i].targetanimation!=idleanim)
-
- person[i].targetanimation=zombiejoganim;
-
- if(findDistancefast(person[i].playercoords, person[person[i].killtarget].playercoords)<=20){
-
- murderer=i;
-
- person[person[i].killtarget].health=0;
-
- person[person[i].killtarget].eaten=i;
-
- }
-
- finaltarget=person[person[i].killtarget].playercoords;
-
- }
-
- }
-
- if(person[i].killtargetvisible||realcheck)person[i].pathtarget=finaltarget;
-
- if(realcheck)person[i].lastdistancevictim=findDistancefast(person[i].pathtarget,person[person[i].killtarget].playercoords);
-
- }
-
- }
-
-
-
- if(person[i].targetanimation!=zombieeatanim||person[i].type!=zombietype){
-
- towards=person[i].playercoords-person[i].pathtarget;
-
- Normalise(&towards);
-
- person[i].playerrotation=asin(0-towards.x)*360/6.28;
-
- if(towards.z>0)person[i].playerrotation=180-person[i].playerrotation;
-
- }
-
- }
-
- }
-
- person[i].whichblockx=((person[i].playercoords.x+block_spacing/2)/block_spacing);
-
- person[i].whichblocky=((person[i].playercoords.z+block_spacing/2)/block_spacing);
-
-
-
- if(!person[i].onground)person[i].velocity.y+=multiplier*gravity;
-
- if(!person[i].onground&&(i!=0||visions!=1))person[i].playercoords+=person[i].velocity*multiplier;
-
- //Death by bleeding/shock
-
- if(person[i].health<=0){
-
- person[i].skeleton.offset=0;
-
- person[i].skeleton.free=1;
-
- person[i].longdead=1;
-
- for(int j=0;j<person[i].skeleton.num_joints;j++){
-
- person[i].skeleton.joints[j].position+=person[i].skeleton.joints[j].offset;
-
- person[i].skeleton.joints[j].position=DoRotation(person[i].skeleton.joints[j].position,0,person[i].playerrotation,0);
-
- person[i].skeleton.joints[j].position+=person[i].playercoords;
-
- person[i].skeleton.joints[j].realoldposition=person[i].skeleton.joints[j].position;
-
- person[i].skeleton.joints[j].velocity=DoRotation(person[i].skeleton.joints[j].velocity,0,person[i].playerrotation,0);
-
- person[i].skeleton.joints[j].velocity+=person[i].velocity;
-
- person[i].skeleton.joints[j].velocity+=person[i].facing*4;
-
- }
-
- }
-
- }
-
- //Rag doll
-
- if(person[i].skeleton.free==1&&person[i].longdead>0){
-
- person[i].whichblockx=((person[i].skeleton.joints[0].position.x+block_spacing/2)/block_spacing);
-
- person[i].whichblocky=((person[i].skeleton.joints[0].position.z+block_spacing/2)/block_spacing);
-
- move=0;
-
- move.x=person[i].whichblockx*block_spacing;
-
- move.z=person[i].whichblocky*block_spacing;
-
- person[i].skeleton.DoGravity();
-
- if(person[i].averageloc.y<=50)person[i].skeleton.DoConstraints(&blocksimplecollide[citytype[person[i].whichblockx][person[i].whichblocky]],&move,cityrotation[person[i].whichblockx][person[i].whichblocky]*90);
-
- if(person[i].averageloc.y>50)person[i].skeleton.DoConstraints(&blockcollide[citytype[person[i].whichblockx][person[i].whichblocky]],&move,cityrotation[person[i].whichblockx][person[i].whichblocky]*90);
-
- person[i].oldaverageloc=person[i].averageloc;
-
- person[i].averageloc=0;
-
- for(int j=0;j<person[i].skeleton.num_joints;j++){
-
- person[i].averageloc+=person[i].skeleton.joints[j].position;
-
- }
-
- person[i].averageloc/=person[i].skeleton.num_joints;
-
- person[i].playercoords=person[i].averageloc;
-
- if(person[i].longdead<multiplier/2&&person[i].longdead>0)person[i].DrawSkeleton(i);
-
- if(findDistancefast(person[i].averageloc,person[i].oldaverageloc)<.2*multiplier)person[i].longdead-=multiplier/2;
-
- }
-
- if(person[i].skeleton.free==1&&person[i].longdead<=0&&person[i].health>0&&person[i].longdead!=-1){
-
- person[i].longdead=1;
-
- person[i].skeleton.free=0;
-
- person[i].currentanimation=lyinganim;
-
- person[i].target=0;
-
- person[i].targetframe=0;
-
- //Get up from front or back?
-
- if(person[i].skeleton.forward.y>0)
-
- person[i].targetanimation=getupfrontanim;
-
- else
-
- person[i].targetanimation=getupbackanim;
-
- //Find playercoords
-
- person[i].playercoords=person[i].averageloc;
-
- for(int j=0;j<person[i].skeleton.num_joints;j++){
-
- if(person[i].skeleton.joints[j].position.y>person[i].playercoords.y)person[i].playercoords.y=person[i].skeleton.joints[j].position.y;
-
- }
-
- //Find orientation
-
- XYZ firsttop=person[i].skeleton.joints[person[i].skeleton.jointlabels[neck]].position-person[i].skeleton.joints[person[i].skeleton.jointlabels[groin]].position;
-
- Normalise(&firsttop);
-
- person[i].playerrotation=acos(0-firsttop.z);
-
- person[i].playerrotation*=360/6.28;
-
- if(0>firsttop.x)person[i].playerrotation=360-person[i].playerrotation;
-
- person[i].playerrotation*=-1;
-
- person[i].playervelocity=0;
-
- if(person[i].targetanimation==getupfrontanim)person[i].playerrotation+=180;
-
- for(int j=0;j<person[i].skeleton.num_joints;j++){
-
- person[i].tempanimation.position[j][0]=person[i].skeleton.joints[j].position-person[i].playercoords;
-
- person[i].tempanimation.position[j][0]=DoRotation(person[i].tempanimation.position[j][0],0,-person[i].playerrotation,0);
-
- }
-
- }
-
- }
-
-
-
- //Grenade
-
- if(Button()&&person[0].whichgun==grenade&&person[0].ammo>0&&person[0].reloading<=0&&person[0].attackframe<0&&person[0].targetanimation!=crouchanim){
-
- if(person[0].grenphase==0){
-
- XYZ soundsource=DoRotation(person[0].skeleton.joints[person[0].skeleton.jointlabels[righthand]].position,0,person[0].playerrotation,0)+person[0].playercoords;
-
- float gLoc[3];
-
- gLoc[0]=soundsource.x/soundscalefactor;
-
- gLoc[1]=soundsource.y/soundscalefactor;
-
- gLoc[2]=soundsource.z/soundscalefactor;
-
- alSourcefv(gSourceID[pinpullsound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[pinpullsound]);
-
- person[0].grenphase=1;
-
- }
-
- }
-
- if((!Button())&&person[0].whichgun==grenade){
-
- if(person[0].grenphase==1){
-
- person[0].grenphase=0;
-
- person[0].attackframe=0;
-
- person[0].attacktarget=0;
-
- person[0].killtarget=0;
-
- }
-
- }
-
- if(person[0].targetanimation==crouchanim){
-
- if(person[0].grenphase==1){
-
- person[0].grenphase=0;
-
- XYZ soundsource=DoRotation(person[0].skeleton.joints[person[0].skeleton.jointlabels[righthand]].position,0,person[0].playerrotation,0)+person[0].playercoords;
-
- float gLoc[3];
-
- gLoc[0]=soundsource.x/soundscalefactor;
-
- gLoc[1]=soundsource.y/soundscalefactor;
-
- gLoc[2]=soundsource.z/soundscalefactor;
-
- alSourcefv(gSourceID[pinreplacesound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[pinreplacesound]);
-
- }
-
- }
-
-
-
- //Get gun
-
- int temp;
-
- int temp2;
-
- bool switched=0;
-
- if(Button()&&!oldbutton&&(person[0].aiming==0||person[0].whichgun==grenade||person[0].whichgun==nogun||person[0].whichgun==knife)&&person[0].currentanimation==crouchanim){
-
- for(int i=0;i<max_people;i++){
-
- if(!switched&&person[i].skeleton.free==1&&findDistancefast(person[0].playercoords,person[i].averageloc)<200){
-
- float gLoc[3];
-
- gLoc[0]=person[0].playercoords.x/soundscalefactor;
-
- gLoc[1]=person[0].playercoords.y/soundscalefactor;
-
- gLoc[2]=person[0].playercoords.z/soundscalefactor;
-
-
-
- alSourcefv(gSourceID[clicksound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[clicksound]);
-
-
-
- temp=person[0].whichgun;
-
- temp2=person[0].ammo;
-
- person[0].whichgun=person[i].whichgun;
-
- person[0].ammo=person[i].ammo;
-
- person[i].whichgun=temp;
-
- person[i].ammo=temp2;
-
- person[0].aiming=1;
-
- person[0].aimamount=0;
-
-
-
- switched=1;
-
- }
-
- }
-
- }
-
-
-
- //Throw
-
- if(Button()&&person[0].attackframe<0&&((person[0].whichgun==nogun||person[0].aiming==0)&&person[0].whichgun!=knife)&&person[0].currentanimation!=crouchanim&&person[0].targetanimation!=crouchanim&&person[0].targetanimation!=throwanim&&visions==0){
-
- if(person[0].targetanimation==idleanim||person[0].targetanimation==walkanim){
-
- bool attacking=0;
-
- person[0].killtarget=-1;
-
- float closedistance=-1;
-
- for(int i=1;i<numpeople;i++){
-
- if(person[i].skeleton.free<1&&(person[i].whichgun!=nogun)&&findDistancefast(person[i].playercoords,person[0].playercoords+flatfacing)<12){
-
- attacking=1;
-
- if(person[0].killtarget==-1||findDistancefast(person[i].playercoords,person[0].playercoords)<closedistance){
-
- person[0].killtarget=i;
-
- closedistance=findDistancefast(person[i].playercoords,person[0].playercoords);
-
- }
-
- }
-
- }
-
- if(attacking){
-
- score+=150;
-
- person[0].aiming=1;
-
- person[0].whichgun=person[person[0].killtarget].whichgun;
-
- person[0].ammo=person[person[0].killtarget].ammo;
-
- person[person[0].killtarget].whichgun=nogun;
-
- person[person[0].killtarget].killtarget=-1;
-
- person[0].targetframe=0;
-
- person[0].targetanimation=throwanim;
-
- person[0].target=1;
-
- person[0].speed=1;
-
- person[person[0].killtarget].targetframe=0;
-
- person[person[0].killtarget].targetanimation=thrownanim;
-
- person[person[0].killtarget].target=1;
-
- person[person[0].killtarget].playercoords=person[0].playercoords;
-
- person[person[0].killtarget].playerrotation=person[0].playerrotation;
-
- person[person[0].killtarget].speed=person[0].speed;
-
- person[person[0].killtarget].speedmult=1;
-
- }
-
- }
-
- }
-
-
-
- //Gun whacking
-
- if(Button()&&(person[0].aiming==0||person[0].ammo<=0||person[0].whichgun==nogun||person[0].whichgun==knife||person[0].targetanimation==joganim)&&person[0].currentanimation!=crouchanim&&person[0].targetanimation!=throwanim&&person[0].whichgun!=grenade&&person[0].targetanimation!=crouchanim&&visions==0){
-
- if(person[0].attackframe==-1||person[person[0].killtarget].skeleton.free==1){
-
- bool attacking=0;
-
- person[0].killtarget=-1;
-
- float closedistance=-1;
-
- for(int i=1;i<numpeople;i++){
-
- if(person[i].existing&&person[i].type!=viptype&&person[i].skeleton.free<1&&findDistancefast(person[i].playercoords,person[0].playercoords+flatfacing)<12+(person[0].whichgun==knife)*10){
-
- if(person[0].killtarget==-1||findDistancefast(person[i].playercoords,person[0].playercoords)<closedistance){
-
- attacking=1;
-
- person[0].killtarget=i;
-
- closedistance=findDistancefast(person[i].playercoords,person[0].playercoords);
-
- }
-
- }
-
- }
-
- if(attacking){
-
- person[0].attacktarget=0;
-
- person[0].attackframe=0;
-
- }
-
- whacked=0;
-
- }
-
- }
-
-
-
- XYZ velocity;
-
-
-
- if(person[0].attackframe>1||(person[0].attackframe>=0&&person[0].currentanimation==joganim)){
-
- if(person[person[0].killtarget].skeleton.free<1&&person[0].killtarget!=0&&(person[0].aiming<1||person[0].whichgun==nogun||person[0].whichgun==knife||person[0].targetanimation==joganim)){
-
- float gLoc[3];
-
- gLoc[0]=(camera.position.x+((person[0].playercoords.x+flatfacing.x)-camera.position.x)/2)/soundscalefactor;
-
- gLoc[1]=(camera.position.y+((person[0].playercoords.y+flatfacing.y)-camera.position.y)/2)/soundscalefactor;
-
- gLoc[2]=(camera.position.z+((person[0].playercoords.z+flatfacing.z)-camera.position.z)/2)/soundscalefactor;
-
- if(person[person[0].killtarget].type!=zombietype)
-
- {
-
- if(person[0].whichgun!=knife){
-
- alSourcefv(gSourceID[headwhacksound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[headwhacksound]);
-
- }
-
- if(person[0].whichgun==knife){
-
- alSourcefv(gSourceID[knifeslashsound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[knifeslashsound]);
-
- person[person[0].killtarget].bjoint1=&person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]];
-
- person[person[0].killtarget].bjoint2=&person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]];
-
- person[person[0].killtarget].bleeding=1;
-
- person[person[0].killtarget].bleeddelay=1;
-
- person[0].bjoint1=&person[0].skeleton.joints[person[0].skeleton.jointlabels[righthand]];
-
- person[0].bjoint2=&person[0].skeleton.joints[person[0].skeleton.jointlabels[righthand]];
-
- person[0].bleeding=1;
-
- person[0].bleeddelay=1;
-
- velocity=DoRotation(flatfacing,0,70,0)*50+person[0].velocity*2;
-
- velocity.y+=30;
-
- sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,DoRotation(person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]].position,0,person[person[0].killtarget].playerrotation,0)+person[person[0].killtarget].playercoords, velocity*.3, 2);
-
- sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,DoRotation(person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]].position,0,person[person[0].killtarget].playerrotation,0)+person[person[0].killtarget].playercoords, velocity*.2, 3);
-
- sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,DoRotation(person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]].position,0,person[person[0].killtarget].playerrotation,0)+person[person[0].killtarget].playercoords, velocity*.1, 4);
-
- }
-
- person[person[0].killtarget].health-=100;
-
- person[person[0].killtarget].skeleton.free=1;
-
- person[person[0].killtarget].longdead=1;
-
- for(int j=0;j<person[person[0].killtarget].skeleton.num_joints;j++){
-
- person[person[0].killtarget].skeleton.joints[j].position=DoRotation(person[person[0].killtarget].skeleton.joints[j].position,0,person[person[0].killtarget].playerrotation,0);
-
- person[person[0].killtarget].skeleton.joints[j].position+=person[person[0].killtarget].playercoords;
-
- person[person[0].killtarget].skeleton.joints[j].realoldposition=person[person[0].killtarget].skeleton.joints[j].position;
-
- person[person[0].killtarget].skeleton.joints[j].velocity=person[person[0].killtarget].velocity;
-
- person[person[0].killtarget].skeleton.joints[j].velocity.x+=abs(Random()%10)-5;
-
- person[person[0].killtarget].skeleton.joints[j].velocity.y+=abs(Random()%10)-5;
-
- person[person[0].killtarget].skeleton.joints[j].velocity.z+=abs(Random()%10)-5;
-
- }
-
- if(person[0].whichgun!=knife){
-
- person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[head]].velocity+=DoRotation(flatfacing,0,40,0)*50;
-
- person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[head]].velocity+=person[0].velocity*2;
-
- }
-
- }
-
- else
-
- {
-
- if(whacked==0){
-
- whacked=1;
-
- if(person[0].whichgun!=knife){
-
- alSourcefv(gSourceID[headwhacksound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[headwhacksound]);
-
- }
-
- if(person[0].whichgun==knife){
-
- alSourcefv(gSourceID[knifeslashsound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[knifeslashsound]);
-
- person[person[0].killtarget].bjoint1=&person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]];
-
- person[person[0].killtarget].bjoint2=&person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]];
-
- person[person[0].killtarget].bleeding=1;
-
- person[person[0].killtarget].bleeddelay=1;
-
- person[0].bjoint1=&person[0].skeleton.joints[person[0].skeleton.jointlabels[righthand]];
-
- person[0].bjoint2=&person[0].skeleton.joints[person[0].skeleton.jointlabels[righthand]];
-
- person[0].bleeding=1;
-
- person[0].bleeddelay=1;
-
- velocity=DoRotation(flatfacing,0,70,0)*50+person[0].velocity*2;
-
- velocity.y+=30;
-
- sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,DoRotation(person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]].position,0,person[person[0].killtarget].playerrotation,0)+person[person[0].killtarget].playercoords, velocity*.3, 2);
-
- sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,DoRotation(person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]].position,0,person[person[0].killtarget].playerrotation,0)+person[person[0].killtarget].playercoords, velocity*.2, 3);
-
- sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,DoRotation(person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]].position,0,person[person[0].killtarget].playerrotation,0)+person[person[0].killtarget].playercoords, velocity*.1, 4);
-
- }
-
- person[person[0].killtarget].health-=200;
-
- person[person[0].killtarget].maxhealth-=20;
-
- person[person[0].killtarget].skeleton.free=1;
-
- person[person[0].killtarget].longdead=1;
-
- for(int j=0;j<person[person[0].killtarget].skeleton.num_joints;j++){
-
- person[person[0].killtarget].skeleton.joints[j].position=DoRotation(person[person[0].killtarget].skeleton.joints[j].position,0,person[person[0].killtarget].playerrotation,0);
-
- person[person[0].killtarget].skeleton.joints[j].position+=person[person[0].killtarget].playercoords;
-
- person[person[0].killtarget].skeleton.joints[j].realoldposition=person[person[0].killtarget].skeleton.joints[j].position;
-
- person[person[0].killtarget].skeleton.joints[j].velocity=person[person[0].killtarget].velocity;
-
- person[person[0].killtarget].skeleton.joints[j].velocity.x+=abs(Random()%10)-5;
-
- person[person[0].killtarget].skeleton.joints[j].velocity.y+=abs(Random()%10)-5;
-
- person[person[0].killtarget].skeleton.joints[j].velocity.z+=abs(Random()%10)-5;
-
- }
-
- if(person[0].whichgun!=knife){
-
- person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[head]].velocity+=DoRotation(flatfacing,0,40,0)*50;
-
- person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[head]].velocity+=person[0].velocity*2;
-
- }
-
- }
-
- }
-
- }
-
- }
-
-
-
- //Tackle
-
- if(person[0].currentanimation==diveanim&&visions==0){
-
- for(int i=1;i<numpeople;i++){
-
- if(person[i].skeleton.free<1&&findDistancefast(person[i].playercoords,person[0].playercoords+flatfacing)<22){
-
- float gLoc[3];
-
- gLoc[0]=(camera.position.x+((person[0].playercoords.x+flatfacing.x)-camera.position.x)/2)/soundscalefactor;
-
- gLoc[1]=(camera.position.y+((person[0].playercoords.y+flatfacing.y)-camera.position.y)/2)/soundscalefactor;
-
- gLoc[2]=(camera.position.z+((person[0].playercoords.z+flatfacing.z)-camera.position.z)/2)/soundscalefactor;
-
- alSourcefv(gSourceID[headwhacksound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[headwhacksound]);
-
- person[i].skeleton.free=1;
-
- person[i].longdead=1;
-
- for(int j=0;j<person[i].skeleton.num_joints;j++){
-
- person[i].skeleton.joints[j].position=DoRotation(person[i].skeleton.joints[j].position,0,person[i].playerrotation,0);
-
- person[i].skeleton.joints[j].position+=person[i].playercoords;
-
- person[i].skeleton.joints[j].realoldposition=person[i].skeleton.joints[j].position;
-
- person[i].skeleton.joints[j].velocity=person[0].velocity;
-
- person[i].skeleton.joints[j].velocity.y=-10;
-
- person[i].skeleton.joints[j].velocity.x+=abs(Random()%10)-5;
-
- person[i].skeleton.joints[j].velocity.y+=abs(Random()%10)-5;
-
- person[i].skeleton.joints[j].velocity.z+=abs(Random()%10)-5;
-
- }
-
- }
-
- }
-
- }
-
-
-
- //Fire/wing
-
- XYZ wallhit;
-
- XYZ start;
-
- XYZ finalwallhit;
-
- bool firing;
-
- float inaccuracy = 0.0;
-
- int numshots;
-
- XYZ hitnorm;
-
- XYZ hitmove;
-
- int hitpoly=0;
-
- float hitrotation = 0.0f;
-
- Model *model = NULL;
-
- for(int j=0;j<numpeople;j++){
-
- if(person[j].type==playertype||person[j].type==eviltype){
-
- firing=0;
-
- if(person[j].ammo>0&&person[j].reloading<=0&&person[j].targetanimation!=joganim){
-
- if(Button()&&!oldbutton&&j==0)firing=1;
-
- if(j!=0)firing=0;
-
- if(j!=0&&person[j].whichgun!=nogun&&person[j].whichgun!=knife&&person[j].killtargetvisible&&person[j].shotdelay<0)firing=1;
-
- if(j!=0&&person[j].whichgun!=nogun&&person[j].whichgun!=knife&&person[j].killtargetvisible&&person[j].shotdelay>0)person[j].shotdelay-=multiplier*.9;
-
- if(person[j].skeleton.free==1||person[j].targetanimation==getupfrontanim||person[j].targetanimation==getupbackanim)person[j].shotdelay=shotdelayamount/difficulty;
-
- if(j!=0&&person[j].whichgun!=nogun&&person[j].whichgun!=knife&&person[j].killtargetvisible)person[j].aiming=1;
-
- if(person[0].whichgun!=assaultrifle)oldbutton=1;
-
- }
-
- if(person[j].ammo==0&&person[j].reloads[person[j].whichgun]>0){
-
- person[j].ammo=-1;
-
- person[j].aiming=0;
-
- firing=0;
-
- }
-
- if(person[0].ammo<=0&&Button()&&!oldbutton&&person[0].targetanimation!=joganim&&person[0].whichgun!=nogun&&person[0].whichgun!=knife&&person[0].whichgun!=grenade&&person[0].aiming){
-
- oldbutton=1;
-
- float gLoc[3];
-
- gLoc[0]=person[0].playercoords.x/soundscalefactor;
-
- gLoc[1]=person[0].playercoords.y/soundscalefactor;
-
- gLoc[2]=person[0].playercoords.z/soundscalefactor;
-
-
-
- alSourcefv(gSourceID[clicksound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[clicksound]);
-
- }
-
- if(j==0&&visions==1&&firing){
-
- firing=0;
-
- alSourcePlay(gSourceID[soulinsound]);
-
- }
-
- if(person[j].aimamount<1)firing=0;
-
- if(firing){
-
- if(person[j].whichgun==handgun1||person[j].whichgun==handgun2)inaccuracy=8;
-
- if(person[j].whichgun==assaultrifle)inaccuracy=6;
-
- if(person[j].whichgun==sniperrifle)inaccuracy=2;
-
- if(person[j].whichgun==shotgun)inaccuracy=6;
-
- if(person[person[j].killtarget].skeleton.free==1)inaccuracy*=3;
-
-
-
- person[j].shotdelay=shotdelayamount/difficulty;
-
- if(person[j].aiming>=1&&person[j].recoil<=0){
-
- //Firing
-
- person[j].litup=1;
-
- person[j].recoil=1;
-
- XYZ end, aim, oldend;
-
- HitStruct hitstruct,temphitstruct;
-
- float olddistance = 0.0f;
-
- float distance = 0.0f;
-
- float totalarea = 0.0f;
-
- int whichhit=-1;
-
- if(person[j].whichgun==shotgun)numshots=7;
-
- if(person[j].whichgun!=shotgun)numshots=1;
-
- if(person[j].whichgun!=grenade)person[j].ammo--;
-
- for(int p=0;p<numshots;p++){
-
- if(!zoom||j!=0){
-
- if(person[j].whichgun==assaultrifle)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position-person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position,0,person[j].playerrotation-2.5,0);
-
- if(person[j].whichgun==sniperrifle)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position-person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position,0,person[j].playerrotation+4,0);
-
- if(person[j].whichgun==shotgun)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position-person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position,2+(float)(Random()%1000)/500,0,0);
-
- if(person[j].whichgun==shotgun)aim=DoRotation(aim,0,person[j].playerrotation-1+(float)(Random()%1000)/500,0);
-
- if(person[j].whichgun==handgun1&&!thirdperson&&j==0)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position-(person[j].skeleton.joints[person[j].skeleton.jointlabels[head]].position*.65+person[j].skeleton.joints[person[j].skeleton.jointlabels[neck]].position*.35),0,person[j].playerrotation-.9,0);
-
- if(person[j].whichgun==handgun1&&(thirdperson||j!=0))aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position-(person[j].skeleton.joints[person[j].skeleton.jointlabels[head]].position*.35+person[j].skeleton.joints[person[j].skeleton.jointlabels[neck]].position*.65),0,person[j].playerrotation-.9,0);
-
- if(person[j].whichgun==handgun2&&!thirdperson&&j==0)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position-(person[j].skeleton.joints[person[j].skeleton.jointlabels[head]].position*.65+person[j].skeleton.joints[person[j].skeleton.jointlabels[neck]].position*.35),0,person[j].playerrotation-.9,0);
-
- if(person[j].whichgun==handgun2&&(thirdperson||j!=0))aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position-(person[j].skeleton.joints[person[j].skeleton.jointlabels[head]].position*.35+person[j].skeleton.joints[person[j].skeleton.jointlabels[neck]].position*.65),0,person[j].playerrotation-.9,0);
-
- if(j!=0&&person[person[j].killtarget].skeleton.free==0)aim=(DoRotation(person[person[j].killtarget].skeleton.joints[person[person[j].killtarget].skeleton.jointlabels[abdomen]].position,0,person[person[j].killtarget].playerrotation,0)+person[person[j].killtarget].playercoords)-(DoRotation(person[j].skeleton.joints[person[j].skeleton.jointlabels[lefthand]].position,0,person[j].playerrotation,0)+person[j].playercoords);
-
- if(j!=0&&person[person[j].killtarget].skeleton.free!=0)aim=person[person[j].killtarget].skeleton.joints[person[person[j].killtarget].skeleton.jointlabels[abdomen]].position-(DoRotation(person[j].skeleton.joints[person[j].skeleton.jointlabels[lefthand]].position,0,person[j].playerrotation,0)+person[j].playercoords);
-
- if(j!=0)aim=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),(float)(abs(Random()%2000))/2000*inaccuracy-inaccuracy/2,(float)(abs(Random()%2000))/2000*inaccuracy-inaccuracy/2,0),0,person[j].playerrotation,0);
-
- }
-
- if(zoom&&j==0){
-
- start=camera.position;
-
- aim=facing;
-
- }
-
- Normalise(&aim);
-
- if(person[j].whichgun==sniperrifle){
-
- start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position,0,person[j].playerrotation,0);
-
- float gLoc[3];
-
-
-
- start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*.35;
-
-
-
- gLoc[0]=(camera.position.x+(start.x-camera.position.x)/4)/soundscalefactor;
-
- gLoc[1]=(camera.position.y+(start.y-camera.position.y)/4)/soundscalefactor;
-
- gLoc[2]=(camera.position.z+(start.z-camera.position.z)/4)/soundscalefactor;
-
- alSourcefv(gSourceID[riflesound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[riflesound]);
-
- if(j==0){
-
- if(person[j].currentanimation!=crouchanim)camera.rotation2-=7;
-
- if(person[j].currentanimation==crouchanim)camera.rotation2-=3;
-
- }
-
- }
-
- if(person[j].whichgun==shotgun){
-
- start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position,0,person[j].playerrotation,0);
-
- float gLoc[3];
-
-
-
- start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*.35;
-
-
-
- if(p==numshots-1){
-
- gLoc[0]=(camera.position.x+(start.x-camera.position.x)/4)/soundscalefactor;
-
- gLoc[1]=(camera.position.y+(start.y-camera.position.y)/4)/soundscalefactor;
-
- gLoc[2]=(camera.position.z+(start.z-camera.position.z)/4)/soundscalefactor;
-
- alSourcefv(gSourceID[shotgunsound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[shotgunsound]);
-
- if(j==0){
-
- if(person[j].currentanimation!=crouchanim)camera.rotation2-=7;
-
- if(person[j].currentanimation==crouchanim)camera.rotation2-=3;
-
- }
-
- }
-
- }
-
- if(person[j].whichgun==handgun1){
-
- start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[rightwrist])].position,0,person[j].playerrotation,0);
-
- start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*.55;
-
-
-
- float gLoc[3];
-
-
-
- gLoc[0]=(camera.position.x+(start.x-camera.position.x)/4)/soundscalefactor;
-
- gLoc[1]=(camera.position.y+(start.y-camera.position.y)/4)/soundscalefactor;
-
- gLoc[2]=(camera.position.z+(start.z-camera.position.z)/4)/soundscalefactor;
-
- alSourcefv(gSourceID[pistol1sound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[pistol1sound]);
-
- if(j==0){
-
- if(person[j].currentanimation!=crouchanim)camera.rotation2-=6;
-
- if(person[j].currentanimation==crouchanim)camera.rotation2-=4;
-
- }
-
- }
-
- if(person[j].whichgun==handgun2){
-
- start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[rightwrist])].position,0,person[j].playerrotation,0);
-
- start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*.55;
-
-
-
- float gLoc[3];
-
-
-
- gLoc[0]=(camera.position.x+(start.x-camera.position.x)/4)/soundscalefactor;
-
- gLoc[1]=(camera.position.y+(start.y-camera.position.y)/4)/soundscalefactor;
-
- gLoc[2]=(camera.position.z+(start.z-camera.position.z)/4)/soundscalefactor;
-
- alSourcefv(gSourceID[pistol2sound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[pistol2sound]);
-
- if(j==0){
-
- if(person[j].currentanimation!=crouchanim)camera.rotation2-=5;
-
- if(person[j].currentanimation==crouchanim)camera.rotation2-=3;
-
- }
-
- }
-
- if(person[j].whichgun==assaultrifle){
-
- start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position,0,person[j].playerrotation,0);
-
- start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*.25;
-
-
-
- float gLoc[3];
-
- gLoc[0]=(camera.position.x+(start.x-camera.position.x)/4)/soundscalefactor;
-
- gLoc[1]=(camera.position.y+(start.y-camera.position.y)/4)/soundscalefactor;
-
- gLoc[2]=(camera.position.z+(start.z-camera.position.z)/4)/soundscalefactor;
-
- alSourcefv(gSourceID[machinegunsound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[machinegunsound]);
-
- if(j==0){
-
- if(person[j].currentanimation!=crouchanim){
-
- camera.rotation2-=2.3;
-
- camera.rotation+=(float)(Random()%100)/50;
-
- }
-
- if(person[j].currentanimation==crouchanim){
-
- camera.rotation2-=1.5;
-
- camera.rotation+=(float)(Random()%100)/60;
-
- }
-
- }
-
- }
-
- end=start+aim*1000;
-
- if(debug){
-
- if(IsKeyDown(theKeyMap, MAC_G_KEY)&&j==0){
-
- sprites.MakeSprite(grenadesprite, 1, 1, 1, 1, start, aim*200, 1.01);
-
- }
-
- }
-
- if(!IsKeyDown(theKeyMap, MAC_G_KEY)||j!=0||!debug){
-
- int bulletstrength=1;
-
- int firstpass=-1;
-
- bool penetrate;
-
- for(int m=0;m<bulletstrength;m++){
-
- //People
-
- whichhit=-1;
-
- for(int i=0;i<numpeople;i++){
-
- if(i!=j&&i!=firstpass&&person[i].existing){
-
- temphitstruct=person[i].BulletCollideWithPlayer(i, start, end);
-
- if(temphitstruct.collision){
-
- distance=findDistancefast(start,temphitstruct.hitlocation);
-
- if(distance<olddistance||whichhit==-1){
-
- end=temphitstruct.hitlocation;
-
- olddistance=distance;
-
- hitstruct=temphitstruct;
-
- whichhit=i;
-
- }
-
- }
-
- }
-
- }
-
- //Blocks
-
- wallhit=0;
-
- beginx=(person[j].playercoords.x+block_spacing/2)/block_spacing-3;
-
- if(beginx<0)beginx=0;
-
- beginz=(person[j].playercoords.z+block_spacing/2)/block_spacing-3;
-
- if(beginz<0)beginz=0;
-
-
-
- endx=(person[j].playercoords.x+block_spacing/2)/block_spacing+3;
-
- if(endx>num_blocks-1)endx=num_blocks-1;
-
- endz=(person[j].playercoords.z+block_spacing/2)/block_spacing+3;
-
- if(endz>num_blocks-1)endz=num_blocks-1;
-
-
-
- if(beginx<endx&&beginz<endz)
-
- finalwallhit=0;
-
- for(int i=beginx;i<=endx;i++)
-
- for(int j=beginz;j<=endz;j++){
-
- move=0;
-
- move.x=i*block_spacing;
-
- move.z=j*block_spacing;
-
- whichtri=blocks[citytype[i][j]].LineCheck2(start,end,&wallhit,move,cityrotation[i][j]*90);
-
- if(whichtri!=-1){
-
- whichhit=-1;
-
- end=wallhit;
-
- finalwallhit=wallhit;
-
- hitnorm=DoRotation(blocks[citytype[i][j]].normals[whichtri],0,cityrotation[i][j]*90,0);
-
- hitmove=move;
-
- hitrotation=cityrotation[i][j]*90;
-
- hitpoly=whichtri;
-
- model=&blocks[citytype[i][j]];
-
- if(j==0&&blocks[citytype[i][j]].normals[whichtri].y>.9)bulletstrength=2;
-
- }
-
- }
-
- wallhit=0;
-
- wallhit.x=camera.position.x;
-
- wallhit.z=camera.position.z;
-
- whichtri=Bigstreet.LineCheck2(start,end,&wallhit,wallhit,0);
-
- if(whichtri!=-1){
-
- end.y-=.5;
-
- end=wallhit;
-
- finalwallhit=wallhit;
-
- bulletstrength=2;
-
- hitnorm=0;
-
- hitnorm.y=1;
-
- hitmove=0;
-
- hitrotation=0;
-
- }
-
- if(m==0){
-
- if(j==0&&slomo==2){
-
- soundscalefactor=soundscalefactordefault;
-
- alSourceStop(gSourceID[whichsong]);
-
- alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 0);
-
- alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 0);
-
- if(person[0].whichgun==knife)whichsong=knifesong;
-
- if(person[0].whichgun!=knife)whichsong=shootsong;
-
- if(type==zombie_type)whichsong=zombiesong;
-
- alSourcef(gSourceID[whichsong], AL_PITCH, 1);
-
- alSourcePlay(gSourceID[whichsong]);
-
- alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 1);
-
- alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 1);
-
- slomo=0;
-
- if(whichhit==-1)alSourcePlay(gSourceID[disguisekillsound]);
-
- flashamount=.5;
-
- flashr=1;flashg=1;flashb=1;
-
- }
-
- }
-
- //Impact
-
- oldend=end;
-
- //with person
-
- if(whichhit!=-1&&whichhit!=firstpass){
-
- if(j==0)person[whichhit].dead=1;
-
- if(whichhit==1){
-
- murderer=j;
-
- }
-
- if(person[whichhit].health==100&&j==0){
-
- if(person[whichhit].type==civiliantype)civkills++;
-
- if(person[whichhit].type==eviltype)goodkills++;
-
- }
-
- if(person[whichhit].health==100&&j!=0){
-
- badkills++;
-
- }
-
- //penetrate
-
- penetrate=abs(Random()%2)==1;
-
- if(numshots>1)penetrate=0;
-
- if(penetrate){bulletstrength=2;
-
- firstpass=whichhit;
-
- end=start+aim*1000;}
-
- if(person[j].whichgun==assaultrifle)person[whichhit].health-=20;
-
- if(person[j].whichgun==assaultrifle&&person[whichhit].type==zombietype)person[whichhit].health-=60;
-
- if(person[j].whichgun==handgun1){
-
- if(person[whichhit].type!=zombietype)person[whichhit].health-=100;
-
- if(person[whichhit].type==zombietype)person[whichhit].health-=100;
-
- person[whichhit].DoAnimations(whichhit);
-
- }
-
- if(person[j].whichgun==handgun2)person[whichhit].health-=20;
-
- if(person[j].whichgun==handgun2&&person[whichhit].type==zombietype)person[whichhit].health-=60;
-
- if(person[j].whichgun==sniperrifle&&m!=0)person[whichhit].health-=30;
-
- if(person[j].whichgun==shotgun)person[whichhit].health-=60;
-
- if(person[j].whichgun==sniperrifle&&m==0){
-
- if(person[whichhit].type!=zombietype)person[whichhit].health-=100;
-
- if(person[whichhit].type==zombietype)person[whichhit].health-=120;
-
- person[whichhit].DoAnimations(whichhit);
-
- }
-
- if(hitstruct.joint1->modelnum==headmodel&&person[whichhit].type!=zombietype){
-
- person[whichhit].health-=60;
-
- }
-
- if(person[whichhit].type==zombietype)person[whichhit].speedmult-=.05;
-
- if(person[whichhit].type==zombietype)person[whichhit].maxhealth-=10;
-
- if(whichhit==0){
-
- bulletstrength=1;
-
- person[0].health=100;
-
- flashr=0;
-
- flashg=0;
-
- flashb=0;
-
- flashamount=1;
-
- float gLoc[3];
-
- gLoc[0]=hitstruct.hitlocation.x/soundscalefactor;
-
- gLoc[1]=hitstruct.hitlocation.y/soundscalefactor;
-
- gLoc[2]=hitstruct.hitlocation.z/soundscalefactor;
-
- alSourcefv(gSourceID[bodywhacksound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[bodywhacksound]);
-
- }
-
- person[whichhit].longdead=1;
-
-
-
- if(person[whichhit].health<=0){
-
- person[whichhit].skeleton.offset=0;
-
- if(person[whichhit].skeleton.free!=1){
-
- person[whichhit].skeleton.free=1;
-
- totalarea=0;
-
- for(int j=0;j<person[whichhit].skeleton.num_joints;j++){
-
- person[whichhit].skeleton.joints[j].position=DoRotation(person[whichhit].skeleton.joints[j].position,0,person[whichhit].playerrotation,0);
-
- person[whichhit].skeleton.joints[j].position+=person[whichhit].playercoords;
-
- person[whichhit].skeleton.joints[j].realoldposition=person[whichhit].skeleton.joints[j].position;
-
- person[whichhit].skeleton.joints[j].velocity=person[whichhit].velocity;
-
- person[whichhit].skeleton.joints[j].velocity.x+=(float)(abs(Random()%20)-10)/2;
-
- person[whichhit].skeleton.joints[j].velocity.y+=(float)(abs(Random()%20)-10)/2;
-
- person[whichhit].skeleton.joints[j].velocity.z+=(float)(abs(Random()%20)-10)/2;
-
- }
-
- }
-
- for(int j=0;j<person[whichhit].skeleton.num_joints;j++){
-
- if(findDistancefast(person[whichhit].skeleton.joints[j].position,hitstruct.hitlocation)<200){
-
- totalarea+=(200/findDistancefast(person[whichhit].skeleton.joints[j].position,hitstruct.hitlocation));
-
- }
-
- }
-
- for(int j=0;j<person[whichhit].skeleton.num_joints;j++){
-
- if(findDistancefast(person[whichhit].skeleton.joints[j].position,hitstruct.hitlocation)<200){
-
- person[whichhit].skeleton.joints[j].velocity+=aim*((200/findDistancefast(person[whichhit].skeleton.joints[j].position,hitstruct.hitlocation))/totalarea*200);
-
- }
-
- }
-
- }
-
- if(person[whichhit].health>0){
-
- if(person[whichhit].killtargetvisible==0&&person[whichhit].type!=zombietype&&person[whichhit].currentanimation!=getupfrontanim&person[whichhit].currentanimation!=getupbackanim){
-
- if(hitstruct.joint1->modelnum==headmodel)person[whichhit].targetanimation=headpainanim;
-
- if(hitstruct.joint1->modelnum==chestmodel)person[whichhit].targetanimation=chestpainanim;
-
- if(hitstruct.joint1->modelnum==abdomenmodel)person[whichhit].targetanimation=stomachpainanim;
-
- if(hitstruct.joint1->label==rightelbow||hitstruct.joint1->label==rightshoulder||hitstruct.joint1->label==rightwrist||hitstruct.joint1->label==righthand)person[whichhit].targetanimation=rightarmpainanim;
-
- if(hitstruct.joint1->label==leftelbow||hitstruct.joint1->label==leftshoulder||hitstruct.joint1->label==leftwrist||hitstruct.joint1->label==lefthand)person[whichhit].targetanimation=leftarmpainanim;
-
- if(hitstruct.joint1->label==rightknee||hitstruct.joint1->label==righthip||hitstruct.joint1->label==rightankle||hitstruct.joint1->label==rightfoot)person[whichhit].targetanimation=rightlegpainanim;
-
- if(hitstruct.joint1->label==leftknee||hitstruct.joint1->label==lefthip||hitstruct.joint1->label==leftankle||hitstruct.joint1->label==leftfoot)person[whichhit].targetanimation=leftlegpainanim;
-
- person[whichhit].targetframe=0;
-
- person[whichhit].target=0;
-
- }
-
- person[whichhit].skeleton.offset=1;
-
- for(int j=0;j<person[whichhit].skeleton.num_joints;j++){
-
- if(findDistancefast(DoRotation(person[whichhit].skeleton.joints[j].position,0,person[whichhit].playerrotation,0)+person[whichhit].playercoords,hitstruct.hitlocation)<200){
-
- totalarea+=(200/findDistancefast(DoRotation(person[whichhit].skeleton.joints[j].position,0,person[whichhit].playerrotation,0)+person[whichhit].playercoords,hitstruct.hitlocation));
-
- }
-
- }
-
- float offsetlength;
-
- for(int j=0;j<person[whichhit].skeleton.num_joints;j++){
-
- if(findDistancefast(DoRotation(person[whichhit].skeleton.joints[j].position,0,person[whichhit].playerrotation,0)+person[whichhit].playercoords,hitstruct.hitlocation)<200){
-
- person[whichhit].skeleton.joints[j].offset+=DoRotation(aim*((200/findDistancefast(DoRotation(person[whichhit].skeleton.joints[j].position,0,person[whichhit].playerrotation,0)+person[whichhit].playercoords,hitstruct.hitlocation))/totalarea*10),0,-person[whichhit].playerrotation,0);
-
- }
-
- offsetlength=findLengthfast(person[whichhit].skeleton.joints[j].offset);
-
- if(offsetlength>36){
-
- Normalise(&person[whichhit].skeleton.joints[j].offset);
-
- person[whichhit].skeleton.joints[j].offset*=6;
-
- }
-
- }
-
- }
-
- if(hitstruct.joint1->modelnum==headmodel&&person[whichhit].health<=0){
-
- for(int j=0;j<person[whichhit].skeleton.num_joints;j++){
-
- if(&person[whichhit].skeleton.joints[j]==hitstruct.joint1||&person[whichhit].skeleton.joints[j]==hitstruct.joint2){
-
- if(j!=person[whichhit].skeleton.jointlabels[abdomen]&&j!=person[whichhit].skeleton.jointlabels[groin]&&j!=person[whichhit].skeleton.jointlabels[neck]){
-
- sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,person[whichhit].skeleton.joints[j].position, person[whichhit].skeleton.joints[j].velocity/3, 9);
-
- sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,person[whichhit].skeleton.joints[j].position, DoRotation(person[whichhit].skeleton.joints[j].velocity/3,Random()%360,Random()%360,0)/5, 5);
-
- sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,person[whichhit].skeleton.joints[j].position, DoRotation(person[whichhit].skeleton.joints[j].velocity/3,Random()%360,Random()%360,0)/5, 5);
-
- sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,person[whichhit].skeleton.joints[j].position, DoRotation(person[whichhit].skeleton.joints[j].velocity/3,Random()%360,Random()%360,0)/5, 5);
-
- sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,person[whichhit].skeleton.joints[j].position, DoRotation(person[whichhit].skeleton.joints[j].velocity/3,Random()%360,Random()%360,0)/5, 5);
-
- person[whichhit].skeleton.DeleteJoint(j);
-
- person[whichhit].skeleton.broken=1;
-
- person[whichhit].health=-10000;
-
- person[whichhit].skeleton.joints[j].existing=0;
-
- if(person[whichhit].type==zombietype)score+=300;
-
- }
-
- }
-
- }
-
- }
-
-
-
- XYZ velocity;
-
- velocity=aim*-8;
-
- //blood
-
- if(!hitstruct.joint1->modelnum==headmodel){
-
- if(person[j].whichgun==sniperrifle)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*0, 5);
-
- if(person[j].whichgun==sniperrifle&&penetrate)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*-3, 7);
-
- if(person[j].whichgun==shotgun)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*0, 5);
-
- if(person[j].whichgun==shotgun&&penetrate)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*-3, 7);
-
- if(person[j].whichgun==assaultrifle)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*0, 3);
-
- if(person[j].whichgun==assaultrifle&&penetrate)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*-3, 7);
-
- if(person[j].whichgun==handgun1)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*0, 3);
-
- if(person[j].whichgun==handgun1&&penetrate)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*-3, 4);
-
- if(person[j].whichgun==handgun2)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*0, 3);
-
- if(person[j].whichgun==handgun2&&penetrate)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*-3, 4);
-
- }else{
-
- sprites.MakeSprite(bloodspritenoup, 1, 1, .2, .2, hitstruct.hitlocation, velocity*0, 6);
-
- sprites.MakeSprite(bloodspritenoup, 1, 1, .5, .5, hitstruct.hitlocation, velocity*-2, 7);
-
- sprites.MakeSprite(bloodspritenoup, 1, 1, .2, .2, hitstruct.hitlocation, velocity*-3, 10);
-
- }
-
-
-
- person[whichhit].bjoint1=hitstruct.joint1;
-
- person[whichhit].bjoint2=hitstruct.joint2;
-
- person[whichhit].bleeding=1;
-
- person[whichhit].bleeddelay=1;
-
- float gLoc[3];
-
- gLoc[0]=(camera.position.x+(hitstruct.hitlocation.x-camera.position.x)/4)/soundscalefactor;
-
- gLoc[1]=(camera.position.y+(hitstruct.hitlocation.y-camera.position.y)/4)/soundscalefactor;
-
- gLoc[2]=(camera.position.z+(hitstruct.hitlocation.z-camera.position.z)/4)/soundscalefactor;
-
- if(!hitstruct.joint1->modelnum==headmodel){
-
- if(!thirdperson)alSourcef(gSourceID[bodyhitsound], AL_MIN_GAIN, 1);
-
- if(thirdperson)alSourcef(gSourceID[bodyhitsound], AL_MIN_GAIN, .1);
-
- alSourcefv(gSourceID[bodyhitsound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[bodyhitsound]);
-
- }
-
- if(hitstruct.joint1->modelnum==headmodel){
-
- if(!thirdperson)alSourcef(gSourceID[headshotsound], AL_MIN_GAIN, 1);
-
- if(thirdperson)alSourcef(gSourceID[headshotsound], AL_MIN_GAIN, .1);
-
- alSourcefv(gSourceID[headshotsound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[headshotsound]);
-
- }
-
- }//with wall
-
- if(oldend==finalwallhit){
-
- decals.MakeDecal(bullethole, finalwallhit,.7,hitnorm, hitpoly, model, hitmove, hitrotation);
-
- XYZ velocity;
-
- velocity=aim*-4;
-
- velocity=hitnorm*3;
-
- if(person[j].whichgun==sniperrifle){
-
- sprites.MakeSprite(smokesprite, .4, 1, 1, 1, finalwallhit, velocity, 10);
-
- sprites.MakeSprite(muzzleflashsprite, 1, 1, 1, 1, finalwallhit, velocity, 2);
-
- }
-
- if(person[j].whichgun==shotgun){
-
- sprites.MakeSprite(smokesprite, .4, 1, 1, 1, finalwallhit, velocity, 5);
-
- sprites.MakeSprite(muzzleflashsprite, 1, 1, 1, 1, finalwallhit, velocity, .8);
-
- }
-
- if(person[j].whichgun==assaultrifle){
-
- sprites.MakeSprite(smokesprite, .4, 1, 1, 1, finalwallhit, velocity, 6);
-
- sprites.MakeSprite(muzzleflashsprite, 1, 1, 1, 1, finalwallhit, velocity, 1);
-
- }
-
- if(person[j].whichgun==handgun1){
-
- sprites.MakeSprite(smokesprite, .4, 1, 1, 1, finalwallhit, velocity, 6);
-
- sprites.MakeSprite(muzzleflashsprite, 1, 1, 1, 1, finalwallhit, velocity, 1);
-
- }
-
- if(person[j].whichgun==handgun2){
-
- sprites.MakeSprite(smokesprite, .4, 1, 1, 1, finalwallhit, velocity, 6);
-
- sprites.MakeSprite(muzzleflashsprite, 1, 1, 1, 1, finalwallhit, velocity, 1);
-
- }
-
- float gLoc[3];
-
- gLoc[0]=finalwallhit.x/soundscalefactor;
-
- gLoc[1]=finalwallhit.y/soundscalefactor;
-
- gLoc[2]=finalwallhit.z/soundscalefactor;
-
- alSourcefv(gSourceID[wallhitsound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[wallhitsound]);
-
- }
-
- lastshot[0]=start;
-
- lastshot[1]=oldend;
-
- velocity=aim*8;
-
- if(person[j].whichgun!=sniperrifle&&person[j].whichgun!=shotgun&&p==numshots-1)sprites.MakeSprite(smokesprite, .3, 1, 1, 1, start+aim*1.5, velocity, 3);
-
- if(person[j].whichgun==shotgun&&p==numshots-1)sprites.MakeSprite(smokesprite, .4, 1, 1, 1, start+aim*1.5, velocity, 5);
-
- if(person[j].whichgun==sniperrifle&&!zoom)sprites.MakeSprite(smokesprite, .3, 1, 1, 1, start+aim*2.2, velocity, 4);
-
- if(j!=0||zoom==0)sprites.MakeSprite(bullet, .07, 1, 1, .7, lastshot[0]+aim*1, lastshot[1], .2);
-
- //Nearby bullet whoosh
-
- long dot_ta,dot_tb;
-
- XYZ *a,*b,*c,nearest;
-
- a=&lastshot[0];
-
- *a+=aim*1;
-
- b=&lastshot[1];
-
- c=&camera.position;
-
- nearest=0;
-
- dot_ta = (c->x - a->x)*(b->x - a->x) + (c->y - a->y)*(b->y - a->y) + (c->z - a->z)*(b->z - a->z);
-
- dot_tb = (c->x - b->x)*(a->x - b->x) + (c->y - b->y)*(a->y - b->y) + (c->z - b->z)*(a->z - b->z);
-
- if (!dot_ta <= 0&&!dot_tb <= 0){
-
-
-
- nearest.x = a->x + ((b->x - a->x) * dot_ta)/(dot_ta + dot_tb);
-
- nearest.y = a->y + ((b->y - a->y) * dot_ta)/(dot_ta +dot_tb);
-
- nearest.z = a->z + ((b->z - a->z) * dot_ta)/(dot_ta +dot_tb);
-
- }
-
-
-
- if(nearest.x){
-
- if(findDistancefast(nearest,camera.position)<10&&(thirdperson==2||j!=0)){
-
- float gLoc[3];
-
-
-
- gLoc[0]=(camera.position.x+(nearest.x-camera.position.x))/soundscalefactor;
-
- gLoc[1]=(camera.position.y+(nearest.y-camera.position.y))/soundscalefactor;
-
- gLoc[2]=(camera.position.z+(nearest.z-camera.position.z))/soundscalefactor;
-
- alSourcefv(gSourceID[nearbulletsound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[nearbulletsound]);
-
- }
-
- }
-
- }
-
- }
-
- }
-
- }
-
- }
-
- }
-
- }
-
-
-
- if(!Button())oldbutton=0;
-
-
-
- if(lasersight&&person[0].whichgun!=grenade){
-
- for(int j=0;j<numpeople;j++){
-
- if(person[j].type==playertype){
-
- if(person[j].aiming>=1){
-
- //Firing
-
- XYZ end, aim, oldend;
-
- HitStruct hitstruct,temphitstruct;
-
- float olddistance;
-
- float distance;
-
- int whichhit=-1;
-
- if(!zoom||j!=0){
-
- if(person[j].whichgun==assaultrifle)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position-person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position,0,person[j].playerrotation-2.5,0);
-
- if(person[j].whichgun==sniperrifle)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position-person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position,0,person[j].playerrotation+4,0);
-
- if(person[j].whichgun==shotgun)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position-person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position,0,person[j].playerrotation+4,0);
-
- if(person[j].whichgun==handgun1&&!thirdperson&&j==0)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position-(person[j].skeleton.joints[person[j].skeleton.jointlabels[head]].position*.65+person[j].skeleton.joints[person[j].skeleton.jointlabels[neck]].position*.35),0,person[j].playerrotation-.9,0);
-
- if(person[j].whichgun==handgun1&&(thirdperson||j!=0))aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position-(person[j].skeleton.joints[person[j].skeleton.jointlabels[head]].position*.35+person[j].skeleton.joints[person[j].skeleton.jointlabels[neck]].position*.65),0,person[j].playerrotation-.9,0);
-
- if(person[j].whichgun==handgun2&&!thirdperson&&j==0)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position-(person[j].skeleton.joints[person[j].skeleton.jointlabels[head]].position*.65+person[j].skeleton.joints[person[j].skeleton.jointlabels[neck]].position*.35),0,person[j].playerrotation-.9,0);
-
- if(person[j].whichgun==handgun2&&(thirdperson||j!=0))aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position-(person[j].skeleton.joints[person[j].skeleton.jointlabels[head]].position*.35+person[j].skeleton.joints[person[j].skeleton.jointlabels[neck]].position*.65),0,person[j].playerrotation-.9,0);
-
- }
-
- if(zoom&&j==0){
-
- start=camera.position;
-
- aim=facing;
-
- }
-
- Normalise(&aim);
-
- if(person[j].whichgun==sniperrifle){
-
- start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position,0,person[j].playerrotation,0);
-
- start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*(0-.4);
-
- }
-
- if(person[j].whichgun==shotgun){
-
- start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position,0,person[j].playerrotation,0);
-
- start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*(0-.4);
-
- }
-
- if(person[j].whichgun==handgun1){
-
- start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[rightwrist])].position,0,person[j].playerrotation,0);
-
- start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*(.55-.4);
-
- }
-
- if(person[j].whichgun==handgun2){
-
- start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[rightwrist])].position,0,person[j].playerrotation,0);
-
- start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*(.55-.4);
-
- }
-
- if(person[j].whichgun==assaultrifle){
-
- start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position,0,person[j].playerrotation,0);
-
- start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*(.25-.4);
-
- }
-
- end=start+aim*1000;
-
- //Blocks
-
- wallhit=0;
-
- beginx=(person[j].playercoords.x+block_spacing/2)/block_spacing-2;
-
- if(beginx<0)beginx=0;
-
- beginz=(person[j].playercoords.z+block_spacing/2)/block_spacing-2;
-
- if(beginz<0)beginz=0;
-
-
-
- endx=(person[j].playercoords.x+block_spacing/2)/block_spacing+2;
-
- if(endx>num_blocks-1)endx=num_blocks-1;
-
- endz=(person[j].playercoords.z+block_spacing/2)/block_spacing+2;
-
- if(endz>num_blocks-1)endz=num_blocks-1;
-
-
-
- if(beginx<endx&&beginz<endz)
-
- finalwallhit=0;
-
- for(int i=beginx;i<=endx;i++)
-
- for(int j=beginz;j<=endz;j++){
-
- move=0;
-
- move.x=i*block_spacing;
-
- move.z=j*block_spacing;
-
- whichtri=blocks[citytype[i][j]].LineCheck2(start,end,&wallhit,move,cityrotation[i][j]*90);
-
- if(whichtri!=-1){
-
- end=wallhit;
-
- finalwallhit=wallhit;
-
- }
-
- }
-
- wallhit=0;
-
- wallhit.x=camera.position.x;
-
- wallhit.z=camera.position.z;
-
- whichtri=Bigstreet.LineCheck2(start,end,&wallhit,wallhit,0);
-
- if(whichtri!=-1){
-
- end=wallhit;
-
- finalwallhit=wallhit;
-
- }
-
- //People
-
- whichhit=-1;
-
- for(int i=0;i<numpeople;i++){
-
- if(i!=j&&findDistancefast(person[j].playercoords,person[i].playercoords)<20000){
-
- temphitstruct=person[i].BulletCollideWithPlayer(i, start, end);
-
- if(temphitstruct.collision){
-
- distance=findDistancefast(start,temphitstruct.hitlocation);
-
- if(distance<olddistance||whichhit==-1){
-
- end=temphitstruct.hitlocation;
-
- olddistance=distance;
-
- hitstruct=temphitstruct;
-
- whichhit=i;
-
- }
-
- }
-
- }
-
- }
-
- aimer[0]=start;
-
- aimer[1]=end;
-
- sprites.MakeSprite(bulletinstant, .4, 1, 0, 0, aimer[0], aimer[1], .2);
-
-
-
- }
-
- }
-
- }
-
- }
-
-
-
- //Snow
-
- snowdelay-=multiplier;
-
- while(snowdelay<0&&environment==snowy_environment){
-
- snowdelay+=1/precipitationdensity*2;
-
- velocity=0;
-
- velocity.y=-5;
-
- start=camera.position;
-
- start.y+=precipitationvert;
-
- start.x+=Random()%(int)precipitationhorz;
-
- start.z+=Random()%(int)precipitationhorz;
-
- sprites.MakeSprite(snowsprite, 1, 1, 1, 1, start, velocity, 1.01);
-
- }
-
- while(snowdelay<0&&environment==rainy_environment){
-
- snowdelay+=1/precipitationdensity/4;
-
- velocity=0;
-
- velocity.y=-100;
-
- start=camera.position;
-
- start.y+=precipitationvert;
-
- start.x+=Random()%(int)precipitationhorz*.5;
-
- start.z+=Random()%(int)precipitationhorz*.5;
-
- sprites.MakeSprite(rainsprite, .5, 1, 1, 1, start, velocity, 2.00);
-
- }
-
-
-
- //Grenade collision
-
- int wherex,wherey,whichsound,severwhat;
-
- bool impact;
-
- for(int i=0;i<sprites.howmanysprites;i++){
-
- if(sprites.type[i]==grenadesprite||sprites.type[i]==spoonsprite||sprites.type[i]==pinsprite){
-
- impact=0;
-
- if(sprites.type[i]!=grenadesprite){
-
- sprites.brightness[i]-=multiplier*.2;
-
- }
-
-
-
- if(findLengthfast(sprites.velocity[i])>0){
-
- wherex=(sprites.location[i].x+block_spacing/2)/block_spacing;
-
- wherey=(sprites.location[i].z+block_spacing/2)/block_spacing;
-
- move=0;
-
- move.x=wherex*block_spacing;
-
- move.z=wherey*block_spacing;
-
- whichtri=blocks[citytype[wherex][wherey]].LineCheck2(sprites.oldlocation[i],sprites.location[i],&wallhit,move,cityrotation[wherex][wherey]*90);
-
- if(whichtri!=-1){
-
- impact=1;
-
- normalrotated=DoRotation(blocks[citytype[wherex][wherey]].normals[whichtri],0,cityrotation[wherex][wherey]*90,0);
-
- if(sprites.size[i]>1)decals.MakeDecal(crater, wallhit,9,normalrotated, whichtri, &blocks[citytype[wherex][wherey]], move, cityrotation[wherex][wherey]*90);
-
- sprites.location[i]=wallhit+normalrotated*.02;
-
- ReflectVector(&sprites.velocity[i],&normalrotated);
-
- sprites.velocity[i]*=.3;
-
- if(sprites.type[i]==grenadesprite){
-
- float gLoc[3];
-
- gLoc[0]=(((sprites.location[i].x)-camera.position.x)/findLengthfast(sprites.velocity[i])*5+camera.position.x)/soundscalefactor;
-
- gLoc[1]=(((sprites.location[i].y)-camera.position.y)/findLengthfast(sprites.velocity[i])*5+camera.position.y)/soundscalefactor;
-
- gLoc[2]=(((sprites.location[i].z)-camera.position.z)/findLengthfast(sprites.velocity[i])*5+camera.position.z)/soundscalefactor;
-
- whichsound=abs(Random()%2);
-
- alSourcefv(gSourceID[bouncesound+whichsound], AL_POSITION, gLoc);
-
- if(sprites.size[i]<=1)alSourcePlay(gSourceID[bouncesound+whichsound]);
-
- }
-
- if(findLengthfast(sprites.velocity[i])<=10)sprites.velocity[i]=0;
-
- }
-
- if(sprites.location[i].y<0){
-
- impact=1;
-
- sprites.velocity[i].y*=-1;
-
- sprites.velocity[i]*=.3;
-
- sprites.location[i].y=0;
-
- if(sprites.type[i]==grenadesprite){
-
- if(sprites.size[i]>1){
-
- move=0;
-
- sprites.location[i].y=-.5;
-
- XYZ normish;
-
- normish=0;
-
- normish.y=1;
-
- decals.MakeDecal(crater, sprites.location[i],9,normish, 0, &blocks[citytype[wherex][wherey]], move, 0);
-
- }
-
- float gLoc[3];
-
- gLoc[0]=(((sprites.location[i].x)-camera.position.x)/findLengthfast(sprites.velocity[i])*5+camera.position.x)/soundscalefactor;
-
- gLoc[1]=(((sprites.location[i].y)-camera.position.y)/findLengthfast(sprites.velocity[i])*5+camera.position.y)/soundscalefactor;
-
- gLoc[2]=(((sprites.location[i].z)-camera.position.z)/findLengthfast(sprites.velocity[i])*5+camera.position.z)/soundscalefactor;
-
- whichsound=abs(Random()%2);
-
- alSourcefv(gSourceID[bouncesound+whichsound], AL_POSITION, gLoc);
-
- if(sprites.size[i]<=1)alSourcePlay(gSourceID[bouncesound+whichsound]);
-
- }
-
- if(findLengthfast(sprites.velocity[i])<=10)sprites.velocity[i]=0;
-
- }
-
- if(sprites.type[i]==grenadesprite&&findLengthfast(sprites.velocity[i])>20){
-
- HitStruct hitstruct;
-
- for(int j=0;j<numpeople;j++){
-
- if((j!=0||sprites.brightness[i]<.9)&&person[j].existing){
-
- hitstruct=person[j].BulletCollideWithPlayer(j, sprites.oldlocation[i], sprites.location[i]);
-
- if(hitstruct.collision){
-
- impact=1;
-
- sprites.location[i]=hitstruct.hitlocation;
-
- float gLoc[3];
-
- gLoc[0]=(((sprites.location[i].x)-camera.position.x)/findLengthfast(sprites.velocity[i])*5+camera.position.x)/soundscalefactor;
-
- gLoc[1]=(((sprites.location[i].y)-camera.position.y)/findLengthfast(sprites.velocity[i])*5+camera.position.y)/soundscalefactor;
-
- gLoc[2]=(((sprites.location[i].z)-camera.position.z)/findLengthfast(sprites.velocity[i])*5+camera.position.z)/soundscalefactor;
-
- if(person[j].skeleton.free<1){
-
- if((hitstruct.joint1->label==head||hitstruct.joint2->label==head)&&person[j].type!=zombietype){
-
- alSourcefv(gSourceID[headwhacksound], AL_POSITION, gLoc);
-
- if(sprites.size[i]<=1)alSourcePlay(gSourceID[headwhacksound]);
-
- person[j].skeleton.free=1;
-
- person[j].longdead=1;
-
- for(int k=0;k<person[j].skeleton.num_joints;k++){
-
- person[j].skeleton.joints[k].position=DoRotation(person[j].skeleton.joints[k].position,0,person[j].playerrotation,0);
-
- person[j].skeleton.joints[k].position+=person[j].playercoords;
-
- person[j].skeleton.joints[k].realoldposition=person[j].skeleton.joints[k].position;
-
- person[j].skeleton.joints[k].velocity=person[j].velocity;
-
- person[j].skeleton.joints[k].velocity.x+=abs(Random()%10)-5;
-
- person[j].skeleton.joints[k].velocity.y+=abs(Random()%10)-5;
-
- person[j].skeleton.joints[k].velocity.z+=abs(Random()%10)-5;
-
- }
-
- hitstruct.joint1->velocity+=sprites.velocity[i];
-
- hitstruct.joint2->velocity+=sprites.velocity[i];
-
- if(person[j].type==civiliantype)civkills++;
-
- if(person[j].type==eviltype)goodkills++;
-
- }else{
-
- float totalarea;
-
- alSourcefv(gSourceID[bodywhacksound], AL_POSITION, gLoc);
-
- if(sprites.size[i]<=1)alSourcePlay(gSourceID[bodywhacksound]);
-
- person[j].skeleton.offset=1;
-
- for(int k=0;k<person[j].skeleton.num_joints;k++){
-
- if(findDistancefast(DoRotation(person[j].skeleton.joints[k].position,0,person[j].playerrotation,0)+person[j].playercoords,hitstruct.hitlocation)<200){
-
- totalarea+=(200/findDistancefast(DoRotation(person[j].skeleton.joints[k].position,0,person[j].playerrotation,0)+person[j].playercoords,hitstruct.hitlocation));
-
- }
-
- }
-
- float offsetlength;
-
- for(int k=0;k<person[j].skeleton.num_joints;k++){
-
- if(findDistancefast(DoRotation(person[j].skeleton.joints[k].position,0,person[j].playerrotation,0)+person[j].playercoords,hitstruct.hitlocation)<200){
-
- person[j].skeleton.joints[k].offset+=DoRotation(sprites.velocity[i]*.1*((200/findDistancefast(DoRotation(person[j].skeleton.joints[k].position,0,person[j].playerrotation,0)+person[j].playercoords,hitstruct.hitlocation))/totalarea*10),0,-person[j].playerrotation,0);
-
- }
-
- offsetlength=findLengthfast(person[j].skeleton.joints[k].offset);
-
- if(offsetlength>9){
-
- Normalise(&person[j].skeleton.joints[k].offset);
-
- person[j].skeleton.joints[k].offset*=3;
-
- }
-
- }
-
- }}
-
- sprites.velocity[i]*=-.3;
-
- }
-
- }
-
- }
-
- }
-
- sprites.oldlocation[i]=sprites.location[i];
-
- }
-
- //Explode
-
- if(sprites.type[i]==grenadesprite){
-
- sprites.brightness[i]-=multiplier*.3;
-
- if(sprites.brightness[i]<=0||(impact&&sprites.size[i]>1)){
-
- sprites.brightness[i]=0;
-
- sprites.MakeSprite(smokesprite, 1, 1, 1, 1, sprites.location[i], facing*0, 60);
-
- sprites.MakeSprite(muzzleflashsprite, 1, 1, 1, 1, sprites.location[i], facing*0, 9);
-
- float gLoc[3];
-
- gLoc[0]=(((sprites.location[i].x)-camera.position.x)/3+camera.position.x)/soundscalefactor;
-
- gLoc[1]=(((sprites.location[i].y)-camera.position.y)/3+camera.position.y)/soundscalefactor;
-
- gLoc[2]=(((sprites.location[i].z)-camera.position.z)/3+camera.position.z)/soundscalefactor;
-
- alSourcefv(gSourceID[explosionsound], AL_POSITION, gLoc);
-
- alSourcePlay(gSourceID[explosionsound]);
-
- XYZ relation;
-
- camerashake=1-findDistance(person[0].playercoords,sprites.location[i])/200;
-
- //if(!sprites.size[i]>1){
-
- overpoint=sprites.location[i];
-
- overpoint.y+=3000;
-
- underpoint=sprites.location[i];
-
- underpoint.y-=3000;
-
- move=0;
-
- wherex=(sprites.location[i].x+block_spacing/2)/block_spacing;
-
- wherey=(sprites.location[i].z+block_spacing/2)/block_spacing;
-
- move.x=wherex*block_spacing;
-
- move.z=wherey*block_spacing;
-
- XYZ temp;
-
- whichtri=sidewalkcollide.LineCheck2(overpoint,underpoint,&temp,move,cityrotation[wherex][wherey]*90);
-
- XYZ normish;
-
- normish=0;
-
- normish.y=1;
-
- if(whichtri>=0){
-
- decals.MakeDecal(crater, sprites.location[i],9,normish, 0, &sidewalkcollide, move, cityrotation[wherex][wherey]*90);
-
- }
-
- if(whichtri==-1){
-
- temp=sprites.location[i];
-
- temp.y=-.5;
-
- move=0;
-
- decals.MakeDecal(crater, sprites.location[i],9,normish, 0, &sidewalkcollide, move, 0);
-
- }
-
- //}
-
- for(int k=0;k<numpeople;k++){
-
- if(person[k].existing&&(person[k].longdead!=-1||person[k].skeleton.free<1)){
-
- if((findDistancefast(person[k].playercoords,sprites.location[i])<700&&person[k].skeleton.free<1)||(findDistancefast(person[k].averageloc,sprites.location[i])<700&&person[k].skeleton.free>=1)){
-
- if(person[k].skeleton.free!=1){
-
- if(person[k].type==civiliantype)civkills++;
-
- if(person[k].type==eviltype)goodkills++;
-
- person[k].skeleton.free=1;
-
- person[k].killtargetvisible=0;
-
- if((findDistancefast(person[k].playercoords,sprites.location[i])<600&&person[k].skeleton.free<1)||(findDistancefast(person[k].averageloc,sprites.location[i])<600&&person[k].skeleton.free>=1)||person[k].type==playertype){
-
- person[k].health-=100;
-
- person[k].bleeding=1;
-
- }
-
- person[k].DoAnimations(k);
-
- person[k].longdead=1;
-
-
-
- person[k].bleeddelay=1;
-
- person[k].bjoint1=&person[k].skeleton.joints[person[k].skeleton.jointlabels[head]];
-
- person[k].bjoint2=&person[k].skeleton.joints[person[k].skeleton.jointlabels[neck]];
-
-
-
-
-
- for(int j=0;j<person[k].skeleton.num_joints;j++){
-
- person[k].skeleton.joints[j].position=DoRotation(person[k].skeleton.joints[j].position,0,person[k].playerrotation,0);
-
- person[k].skeleton.joints[j].position+=person[k].playercoords;
-
- person[k].skeleton.joints[j].realoldposition=person[k].skeleton.joints[j].position;
-
- person[k].skeleton.joints[j].velocity=DoRotation(person[k].skeleton.joints[j].velocity,0,person[k].playerrotation,0);
-
- person[k].skeleton.joints[j].velocity+=person[k].velocity;
-
- person[k].skeleton.joints[j].velocity.x+=abs(Random()%20)-10;
-
- person[k].skeleton.joints[j].velocity.y+=abs(Random()%20)-10;
-
- person[k].skeleton.joints[j].velocity.z+=abs(Random()%20)-10;
-
- }}
-
- for(int j=0;j<person[k].skeleton.num_joints;j++){
-
- relation=person[k].skeleton.joints[j].position-sprites.location[i];
-
- Normalise(&relation);
-
- if(findDistance(person[k].skeleton.joints[j].position,sprites.location[i])>1)person[k].skeleton.joints[j].velocity+=relation/findDistance(person[k].skeleton.joints[j].position,sprites.location[i])*300;
-
- else person[k].skeleton.joints[j].velocity+=relation*300;
-
- }
-
- person[k].longdead=1;
-
- for(int j=0;j<person[k].skeleton.num_joints;j++){
-
- //Sever stuff
-
- if(findLengthfast(person[k].skeleton.joints[j].velocity)>1500&&person[k].skeleton.joints[j].existing==1&&abs(Random()%3)!=1){
-
- sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,person[k].skeleton.joints[j].position, person[k].skeleton.joints[j].velocity/3, 9);
-
- person[k].skeleton.DeleteJoint(j);
-
- person[k].skeleton.broken=2;
-
- person[k].health=-10000;
-
- person[k].skeleton.joints[j].existing=0;
-
- }
-
- }
-
- }
-
- }
-
- }
-
-
-
- }
-
- }
-
- }
-
- }
-
-
-
- //camera shake
-
- camerashake-=multiplier;
-
- if(camerashake<0)camerashake=0;
-
-
-
- //camera position
-
- XYZ average;
-
- if(!zoom)average=person[0].skeleton.joints[(person[0].skeleton.jointlabels[head])].position*(person[0].aimamount/2+.5)+person[0].skeleton.joints[(person[0].skeleton.jointlabels[neck])].position*((1-person[0].aimamount)/2);
-
- if(zoom)average=person[0].skeleton.joints[(person[0].skeleton.jointlabels[righthand])].position;
-
-
-
- if(person[0].skeleton.free==0&&thirdperson!=2)camera.position=person[0].playercoords+DoRotation(average,0,person[0].playerrotation,0);
-
- if(person[0].skeleton.free==1&&thirdperson!=2)camera.position=average;
-
-
-
- //Restraints
-
- if(camera.position.y<.1)camera.position.y=.1;
-
-
-
- if(thirdperson!=2){
-
- oldrot=camera.visrotation;
-
- oldrot2=camera.visrotation2;
-
- }
-
-
-
- //Kill count
-
- for(int i=0;i<numpeople;i++){
-
- if(person[i].oldhealth>0&&person[i].health<=0){
-
- if(i==1)alSourcePlay(gSourceID[losesound]);
-
- if(person[i].type==civiliantype){
-
- alSourcePlay(gSourceID[disguisekillsound]);
-
- score-=300;
-
- }
-
- if(person[i].type==eviltype){
-
- alSourcePlay(gSourceID[soulinsound]);
-
- score+=75;
-
- if(person[i].whichgun==knife)score+=50;
-
- }
-
- person[i].firstlongdead=0;
-
- }
-
- person[i].oldhealth=person[i].health;
-
- }
-
-
-
- if(slomo==2){
-
- psychicpower-=multiplier*15;
-
- if(psychicpower<0){
-
- soundscalefactor=soundscalefactordefault;
-
- alSourceStop(gSourceID[whichsong]);
-
- alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 0);
-
- alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 0);
-
- if(person[0].whichgun==knife)whichsong=knifesong;
-
- if(person[0].whichgun!=knife)whichsong=shootsong;
-
- if(type==zombie_type)whichsong=zombiesong;
-
- alSourcef(gSourceID[whichsong], AL_PITCH, 1);
-
- alSourcePlay(gSourceID[whichsong]);
-
- alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 1);
-
- alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 1);
-
- slomo=0;
-
- alSourcePlay(gSourceID[soulinsound]);
-
- psychicpower=0;
-
- flashamount=.5;
-
- flashr=1;flashg=1;flashb=1;
-
- }
-
- }
-
- psychicpower+=multiplier*5;
-
- if(psychicpower>10)psychicpower=10;
-
-
-
- //3d sound
-
- ALint tempInt;
-
- float gLoc[3];
-
- gLoc[0]=camera.position.x/soundscalefactor;
-
- gLoc[1]=camera.position.y/soundscalefactor;
-
- gLoc[2]=camera.position.z/soundscalefactor;
-
- //Set listener position
-
- alListenerfv(AL_POSITION, gLoc);
-
-
-
- //Set orientation with forward and up vectors
-
- XYZ upvector;
-
- upvector=0;
-
- upvector.z=-1;
-
-
-
- upvector=DoRotation(upvector,-camera.rotation2+90,0,0);
-
- upvector=DoRotation(upvector,0,0-camera.rotation,0);
-
-
-
- float ori[6];
-
- ori[0] = -facing.x;
-
- ori[1] = facing.y;
-
- ori[2] = facing.z;
-
- ori[3] = -upvector.x;
-
- ori[4] = upvector.y;
-
- ori[5] = upvector.z;
-
- alListenerfv(AL_ORIENTATION, ori);
-
-
-
- if(person[0].currentanimation==throwanim||person[0].currentanimation==diveanim||paused){
-
- MoveMouse(oldmouseloc.h,oldmouseloc.v,&mouseloc);
-
- GetMouse(&mouseloc);
-
- }
-
- oldmouseloc=mouseloc;
-
-
-
- if(score<0)score=0;
-
- }
-
-}