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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@670 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -65,6 +65,7 @@ void weapon(int gun)
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{
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if(player1->state!=CS_ALIVE || player1->weaponchanging || NADE_IN_HAND || player1->reloading) return;
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if(gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL && gun != player1->primary) return;
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if(gun == player1->gunselect) return;
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if(m_noguns && gun != GUN_KNIFE && gun != GUN_GRENADE) return;
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if(m_noprimary && gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL) return;
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@@ -562,6 +563,8 @@ bool hasammo(playerent *d) // bot mod
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} else return true;
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}
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VARP(autoreload, 0, 1, 1);
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const int grenadepulltime = 650;
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bool akimboside = false;
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@@ -623,7 +626,7 @@ void shoot(playerent *d, vec &targ)
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d->attacking = true; //make akimbo auto
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d->akimbolastaction[akimboside?1:0] = lastmillis;
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akimboside = !akimboside;
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}
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};
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if(d->gunselect!=GUN_KNIFE) d->mag[d->gunselect]--;
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from.z -= 0.2f; // below eye
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@@ -647,6 +650,9 @@ void shoot(playerent *d, vec &targ)
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shootv(d->gunselect, from, to, d, 0);
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if(d->type==ENT_PLAYER) addmsg(SV_SHOT, "ri8", 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), 0 );
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if(autoreload && d == player1 && !d->mag[d->gunselect]) reload(d);
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if(guns[d->gunselect].projspeed || d->gunselect==GUN_GRENADE) return;
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raydamage(from, to, d);
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