*** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@49 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -35,9 +35,7 @@ void renderclient(dynent *d, bool team, char *mdlname, bool hellpig, float scale
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else if((!d->move && !d->strafe) || !d->moving) { n = 12; }
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else if(!d->onfloor && d->timeinair>100) { n = 18; }
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else { n = 14; speed = 1200/d->maxspeed*scale; if(hellpig) speed = 300/d->maxspeed; };
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if(hellpig) { n++; scale *= 32; mz -= 1.9f; };
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n = 14; //fixme
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basetime = -((int)d&0xFFF);
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if(hellpig) { n++; scale *= 32; mz -= 1.9f; };
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rendermodel(mdlname, frame[n], range[n], 0, 1.5f, d->o.x, mz, d->o.y, d->yaw+90, d->pitch/2, team, scale, speed, 0, basetime);
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};
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+2
-1
@@ -200,7 +200,8 @@ int main(int argc, char **argv)
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fps = (1000.0f/curtime+fps*50)/51;
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computeraytable(player1->o.x, player1->o.y);
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readdepth(scr_w, scr_h);
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SDL_GL_SwapBuffers();
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SDL_GL_SwapBuffers();
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extern void updatevol(); updatevol();
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if(framesinmap++<5) // cheap hack to get rid of initial sparklies, even when triple buffering etc.
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{
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player1->yaw += 5;
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@@ -330,7 +330,7 @@ void moveprojectiles(float time)
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void shootv(int gun, vec &from, vec &to, dynent *d, bool local) // create visual effect from a shot
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{
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playsound(guns[gun].sound, &d->o);
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playsound(guns[gun].sound, d==player1 ? NULL : &d->o);
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int pspeed = 25;
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switch(gun)
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{
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