console V-key fix, vars for gfx tweaking
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1546 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -521,12 +521,12 @@ void particle_fireball(int type, vec &o)
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newparticle(o, vec(0, 0, 0), (int)((parttypes[type].sz-1.0f)*100.0f), type);
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}
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VARP(holettl, 0, 10000, 30000);
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VARP(bulletholettl, 0, 10000, 30000);
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VARP(bulletbouncesound, 0, 1, 1);
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bool addbullethole(vec &from, vec &to, float radius)
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{
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if(!holettl) return false;
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if(!bulletholettl) return false;
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vec surface, ray(to);
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ray.sub(from);
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ray.normalize();
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@@ -535,7 +535,7 @@ bool addbullethole(vec &from, vec &to, float radius)
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vec o(from);
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o.add(ray.mul(dist));
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o.add(vec(surface).mul(0.005f));
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newparticle(o, surface, holettl, 7);
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newparticle(o, surface, bulletholettl, 7);
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if(bulletbouncesound) playsound(S_BULLETBOUNCE, NULL, NULL, &o);
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return true;
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}
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@@ -551,13 +551,12 @@ bool addscorchmark(vec &o, float radius)
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return true;
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}
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VARP(shotlines, 0, 1, 1);
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VARP(shotlinettl, 0, 0, 10000);
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VARP(shotlinettl, 0, 75, 10000);
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VARP(bulletairsound, 0, 1, 1);
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void addshotline(dynent *pl, vec &from, vec &to)
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{
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if(pl == player1 || !shotlines) return;
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if(pl == player1 || !shotlinettl) return;
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bool fx = shotlinettl > 0 && (player1->isspectating() || !multiplayer(false)); // allow fx only in spect mode and locally
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if(rnd(3) && !fx) return; // show all shotlines when fx enabled
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@@ -571,7 +570,7 @@ void addshotline(dynent *pl, vec &from, vec &to)
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o.mul(dist/10+start).add(from);
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vec d = unitv;
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d.mul(dist/10*-(10-start-2)).add(to);
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newparticle(o, d, fx ? shotlinettl : 75, 6);
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newparticle(o, d, fx ? shotlinettl : min(75, shotlinettl), 6);
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// shotline sound fx
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if(!bulletairsound) return;
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