clang-format
This commit is contained in:
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7c3a39e639
commit
5db97f7f10
@ -54,5 +54,5 @@ namespace spades {
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bool PlayerHasIntel(World &world, Player &player);
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};
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}
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}
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} // namespace client
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} // namespace spades
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@ -530,8 +530,7 @@ namespace spades {
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eye.z -= p * 0.06f * sp;
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}
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return Matrix4::FromAxis(-player.GetRight(), player.GetFront(), -player.GetUp(),
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eye);
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return Matrix4::FromAxis(-player.GetRight(), player.GetFront(), -player.GetUp(), eye);
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}
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void ClientPlayer::SetSkinParameterForTool(Player::ToolType type, asIScriptObject *skin) {
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@ -548,7 +547,7 @@ namespace spades {
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interface.SetActionProgress(p.GetSpadeAnimationProgress());
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} else if (inp.secondary) {
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interface.SetActionType(p.IsFirstDig() ? SpadeActionTypeDigStart
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: SpadeActionTypeDig);
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: SpadeActionTypeDig);
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interface.SetActionProgress(p.GetDigAnimationProgress());
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} else {
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interface.SetActionType(SpadeActionTypeIdle);
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@ -697,8 +696,7 @@ namespace spades {
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float sp = 1.f - aimDownState;
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sp *= .3f;
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sp *= std::min(1.f, p.GetVelocty().GetLength() * 5.f);
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viewWeaponOffset.x +=
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sinf(p.GetWalkAnimationProgress() * M_PI * 2.f) * 0.013f * sp;
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viewWeaponOffset.x += sinf(p.GetWalkAnimationProgress() * M_PI * 2.f) * 0.013f * sp;
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float vl = cosf(p.GetWalkAnimationProgress() * M_PI * 2.f);
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vl *= vl;
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viewWeaponOffset.z += vl * 0.018f * sp;
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@ -114,5 +114,5 @@ namespace spades {
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Matrix4 GetEyeMatrix();
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};
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}
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}
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} // namespace client
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} // namespace spades
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@ -32,6 +32,7 @@
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#include "IAudioChunk.h"
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#include "IAudioDevice.h"
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#include "CTFGameMode.h"
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#include "CenterMessageView.h"
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#include "ChatWindow.h"
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#include "ClientPlayer.h"
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@ -41,6 +42,7 @@
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#include "Fonts.h"
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#include "HurtRingView.h"
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#include "IFont.h"
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#include "IGameMode.h"
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#include "ILocalEntity.h"
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#include "LimboView.h"
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#include "MapView.h"
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@ -50,8 +52,6 @@
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#include "SmokeSpriteEntity.h"
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#include "TCProgressView.h"
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#include "Tracer.h"
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#include "IGameMode.h"
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#include "CTFGameMode.h"
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#include "GameMap.h"
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#include "Grenade.h"
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@ -103,7 +103,7 @@ namespace spades {
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return name;
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}
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}
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}
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} // namespace
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void Client::TakeScreenShot(bool sceneOnly) {
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SceneDefinition sceneDef = CreateSceneDefinition();
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@ -290,7 +290,7 @@ namespace spades {
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if ((int)cg_playerNames == 0)
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return;
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Player &p = GetWorld()->GetLocalPlayer().value();
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hitTag_t tag = hit_None;
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@ -429,7 +429,7 @@ namespace spades {
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Handle<IImage> img(renderer->RegisterImage("Gfx/Intel.png"), false);
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// Strobe
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Vector4 color {1.0f, 1.0f, 1.0f, 1.0f};
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Vector4 color{1.0f, 1.0f, 1.0f, 1.0f};
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color *= std::fabs(std::sin(world->GetTime() * 2.0f));
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renderer->SetColorAlphaPremultiplied(color);
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@ -559,7 +559,7 @@ namespace spades {
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} else if (weap.GetAmmo() == 0 && weap.GetStock() == 0) {
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msg = _Tr("Client", "Out of Ammo");
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} else if (weap.GetStock() > 0 &&
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weap.GetAmmo() < weap.GetClipSize() / 4) {
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weap.GetAmmo() < weap.GetClipSize() / 4) {
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msg = _Tr("Client", "Press [{0}] to Reload",
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TranslateKeyName(cg_keyReloadWeapon));
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}
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@ -756,8 +756,9 @@ namespace spades {
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color = Vector4(1.f, 1.f, 1.f, 1.f);
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color *= fade;
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font->DrawShadow(alertContents, Vector2(pos.x + contentsSize.x - textSize.x - margin,
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pos.y + (contentsSize.y - textSize.y) * 0.5f),
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font->DrawShadow(alertContents,
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Vector2(pos.x + contentsSize.x - textSize.x - margin,
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pos.y + (contentsSize.y - textSize.y) * 0.5f),
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1.f, color, Vector4(0.f, 0.f, 0.f, fade * 0.5f));
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}
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@ -966,5 +967,5 @@ namespace spades {
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DrawStats();
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}
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}
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}
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} // namespace client
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} // namespace spades
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@ -27,8 +27,8 @@
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#include "IAudioChunk.h"
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#include "IAudioDevice.h"
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#include "ClientUI.h"
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#include "ChatWindow.h"
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#include "ClientUI.h"
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#include "Corpse.h"
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#include "LimboView.h"
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#include "MapView.h"
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@ -441,7 +441,7 @@ namespace spades {
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}
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if (world->GetLocalPlayer()->IsToolWeapon() && weapInput.secondary &&
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!lastVal && world->GetLocalPlayer()->IsReadyToUseTool() &&
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!world->GetLocalPlayer()->GetWeapon().IsReloading() &&
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!world->GetLocalPlayer()->GetWeapon().IsReloading() &&
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GetSprintState() == 0.0f) {
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AudioParam params;
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params.volume = 0.08f;
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@ -453,7 +453,7 @@ namespace spades {
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Weapon &w = world->GetLocalPlayer()->GetWeapon();
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if (w.GetAmmo() < w.GetClipSize() && w.GetStock() > 0 &&
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(!world->GetLocalPlayer()->IsAwaitingReloadCompletion()) &&
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(!w.IsReloading()) &&
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(!w.IsReloading()) &&
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world->GetLocalPlayer()->GetTool() == Player::ToolWeapon) {
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if (world->GetLocalPlayer()->IsToolWeapon()) {
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if (weapInput.secondary) {
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@ -553,7 +553,7 @@ namespace spades {
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} else if (CheckKey(cg_keyLimbo, name) && down) {
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limbo->SetSelectedTeam(world->GetLocalPlayer()->GetTeamId());
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limbo->SetSelectedWeapon(
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world->GetLocalPlayer()->GetWeapon().GetWeaponType());
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world->GetLocalPlayer()->GetWeapon().GetWeaponType());
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inGameLimbo = true;
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} else if (CheckKey(cg_keySceneshot, name) && down) {
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TakeScreenShot(true);
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@ -563,7 +563,8 @@ namespace spades {
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TakeMapShot();
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} else if (CheckKey(cg_keyFlashlight, name) && down) {
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// spectators and dead players should not be able to toggle the flashlight
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if (world->GetLocalPlayer()->IsSpectator() || !world->GetLocalPlayer()->IsAlive())
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if (world->GetLocalPlayer()->IsSpectator() ||
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!world->GetLocalPlayer()->IsAlive())
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return;
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flashlightOn = !flashlightOn;
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flashlightOnTime = time;
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@ -626,5 +627,5 @@ namespace spades {
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}
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}
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}
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}
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}
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} // namespace client
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} // namespace spades
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@ -121,7 +121,7 @@ namespace spades {
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return 1.f;
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}
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ClientPlayer* clientPlayer = clientPlayers[player.GetId()];
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ClientPlayer *clientPlayer = clientPlayers[player.GetId()];
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SPAssert(clientPlayer);
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float delta = .8f;
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@ -178,7 +178,8 @@ namespace spades {
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def.fovY = (float)cg_fov * static_cast<float>(M_PI) / 180.f;
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def.fovX = atanf(tanf(def.fovY * .5f) * renderer->ScreenWidth() /
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renderer->ScreenHeight()) * 2.f;
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renderer->ScreenHeight()) *
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2.f;
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def.zNear = 0.05f;
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@ -204,7 +205,8 @@ namespace spades {
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localFireVibration *= 0.4f;
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}
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roll += (SampleRandomFloat() - SampleRandomFloat()) * 0.03f * localFireVibration;
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roll += (SampleRandomFloat() - SampleRandomFloat()) * 0.03f *
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localFireVibration;
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scale += SampleRandomFloat() * 0.04f * localFireVibration;
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vibPitch += localFireVibration * (1.f - localFireVibration) * 0.01f;
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@ -216,13 +218,13 @@ namespace spades {
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{
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float sp = SmoothStep(GetSprintState());
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vibYaw += sinf(player.GetWalkAnimationProgress() *
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static_cast<float>(M_PI) * 2.f) *
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0.01f * sp;
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static_cast<float>(M_PI) * 2.f) *
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0.01f * sp;
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roll -= sinf(player.GetWalkAnimationProgress() *
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static_cast<float>(M_PI) * 2.f) *
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0.005f * (sp);
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static_cast<float>(M_PI) * 2.f) *
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0.005f * (sp);
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float p = cosf(player.GetWalkAnimationProgress() *
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static_cast<float>(M_PI) * 2.f);
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static_cast<float>(M_PI) * 2.f);
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p = p * p;
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p *= p;
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p *= p;
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@ -230,14 +232,14 @@ namespace spades {
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if (shakeLevel >= 2) {
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vibYaw += coherentNoiseSamplers[0].Sample(
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player.GetWalkAnimationProgress() * 2.5f) *
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0.005f * sp;
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player.GetWalkAnimationProgress() * 2.5f) *
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0.005f * sp;
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vibPitch += coherentNoiseSamplers[1].Sample(
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player.GetWalkAnimationProgress() * 2.5f) *
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0.01f * sp;
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player.GetWalkAnimationProgress() * 2.5f) *
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0.01f * sp;
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roll += coherentNoiseSamplers[2].Sample(
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player.GetWalkAnimationProgress() * 2.5f) *
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0.008f * sp;
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player.GetWalkAnimationProgress() * 2.5f) *
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0.008f * sp;
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scale += sp * 0.1f;
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}
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@ -246,7 +248,8 @@ namespace spades {
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def.fovY = (float)cg_fov * static_cast<float>(M_PI) / 180.f;
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def.fovX = atanf(tanf(def.fovY * .5f) * renderer->ScreenWidth() /
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renderer->ScreenHeight()) * 2.f;
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renderer->ScreenHeight()) *
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2.f;
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// for 1st view, camera blur can be used
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def.denyCameraBlur = false;
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@ -287,15 +290,15 @@ namespace spades {
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Vector3 center = player.GetEye();
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if (!player.IsAlive() && lastMyCorpse &&
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&player == world->GetLocalPlayer()) {
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&player == world->GetLocalPlayer()) {
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center = lastMyCorpse->GetCenter();
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}
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if (map->IsSolidWrapped((int)floorf(center.x), (int)floorf(center.y),
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(int)floorf(center.z))) {
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(int)floorf(center.z))) {
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float z = center.z;
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while (z > center.z - 5.f) {
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if (!map->IsSolidWrapped((int)floorf(center.x),
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(int)floorf(center.y), (int)floorf(z))) {
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(int)floorf(center.y), (int)floorf(z))) {
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center.z = z;
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break;
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} else {
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@ -306,8 +309,8 @@ namespace spades {
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float distance = 5.f;
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if (&player == world->GetLocalPlayer() &&
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world->GetLocalPlayer()->GetTeamId() < 2 &&
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!world->GetLocalPlayer()->IsAlive()) {
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world->GetLocalPlayer()->GetTeamId() < 2 &&
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!world->GetLocalPlayer()->IsAlive()) {
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// deathcam.
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float elapsedTime = time - lastAliveTime;
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distance -= 3.f * expf(-elapsedTime * 1.f);
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@ -344,7 +347,8 @@ namespace spades {
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def.fovY = (float)cg_fov * static_cast<float>(M_PI) / 180.f;
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def.fovX = atanf(tanf(def.fovY * .5f) * renderer->ScreenWidth() /
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renderer->ScreenHeight()) * 2.f;
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renderer->ScreenHeight()) *
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2.f;
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// Update initial floating camera pos
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freeCameraState.position = def.viewOrigin;
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@ -369,7 +373,8 @@ namespace spades {
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def.fovY = (float)cg_fov * static_cast<float>(M_PI) / 180.f;
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def.fovX = atanf(tanf(def.fovY * .5f) * renderer->ScreenWidth() /
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renderer->ScreenHeight()) * 2.f;
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renderer->ScreenHeight()) *
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2.f;
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// for 1st view, camera blur can be used
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def.denyCameraBlur = false;
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@ -386,7 +391,8 @@ namespace spades {
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if (grenVib > 1.f)
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grenVib = 1.f;
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roll += (SampleRandomFloat() - SampleRandomFloat()) * 0.2f * grenVib;
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vibPitch += (SampleRandomFloat() - SampleRandomFloat()) * 0.1f * grenVib;
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vibPitch +=
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(SampleRandomFloat() - SampleRandomFloat()) * 0.1f * grenVib;
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vibYaw += (SampleRandomFloat() - SampleRandomFloat()) * 0.1f * grenVib;
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scale -= (SampleRandomFloat() - SampleRandomFloat()) * 0.1f * grenVib;
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@ -445,7 +451,7 @@ namespace spades {
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if ((int)cg_manualFocus) {
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// Depth of field is manually controlled
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def.depthOfFieldNearBlurStrength = def.depthOfFieldFarBlurStrength =
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0.5f * (float)cg_depthOfFieldAmount;
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0.5f * (float)cg_depthOfFieldAmount;
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def.depthOfFieldFocalLength = focalLength;
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} else {
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def.depthOfFieldNearBlurStrength = cg_depthOfFieldAmount;
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@ -605,7 +611,7 @@ namespace spades {
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clientPlayers[i]->AddToScene();
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}
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auto &nades = world->GetAllGrenades();
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for (auto &nade: nades) {
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for (auto &nade : nades) {
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AddGrenadeToScene(*nade);
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}
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@ -638,7 +644,7 @@ namespace spades {
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std::vector<IntVector3> blocks;
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if (p->IsBlockCursorDragging()) {
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blocks = world->CubeLine(p->GetBlockCursorDragPos(),
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p->GetBlockCursorPos(), 256);
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p->GetBlockCursorPos(), 256);
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} else {
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blocks.push_back(p->GetBlockCursorPos());
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}
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@ -651,8 +657,10 @@ namespace spades {
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if ((int)blocks.size() > p->GetNumBlocks())
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color = MakeVector3(1.f, 0.f, 0.f);
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IModel *curLine = renderer->RegisterModel("Models/MapObjects/BlockCursorLine.kv6");
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IModel *curSingle = renderer->RegisterModel("Models/MapObjects/BlockCursorSingle.kv6");
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IModel *curLine =
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renderer->RegisterModel("Models/MapObjects/BlockCursorLine.kv6");
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IModel *curSingle =
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renderer->RegisterModel("Models/MapObjects/BlockCursorSingle.kv6");
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for (size_t i = 0; i < blocks.size(); i++) {
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IntVector3 &v = blocks[i];
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bool solid = blocks.size() > 2 && map->IsSolid(v.x, v.y, v.z);
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@ -660,11 +668,16 @@ namespace spades {
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param.ghost = true;
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param.opacity = active && !solid ? .7f : .3f;
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param.customColor = color;
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param.matrix = Matrix4::Translate(MakeVector3(v.x + .5f, v.y + .5f, v.z + .5f));
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param.matrix = param.matrix * Matrix4::Scale(1.f / 24.f + (solid ? 0.0005f : 0.f)); // make cursor larger if needed to stop z-fighting
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param.matrix =
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Matrix4::Translate(MakeVector3(v.x + .5f, v.y + .5f, v.z + .5f));
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param.matrix =
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param.matrix *
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Matrix4::Scale(
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1.f / 24.f +
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(solid ? 0.0005f
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: 0.f)); // make cursor larger if needed to stop z-fighting
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renderer->RenderModel(blocks.size() > 1 ? curLine : curSingle, param);
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}
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}
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}
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}
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@ -717,5 +730,5 @@ namespace spades {
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return v2;
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}
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}
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}
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} // namespace client
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} // namespace spades
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@ -689,10 +689,9 @@ namespace spades {
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if (isLocal)
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audioDevice->PlayLocal(c, MakeVector3(.4f, -.3f, .5f), AudioParam());
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else
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audioDevice->Play(c,
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p.GetEye() + p.GetFront() * 0.5f - p.GetUp() * .3f +
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p.GetRight() * .4f,
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AudioParam());
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audioDevice->Play(
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c, p.GetEye() + p.GetFront() * 0.5f - p.GetUp() * .3f + p.GetRight() * .4f,
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AudioParam());
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}
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}
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@ -705,14 +704,14 @@ namespace spades {
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if (isLocal)
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audioDevice->PlayLocal(c, MakeVector3(.4f, -.3f, .5f), AudioParam());
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else
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audioDevice->Play(c,
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p.GetEye() + p.GetFront() * 0.5f - p.GetUp() * .3f +
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p.GetRight() * .4f,
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AudioParam());
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audioDevice->Play(
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c, p.GetEye() + p.GetFront() * 0.5f - p.GetUp() * .3f + p.GetRight() * .4f,
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AudioParam());
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}
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}
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void Client::PlayerThrewGrenade(spades::client::Player &p, stmp::optional<const Grenade &> g) {
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void Client::PlayerThrewGrenade(spades::client::Player &p,
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stmp::optional<const Grenade &> g) {
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SPADES_MARK_FUNCTION();
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if (!IsMuted()) {
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@ -727,10 +726,9 @@ namespace spades {
|
||||
if (isLocal)
|
||||
audioDevice->PlayLocal(c, MakeVector3(.4f, 0.1f, .3f), AudioParam());
|
||||
else
|
||||
audioDevice->Play(c,
|
||||
p.GetEye() + p.GetFront() * 0.5f - p.GetUp() * .2f +
|
||||
p.GetRight() * .3f,
|
||||
AudioParam());
|
||||
audioDevice->Play(
|
||||
c, p.GetEye() + p.GetFront() * 0.5f - p.GetUp() * .2f + p.GetRight() * .3f,
|
||||
AudioParam());
|
||||
}
|
||||
}
|
||||
|
||||
@ -922,11 +920,11 @@ namespace spades {
|
||||
// log to netlog
|
||||
if (&killer != &victim) {
|
||||
NetLog("%s (%s) [%s] %s (%s)", killer.GetName().c_str(),
|
||||
world->GetTeam(killer.GetTeamId()).name.c_str(), cause.c_str(),
|
||||
victim.GetName().c_str(), world->GetTeam(victim.GetTeamId()).name.c_str());
|
||||
world->GetTeam(killer.GetTeamId()).name.c_str(), cause.c_str(),
|
||||
victim.GetName().c_str(), world->GetTeam(victim.GetTeamId()).name.c_str());
|
||||
} else {
|
||||
NetLog("%s (%s) [%s]", killer.GetName().c_str(),
|
||||
world->GetTeam(killer.GetTeamId()).name.c_str(), cause.c_str());
|
||||
world->GetTeam(killer.GetTeamId()).name.c_str(), cause.c_str());
|
||||
}
|
||||
|
||||
// show big message if player is involved
|
||||
|
@ -19,13 +19,13 @@
|
||||
*/
|
||||
|
||||
#include "Corpse.h"
|
||||
#include <Core/Debug.h>
|
||||
#include <Core/Settings.h>
|
||||
#include "GameMap.h"
|
||||
#include "IModel.h"
|
||||
#include "IRenderer.h"
|
||||
#include "Player.h"
|
||||
#include "World.h"
|
||||
#include <Core/Debug.h>
|
||||
#include <Core/Settings.h>
|
||||
|
||||
using namespace std;
|
||||
|
||||
@ -84,8 +84,7 @@ namespace spades {
|
||||
SetNode(Arm2, torso * MakeVector3(-0.2f, -.4f, .2f));
|
||||
}
|
||||
|
||||
SetNode(Head,
|
||||
(nodes[Torso1].pos + nodes[Torso2].pos) * .5f + MakeVector3(0, 0, -0.6f));
|
||||
SetNode(Head, (nodes[Torso1].pos + nodes[Torso2].pos) * .5f + MakeVector3(0, 0, -0.6f));
|
||||
}
|
||||
|
||||
void Corpse::SetNode(NodeType n, spades::Vector3 v) {
|
||||
@ -99,9 +98,7 @@ namespace spades {
|
||||
nodes[n].lastPos = v;
|
||||
nodes[n].lastForce = MakeVector3(0, 0, 0);
|
||||
}
|
||||
void Corpse::SetNode(NodeType n, spades::Vector4 v) {
|
||||
SetNode(n, v.GetXYZ());
|
||||
}
|
||||
void Corpse::SetNode(NodeType n, spades::Vector4 v) { SetNode(n, v.GetXYZ()); }
|
||||
|
||||
Corpse::~Corpse() {}
|
||||
|
||||
@ -746,5 +743,5 @@ namespace spades {
|
||||
for (int i = 0; i < NodeCount; i++)
|
||||
nodes[i].vel += v;
|
||||
}
|
||||
}
|
||||
}
|
||||
} // namespace client
|
||||
} // namespace spades
|
||||
|
@ -100,5 +100,5 @@ namespace spades {
|
||||
|
||||
void AddImpulse(Vector3);
|
||||
};
|
||||
}
|
||||
}
|
||||
} // namespace client
|
||||
} // namespace spades
|
||||
|
@ -19,8 +19,6 @@
|
||||
*/
|
||||
|
||||
#include "FallingBlock.h"
|
||||
#include <Core/Debug.h>
|
||||
#include <Core/Exception.h>
|
||||
#include "Client.h"
|
||||
#include "GameMap.h"
|
||||
#include "IModel.h"
|
||||
@ -28,6 +26,8 @@
|
||||
#include "ParticleSpriteEntity.h"
|
||||
#include "SmokeSpriteEntity.h"
|
||||
#include "World.h"
|
||||
#include <Core/Debug.h>
|
||||
#include <Core/Exception.h>
|
||||
#include <limits.h>
|
||||
|
||||
namespace spades {
|
||||
@ -104,7 +104,7 @@ namespace spades {
|
||||
|
||||
const Handle<GameMap> &map = client->GetWorld()->GetMap();
|
||||
Vector3 orig = matrix.GetOrigin();
|
||||
|
||||
|
||||
SPAssert(map);
|
||||
|
||||
if (time > 1.f || map->ClipBox(orig.x, orig.y, orig.z)) {
|
||||
@ -142,8 +142,8 @@ namespace spades {
|
||||
client->grenadeVibration += impact / (dist + 5.f);
|
||||
if (client->grenadeVibration > 1.f)
|
||||
client->grenadeVibration = 1.f;
|
||||
|
||||
auto *getRandom = SampleRandomFloat;
|
||||
|
||||
auto *getRandom = SampleRandomFloat;
|
||||
|
||||
for (int x = 0; x < w; x++) {
|
||||
Vector3 p1 = vmOrigin + vmAxis1 * (float)x;
|
||||
@ -171,11 +171,12 @@ namespace spades {
|
||||
{
|
||||
ParticleSpriteEntity *ent =
|
||||
new SmokeSpriteEntity(client, col, 70.f);
|
||||
ent->SetTrajectory(p3, (MakeVector3(getRandom() - getRandom(),
|
||||
getRandom() - getRandom(),
|
||||
getRandom() - getRandom())) *
|
||||
0.2f,
|
||||
1.f, 0.f);
|
||||
ent->SetTrajectory(
|
||||
p3,
|
||||
(MakeVector3(getRandom() - getRandom(), getRandom() - getRandom(),
|
||||
getRandom() - getRandom())) *
|
||||
0.2f,
|
||||
1.f, 0.f);
|
||||
ent->SetRotation(getRandom() * (float)M_PI * 2.f);
|
||||
ent->SetRadius(1.0f, 0.5f);
|
||||
ent->SetBlockHitAction(ParticleSpriteEntity::Ignore);
|
||||
@ -187,10 +188,11 @@ namespace spades {
|
||||
for (int i = 0; i < 6; i++) {
|
||||
ParticleSpriteEntity *ent =
|
||||
new ParticleSpriteEntity(client, img, col);
|
||||
ent->SetTrajectory(p3, MakeVector3(getRandom() - getRandom(),
|
||||
getRandom() - getRandom(),
|
||||
getRandom() - getRandom()) *
|
||||
13.f,
|
||||
ent->SetTrajectory(p3,
|
||||
MakeVector3(getRandom() - getRandom(),
|
||||
getRandom() - getRandom(),
|
||||
getRandom() - getRandom()) *
|
||||
13.f,
|
||||
1.f, .6f);
|
||||
ent->SetRotation(getRandom() * (float)M_PI * 2.f);
|
||||
ent->SetRadius(0.35f + getRandom() * getRandom() * 0.1f);
|
||||
@ -223,5 +225,5 @@ namespace spades {
|
||||
param.matrix = matrix;
|
||||
client->GetRenderer()->RenderModel(model, param);
|
||||
}
|
||||
}
|
||||
}
|
||||
} // namespace client
|
||||
} // namespace spades
|
||||
|
@ -21,8 +21,8 @@
|
||||
|
||||
#include <ctime> //windows needs this.
|
||||
|
||||
#include "HitTestDebugger.h"
|
||||
#include "GameMap.h"
|
||||
#include "HitTestDebugger.h"
|
||||
#include "Player.h"
|
||||
#include "Weapon.h"
|
||||
#include "World.h"
|
||||
@ -148,7 +148,7 @@ namespace spades {
|
||||
def.zFar = 200.f;
|
||||
|
||||
// start rendering
|
||||
const Handle<GameMap>& map = world->GetMap();
|
||||
const Handle<GameMap> &map = world->GetMap();
|
||||
if (!def.skipWorld) {
|
||||
renderer->SetGameMap(&*map);
|
||||
}
|
||||
@ -307,5 +307,5 @@ namespace spades {
|
||||
|
||||
renderer->Flip();
|
||||
}
|
||||
}
|
||||
}
|
||||
} // namespace client
|
||||
} // namespace spades
|
||||
|
@ -112,5 +112,5 @@ namespace spades {
|
||||
AABB2(0, 0, image->GetWidth(), image->GetHeight()));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} // namespace client
|
||||
} // namespace spades
|
||||
|
@ -140,7 +140,7 @@ namespace spades {
|
||||
IntVector3 color);
|
||||
|
||||
Player(const Player &) = delete;
|
||||
void operator =(const Player &) = delete;
|
||||
void operator=(const Player &) = delete;
|
||||
|
||||
~Player();
|
||||
|
||||
|
@ -20,8 +20,8 @@
|
||||
*/
|
||||
|
||||
#include "TCGameMode.h"
|
||||
#include <Core/Debug.h>
|
||||
#include "World.h"
|
||||
#include <Core/Debug.h>
|
||||
|
||||
namespace spades {
|
||||
namespace client {
|
||||
@ -49,5 +49,5 @@ namespace spades {
|
||||
prog = 1.f;
|
||||
return prog;
|
||||
}
|
||||
}
|
||||
}
|
||||
} // namespace client
|
||||
} // namespace spades
|
||||
|
@ -78,5 +78,5 @@ namespace spades {
|
||||
|
||||
void AddTerritory(const Territory &);
|
||||
};
|
||||
}
|
||||
}
|
||||
} // namespace client
|
||||
} // namespace spades
|
||||
|
@ -33,7 +33,7 @@ namespace spades {
|
||||
owner(p),
|
||||
time(0),
|
||||
shooting(false),
|
||||
shootingPreviously(false),
|
||||
shootingPreviously(false),
|
||||
reloading(false),
|
||||
nextShotTime(0.f),
|
||||
reloadStartTime(-101.f),
|
||||
@ -388,9 +388,8 @@ namespace spades {
|
||||
case SHOTGUN_WEAPON: return new ShotgunWeapon4(p.GetWorld(), p);
|
||||
default: SPInvalidEnum("type", type);
|
||||
}
|
||||
default:
|
||||
SPInvalidEnum("protocolVersion", gp.protocolVersion);
|
||||
default: SPInvalidEnum("protocolVersion", gp.protocolVersion);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} // namespace client
|
||||
} // namespace spades
|
||||
|
@ -149,4 +149,4 @@ namespace spades {
|
||||
*/
|
||||
template <class S> Handle<S> Cast() const & { return Handle{*this}.Cast<S>(); }
|
||||
};
|
||||
}
|
||||
} // namespace spades
|
||||
|
Loading…
x
Reference in New Issue
Block a user