*** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@216 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
+97
-94
@@ -299,20 +299,49 @@ void moveprojectiles(float time)
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extern float rad(float x);
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bool nade_activated = false;
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physent *curnade;
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physent *curnade = NULL;
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void thrownade(dynent *d, vec &to, physent *nade = NULL, int nadesec = 0)
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{
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physent *p;
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if(nade) p = nade;
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else p = (physent *)gp()->alloc(sizeof(physent)); // allocate new nade
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void throw_nade(dynent *d, vec &to, physent *p)
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{
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if(!p || !d) return;
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printf("thrownade\n");
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p->isphysent = true;
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p->gravity = 20;
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p->state = NADE_THROWED;
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p->owner = d;
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p->timeinair = 0;
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p->onfloor = false;
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p->o = d->o;
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p->vel.z = sin(rad(d->pitch));
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float speed = cos(rad(d->pitch));
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p->vel.x = sin(rad(d->yaw))*speed;
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p->vel.y = -cos(rad(d->yaw))*speed;
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vmul(p->vel, 1.7f);
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vec throwdir = p->vel;
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vmul(throwdir, d->radius);
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vadd(p->o, throwdir);
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vadd(p->o, throwdir);
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vec &from = d->o;
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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), (int)((lastmillis-p->millis)/100));
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printf("grenade: %i\n", (lastmillis-curnade->millis)/100);
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if(curnade) curnade = NULL;
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};
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void *new_physent()
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{
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physent *p = (physent *)gp()->alloc(sizeof(physent));
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p->yaw = 270;
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p->pitch = 0;
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p->roll = 0;
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p->maxspeed = 40; //16 max speed, 14 max with armour
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p->roll = 0;
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p->isphysent = true;
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p->maxspeed = 40;
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p->outsidemap = false;
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p->inwater = false;
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p->radius = 0.2f;
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@@ -327,7 +356,8 @@ void thrownade(dynent *d, vec &to, physent *nade = NULL, int nadesec = 0)
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p->name[0] = p->team[0] = 0;
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p->blocked = false;
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p->lifesequence = 0;
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p->state = CS_ALIVE;
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p->dynent::state = CS_ALIVE;
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p->state = PHYSENT_NONE;
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p->shots = 0;
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p->reloading = false;
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p->nextprimary = 1;
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@@ -339,66 +369,39 @@ void thrownade(dynent *d, vec &to, physent *nade = NULL, int nadesec = 0)
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p->k_down = false;
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p->jumpnext = false;
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p->strafe = 0;
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p->move = 0;
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p->bounce = true;
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p->gravity = 20;
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p->timeinair = 0;
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p->throwed = true;
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p->onfloor = false;
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p->lifetime = 3000;
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p->o = d->o;
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p->move = 0;
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physents.add(p);
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return p;
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}
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// float speed = sin(rad((d->pitch+90)/2.0f));
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p->vel.z = sin(rad(d->pitch));
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float speed = cos(rad(d->pitch));
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p->vel.x = sin(rad(d->yaw))*speed;
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p->vel.y = -cos(rad(d->yaw))*speed;
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vmul(p->vel, 1.7f);
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vec throwdir = p->vel;
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vmul(throwdir, d->radius);
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vadd(p->o, throwdir);
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vadd(p->o, throwdir);
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if(!nade) // add new one
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{
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p->millis = lastmillis;
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physents.add(p);
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};
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};
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void activate_nade()
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{
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physent *p = (physent *)gp()->alloc(sizeof(physent));
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p->owner = player1;
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physent *new_nade(dynent *d, int millis = 0)
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{
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printf("newnade\n");
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physent *p = new_physent();
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p->owner = d;
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p->millis = lastmillis;
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p->lifetime = 3000;
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p->throwed = false;
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p->enabled = true;
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curnade = p;
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physents.add(p);
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nade_activated = true;
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p->timetolife = 2000-millis;
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p->state = NADE_ACTIVATED;
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if(d==player1) curnade = p;
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return p;
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};
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extern void explode_nade(physent *i)
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␍void explode_nade(physent *i)
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{
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if(!i) return;
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if(!i->throwed)
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if(!i) return;
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printf("explode\n");
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if(i->state != NADE_THROWED)
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{
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vec o = i->owner->o;
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vec dist = { 0.1f, 0.1f, 0.1f };
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vadd(o, dist);
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thrownade(i->owner, o, i);
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throw_nade(i->owner, o, i);
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};
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newprojectile(i->o, i->o, 1, true, i->owner, GUN_GRENADE);
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};
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void shootv(int gun, vec &from, vec &to, dynent *d, bool local, int nadesec) // create visual effect from a shot
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void shootv(int gun, vec &from, vec &to, dynent *d, bool local, int nademillis) // create visual effect from a shot
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{
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playsound(guns[gun].sound, d==player1 ? NULL : &d->o);
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int pspeed = 25;
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@@ -422,12 +425,15 @@ void shootv(int gun, vec &from, vec &to, dynent *d, bool local, int nadesec)
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break;
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case GUN_GRENADE:
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pspeed = guns[gun].projspeed;
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//pspeed = guns[gun].projspeed;
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//newprojectile(from, to, (float)pspeed, local, d, gun);
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if(d==player1 && curnade)
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thrownade(d, to, curnade);
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else
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thrownade(d, to, NULL, nadesec);
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if(d!=player1)
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{
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physent *p = new_nade(d, nademillis);
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throw_nade(d, to, p);
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}
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break;
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case GUN_SNIPER:
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@@ -496,43 +502,33 @@ void spreadandrecoil(vec & from, vec & to, dynent * d)
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};
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void shoot(dynent *d, vec &targ)
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{
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bool grenade_throw = d->gunselect==GUN_GRENADE && !d->attacking && nade_activated;
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int attacktime = lastmillis-d->lastaction;
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if(d->reloading && (attacktime<d->gunwait) && !grenade_throw) return;
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else if(attacktime<d->gunwait) return;
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{
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int attacktime = lastmillis-d->lastaction;
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if(!d->attacking && d->gunselect==GUN_GRENADE && curnade) // throw
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{
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throw_nade(d, targ, curnade);
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return;
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}
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if(attacktime<d->gunwait) return;
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d->gunwait = 0;
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d->reloading = false;
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if(grenade_throw)
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{
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d->attacking = true;
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nade_activated = false;
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d->gunwait = guns[d->gunselect].attackdelay;
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}
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else if(d->gunselect==GUN_GRENADE && d->attacking && nade_activated) return;
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d->reloading = false;␍
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if(!d->attacking)
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{
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d->shots = 0;
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return;
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};
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if(!(d->gunselect==GUN_SUBGUN || d->gunselect==GUN_ASSULT)) d->attacking = false; //makes sub/assult autos
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else
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{
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d->shots++;
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};
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};
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if(d->gunselect!=GUN_SUBGUN && d->gunselect!=GUN_ASSULT && d->gunselect!=GUN_GRENADE) d->attacking = false; //makes sub/assult autos
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else d->shots++;
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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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if(d->gunselect==GUN_GRENADE && !grenade_throw)
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{
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activate_nade();
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d->attacking = true;
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return;
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}
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if(d->gunselect) d->mag[d->gunselect]--;
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vec from = d->o;
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vec to = targ;
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from.z -= 0.2f; // below eye
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@@ -550,11 +546,18 @@ void shoot(dynent *d, vec &targ)
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};
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if(d->gunselect==GUN_SHOTGUN) createrays(from, to);
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//if(d->quadmillis && attacktime>200) playsoundc(S_ITEMPUP);
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//if(d->quadmillis && attacktime>200) playsoundc(S_ITEMPUP);
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d->gunwait = guns[d->gunselect].attackdelay;
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if(d->gunselect==GUN_GRENADE) // activate
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{
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if(!curnade) new_nade(player1);
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return;
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}
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shootv(d->gunselect, from, to, d, 0);
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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), (int) grenade_throw ? (lastmillis-curnade->millis)/100 : 0 );
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d->gunwait = guns[d->gunselect].attackdelay;
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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), 0 );
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if(guns[d->gunselect].projspeed) return;
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