intermission w/o game activity
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@@ -310,7 +310,7 @@ VARP(localfootsteps, 0, 1, 1);
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void audiomanager::updateplayerfootsteps(playerent *p)
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{
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if(!p || ispaused) return;
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if(!p || ispaused || intermission) return;
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const int footstepradius = 20;
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@@ -51,7 +51,7 @@ void checkweaponswitch()
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void selectweapon(weapon *w)
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{
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if(!w || !player1->weaponsel->deselectable() || ispaused) return;
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if(!w || !player1->weaponsel->deselectable() || ispaused || intermission) return;
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if(w->selectable())
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{
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if(player1->attacking && player1->state == CS_ALIVE) attack(false);
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