From a89dca11cf475e0bd1399cf5d5c5135d00495ec3 Mon Sep 17 00:00:00 2001 From: xolatile Date: Mon, 4 Aug 2025 18:17:30 +0200 Subject: Minor changes... --- src/fpsgame/weapon.cpp | 55 ++------------------------------------------------ 1 file changed, 2 insertions(+), 53 deletions(-) (limited to 'src/fpsgame/weapon.cpp') diff --git a/src/fpsgame/weapon.cpp b/src/fpsgame/weapon.cpp index 6ade009..d911aba 100644 --- a/src/fpsgame/weapon.cpp +++ b/src/fpsgame/weapon.cpp @@ -13,8 +13,6 @@ namespace game }; vector hits; - //~VARP(maxdebris, 10, 25, 1000); - ICOMMAND(getweapon, "", (), intret(player1->gunselect)); void gunselect(int gun, fpsent *d) @@ -133,7 +131,6 @@ namespace game loopi(guns[gun].rays) offsetray(from, to, guns[gun].spread, guns[gun].range, rays[i]); } - //~enum { BNC_GRENADE, BNC_GIBS, BNC_DEBRIS }; enum { BNC_GRENADE }; struct bouncer : physent @@ -181,7 +178,6 @@ namespace game { bouncer &bnc = *bouncers.add(new bouncer); bnc.o = from; - //~bnc.radius = bnc.xradius = bnc.yradius = type==BNC_DEBRIS ? 0.5f : 1.5f; bnc.radius = bnc.xradius = bnc.yradius = 1.5f; bnc.eyeheight = bnc.radius; bnc.aboveeye = bnc.radius; @@ -194,13 +190,6 @@ namespace game bnc.collidetype = COLLIDE_ELLIPSE_PRECISE; - //~switch(type) - //~{ - //~case BNC_GRENADE: bnc.collidetype = COLLIDE_ELLIPSE_PRECISE; break; - //~case BNC_DEBRIS: bnc.variant = rnd(4); break; - //~case BNC_GIBS: bnc.variant = rnd(3); break; - //~} - vec dir(to); dir.sub(from).safenormalize(); bnc.vel = dir; @@ -225,7 +214,6 @@ namespace game { if(d->type != ENT_BOUNCE) return; bouncer *b = (bouncer *)d; - //~if(b->bouncetype != BNC_GIBS || b->bounces >= 2) return; if(b->bounces >= 2) return; b->bounces++; adddecal(DECAL_BLOOD, vec(b->o).sub(vec(surface).mul(b->radius)), surface, 2.96f/b->bounces, bvec(0x60, 0xFF, 0xFF), rnd(4)); @@ -244,16 +232,7 @@ namespace game vec old(bnc.o); bool stopped = false; if(bnc.bouncetype==BNC_GRENADE) stopped = bounce(&bnc, 0.6f, 0.5f, 0.8f) || (bnc.lifetime -= time)<0; - //~else - //~{ - //~// cheaper variable rate physics for debris, gibs, etc. - //~for(int rtime = time; rtime > 0;) - //~{ - //~int qtime = min(30, rtime); - //~rtime -= qtime; - //~if((bnc.lifetime -= qtime)<0 || bounce(&bnc, qtime/1000.0f, 0.6f, 0.5f, 1)) { stopped = true; break; } - //~} - //~} + if(stopped) { if(bnc.bouncetype==BNC_GRENADE) @@ -345,13 +324,6 @@ namespace game newbouncer(p, to, true, 0, d, type, rnd(1000)+1000, rnd(100)+20, light); } - //~void gibeffect(int damage, const vec &vel, fpsent *d) - //~{ - //~if(!blood || damage <= 0) return; - //~vec from = d->abovehead(); - //~loopi(min(damage/25, 40)+1) spawnbouncer(from, vel, d, BNC_GIBS); - //~} - void hit(int damage, dynent *d, fpsent *at, const vec &vel, int gun, float info1, int info2 = 1) { if(at==player1 && d!=at) @@ -433,16 +405,6 @@ namespace game if(gun==GUN_RL) adddynlight(v, 1.15f*guns[gun].exprad, vec(2, 1.5f, 1), 700, 100, 0, guns[gun].exprad/2, vec(1, 0.75f, 0.5f)); else if(gun==GUN_GL) adddynlight(v, 1.15f*guns[gun].exprad, vec(0.5f, 1.5f, 2), 600, 100, 0, 8, vec(0.25f, 1, 1)); else adddynlight(v, 1.15f*guns[gun].exprad, vec(2, 1.5f, 1), 700, 100); - //~int numdebris = rnd(maxdebris-5)+5; - //~vec debrisvel = vec(owner->o).sub(v).safenormalize(), debrisorigin(v); - //~if(gun==GUN_RL) debrisorigin.add(vec(debrisvel).mul(8)); - //~if(numdebris) - //~{ - //~entitylight light; - //~lightreaching(debrisorigin, light.color, light.dir); - //~loopi(numdebris) - //~spawnbouncer(debrisorigin, debrisvel, owner, BNC_DEBRIS, &light); - //~} if(!local) return; int numdyn = numdynents(); loopi(numdyn) @@ -583,8 +545,6 @@ namespace game { case GUN_FIST: if(d->type==ENT_PLAYER && chainsawhudgun) sound = S_CHAINSAW_ATTACK; - //~if(d->quadmillis) - //~particle_splash(PART_FLAME, 60, 300, vec(0).sub(from), 0x802010, 0.24f); break; case GUN_SG: @@ -841,14 +801,9 @@ namespace game } static const char * const projnames[2] = { "projectiles/grenade", "projectiles/rocket" }; - //~static const char * const gibnames[3] = { "gibs/gib01", "gibs/gib02", "gibs/gib03" }; - //~static const char * const debrisnames[4] = { "debris/debris01", "debris/debris02", "debris/debris03", "debris/debris04" }; - void preloadbouncers() - { + void preloadbouncers() { loopi(sizeof(projnames)/sizeof(projnames[0])) preloadmodel(projnames[i]); - //~loopi(sizeof(gibnames)/sizeof(gibnames[0])) preloadmodel(gibnames[i]); - //~loopi(sizeof(debrisnames)/sizeof(debrisnames[0])) preloadmodel(debrisnames[i]); } void renderbouncers() @@ -875,12 +830,6 @@ namespace game int cull = MDL_CULL_VFC|MDL_CULL_DIST|MDL_CULL_OCCLUDED; float fade = 1; if(bnc.lifetime < 250) fade = bnc.lifetime/250.0f; - //~switch(bnc.bouncetype) - //~{ - //~case BNC_GIBS: mdl = gibnames[bnc.variant]; cull |= MDL_LIGHT|MDL_LIGHT_FAST|MDL_DYNSHADOW; break; - //~case BNC_DEBRIS: mdl = debrisnames[bnc.variant]; break; - //~default: continue; - //~} rendermodel(&bnc.light, mdl, ANIM_MAPMODEL|ANIM_LOOP, pos, yaw, pitch, cull, NULL, NULL, 0, 0, fade); } } -- cgit v1.2.3