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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1288 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -407,6 +407,7 @@ struct bounceent : physent // nades, gibs
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#define NADE_IN_HAND (player1->gunselect==GUN_GRENADE && player1->inhandnade)
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#define NADE_THROWING (player1->gunselect==GUN_GRENADE && player1->thrownademillis && !player1->inhandnade)
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#define NADE_THROW_TIME (13*(1000/25))
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#define has_akimbo(d) ((d)->gunselect==GUN_PISTOL && (d)->akimbo)
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@@ -19,10 +19,10 @@ struct weaponmove
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void calcmove(vec base, int basetime)
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{
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int timediff = NADE_THROWING ? (lastmillis-player1->thrownademillis) : lastmillis-basetime;
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int animtime = min(player1->gunwait[player1->gunselect], attackdelay(player1->gunselect));
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int timediff = NADE_THROWING ? lastmillis-player1->thrownademillis : lastmillis-basetime;
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int animtime = NADE_THROWING ? NADE_THROW_TIME : min(player1->gunwait[player1->gunselect], attackdelay(player1->gunselect));
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int rtime = reloadtime(player1->gunselect);
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kick = k_rot = 0.0f;
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pos = player1->o;
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anim = ANIM_GUN_IDLE;
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@@ -731,7 +731,7 @@ void shoot(playerent *d, vec &targ)
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{
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d->shots = 0;
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if(d->thrownademillis && attacktime >= 13*(1000/25))
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if(d->thrownademillis && attacktime >= NADE_THROW_TIME)
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{
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d->weaponchanging = true;
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d->nextweapon = d->mag[GUN_GRENADE] ? GUN_GRENADE : d->primary;
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