pickup and armour fixes
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@34 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -44,14 +44,18 @@ void spawnstate(dynent *d) // reset player state not persistent acc
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d->timeinair = 0;
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d->health = 100;
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d->armour = 0;
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d->armourtype = A_BLUE;
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d->quadmillis = 0;
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//d->hasarmour = false;
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//d->armourtype = A_BLUE;
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//d->quadmillis = 0;
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d->gunselect = GUN_PISTOL;
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d->gunwait = 0;
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d->attacking = false;
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d->lastaction = 0;
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radd(d);
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//loopi(NUMGUNS) if(d->nextprimary!=i) d->ammo[i] = 0;
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//d->mag[GUN_KNIFE] = 1;
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//equp with default pistol
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@@ -140,6 +144,7 @@ dynent *newdynent() // create a new blank player or monster
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d->shots = 0;
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d->reloading = false;
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d->nextprimary = 1;
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d->hasarmour = false;
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spawnstate(d);
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return d;
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};
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@@ -221,12 +226,13 @@ void arenarespawn()
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void checkquad(int time)
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{
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if(player1->quadmillis && (player1->quadmillis -= time)<0)
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/* if(player1->quadmillis && (player1->quadmillis -= time)<0)
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{
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player1->quadmillis = 0;
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playsoundc(S_PUPOUT);
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conoutf("quad damage is over");
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};
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*/
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};
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//generic function to check all kinds of crazy gamemode specific things
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@@ -269,7 +275,7 @@ void checkgame(int time)
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//reset zoom if dead
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//etc
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checkquad(time);
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//checkquad(time);
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if (player1->state==CS_DEAD)
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{
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@@ -437,7 +443,7 @@ void selfdamage(int damage, int actor, dynent *act)
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if(player1->state!=CS_ALIVE || editmode || intermission) return;
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damageblend(damage);
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demoblend(damage);
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int ad = damage*(player1->armourtype+1)*20/100; // let armour absorb when possible
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int ad = damage*30/100;//int ad = damage*(player1->armourtype+1)*20/100; // let armour absorb when possible
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if(ad>player1->armour) ad = player1->armour;
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player1->armour -= ad;
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damage -= ad;
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