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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@337 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -104,7 +104,7 @@ dynent *newdynent() // create a new blank player or monster
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d->state = CS_ALIVE;
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d->shots = 0;
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d->reloading = false;
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d->primary = d->nextprimary = GUN_ASSULT;
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d->primary = d->nextprimary = GUN_ASSAULT;
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d->hasarmour = false;
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d->gunselect = GUN_PISTOL;
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d->onladder = false;
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@@ -255,24 +255,6 @@ void otherplayers()
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// End add
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};
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extern void explode_nade(physent *i);
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void mphysents()
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{
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loopv(physents) if(physents[i])
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{
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physent *p = physents[i];
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if(p->state == NADE_THROWED) moveplayer(p, 2, false);
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if(lastmillis - p->millis >= p->timetolife)
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{
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if(p->state==NADE_ACTIVATED || p->state==NADE_THROWED) explode_nade(physents[i]);
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physents.remove(i);
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i--;
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};
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};
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};
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int sleepwait = 0;
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string sleepcmd;
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void scriptsleep(char *msec, char *cmd) { sleepwait = atoi(msec)+lastmillis; strcpy_s(sleepcmd, cmd); };
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@@ -443,7 +425,7 @@ void mousemove(int dx, int dy)
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// damage arriving from the network, monsters, yourself, all ends up here.
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void selfdamage(int damage, int actor, dynent *act)
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void selfdamage(int damage, int actor, dynent *act, bool gib)
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{
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if(player1->state!=CS_ALIVE || editmode || intermission) return;
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damageblend(damage);
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@@ -492,7 +474,7 @@ void selfdamage(int damage, int actor, dynent *act)
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showscores(true);
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if(scoped) togglescope();
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if(act->bIsBot) addmsg(1, 2, SV_DIEDBYBOT, actor);
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else addmsg(1, 2, SV_DIED, actor);
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else addmsg(1, 2, gib ? SV_GIBDIED : SV_DIED, actor);
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player1->lifesequence++;
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player1->attacking = false;
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player1->state = CS_DEAD;
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@@ -500,6 +482,7 @@ void selfdamage(int damage, int actor, dynent *act)
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player1->pitch = 0;
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player1->roll = 60;
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playsound(S_DIE1+rnd(2));
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if(gib) addgib(player1);
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spawnstate(player1);
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//player1->lastaction = lastmillis;
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//fixme
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