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authorNguyễn Gia Phong <mcsinyx@disroot.org>2021-06-22 14:37:47 +0700
committerNguyễn Gia Phong <mcsinyx@disroot.org>2021-06-22 14:37:47 +0700
commit1fda9269f0c2d505368abf3ab9ca5ef88886b7e9 (patch)
tree0669feca19b097dda65716f66b361f62b47c232a /src/GameInitDispose.cpp
parentc639165380a56616e8dab4c09490f763d4da00c1 (diff)
downloadblackshades-1fda9269f0c2d505368abf3ab9ca5ef88886b7e9.tar.gz
Revert 'Give VIP a short hand'
This somehow makes the VIP disappear.
Diffstat (limited to 'src/GameInitDispose.cpp')
-rw-r--r--src/GameInitDispose.cpp77
1 files changed, 38 insertions, 39 deletions
diff --git a/src/GameInitDispose.cpp b/src/GameInitDispose.cpp
index d99eeee..c11f3c1 100644
--- a/src/GameInitDispose.cpp
+++ b/src/GameInitDispose.cpp
@@ -850,6 +850,7 @@ void Game::InitGame()
camera.position.z=num_blocks/2*block_spacing+block_spacing/2;
camera.position.y=30;
camera.oldposition=camera.position;
+ numpeople=1;
//Setup path to walk around blocks
path.load((unsigned char *)":Data:Models:path.solid");
@@ -863,53 +864,51 @@ void Game::InitGame()
person[0].speedmult=1.3;
//Add vip
- auto vip = person[1];
- vip.playerrotation=0;
- vip.whichcostume=vipcostume;
- vip.whichblockx=((person[0].playercoords.x+block_spacing/2)/block_spacing);
- vip.whichblocky=((person[0].playercoords.x+block_spacing/2)/block_spacing);
- vip.pathnum=-1;
- vip.oldpathnum=-1;
- vip.oldoldpathnum=-1;
- vip.oldoldoldpathnum=-1;
-
- while (vip.pathnum < 0
- || vip.pathnum >= path.vertexNum
- || vip.pathnum == 1)
- vip.pathnum = Random() % path.vertexNum;
-
- vip.pathtarget.x=path.vertex[vip.pathnum].x;
- vip.pathtarget.z=path.vertex[vip.pathnum].z;
- vip.pathsize=.98+float(abs(Random()%20))/400;
- vip.pathtarget*=vip.pathsize;
- vip.pathtarget.x+=vip.whichblockx*block_spacing;
- vip.pathtarget.z+=vip.whichblocky*block_spacing;
- vip.playercoords=vip.pathtarget;
- vip.oldplayercoords=vip.playercoords;
-
- person[0].playercoords=vip.playercoords;
+ person[numpeople].playerrotation=0;
+ person[numpeople].whichcostume=vipcostume;
+ person[numpeople].whichblockx=((person[0].playercoords.x+block_spacing/2)/block_spacing);
+ person[numpeople].whichblocky=((person[0].playercoords.x+block_spacing/2)/block_spacing);
+ 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[0].playercoords=person[numpeople].playercoords;
person[0].playercoords.x+=1;
person[0].playercoords.z+=1;
person[0].oldplayercoords=person[0].playercoords;
- vip.skeleton.free=0;
- vip.targetanimation=walkanim;
- vip.speed=1;
- vip.existing=0;
- vip.speedmult=1;
- if(type==zombie_type)vip.speedmult=.8;
+ person[numpeople].skeleton.free=0;
+ person[numpeople].targetanimation=walkanim;
+ person[numpeople].speed=1;
+ person[numpeople].existing=0;
+ person[numpeople].speedmult=1;
+ if(type==zombie_type)person[numpeople].speedmult=.8;
- vip.health=100;
- vip.playerrotation2=0;//20;
- vip.lastdistancevictim=200000;
+ person[numpeople].health=100;
+ person[numpeople].playerrotation2=0;//20;
+ person[numpeople].lastdistancevictim=200000;
- if(vip.skeleton.broken)vip.skeleton.Load((char *)":Data:Skeleton:Basic Figure");
+ if(person[numpeople].skeleton.broken)person[numpeople].skeleton.Load((char *)":Data:Skeleton:Basic Figure");
- vip.type=viptype;
- vip.whichgun=nogun; vip.aiming=0; vip.killtarget=-1;
- vip.existing=1;
+ person[numpeople].type=viptype;
+ person[numpeople].whichgun=nogun; person[numpeople].aiming=0; person[numpeople].killtarget=-1;
+ person[numpeople].existing=1;
- citypeoplenum[vip.whichblockx][vip.whichblocky]++;
+ citypeoplenum[person[numpeople].whichblockx][person[numpeople].whichblocky]++;
numpeople++;
spawndelay=.1;