#include "simulation/Elements.h" //#TPT-Directive ElementClass Element_STKM PT_STKM 55 Element_STKM::Element_STKM() { Identifier = "DEFAULT_PT_STKM"; Name = "STKM"; Colour = PIXPACK(0xFFE0A0); MenuVisible = 1; MenuSection = SC_SPECIAL; Enabled = 1; Advection = 0.5f; AirDrag = 0.00f * CFDS; AirLoss = 0.2f; Loss = 1.0f; Collision = 0.0f; Gravity = 0.0f; Diffusion = 0.0f; HotAir = 0.00f * CFDS; Falldown = 0; Flammable = 0; Explosive = 0; Meltable = 0; Hardness = 0; Weight = 50; Temperature = R_TEMP+14.6f+273.15f; HeatConduct = 0; Description = "Stickman. Don't kill him! Control with the arrow keys."; State = ST_NONE; Properties = 0; LowPressure = IPL; LowPressureTransition = NT; HighPressure = IPH; HighPressureTransition = NT; LowTemperature = ITL; LowTemperatureTransition = NT; HighTemperature = 620.0f; HighTemperatureTransition = PT_FIRE; Update = &Element_STKM::update; Graphics = &Element_STKM::graphics; } //#TPT-Directive ElementHeader Element_STKM static int update(UPDATE_FUNC_ARGS) int Element_STKM::update(UPDATE_FUNC_ARGS) { run_stickman(&sim->player, UPDATE_FUNC_SUBCALL_ARGS); return 0; } //#TPT-Directive ElementHeader Element_STKM static int graphics(GRAPHICS_FUNC_ARGS) int Element_STKM::graphics(GRAPHICS_FUNC_ARGS) { *colr = *colg = *colb = *cola = 0; *pixel_mode = PSPEC_STICKMAN; return 1; } #define INBOND(x, y) ((x)>=0 && (y)>=0 && (x)0 && parts[i].ctypeelements[parts[i].ctype].Enabled && sim->elements[parts[i].ctype].Falldown>0) || parts[i].ctype==SPC_AIR || parts[i].ctype == PT_NEUT || parts[i].ctype == PT_PHOT || parts[i].ctype == PT_LIGH) playerp->elem = parts[i].ctype; playerp->frames++; //Temperature handling if (parts[i].temp<243) parts[i].life -= 1; if ((parts[i].temp<309.6f) && (parts[i].temp>=243)) parts[i].temp += 1; //Death if (parts[i].life<1 || (sim->pv[y/CELL][x/CELL]>=4.5f && playerp->elem != SPC_AIR) ) //If his HP is less that 0 or there is very big wind... { for (r=-2; r<=1; r++) { sim->create_part(-1, x+r, y-2, playerp->elem); sim->create_part(-1, x+r+1, y+2, playerp->elem); sim->create_part(-1, x-2, y+r+1, playerp->elem); sim->create_part(-1, x+2, y+r, playerp->elem); } sim->kill_part(i); //Kill him return 1; } //Follow gravity gvx = gvy = 0.0f; switch (sim->gravityMode) { default: case 0: gvy = 1; break; case 1: gvy = gvx = 0.0f; break; case 2: { float gravd; gravd = 0.01f - hypotf((parts[i].x - XCNTR), (parts[i].y - YCNTR)); gvx = ((float)(parts[i].x - XCNTR) / gravd); gvy = ((float)(parts[i].y - YCNTR) / gravd); } break; } gvx += sim->gravx[((int)parts[i].y/CELL)*(XRES/CELL)+((int)parts[i].x/CELL)]; gvy += sim->gravy[((int)parts[i].y/CELL)*(XRES/CELL)+((int)parts[i].x/CELL)]; float rbx = gvx; float rby = gvy; bool rbLowGrav = false; float tmp = fmaxf(fabsf(rbx), fabsf(rby)); if (tmp < 0.001f) { rbLowGrav = true; rbx = -parts[i].vx; rby = -parts[i].vy; tmp = fmaxf(fabsf(rbx), fabsf(rby)); } if (tmp < 0.001f) { rbx = 0; rby = 1.0f; tmp = 1.0f; } float rbx1 = rbx/tmp, rby1 = rby/tmp;// scale so that the largest is 1.0 tmp = 1.0f/sqrtf(rbx*rbx+rby*rby); rbx *= tmp;// scale to a unit vector rby *= tmp; if (rbLowGrav) { rocketBootsHeadEffectV = rocketBootsHeadEffect; rocketBootsFeetEffectV = rocketBootsFeetEffect; } parts[i].vx -= gvx*dt; //Head up! parts[i].vy -= gvy*dt; //Verlet integration pp = 2*playerp->legs[0]-playerp->legs[2]+playerp->accs[0]*dt*dt; playerp->legs[2] = playerp->legs[0]; playerp->legs[0] = pp; pp = 2*playerp->legs[1]-playerp->legs[3]+playerp->accs[1]*dt*dt; playerp->legs[3] = playerp->legs[1]; playerp->legs[1] = pp; pp = 2*playerp->legs[4]-playerp->legs[6]+(playerp->accs[2]+gvx)*dt*dt; playerp->legs[6] = playerp->legs[4]; playerp->legs[4] = pp; pp = 2*playerp->legs[5]-playerp->legs[7]+(playerp->accs[3]+gvy)*dt*dt; playerp->legs[7] = playerp->legs[5]; playerp->legs[5] = pp; pp = 2*playerp->legs[8]-playerp->legs[10]+playerp->accs[4]*dt*dt; playerp->legs[10] = playerp->legs[8]; playerp->legs[8] = pp; pp = 2*playerp->legs[9]-playerp->legs[11]+playerp->accs[5]*dt*dt; playerp->legs[11] = playerp->legs[9]; playerp->legs[9] = pp; pp = 2*playerp->legs[12]-playerp->legs[14]+(playerp->accs[6]+gvx)*dt*dt; playerp->legs[14] = playerp->legs[12]; playerp->legs[12] = pp; pp = 2*playerp->legs[13]-playerp->legs[15]+(playerp->accs[7]+gvy)*dt*dt; playerp->legs[15] = playerp->legs[13]; playerp->legs[13] = pp; //Setting acceleration to 0 playerp->accs[0] = 0; playerp->accs[1] = 0; playerp->accs[2] = 0; playerp->accs[3] = 0; playerp->accs[4] = 0; playerp->accs[5] = 0; playerp->accs[6] = 0; playerp->accs[7] = 0; gx = (playerp->legs[4] + playerp->legs[12])/2 - gvy; gy = (playerp->legs[5] + playerp->legs[13])/2 + gvx; dl = pow(gx - playerp->legs[4], 2) + pow(gy - playerp->legs[5], 2); dr = pow(gx - playerp->legs[12], 2) + pow(gy - playerp->legs[13], 2); //Go left if (((int)(playerp->comm)&0x01) == 0x01) { bool moved = false; if (dl>dr) { if (!sim->eval_move(t, playerp->legs[4], playerp->legs[5], NULL)) { playerp->accs[2] = -3*gvy-3*gvx; playerp->accs[3] = 3*gvx-3*gvy; playerp->accs[0] = -gvy; playerp->accs[1] = gvx; moved = true; } } else { if (!sim->eval_move(t, playerp->legs[12], playerp->legs[13], NULL)) { playerp->accs[6] = -3*gvy-3*gvx; playerp->accs[7] = 3*gvx-3*gvy; playerp->accs[0] = -gvy; playerp->accs[1] = gvx; moved = true; } } if (!moved && playerp->rocketBoots) { parts[i].vx -= rocketBootsHeadEffect*rby; parts[i].vy += rocketBootsHeadEffect*rbx; playerp->accs[2] -= rocketBootsFeetEffect*rby; playerp->accs[6] -= rocketBootsFeetEffect*rby; playerp->accs[3] += rocketBootsFeetEffect*rbx; playerp->accs[7] += rocketBootsFeetEffect*rbx; for (int leg=0; leg<2; leg++) { if (leg==1 && (((int)(playerp->comm)&0x02) == 0x02)) continue; int footX = playerp->legs[leg*8+4], footY = playerp->legs[leg*8+5]; int np = sim->create_part(-1, footX, footY, PT_PLSM); if (np>=0) { parts[np].vx = parts[i].vx+rby*25; parts[np].vy = parts[i].vy-rbx*25; parts[np].life += 30; } } } } //Go right if (((int)(playerp->comm)&0x02) == 0x02) { bool moved = false; if (dleval_move(t, playerp->legs[4], playerp->legs[5], NULL)) { playerp->accs[2] = 3*gvy-3*gvx; playerp->accs[3] = -3*gvx-3*gvy; playerp->accs[0] = gvy; playerp->accs[1] = -gvx; moved = true; } } else { if (!sim->eval_move(t, playerp->legs[12], playerp->legs[13], NULL)) { playerp->accs[6] = 3*gvy-3*gvx; playerp->accs[7] = -3*gvx-3*gvy; playerp->accs[0] = gvy; playerp->accs[1] = -gvx; moved = true; } } if (!moved && playerp->rocketBoots) { parts[i].vx += rocketBootsHeadEffect*rby; parts[i].vy -= rocketBootsHeadEffect*rbx; playerp->accs[2] += rocketBootsFeetEffect*rby; playerp->accs[6] += rocketBootsFeetEffect*rby; playerp->accs[3] -= rocketBootsFeetEffect*rbx; playerp->accs[7] -= rocketBootsFeetEffect*rbx; for (int leg=0; leg<2; leg++) { if (leg==0 && (((int)(playerp->comm)&0x01) == 0x01)) continue; int footX = playerp->legs[leg*8+4], footY = playerp->legs[leg*8+5]; int np = sim->create_part(-1, footX, footY, PT_PLSM); if (np>=0) { parts[np].vx = parts[i].vx-rby*25; parts[np].vy = parts[i].vy+rbx*25; parts[np].life += 30; } } } } if (playerp->rocketBoots && ((int)(playerp->comm)&0x03) == 0x03) { // Pressing left and right simultaneously with rocket boots on slows the stickman down // Particularly useful in zero gravity parts[i].vx *= 0.5f; parts[i].vy *= 0.5f; playerp->accs[2] = playerp->accs[6] = 0; playerp->accs[3] = playerp->accs[7] = 0; } //Jump if (((int)(playerp->comm)&0x04) == 0x04) { if (playerp->rocketBoots) { parts[i].vx -= rocketBootsHeadEffectV*rbx; parts[i].vy -= rocketBootsHeadEffectV*rby; playerp->accs[2] -= rocketBootsFeetEffectV*rbx; playerp->accs[6] -= rocketBootsFeetEffectV*rbx; playerp->accs[3] -= rocketBootsFeetEffectV*rby; playerp->accs[7] -= rocketBootsFeetEffectV*rby; for (int leg=0; leg<2; leg++) { int footX = playerp->legs[leg*8+4], footY = playerp->legs[leg*8+5]; int np = sim->create_part(-1, footX, footY+1, PT_PLSM); if (np>=0) { parts[np].vx = parts[i].vx+rbx*30; parts[np].vy = parts[i].vy+rby*30; parts[np].life += 10; } } } else if (!sim->eval_move(t, playerp->legs[4], playerp->legs[5], NULL) || !sim->eval_move(t, playerp->legs[12], playerp->legs[13], NULL)) { parts[i].vx -= 4*gvx; parts[i].vy -= 4*gvy; playerp->accs[2] -= gvx; playerp->accs[6] -= gvx; playerp->accs[3] -= gvy; playerp->accs[7] -= gvy; } } //Charge detector wall if foot inside if (sim->bmap[(int)(playerp->legs[5]+0.5)/CELL][(int)(playerp->legs[4]+0.5)/CELL]==WL_DETECT) sim->set_emap((int)playerp->legs[4]/CELL, (int)playerp->legs[5]/CELL); if (sim->bmap[(int)(playerp->legs[13]+0.5)/CELL][(int)(playerp->legs[12]+0.5)/CELL]==WL_DETECT) sim->set_emap((int)(playerp->legs[12]+0.5)/CELL, (int)(playerp->legs[13]+0.5)/CELL); //Searching for particles near head for (rx=-2; rx<3; rx++) for (ry=-2; ry<3; ry++) if (x+rx>=0 && y+ry>0 && x+rxphotons[y+ry][x+rx]; if (!r && !sim->bmap[(y+ry)/CELL][(x+rx)/CELL]) continue; if (sim->elements[r&0xFF].Falldown!=0 || sim->elements[r&0xFF].State == ST_GAS || sim->elements[r&0xFF].Properties&TYPE_GAS || sim->elements[r&0xFF].Properties&TYPE_LIQUID || (r&0xFF) == PT_NEUT || (r&0xFF) == PT_PHOT) { if (!playerp->rocketBoots || (r&0xFF)!=PT_PLSM) playerp->elem = r&0xFF; //Current element } if ((r&0xFF)==PT_TESC || (r&0xFF)==PT_LIGH) playerp->elem = PT_LIGH; if ((r&0xFF) == PT_PLNT && parts[i].life<100) //Plant gives him 5 HP { if (parts[i].life<=95) parts[i].life += 5; else parts[i].life = 100; sim->kill_part(r>>8); } if ((r&0xFF) == PT_NEUT) { if (parts[i].life<=100) parts[i].life -= (102-parts[i].life)/2; else parts[i].life *= 0.9f; sim->kill_part(r>>8); } if (sim->bmap[(ry+y)/CELL][(rx+x)/CELL]==WL_FAN) playerp->elem = SPC_AIR; else if (sim->bmap[(ry+y)/CELL][(rx+x)/CELL]==WL_EHOLE) playerp->rocketBoots = false; else if (sim->bmap[(ry+y)/CELL][(rx+x)/CELL]==WL_GRAV && parts[i].type!=PT_FIGH) playerp->rocketBoots = true; if ((r&0xFF)==PT_PRTI) Element_STKM::STKM_interact(sim, playerp, i, rx, ry); if (!parts[i].type)//STKM_interact may kill STKM return 1; } //Head position rx = x + 3*((((int)playerp->pcomm)&0x02) == 0x02) - 3*((((int)playerp->pcomm)&0x01) == 0x01); ry = y - 3*(playerp->pcomm == 0); //Spawn if (((int)(playerp->comm)&0x08) == 0x08) { ry -= 2*(rand()%2)+1; r = pmap[ry][rx]; if (sim->elements[r&0xFF].State == ST_SOLID) { sim->create_part(-1, rx, ry, PT_SPRK); playerp->frames = 0; } else { int np = -1; if (playerp->elem == SPC_AIR) sim->CreateParts(rx + 3*((((int)playerp->pcomm)&0x02) == 0x02) - 3*((((int)playerp->pcomm)&0x01) == 0x01), ry, 4, 4, SPC_AIR, 0); else if (playerp->elem==PT_LIGH && playerp->frames<30)//limit lightning creation rate np = -1; else np = sim->create_part(-1, rx, ry, playerp->elem); if ( (np < NPART) && np>=0) { if (playerp->elem == PT_PHOT) { int random = abs(rand()%3-1)*3; if (random==0) { sim->kill_part(np); } else { parts[np].vy = 0; if (((int)playerp->pcomm)&(0x01|0x02)) parts[np].vx = (((((int)playerp->pcomm)&0x02) == 0x02) - (((int)(playerp->pcomm)&0x01) == 0x01))*random; else parts[np].vx = random; } } else if (playerp->elem == PT_LIGH) { float angle; int power = 100; if (gvx!=0 || gvy!=0) angle = atan2(gvx, gvy)*180.0f/M_PI; else angle = rand()%360; if (((int)playerp->comm)&0x01) angle += 180; if (angle>360) angle-=360; if (angle<0) angle+=360; parts[np].tmp = angle; parts[np].life=rand()%(2+power/15)+power/7; parts[np].temp=parts[np].life*power/2.5; parts[np].tmp2=1; } else if (playerp->elem != SPC_AIR) { parts[np].vx -= -gvy*(5*((((int)playerp->pcomm)&0x02) == 0x02) - 5*(((int)(playerp->pcomm)&0x01) == 0x01)); parts[np].vy -= gvx*(5*((((int)playerp->pcomm)&0x02) == 0x02) - 5*(((int)(playerp->pcomm)&0x01) == 0x01)); parts[i].vx -= (sim->elements[(int)playerp->elem].Weight*parts[np].vx)/1000; } playerp->frames = 0; } } } //Simulation of joints d = 25/(pow((playerp->legs[0]-playerp->legs[4]), 2) + pow((playerp->legs[1]-playerp->legs[5]), 2)+25) - 0.5; //Fast distance playerp->legs[4] -= (playerp->legs[0]-playerp->legs[4])*d; playerp->legs[5] -= (playerp->legs[1]-playerp->legs[5])*d; playerp->legs[0] += (playerp->legs[0]-playerp->legs[4])*d; playerp->legs[1] += (playerp->legs[1]-playerp->legs[5])*d; d = 25/(pow((playerp->legs[8]-playerp->legs[12]), 2) + pow((playerp->legs[9]-playerp->legs[13]), 2)+25) - 0.5; playerp->legs[12] -= (playerp->legs[8]-playerp->legs[12])*d; playerp->legs[13] -= (playerp->legs[9]-playerp->legs[13])*d; playerp->legs[8] += (playerp->legs[8]-playerp->legs[12])*d; playerp->legs[9] += (playerp->legs[9]-playerp->legs[13])*d; d = 36/(pow((playerp->legs[0]-parts[i].x), 2) + pow((playerp->legs[1]-parts[i].y), 2)+36) - 0.5; parts[i].vx -= (playerp->legs[0]-parts[i].x)*d; parts[i].vy -= (playerp->legs[1]-parts[i].y)*d; playerp->legs[0] += (playerp->legs[0]-parts[i].x)*d; playerp->legs[1] += (playerp->legs[1]-parts[i].y)*d; d = 36/(pow((playerp->legs[8]-parts[i].x), 2) + pow((playerp->legs[9]-parts[i].y), 2)+36) - 0.5; parts[i].vx -= (playerp->legs[8]-parts[i].x)*d; parts[i].vy -= (playerp->legs[9]-parts[i].y)*d; playerp->legs[8] += (playerp->legs[8]-parts[i].x)*d; playerp->legs[9] += (playerp->legs[9]-parts[i].y)*d; if (INBOND(playerp->legs[4], playerp->legs[5]) && !sim->eval_move(t, playerp->legs[4], playerp->legs[5], NULL)) { playerp->legs[4] = playerp->legs[6]; playerp->legs[5] = playerp->legs[7]; } if (INBOND(playerp->legs[12], playerp->legs[13]) && !sim->eval_move(t, playerp->legs[12], playerp->legs[13], NULL)) { playerp->legs[12] = playerp->legs[14]; playerp->legs[13] = playerp->legs[15]; } //This makes stick man "pop" from obstacles if (INBOND(playerp->legs[4], playerp->legs[5]) && !sim->eval_move(t, playerp->legs[4], playerp->legs[5], NULL)) { float t; t = playerp->legs[4]; playerp->legs[4] = playerp->legs[6]; playerp->legs[6] = t; t = playerp->legs[5]; playerp->legs[5] = playerp->legs[7]; playerp->legs[7] = t; } if (INBOND(playerp->legs[12], playerp->legs[13]) && !sim->eval_move(t, playerp->legs[12], playerp->legs[13], NULL)) { float t; t = playerp->legs[12]; playerp->legs[12] = playerp->legs[14]; playerp->legs[14] = t; t = playerp->legs[13]; playerp->legs[13] = playerp->legs[15]; playerp->legs[15] = t; } //Keeping legs distance if ((pow((playerp->legs[4] - playerp->legs[12]), 2) + pow((playerp->legs[5]-playerp->legs[13]), 2))<16) { float tvx, tvy; tvx = -gvy; tvy = gvx; if (tvx || tvy) { playerp->accs[2] -= 0.2*tvx/hypot(tvx, tvy); playerp->accs[3] -= 0.2*tvy/hypot(tvx, tvy); playerp->accs[6] += 0.2*tvx/hypot(tvx, tvy); playerp->accs[7] += 0.2*tvy/hypot(tvx, tvy); } } if ((pow((playerp->legs[0] - playerp->legs[8]), 2) + pow((playerp->legs[1]-playerp->legs[9]), 2))<16) { float tvx, tvy; tvx = -gvy; tvy = gvx; if (tvx || tvy) { playerp->accs[0] -= 0.2*tvx/hypot(tvx, tvy); playerp->accs[1] -= 0.2*tvy/hypot(tvx, tvy); playerp->accs[4] += 0.2*tvx/hypot(tvx, tvy); playerp->accs[5] += 0.2*tvy/hypot(tvx, tvy); } } //If legs touch something Element_STKM::STKM_interact(sim, playerp, i, (int)(playerp->legs[4]+0.5), (int)(playerp->legs[5]+0.5)); Element_STKM::STKM_interact(sim, playerp, i, (int)(playerp->legs[12]+0.5), (int)(playerp->legs[13]+0.5)); Element_STKM::STKM_interact(sim, playerp, i, (int)(playerp->legs[4]+0.5), (int)playerp->legs[5]); Element_STKM::STKM_interact(sim, playerp, i, (int)(playerp->legs[12]+0.5), (int)playerp->legs[13]); if (!parts[i].type) return 1; parts[i].ctype = playerp->elem; return 0; } //#TPT-Directive ElementHeader Element_STKM static void STKM_interact(Simulation * sim, playerst* playerp, int i, int x, int y) void Element_STKM::STKM_interact(Simulation * sim, playerst* playerp, int i, int x, int y) { int r; if (x<0 || y<0 || x>=XRES || y>=YRES || !sim->parts[i].type) return; r = sim->pmap[y][x]; if (r) { if ((r&0xFF)==PT_SPRK && playerp->elem!=PT_LIGH) //If on charge { sim->parts[i].life -= (int)(rand()*20/RAND_MAX)+32; } if (sim->elements[r&0xFF].HeatConduct && ((playerp->elem!=PT_LIGH && sim->parts[r>>8].temp>=323) || sim->parts[r>>8].temp<=243) && (!playerp->rocketBoots || (r&0xFF)!=PT_PLSM)) { sim->parts[i].life -= 2; playerp->accs[3] -= 1; } if (sim->elements[r&0xFF].Properties&PROP_DEADLY) switch (r&0xFF) { case PT_ACID: sim->parts[i].life -= 5; break; default: sim->parts[i].life -= 1; break; } if (sim->elements[r&0xFF].Properties&PROP_RADIOACTIVE) sim->parts[i].life -= 1; if ((r&0xFF)==PT_PRTI && sim->parts[i].type) { int nnx, count=1;//gives rx=0, ry=1 in update_PRTO sim->parts[r>>8].tmp = (int)((sim->parts[r>>8].temp-73.15f)/100+1); if (sim->parts[r>>8].tmp>=CHANNELS) sim->parts[r>>8].tmp = CHANNELS-1; else if (sim->parts[r>>8].tmp<0) sim->parts[r>>8].tmp = 0; for (nnx=0; nnx<80; nnx++) if (!sim->portalp[sim->parts[r>>8].tmp][count][nnx].type) { sim->portalp[sim->parts[r>>8].tmp][count][nnx] = sim->parts[i]; sim->kill_part(i); //stop new STKM/fighters being created to replace the ones in the portal: playerp->spwn = 1; if (sim->portalp[sim->parts[r>>8].tmp][count][nnx].type==PT_FIGH) sim->fighcount++; break; } } if (((r&0xFF)==PT_BHOL || (r&0xFF)==PT_NBHL) && sim->parts[i].type) { if (!sim->legacy_enable) { sim->parts[r>>8].temp = restrict_flt(sim->parts[r>>8].temp+sim->parts[i].temp/2, MIN_TEMP, MAX_TEMP); } sim->kill_part(i); } if (((r&0xFF)==PT_VOID || ((r&0xFF)==PT_PVOD && sim->parts[r>>8].life==10)) && (!sim->parts[r>>8].ctype || (sim->parts[r>>8].ctype==sim->parts[i].type)!=(sim->parts[r>>8].tmp&1)) && sim->parts[i].type) { sim->kill_part(i); } } } //#TPT-Directive ElementHeader Element_STKM static void STKM_init_legs(Simulation * sim, playerst* playerp, int i) void Element_STKM::STKM_init_legs(Simulation * sim, playerst* playerp, int i) { int x, y; x = (int)(sim->parts[i].x+0.5f); y = (int)(sim->parts[i].y+0.5f); playerp->legs[0] = x-1; playerp->legs[1] = y+6; playerp->legs[2] = x-1; playerp->legs[3] = y+6; playerp->legs[4] = x-3; playerp->legs[5] = y+12; playerp->legs[6] = x-3; playerp->legs[7] = y+12; playerp->legs[8] = x+1; playerp->legs[9] = y+6; playerp->legs[10] = x+1; playerp->legs[11] = y+6; playerp->legs[12] = x+3; playerp->legs[13] = y+12; playerp->legs[14] = x+3; playerp->legs[15] = y+12; for (int i = 0; i < 8; i++) playerp->accs[i] = 0; playerp->comm = 0; playerp->pcomm = 0; playerp->frames = 0; } Element_STKM::~Element_STKM() {}