*** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@280 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+14
-10
@@ -17,13 +17,13 @@ guninfo guns[NUMGUNS] =
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{ S_SUBGUN, S_RSUBGUN, 1650, 80, 17, 0, 0, 70, 15, 30, 1, 2, "subgun" },
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{ S_SNIPER, S_RSNIPER, 1950, 1500, 72, 0, 0, 60, 50, 5, 4, 4, "sniper" },
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{ S_ASSULT, S_RASSULT, 2000, 130, 20, 0, 0, 20, 40, 20, 0, 2, "assult" }, //recoil was 44
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{ S_GRENADE, S_NULL, 1000, 2000, 150, 20, 6, 1, 1, 1, 3, 1, "grenade" },
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{ S_GRENADE, S_NULL, 1000, 2500, 150, 20, 6, 1, 1, 1, 3, 1, "grenade" },
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};
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bool gun_changed = false;
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void changeweapon(int gun)
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void weapon(int gun)
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{
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if(gun>=0) gun %= G_NUM;
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else gun = G_NUM-(gun % G_NUM);
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@@ -48,10 +48,10 @@ void shiftweapon(int i)
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default: gun=G_PRIMARY; break;
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};
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gun += i;
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changeweapon(gun);
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weapon(gun);
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}
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COMMAND(changeweapon, ARG_1INT);
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COMMAND(weapon, ARG_1INT);
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COMMAND(shiftweapon, ARG_1INT);
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void reload()
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@@ -314,7 +314,6 @@ void throw_nade(dynent *d, vec &to, physent *p)
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if(d==player1)
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{
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d->thrownademillis = lastmillis;
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int percent_done = (lastmillis-p->millis)*100/2000;
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if(percent_done < 0 || percent_done > 100) percent_done = 100;
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addmsg(1, 9, SV_SHOT, d->gunselect, (int)(from.x*DMF), (int)(from.y*DMF), (int)(from.z*DMF), (int)(to.x*DMF), (int)(to.y*DMF), (int)(to.z*DMF), percent_done);
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@@ -505,7 +504,8 @@ void spreadandrecoil(vec & from, vec & to, dynent * d)
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if(d->pitch<80.0f) d->pitch += guns[d->gunselect].recoil*0.05f;
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};
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VAR(grenadepulltime, 0, 100, 10000);
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//VAR(grenadepulltime, 0, 100, 10000);
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const int grenadepulltime = 650;
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bool akimboside = false;
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int akimbolastaction[2] = {0,0};
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@@ -517,9 +517,13 @@ void shoot(dynent *d, vec &targ)
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if(!d->attacking && d->gunselect==GUN_GRENADE && curnade) // throw
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{
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if(attacktime>grenadepulltime) throw_nade(d, targ, curnade);
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if(attacktime>grenadepulltime)
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{
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d->thrownademillis = lastmillis;
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throw_nade(d, targ, curnade);
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}
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return;
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}
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};
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if(attacktime<d->gunwait) return;
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d->gunwait = 0;
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@@ -539,9 +543,9 @@ void shoot(dynent *d, vec &targ)
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d->attacking = true; //make akimbo auto
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akimbolastaction[akimboside?1:0] = lastmillis;
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akimboside = !akimboside;
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}
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d->lastaction = lastmillis;
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}
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d->lastaction = lastmillis;
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d->lastattackgun = d->gunselect;
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if(!d->mag[d->gunselect]) { playsoundc(S_NOAMMO); d->gunwait = 250; d->lastattackgun = -1; return; };
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