vweps
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@134 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+1
-54
@@ -53,35 +53,20 @@ void wdw()
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};
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void primary()
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{
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player1->gunselect=player1->primary;
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};
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void secondary()
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{
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player1->gunselect=GUN_PISTOL;
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};
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void melee()
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{
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player1->gunselect=GUN_KNIFE;
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};
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COMMAND(primary,ARG_NONE);
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COMMAND(secondary,ARG_NONE);
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@@ -499,44 +484,6 @@ void spreadandrecoil(vec & from, vec & to, dynent * d)
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vmul(recoil, rcl);
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vadd(d->vel, recoil);␍
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if(d->pitch<80.0f) d->pitch += guns[d->gunselect].recoil*0.05f;
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/* old
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//nothing specail for a knife
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if (d->gunselect==GUN_KNIFE) return;
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//spread
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vdist(dist, unitv, from, to);
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float f = dist/1000;
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int spd = guns[d->gunselect].spread;
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//recoil
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int rcl = guns[d->gunselect].recoil*-0.01f;
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if ((d->gunselect==GUN_ASSULT) && (d->shots<=3))
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{
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spd = spd / 5;
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};
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if ((d->gunselect==GUN_SNIPER) && (d->vel.x<.25f && d->vel.y<.25f))
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{
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spd = 1;
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rcl = rcl / 3;
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};
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if (d->gunselect!=GUN_SHOTGUN) //no spread on shotgun
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{
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#define RNDD (rnd(spd)-spd/2)*f
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vec r = { RNDD, RNDD, RNDD };
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vadd(to, r);
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};
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//increase pitch for recoil
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vdiv(unitv, dist);
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vec recoil = unitv;
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vmul(recoil, rcl);
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vadd(d->vel, recoil);
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if(d->pitch<80.0f) d->pitch += guns[d->gunselect].recoil*0.05f;
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*/
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};
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void shoot(dynent *d, vec &targ)
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@@ -597,7 +544,7 @@ void shoot(dynent *d, vec &targ)
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//if(d->quadmillis && attacktime>200) playsoundc(S_ITEMPUP);
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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 : 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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if(guns[d->gunselect].projspeed) return;
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