Removed ancient comments from the weapon code

install-platforms
Mark 2017-11-21 18:01:25 +01:00
parent 877d5fc62a
commit 5794e1bfb4
1 changed files with 0 additions and 108 deletions

View File

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