*** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@889 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -33,7 +33,7 @@ void renderclient(playerent *d, char *mdlname, char *vwepname, int tex)
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else if(d->state==CS_EDITING) { anim = ANIM_JUMP|ANIM_END; }
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else if(d->state==CS_LAGGED) { anim = ANIM_SALUTE|ANIM_LOOP; }
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else if(lastmillis-d->lastpain<300) { anim = ANIM_PAIN; speed = 300.0f/4; varseed += d->lastpain; basetime = d->lastpain; }
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else if(!d->onfloor && d->timeinair>0) { anim = ANIM_JUMP|ANIM_END; }
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else if(!d->onfloor && d->timeinair>50) { anim = ANIM_JUMP|ANIM_END; }
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else if(d->gunselect==d->lastattackgun && lastmillis-d->lastaction<300)
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{ anim = ANIM_ATTACK; speed = 300.0f/8; basetime = d->lastaction; }
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else if(!d->move && !d->strafe) { anim = ANIM_IDLE|ANIM_LOOP; }
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+23
-22
@@ -597,28 +597,29 @@ void addgib(playerent *d)
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void loadingscreen()
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{
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static Texture *logo = NULL;
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if(!logo) logo = textureload("packages/misc/startscreen.png", false);
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if(logo)
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if(!logo) logo = textureload("packages/misc/startscreen.png");
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glClearColor(0, 0, 0, 1);
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glColor3f(1, 1, 1);
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loopi(2)
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{
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glEnable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glClearColor(0, 0, 0, 1);
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loopi(2)
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glClear(GL_COLOR_BUFFER_BIT);
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glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
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quad(logo->id, (VIRTW-VIRTH)/2, 0, VIRTH, 0, 0, 1);
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SDL_GL_SwapBuffers();
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}
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glDisable(GL_BLEND);
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glClear(GL_COLOR_BUFFER_BIT);
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quad(logo->id, (VIRTW-VIRTH)/2, 0, VIRTH, 0, 0, 1);
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SDL_GL_SwapBuffers();
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}
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_DEPTH_TEST);
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}
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