diff options
| author | xalduin <xalduin@gmail.com> | 2010-06-03 13:32:15 -0400 |
|---|---|---|
| committer | xalduin <xalduin@gmail.com> | 2010-06-03 13:32:15 -0400 |
| commit | 8b15558f5d8e51d76a4d74254d2173297db61082 (patch) | |
| tree | ac331fa8f6fcfc081454114eb5ed133ee1cac540 /src/game/server/entities/character.cpp | |
| parent | 3fff61d24aebd77dc6feb289595620e114730c86 (diff) | |
| parent | 551170656d84ebdc4e801bc0187b397646ea3c3b (diff) | |
| download | zcatch-8b15558f5d8e51d76a4d74254d2173297db61082.tar.gz zcatch-8b15558f5d8e51d76a4d74254d2173297db61082.zip | |
Merge remote branch 'upstream/master
Diffstat (limited to 'src/game/server/entities/character.cpp')
| -rw-r--r-- | src/game/server/entities/character.cpp | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/src/game/server/entities/character.cpp b/src/game/server/entities/character.cpp index 839088dd..77d8f462 100644 --- a/src/game/server/entities/character.cpp +++ b/src/game/server/entities/character.cpp @@ -40,7 +40,7 @@ MACRO_ALLOC_POOL_ID_IMPL(CCharacter, MAX_CLIENTS) CCharacter::CCharacter(CGameWorld *pWorld) : CEntity(pWorld, NETOBJTYPE_CHARACTER) { - m_ProximityRadius = g_CharPhysSize; + m_ProximityRadius = ms_PhysSize; m_Health = 0; m_Armor = 0; } @@ -101,9 +101,9 @@ void CCharacter::SetWeapon(int W) bool CCharacter::IsGrounded() { - if(GameServer()->Collision()->CheckPoint(m_Pos.x+g_CharPhysSize/2, m_Pos.y+g_CharPhysSize/2+5)) + if(GameServer()->Collision()->CheckPoint(m_Pos.x+m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5)) return true; - if(GameServer()->Collision()->CheckPoint(m_Pos.x-g_CharPhysSize/2, m_Pos.y+g_CharPhysSize/2+5)) + if(GameServer()->Collision()->CheckPoint(m_Pos.x-m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5)) return true; return false; } @@ -144,7 +144,7 @@ void CCharacter::HandleNinja() // Set velocity m_Core.m_Vel = m_Ninja.m_ActivationDir * g_pData->m_Weapons.m_Ninja.m_Velocity; vec2 OldPos = m_Pos; - GameServer()->Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(g_CharPhysSize, g_CharPhysSize), 0.f); + GameServer()->Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(m_ProximityRadius, m_ProximityRadius), 0.f); // reset velocity so the client doesn't predict stuff m_Core.m_Vel = vec2(0.f, 0.f); @@ -153,7 +153,7 @@ void CCharacter::HandleNinja() { CCharacter *aEnts[64]; vec2 Dir = m_Pos - OldPos; - float Radius = g_CharPhysSize * 2.0f; + float Radius = m_ProximityRadius * 2.0f; vec2 Center = OldPos + Dir * 0.5f; int Num = GameServer()->m_World.FindEntities(Center, Radius, (CEntity**)aEnts, 64, NETOBJTYPE_CHARACTER); @@ -173,7 +173,7 @@ void CCharacter::HandleNinja() continue; // check so we are sufficiently close - if (distance(aEnts[i]->m_Pos, m_Pos) > (g_CharPhysSize * 2.0f)) + if (distance(aEnts[i]->m_Pos, m_Pos) > (m_ProximityRadius * 2.0f)) continue; // Hit a player, give him damage and stuffs... @@ -277,7 +277,7 @@ void CCharacter::FireWeapon() return; } - vec2 ProjStartPos = m_Pos+Direction*g_CharPhysSize*0.75f; + vec2 ProjStartPos = m_Pos+Direction*m_ProximityRadius*0.75f; switch(m_ActiveWeapon) { @@ -289,7 +289,7 @@ void CCharacter::FireWeapon() CCharacter *aEnts[64]; int Hits = 0; - int Num = GameServer()->m_World.FindEntities(ProjStartPos, g_CharPhysSize*0.5f, (CEntity**)aEnts, + int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*0.5f, (CEntity**)aEnts, 64, NETOBJTYPE_CHARACTER); for (int i = 0; i < Num; ++i) @@ -543,10 +543,10 @@ void CCharacter::Tick() m_Core.Tick(true); // handle death-tiles - if(GameServer()->Collision()->GetCollisionAt(m_Pos.x+g_CharPhysSize/3.f, m_Pos.y-g_CharPhysSize/3.f)&CCollision::COLFLAG_DEATH || - GameServer()->Collision()->GetCollisionAt(m_Pos.x+g_CharPhysSize/3.f, m_Pos.y+g_CharPhysSize/3.f)&CCollision::COLFLAG_DEATH || - GameServer()->Collision()->GetCollisionAt(m_Pos.x-g_CharPhysSize/3.f, m_Pos.y-g_CharPhysSize/3.f)&CCollision::COLFLAG_DEATH || - GameServer()->Collision()->GetCollisionAt(m_Pos.x-g_CharPhysSize/3.f, m_Pos.y+g_CharPhysSize/3.f)&CCollision::COLFLAG_DEATH) + if(GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH || + GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH || + GameServer()->Collision()->GetCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH || + GameServer()->Collision()->GetCollisionAt(m_Pos.x-m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH) { Die(m_pPlayer->GetCID(), WEAPON_WORLD); } |