| 282 | } |
| 283 | |
| 284 | void CCharacter::HandleNinja() |
| 285 | { |
| 286 | if(m_Core.m_ActiveWeapon != WEAPON_NINJA) |
| 287 | return; |
| 288 | |
| 289 | if((Server()->Tick() - m_Core.m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000)) |
| 290 | { |
| 291 | // time's up, return |
| 292 | RemoveNinja(); |
| 293 | return; |
| 294 | } |
| 295 | |
| 296 | int NinjaTime = m_Core.m_Ninja.m_ActivationTick + (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000) - Server()->Tick(); |
| 297 | |
| 298 | if(NinjaTime % Server()->TickSpeed() == 0 && NinjaTime / Server()->TickSpeed() <= 5) |
| 299 | { |
| 300 | GameServer()->CreateDamageInd(m_Pos, 0, NinjaTime / Server()->TickSpeed(), TeamMask() & GameServer()->ClientsMaskExcludeClientVersionAndHigher(VERSION_DDNET_NEW_HUD)); |
| 301 | } |
| 302 | |
| 303 | GameServer()->m_pController->SetArmorProgress(this, NinjaTime); |
| 304 | |
| 305 | // force ninja Weapon |
| 306 | SetWeapon(WEAPON_NINJA); |
| 307 | |
| 308 | m_Core.m_Ninja.m_CurrentMoveTime--; |
| 309 | |
| 310 | if(m_Core.m_Ninja.m_CurrentMoveTime == 0) |
| 311 | { |
| 312 | // reset velocity |
| 313 | m_Core.m_Vel = m_Core.m_Ninja.m_ActivationDir * m_Core.m_Ninja.m_OldVelAmount; |
| 314 | } |
| 315 | |
| 316 | if(m_Core.m_Ninja.m_CurrentMoveTime > 0) |
| 317 | { |
| 318 | // Set velocity |
| 319 | m_Core.m_Vel = m_Core.m_Ninja.m_ActivationDir * g_pData->m_Weapons.m_Ninja.m_Velocity; |
| 320 | vec2 OldPos = m_Pos; |
| 321 | vec2 GroundElasticity = vec2( |
| 322 | GetTuning(m_TuneZone)->m_GroundElasticityX, |
| 323 | GetTuning(m_TuneZone)->m_GroundElasticityY); |
| 324 | |
| 325 | Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(GetProximityRadius(), GetProximityRadius()), GroundElasticity); |
| 326 | |
| 327 | // reset velocity so the client doesn't predict stuff |
| 328 | ResetVelocity(); |
| 329 | |
| 330 | // check if we Hit anything along the way |
| 331 | { |
| 332 | CEntity *apEnts[MAX_CLIENTS]; |
| 333 | float Radius = GetProximityRadius() * 2.0f; |
| 334 | int Num = GameServer()->m_World.FindEntities(OldPos, Radius, apEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER); |
| 335 | |
| 336 | // check that we're not in solo part |
| 337 | if(Teams()->m_Core.GetSolo(m_pPlayer->GetCid())) |
| 338 | return; |
| 339 | |
| 340 | for(int i = 0; i < Num; ++i) |
| 341 | { |
nothing calls this directly
no test coverage detected