From 90770bc12e3266cf428b66abbbd4d6bb85a5bc55 Mon Sep 17 00:00:00 2001 From: Teetime Date: Sat, 12 Jan 2013 07:59:20 +0100 Subject: Refactored some things, corrected indentation etc.. --- src/game/server/entities/character.cpp | 61 +++++++++++++--------------------- src/game/server/entities/laser.cpp | 2 +- 2 files changed, 25 insertions(+), 38 deletions(-) (limited to 'src/game/server/entities') diff --git a/src/game/server/entities/character.cpp b/src/game/server/entities/character.cpp index ac5f2f7c..a874debd 100644 --- a/src/game/server/entities/character.cpp +++ b/src/game/server/entities/character.cpp @@ -59,23 +59,21 @@ bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos) m_LastAction = -1; /*zCatch */ - if(GameServer()->m_pController->IsZCatch() && g_Config.m_SvMode == 1) + switch(g_Config.m_SvMode) { + case 1: m_ActiveWeapon = WEAPON_RIFLE; m_LastWeapon = WEAPON_RIFLE; - } - else if(GameServer()->m_pController->IsZCatch() && g_Config.m_SvMode == 3) - { + break; + case 3: m_ActiveWeapon = WEAPON_HAMMER; m_LastWeapon = WEAPON_HAMMER; - } - else if(GameServer()->m_pController->IsZCatch() && g_Config.m_SvMode == 4) - { + break; + case 4: m_ActiveWeapon = WEAPON_GRENADE; m_LastWeapon = WEAPON_GRENADE; - } - else - { + break; + default: m_ActiveWeapon = WEAPON_GUN; m_LastWeapon = WEAPON_HAMMER; } @@ -138,20 +136,17 @@ void CCharacter::HandleNinja() if(m_ActiveWeapon != WEAPON_NINJA) return; - /* zCatch */ - if(GameServer()->m_pController->IsZCatch() == false) + /* zCatch - Disable for Ninja-Mode + if ((Server()->Tick() - m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000)) { - if ((Server()->Tick() - m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000)) - { - // time's up, return - m_aWeapons[WEAPON_NINJA].m_Got = false; - m_ActiveWeapon = m_LastWeapon; + // time's up, return + m_aWeapons[WEAPON_NINJA].m_Got = false; + m_ActiveWeapon = m_LastWeapon; - SetWeapon(m_ActiveWeapon); - return; - } + SetWeapon(m_ActiveWeapon); + return; } - /* zCatch end*/ + */ // force ninja Weapon SetWeapon(WEAPON_NINJA); @@ -472,7 +467,7 @@ void CCharacter::HandleWeapons() // ammo regen int AmmoRegenTime = g_pData->m_Weapons.m_aId[m_ActiveWeapon].m_Ammoregentime; - if(GameServer()->m_pController->IsZCatch() && m_aWeapons[m_ActiveWeapon].m_Ammo > -1) + if(m_aWeapons[m_ActiveWeapon].m_Ammo > -1) { switch(m_ActiveWeapon) { @@ -494,7 +489,7 @@ void CCharacter::HandleWeapons() if ((Server()->Tick() - m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart) >= AmmoRegenTime * Server()->TickSpeed() / 1000) { // Add some ammo - m_aWeapons[m_ActiveWeapon].m_Ammo = min(m_aWeapons[m_ActiveWeapon].m_Ammo + 1, (GameServer()->m_pController->IsZCatch()) ? g_Config.m_SvGrenadeBullets : 10); + m_aWeapons[m_ActiveWeapon].m_Ammo = min(m_aWeapons[m_ActiveWeapon].m_Ammo + 1, g_Config.m_SvGrenadeBullets); m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart = -1; } } @@ -791,22 +786,14 @@ bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon) return false; /* zCatch */ - if(GameServer()->m_pController->IsZCatch()) - { - if(From == m_pPlayer->GetCID() || Weapon == WEAPON_GAME) - return false; + if(From == m_pPlayer->GetCID() || Weapon == WEAPON_GAME) + return false; - if(g_Config.m_SvMode == 4 && Weapon == WEAPON_GRENADE && Dmg < g_Config.m_SvGrenadeMinDamage) - return false; + if(g_Config.m_SvMode == 4 && Weapon == WEAPON_GRENADE && Dmg < g_Config.m_SvGrenadeMinDamage) + return false; - m_Health = 0; - m_Armor = 0; - } - else - { - if(From == m_pPlayer->GetCID()) - Dmg = max(1, Dmg/2); - } + m_Health = 0; + m_Armor = 0; /* end zCatch */ m_DamageTaken++; diff --git a/src/game/server/entities/laser.cpp b/src/game/server/entities/laser.cpp index f45a1d1d..eb1145c5 100644 --- a/src/game/server/entities/laser.cpp +++ b/src/game/server/entities/laser.cpp @@ -69,7 +69,7 @@ void CLaser::DoBounce() GameServer()->CreateSound(m_Pos, SOUND_RIFLE_BOUNCE); - if(m_Bounces == 1 && g_Config.m_SvLaserjumps && GameServer()->m_pController->IsZCatch()) + if(m_Bounces == 1 && g_Config.m_SvLaserjumps) GameServer()->CreateExplosion(m_Pos, m_Owner, WEAPON_GAME, false); } } -- cgit 1.4.1