diff options
Diffstat (limited to 'src/GameInitDispose.cpp')
-rw-r--r-- | src/GameInitDispose.cpp | 77 |
1 files changed, 39 insertions, 38 deletions
diff --git a/src/GameInitDispose.cpp b/src/GameInitDispose.cpp index c11f3c1..d99eeee 100644 --- a/src/GameInitDispose.cpp +++ b/src/GameInitDispose.cpp @@ -850,7 +850,6 @@ 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"); @@ -864,51 +863,53 @@ void Game::InitGame() person[0].speedmult=1.3; //Add vip - 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; + 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[0].playercoords.x+=1; person[0].playercoords.z+=1; person[0].oldplayercoords=person[0].playercoords; - 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.skeleton.free=0; + vip.targetanimation=walkanim; + vip.speed=1; + vip.existing=0; + vip.speedmult=1; + if(type==zombie_type)vip.speedmult=.8; - person[numpeople].health=100; - person[numpeople].playerrotation2=0;//20; - person[numpeople].lastdistancevictim=200000; + vip.health=100; + vip.playerrotation2=0;//20; + vip.lastdistancevictim=200000; - if(person[numpeople].skeleton.broken)person[numpeople].skeleton.Load((char *)":Data:Skeleton:Basic Figure"); + if(vip.skeleton.broken)vip.skeleton.Load((char *)":Data:Skeleton:Basic Figure"); - person[numpeople].type=viptype; - person[numpeople].whichgun=nogun; person[numpeople].aiming=0; person[numpeople].killtarget=-1; - person[numpeople].existing=1; + vip.type=viptype; + vip.whichgun=nogun; vip.aiming=0; vip.killtarget=-1; + vip.existing=1; - citypeoplenum[person[numpeople].whichblockx][person[numpeople].whichblocky]++; + citypeoplenum[vip.whichblockx][vip.whichblocky]++; numpeople++; spawndelay=.1; |