*** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@628 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -40,7 +40,7 @@ void spawnstate(playerent *d) // reset player state not persistent
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if(d==player1)
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{
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gun_changed = true;
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player1->primary = m_osok ? GUN_SNIPER : player1->nextprimary;
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player1->primary = m_osok ? GUN_SNIPER : (m_pistol ? GUN_PISTOL : player1->nextprimary);
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if(player1->skin!=player1->nextskin)
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{
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c2sinit=false;
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@@ -272,7 +272,7 @@ void equip(playerent *d)
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if(m_pistol || d->primary==GUN_PISTOL) // pistol only mode
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{
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d->ammo[GUN_PISTOL] = itemstats[GUN_PISTOL].max;
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}
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};
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if(m_lss)
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{
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d->mag[d->primary] = d->mag[GUN_PISTOL] = 0;
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@@ -67,7 +67,7 @@ void weapon(int gun)
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if(gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL && gun != player1->primary) return;
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if(m_noguns && gun != GUN_KNIFE && gun != GUN_GRENADE) return;
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if(m_noprimary && gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_KNIFE) return;
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if(m_noprimary && gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL) return;
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if(m_nopistol && gun == GUN_PISTOL) return;
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if(gun == GUN_GRENADE && !player1->mag[GUN_GRENADE]) return;
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