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bef68f6b0e
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eb9e0ff1d8
1 changed files with 24 additions and 18 deletions
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@ -21,6 +21,19 @@
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#include "gfx\sprbank.h"
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#endif
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#ifndef __ENEMY_NPC_H__
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#include "enemy\npc.h"
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#endif
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#ifndef __PROJECTL_PROJECTL_H__
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#include "projectl\projectl.h"
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#endif
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#ifndef __GAME_GAME_H__
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#include "game\game.h"
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#endif
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/* Std Lib
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------- */
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@ -36,18 +49,6 @@
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#include <ingamefx.h>
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#endif
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#ifndef __ENEMY_NPC_H__
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#include "enemy\npc.h"
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#endif
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#ifndef __PROJECTL_PROJECTL_H__
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#include "projectl\projectl.h"
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#endif
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#ifndef __GAME_GAME_H__
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#include "game\game.h"
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#endif
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/*----------------------------------------------------------------------
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Tyepdefs && Defines
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@ -84,6 +85,7 @@ void CPlayerModeNet::enter()
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Returns:
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---------------------------------------------------------------------- */
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int netstate;
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DVECTOR netLaunchPos={-10,-70};
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void CPlayerModeNet::think()
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{
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// If we're netting then restore the 'real' anim number/frame before
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@ -128,7 +130,6 @@ void CPlayerModeNet::think()
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{
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if(((CNpcEnemy*)thing)->canBeCaughtByNet())
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{
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PAUL_DBGMSG("Caught!");
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((CNpcEnemy*)thing)->caughtWithNet();
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m_netState=NET_STATE__JUST_CAUGHT_SOMETHING;
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thing=NULL;
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@ -148,20 +149,25 @@ PAUL_DBGMSG("Caught!");
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if(m_netFrame==0)
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{
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// Launch projectile at halfway through the swing..
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PAUL_DBGMSG("Released!");
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CPlayerProjectile *projectile;
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int playerFacing=m_player->getFacing();
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int playerFacing;
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int fireHeading;
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DVECTOR launchPos;
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int fireHeading = 1024 + ( 1024 * playerFacing );
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playerFacing=m_player->getFacing();
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fireHeading=1024+(1024*playerFacing);
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launchPos=m_player->getPos();
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launchPos.vx+=netLaunchPos.vx*playerFacing;
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launchPos.vy+=netLaunchPos.vy;
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projectile = new( "user projectile" ) CPlayerProjectile;
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projectile->init( m_player->getPos(),
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projectile->init( launchPos,
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fireHeading,
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CPlayerProjectile::PLAYER_PROJECTILE_DUMBFIRE,
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CPlayerProjectile::PLAYER_PROJECTILE_FINITE_LIFE,
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5 * GameState::getOneSecondInFrames() );
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5*60);
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m_netState=NET_STATE__JUST_LAUNCHED_SOMETHING;
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}
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