DooMBoy
Heh (but Stupidity still cannot be concealed)

Posts: 8118
Registered: 12-00 |
bool fence_jump = false;
bool fence_on_x = false;
bool fence_on_z = false;
float fence_rotation_z;
register int select_jump_sound;
float x_counter = 0.0f;
float y_counter = 0.0f;
float z_counter = 0.0f;
float demon_health;
float demon_height;
float jump_height;
float fence_distance;
float fence_x_or_z_check;
float fence_distance_x;
float fence_distance_y;
float fence_distance_z;
float demon_position_x;
float demon_position_y;
float demon_position_z;
float fence_position_x;
float fence_position_y;
float fence_position_z;
float fence_jump_decision;
fence_jump_decision = rand()%10;
if (fence_jump_decision < 2)
{
FenceJump();
}
glVoid FenceJump()
{
// check how the fence is placed;
if (fence_rotation_z > 70 && < 110)
{
fence_on_x = true;
}
if (fence_rotation_z > 160 && < 200)
{
fence_on_z = true;
}
if (fence_rotation_z > 250 && < 290)
{
fence_on_x = true;
}
if (fence_rotation_z > 340 && < 20)
{
fence_on_z = true;
}
// coordinates + rotation of the fence
glTranslatef(fence_position_x,fence_position_y,fence_position_z);
glRotatef(fence_rotation_z,0.0f,0.0f,1.0f);
// render the fence.... (load the model)
// ( not going to code the whole load model code:p )
// calculate distance
if (fence_position_x > demon_position_x)
{
fence_distance_x = fence_position_x - demon_position_x;
}
if (fence_position_x < demon_position_x)
{
fence_distance_x = demon_position_x - fence_position_x;
}
if (fence_position_y > demon_position_y)
{
fence_distance_y = fence_position_y - demon_position_y;
}
if (fence_position_y < demon_position_y)
{
fence_distance_y = demon_position_y - fence_position_y;
}
if (fence_position_z > demon_position_z)
{
fence_distance_z = fence_position_z - demon_position_z;
}
if (fence_position_z < demon_position_z)
{
fence_distance_z = demon_position_z - fence_position_z;
}
// walk to the fence
if (demon_position_x < fence_position_x && x_counter < fence_distance_x)
{
demon_position_x += 0.5f;
x_counter ++;
}
if (demon_position_x > fence_position_x && x_counter < fence_distance_x)
{
demon_position_x -= 0.5f;
x_counter ++;
}
if (demon_position_y < fence_position_y && y_counter < fence_distance_y)
{
demon_position_y += 0.5f;
y_counter ++;
}
if (demon_position_y > fence_position_y && y_counter < fence_distance_y)
{
demon_position_y -= 0.5f;
y_counter ++;
}
if (demon_position_z < fence_position_z && z_counter < fence_distance_z)
{
demon_position_z += 0.5f;
z_counter ++;
}
if (demon_position_z > fence_position_z && z_counter < fence_distance_z)
{
demon_position_z -= 0.5f;
z_counter ++;
}
// jump if fence distance < 1
if (fence_distance_x < 1.0f && fence_distance_y < 1.0f && fence_distance_z < 1.0f)
{
//calculate jump height
jump_height = demon_height + fence_position_y + (demon_health / 100);
// jump over the fence
if (demon_position_y < jump_height)
{
demon_position_y += 0.5f;
// select demon jump sound;
select_jump_sound = rand()%4;
if (select_jump_sound == 1)
{ PlaySound("Sounds/demons/DemJump1.wav", NULL,SND_ASYNC);
}
if (select_jump_sound == 2)
{PlaySound("Sounds/demons/DemJump2.wav", NULL,SND_ASYNC);
}
if (select_jump_sound == 3)
{PlaySound("Sounds/demons/DemJump3.wav", NULL,SND_ASYNC);
}
if (fence_on_x == true;)
{
// dont jump on fence but over it
if (demon_position_x < (fence_position_x += 1.0f))
demon_position_x += 0.5f;
if (fence_distance_x > 1.0f)
Fence_Jump = false;
if (demon_position_x > (fence_position_x -= 1.0f))
demon_position_x -= 0.5f;
if (fence_distance_x > 1.0f)
Fence_Jump = false;
}
if (fence_on_z == true;)
{
if (demon_position_z < (fence_position_z += 1.0f))
demon_position_z += 0.5f;
if (fence_distance_z > 1.0f)
Fence_Jump = false;
if (demon_position_z > (fence_position_z -= 1.0f))
demon_position_z -= 0.5f;
if (fence_distance_z > 1.0f)
Fence_Jump = false;
}
}
}
My God! And this is supposed to make sense?!
AIRmicheal, you must have a lot of time on your hands, there's no way I would sit down and type all that up. :)
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