inWater command, akimboautoswitch slider, akimboendaction defaults to 1 (switch back to primary)
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6390 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -766,7 +766,11 @@ void crouch(bool on)
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player1->trycrouch = on;
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}
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int inWater(int type = 0)
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{
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if(type ? hdr.waterlevel > player1->o.z : hdr.waterlevel > (player1->o.z - player1->eyeheight)) return 1;
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else return 0;
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}
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COMMAND(backward, ARG_DOWN);
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COMMAND(forward, ARG_DOWN);
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@@ -775,6 +779,7 @@ COMMAND(right, ARG_DOWN);
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COMMANDN(jump, jumpn, ARG_DOWN);
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COMMAND(attack, ARG_DOWN);
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COMMAND(crouch, ARG_DOWN);
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COMMAND(inWater, ARG_1EXP);
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void fixcamerarange(physent *cam)
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{
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@@ -6,7 +6,7 @@
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VARP(autoreload, 0, 1, 1);
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VARP(akimboautoswitch, 0, 1, 1);
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VARP(akimboendaction, 0, 0, 2); // 0: stay with pistol, 1: back to primary, 2: grenade - all fallback to previous one w/o ammo for target
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VARP(akimboendaction, 0, 1, 2); // 0: stay with pistol, 1: back to primary, 2: grenade - all fallback to previous one w/o ammo for target
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struct sgray {
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int ds; // damage flag: outer, medium, center: SGSEGDMG_*
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vec rv; // ray vector
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