forked from Mirrors/openclonk
Removed ancient comments from the weapon code
parent
877d5fc62a
commit
5794e1bfb4
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@ -6,12 +6,6 @@
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--*/
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/*local fDrawn;
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local fAttack;
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local iAnimStrike;*/
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//local iWeaponChargeType;
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//local hWeaponMesh;
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local hWeaponAnimStrike;
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func Construction()
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@ -41,16 +35,9 @@ public func CanStrikeWithWeapon(clonk)
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return true;
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}
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func FxDelayTranslateVelocityStart(pTarget, effect, temp, p1)
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{
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if(temp) return;
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//effect.var0 = p1; // old flinging behavior
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}
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func FxDelayTranslateVelocityTimer(pTarget, effect, iEffectTime)
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{
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//if(iEffectNumber.var0)
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// if(iEffectTime > iEffectNumber.var0) return -1;
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if(pTarget->GetContact(-1) & CNAT_Bottom) return -1;
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return 1;
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}
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@ -84,65 +71,6 @@ func FxIntWeaponChargeTimer(pTarget, effect, iEffectTime)
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return -1;
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}
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this->CheckStrike(iEffectTime);
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/* var x, y;
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var time = Min(iEffectTime, strikeTime);
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var step=(((time*100) / GetStrikeTime()) * 180) / 100;
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x=-Cos(step, 10);
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y=-Sin(step, 6)-3;
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if(GetChargeType() == L_WN_down) y*=-1;
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if(pTarget->GetDir() == DIR_Left) x *= -1;
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var strength = 0;
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if(iEffectTime <= GetStrikeTime())
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strength = (((iEffectTime*100)/GetStrikeTime()) * this->WeaponSharpness()) / 100;
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var bash = EffectCall(pTarget, iEffectNumber, "GetBash");
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var bashAngle = Angle(0, 0, pTarget->GetXDir(), pTarget->GetYDir());
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var found = false;
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for(var obj in FindObjects(Find_AtPoint(x, y), Find_OCF(OCF_Alive), Find_Exclude(pTarget)))
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{
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var b = bash;
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var b2;
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var effect;
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if(effect = GetEffect("IntWeaponCharge", obj))
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if(pTarget->GetDir() != obj->GetDir()) // facing each other
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b2 = EffectCall(0, effect, "GetBash");
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var xVel=Abs(pTarget->GetXDir());
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if(BoundBy(pTarget->GetXDir(), -1, 1) != BoundBy(obj->GetXDir(), -1, 1))
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xVel+=Abs(obj->GetXDir());
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else xVel-=Abs(obj->GetXDir());
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var yVel=Abs(pTarget->GetYDir());
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if(BoundBy(pTarget->GetYDir(), -1, 1) != BoundBy(obj->GetYDir(), -1, 1))
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yVel+=Abs(obj->GetYDir());
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else yVel-=Abs(obj->GetYDir());
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b = (b*Sqrt((xVel**2)+(yVel**2)));
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var dmg = ((2*strength) + b) / 3;
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if(b > strength) dmg = ((2*b) + strength) / 3;
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var angle = 0;
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if(bash != 0) angle = bashAngle;
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dmg = Max(0, dmg - b2);
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if(dmg)
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AddEffect("IntIsBeingStruck", obj, 1, 1, 0, GetID(), dmg, angle);
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Log("b: %d strength: %d b2: %d dmg: %d xVel: %d yVel: %d", b, strength, b2, dmg);
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found = true;
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}
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if(found)
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{
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var velocity = Sqrt((pTarget->GetXDir())**2 + (pTarget->GetYDir())**2);
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velocity = Min(1, velocity-1);
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pTarget->SetSpeed(Sin(bashAngle, velocity), -Cos(bashAngle, velocity));
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}
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if(iEffectTime == GetStrikeTime()+1)
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{
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effect.Interval = 3;
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effect.Time = 0;
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}*/
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}
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func FxIntWeaponChargeStop(pTarget, effect, iReason, iTemp)
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@ -152,7 +80,6 @@ func FxIntWeaponChargeStop(pTarget, effect, iReason, iTemp)
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if(this)
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{
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this->StopWeaponAnimation(pTarget);
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//this->DetachWeaponMesh(pTarget);
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this->~OnWeaponHitCheckStop(pTarget);
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}
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@ -171,7 +98,6 @@ func FxIntWeaponChargeGetWeaponSlow(pTarget, effect)
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func FxIntWeaponChargeGetBash(pTarget, effect)
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{
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return 0;
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//return (this->WeaponBash() * Sqrt((pTarget->GetXDir())**2+(pTarget->GetYDir())**2)) / 1000;
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}
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func FxIntWeaponChargeHitByWeapon(pTarget, effect)
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@ -247,10 +173,6 @@ func FxIntIsBeingStruckAdd (object pTarget, effect, string szNewEffectName, int
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func GetStrikeAnimation()
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{
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/*if(iWeaponChargeType == L_WN_straight) return "StrikeArms";
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if(iWeaponChargeType == L_WN_up) return "Strike2Arms";
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if(iWeaponChargeType == L_WN_down) return "Strike3Arms";
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DebugLog("WARNING: L_WN::GetStrikeAnimation() called at the wrong time!");*/
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return "StrikeArms";
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}
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@ -268,11 +190,6 @@ func PlayWeaponAnimation(pTarget)
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hWeaponAnimStrike = pTarget->PlayAnimation(...);
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}
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/*func StartWeaponAnimation(pTarget)
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{
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if(hWeaponAnimStrike) StopWeaponAnimation(pTarget);
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hWeaponAnimStrike = pTarget->PlayAnimation(GetStrikeAnimation(), CLONK_ANIM_SLOT_Arms, Anim_Linear(0, 0, pTarget->GetAnimationLength(GetStrikeAnimation()), GetStrikeTime(), ANIM_Remove), Anim_Const(1000));
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}*/
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func GetRelativeVelocity(pObject1, pObject2)
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{
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@ -291,26 +208,6 @@ func GetRelativeVelocity(pObject1, pObject2)
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}
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/*
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func AttachWeaponMesh(pTarget)
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{
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if(hWeaponMesh)
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{
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DetachWeaponMesh(pTarget);
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}
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hWeaponMesh = pTarget->AttachMesh(GetID(), "pos_hand1", "Main", 130);
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}
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func DetachWeaponMesh(pTarget)
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{
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if(!hWeaponMesh) return;
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pTarget->DetachMesh(hWeaponMesh);
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hWeaponMesh = 0;
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}
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*/
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func GetJumpLength(pClonk)
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{
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if(!pClonk->~IsJumping()) return 0;
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@ -332,7 +229,6 @@ func ApplyShieldFactor(pFrom, pTo, damage)
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var state=0;
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var shield=-1;
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//for(var i = GetEffectCount(0, pTo); i--;)
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for(;state <= 1;state++)
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{
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var effect_name="*Shield*";
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@ -341,8 +237,6 @@ func ApplyShieldFactor(pFrom, pTo, damage)
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var i=0;
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while(iEffect=GetEffect(effect_name, pTo, i++))
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{
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//iEffect = GetEffect("*Shield*", pTo, i);
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//if(!iEffect) iEffect = GetEffect("IntWeaponCharge", pTo, i);
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var s=EffectCall(pTo, iEffect, "HitByWeapon", pFrom, damage);
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if(s && shield == -1) shield=s;
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else if(s)
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@ -405,8 +299,6 @@ func TranslateVelocity(object pTarget, int angle, int iLimited, int iExtraVeloci
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if(iLimited)
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{
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//if(Abs(angle-a) > Abs(angle-(a+360)))
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// a=(a+360);
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angle+=360;
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a+=360;
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angle=BoundBy(angle, a-iLimited, a+iLimited);
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