void setupworld ( world_t *world ) { int i; entity_t *e; vector2d_t angle,dir,verts[2]; world->time = SDL_GetTicks(); if(!world->playerentity) { if(!spawnplayer( world )) return; } for(i=0;i<world->numentities;i++) { e = &world->entities[i]; if(e->think && world->time > e->nextthink) { void (*think)(world_t *w, struct entity_s *e); think = e->think; e->think = NULL; think(world,e); } /* don't need to add transparent stuff to the world */ if(!e->texture) continue; if(e->follow) setfollowangle(world,e,&angle); else vectorcopy(&angle,&e->angle); vectorrot90( &angle, &dir ); vectorscale( &dir, e->texture->width/2, &dir ); vectorsubtract( &e->pos, &dir, &verts[0]); vectoradd( &e->pos, &dir, &verts[1]); addsprite(world->raycaster,verts,e->texture->height,e->vpos, SURFACE_NONE,e->texture); } /* copy over player view pos to raycaster */ world->raycaster->currentplatform = world->playerentity->currentplatform; vectorcopy(&world->raycaster->viewpos,&world->playerentity->pos); vectorcopy(&world->raycaster->viewdir,&world->playerentity->angle); world->raycaster->eyelevel = world->playerentity->vpos+VIEW_HEIGHT; }
void respawnself() { if(ispaused()) return; if(m_mp(gamemode)) { int seq = (player1->lifesequence<<16)|((lastmillis/1000)&0xFFFF); if(player1->respawned!=seq) { addmsg(N_TRYSPAWN, "rc", player1); player1->respawned = seq; } } else { spawnplayer(player1); showscores(false); lasthit = 0; if(cmode) cmode->respawned(player1); } }
void CACBot::Spawn() { // Init all bot variabeles m_pMyEnt->nextprimary = 2 + rnd(5); // 2011jan18:ft: 2 == GUN_CARBINE, GUN_SHOTGUN, GUN_SUBGUN, GUN_SNIPER, GUN_ASSAULT - if CPISTOL is activated this needs a FIXME to rnd(6) m_pMyEnt->targetyaw = m_pMyEnt->targetpitch = 0.0f; m_pMyEnt->pBot = this; spawnplayer(m_pMyEnt); m_eCurrentBotState = STATE_NORMAL; m_iShootDelay = m_iChangeWeaponDelay = 0; m_iCheckEnvDelay = 0; m_vPrevOrigin = g_vecZero; m_iStuckCheckDelay = lastmillis + 250; m_bStuck = false; m_iStuckTime = 0; m_iStrafeTime = m_iStrafeCheckDelay = 0; m_iMoveDir = DIR_NONE; m_pPrevEnemy = NULL; m_iCombatNavTime = 0; m_iSPMoveTime = 0; m_iEnemySearchDelay = 0; m_bCombatJump = false; m_iCombatJumpDelay = 0; m_iHuntDelay = 0; m_vHuntLocation = m_vPrevHuntLocation = g_vecZero; m_pHuntTarget = NULL; m_fPrevHuntDist = 0.0f; m_iHuntLastTurnLessTime = m_iHuntPlayerUpdateTime = m_iHuntPauseTime = 0; m_iLastJumpPad = 0; m_pTargetEnt = NULL; m_iCheckTeleporterDelay = m_iCheckJumppadsDelay = 0; m_iCheckEntsDelay = 0; m_iCheckTriggersDelay = 0; m_iLookForWaypointTime = 0; m_iAimDelay = 0; m_fYawToTurn = m_fPitchToTurn = 0.0f; m_vGoal = m_vWaterGoal = g_vecZero; ResetWaypointVars(); }
void respawnself() { if(paused || ispaused()) return; if(m_mp(gamemode)) { if(player1->respawned!=player1->lifesequence) { addmsg(N_TRYSPAWN, "rc", player1); player1->respawned = player1->lifesequence; } } else { spawnplayer(player1); showscores(false); lasthit = 0; if(cmode) cmode->respawned(player1); } }
static void respawnself() { spawnplayer(player1); showscores(false); }
void respawnself() { spawnplayer(player1); }