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@ -986,9 +986,6 @@ float Bullet::GetHitRadius()
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hit_radius = GetExplosionRange();
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hit_radius = GetExplosionRange();
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}
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}
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}
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}
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if (room->IsNewBieRoom()) {
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hit_radius += 3;
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}
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return hit_radius;
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return hit_radius;
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}
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}
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@ -8,6 +8,7 @@
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#include "creature.h"
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#include "creature.h"
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#include "obstacle.h"
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#include "obstacle.h"
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#include "roomobstacle.h"
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#include "roomobstacle.h"
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#include "room.h"
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#include "mt/Map.h"
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#include "mt/Map.h"
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#include "mt/MapThing.h"
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#include "mt/MapThing.h"
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@ -15,16 +16,20 @@
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bool Collision::CheckBullet(IBullet* bullet, Creature* c)
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bool Collision::CheckBullet(IBullet* bullet, Creature* c)
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{
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{
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glm::vec3 bullet_real_pos = bullet->GetPos().ToGlmVec3() - bullet->GetDir() * bullet->GetHitRadius();
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glm::vec3 bullet_real_pos = bullet->GetPos().ToGlmVec3() - bullet->GetDir() * bullet->GetHitRadius();
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float bullet_hit_radius = bullet->GetHitRadius();
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if (c->room->IsNewBieRoom()) {
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bullet_hit_radius += 3;
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}
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bool ret = a8::IntersectCylinderCylinder
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bool ret = a8::IntersectCylinderCylinder
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(
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(
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bullet_real_pos, bullet->GetHitRadius() * 1.0, 10,
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bullet_real_pos, bullet_hit_radius * 1.0, 10,
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c->GetPos().ToGlmVec3(), c->GetHitRadius(), 10
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c->GetPos().ToGlmVec3(), c->GetHitRadius(), 10
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);
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);
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if (!ret) {
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if (!ret) {
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bullet_real_pos = bullet->GetPos().ToGlmVec3() - bullet->GetDir() * (bullet->GetHitRadius() - 2);
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bullet_real_pos = bullet->GetPos().ToGlmVec3() - bullet->GetDir() * (bullet->GetHitRadius() - 2);
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ret = a8::IntersectCylinderCylinder
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ret = a8::IntersectCylinderCylinder
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(
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(
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bullet_real_pos, bullet->GetHitRadius() * 1.0, 10,
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bullet_real_pos, bullet_hit_radius * 1.0, 10,
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c->GetPos().ToGlmVec3(), c->GetHitRadius(), 10
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c->GetPos().ToGlmVec3(), c->GetHitRadius(), 10
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);
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);
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}
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}
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@ -866,7 +866,7 @@ void RoomMgr::SetMatchMode(int mode)
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void RoomMgr::AdjustCMJoin(cs::CMJoin* msg)
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void RoomMgr::AdjustCMJoin(cs::CMJoin* msg)
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{
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{
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#if 0
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#if 1
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#ifdef DEBUG
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#ifdef DEBUG
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#ifdef NEWBIE_ROOM
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#ifdef NEWBIE_ROOM
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msg->set_force_enter_newbie_room(true);
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msg->set_force_enter_newbie_room(true);
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