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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@768 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
@@ -73,97 +73,7 @@ void CACBot::Spawn()
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void CACBot::CheckItemPickup()
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{
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if(editmode) return;
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loopv(ents)
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{
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entity &e = ents[i];
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if(e.type==NOTUSED) continue;
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if (!e.spawned) continue;
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if (sents.inrange(i) && (!sents[i].spawned)) continue;
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if(OUTBORD(e.x, e.y)) continue;
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vec v(e.x, e.y, S(e.x, e.y)->floor+m_pMyEnt->eyeheight);
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if(v.dist(m_pMyEnt->o)<2.5)
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{
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PickUp(i);
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}
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}
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}
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void CACBot::PickUp(int n)
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{
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int np = 1;
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loopv(players) if(players[i]) np++;
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np = np<3 ? 4 : (np>4 ? 2 : 3); // spawn times are dependent on number of players
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int ammo = np*2;
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switch(ents[n].type)
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{
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case I_AMMO: AddItem(n, m_pMyEnt->ammo[m_pMyEnt->primary], ammo, m_pMyEnt->primary); break;
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case I_CLIPS: AddItem(n, m_pMyEnt->ammo[GUN_PISTOL], ammo, GUN_PISTOL); break;
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case I_GRENADE: AddItem(n, m_pMyEnt->ammo[GUN_GRENADE], ammo, 6); break;
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case I_HEALTH: AddItem(n, m_pMyEnt->health, ammo, 7); break;
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case I_ARMOUR: AddItem(n, m_pMyEnt->armour, ammo, 8); break;
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/* case I_HELMET:
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// (100h/100g only absorbs 166 damage)
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if(m_pMyEnt->armourtype==A_YELLOW && m_pMyEnt->armour>66) break;
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AddItem(n, m_pMyEnt->armour, 20);
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break;
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case I_ARMOUR:
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AddItem(n, m_pMyEnt->armour, 20);
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break;
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case OBJ_ITEM:
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AddItem(n, m_pMyEnt->quadmillis, 60);
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break;*/
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/* case TRIGGER:
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ents[n].spawned = false;
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triggertime = lastmillis;
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trigger(ents[n].attr1, ents[n].attr2, false); // needs to go over server for multiplayer
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// HACK: Reset ent goal if bot was looking for this ent
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if (m_pTargetEnt == &ents[n])
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{
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m_pTargetEnt = NULL;
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m_vGoal = g_vecZero;
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ResetWaypointVars();
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m_iCheckEntsDelay = lastmillis + RandomLong(5000, 10000);
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}
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BotManager.PickNextTrigger();
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break;*/
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};
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};
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void CACBot::AddItem(int i, int &v, int spawnsec, int t)
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{
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if((i>=sents.length()) || (!sents[i].spawned))
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return;
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//fixmebot
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if(v>=itemstats[t].max) // don't pick up if not needed
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return;
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itemstat &is = itemstats[t];
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ents[i].spawned = false;
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v += is.add;
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if(v>is.max) v = is.max;
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playsound(is.sound, &m_pMyEnt->o);
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sents[i].spawned = false;
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sents[i].spawnsecs = spawnsec;
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// HACK: Reset ent goal if bot was looking for for this ent
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if (m_pTargetEnt == &ents[i])
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{
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m_pTargetEnt = NULL;
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m_vGoal = g_vecZero;
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ResetWaypointVars();
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m_iCheckEntsDelay = lastmillis + RandomLong(5000, 10000);
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};
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checkitems(m_pMyEnt);
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}
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// AC Bot class end
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@@ -24,8 +24,6 @@ public:
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friend class CWaypointClass;
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virtual void CheckItemPickup(void);
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virtual void PickUp(int n);
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virtual void AddItem(int i, int &v, int spawnsec, int t);
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// AI Functions
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virtual bool ChoosePreferredWeapon(void);
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@@ -127,7 +127,7 @@ entity *CACBot::SearchForEnts(bool bUseWPs, float flRange, float flMaxHeight)
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bool bInteresting = false;
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short sAmmo = 0, sMaxAmmo = 0;
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//fixmebot
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switch(e.type)
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{
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case I_CLIPS:
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@@ -140,10 +140,10 @@ entity *CACBot::SearchForEnts(bool bUseWPs, float flRange, float flMaxHeight)
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bInteresting = (m_pMyEnt->ammo[m_pMyEnt->primary]<sMaxAmmo);
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sAmmo = m_pMyEnt->ammo[m_pMyEnt->primary];
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break;
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case I_GRENADE:
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case I_GRENADE:
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sMaxAmmo = itemstats[GUN_GRENADE].max;
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bInteresting = (m_pMyEnt->ammo[GUN_GRENADE]<sMaxAmmo);
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sAmmo = m_pMyEnt->ammo[GUN_GRENADE];
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bInteresting = (m_pMyEnt->mag[GUN_GRENADE]<sMaxAmmo);
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sAmmo = m_pMyEnt->mag[GUN_GRENADE];
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break;
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case I_HEALTH:
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sMaxAmmo = itemstats[7].max; //FIXME
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@@ -231,8 +231,6 @@ public:
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float ChangeAngle(float speed, float ideal, float current);
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bool SelectGun(int Gun);
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virtual void CheckItemPickup(void) = 0;
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virtual void PickUp(int n) = 0;
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virtual void AddItem(int i, int &v, int spawnsec, int t) = 0;
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void SendBotInfo(void);
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float GetDistance(const vec &o);
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float GetDistance(const vec &v1, const vec &v2);
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@@ -278,7 +278,7 @@ void updateworld(int curtime, int lastmillis) // main game update loop
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else if(!intermission)
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{
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moveplayer(player1, 20, true);
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checkitems();
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checkitems(player1);
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};
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c2sinfo(player1); // do this last, to reduce the effective frame lag
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};
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+37
-38
@@ -59,7 +59,7 @@ void renderentities()
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if(e.type!=CARROT)
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{
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if(!e.spawned) continue;
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if(e.type<I_CLIPS || e.type>I_AKIMBO) continue;
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if(!isitem(e.type)) continue;
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renderent(e, entmdlnames[e.type-I_CLIPS], (float)(1+sinf(lastmillis/100.0f+e.x+e.y)/20), lastmillis/10.0f);
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}
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else switch(e.attr2)
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@@ -100,13 +100,13 @@ void baseammo(int gun, playerent *d) { d->ammo[gun] = itemstats[gun].add*2; };
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// these two functions are called when the server acknowledges that you really
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// picked up the item (in multiplayer someone may grab it before you).
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void equipitem(int i, int &v, int t)
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void equipitem(playerent *d, int i, int &v, int t)
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{
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itemstat &is = itemstats[t];
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ents[i].spawned = false;
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v += is.add;
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if(v>is.max) v = is.max;
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playsoundc(is.sound);
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playsound(is.sound, &d->o);
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};
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void realpickup(int n, playerent *d)
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@@ -114,40 +114,40 @@ void realpickup(int n, playerent *d)
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switch(ents[n].type)
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{
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case I_CLIPS:
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equipitem(n, d->ammo[1], 1);
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equipitem(d, n, d->ammo[1], 1);
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break;
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case I_AMMO:
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equipitem(n, d->ammo[d->primary], d->primary);
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equipitem(d, n, d->ammo[d->primary], d->primary);
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break;
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case I_GRENADE:
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equipitem(n, d->mag[6], 6);
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equipitem(d, n, d->mag[6], 6);
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player1->thrownademillis = 0;
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break;
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case I_HEALTH:
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equipitem(n, d->health, 7);
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equipitem(d, n, d->health, 7);
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break;
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case I_ARMOUR:
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equipitem(n, d->armour, 8);
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//d->hasarmour = true;
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equipitem(d, n, d->armour, 8);
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break;
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case I_AKIMBO:
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d->akimbomillis = lastmillis+30000;
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d->mag[GUN_PISTOL] = 16;
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equipitem(n, d->ammo[1], 9);
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weaponswitch(GUN_PISTOL);
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equipitem(d, n, d->ammo[1], 9);
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if(d==player1) weaponswitch(GUN_PISTOL);
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break;
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};
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};
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// these functions are called when the client touches the item
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void additem(int i, int &v, int spawnsec, int t)
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void additem(playerent *d, int i, int &v, int spawnsec, int t)
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{
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if(v<itemstats[t].max)
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{
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addmsg(SV_ITEMPICKUP, "rii", i, spawnsec);
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ents[i].spawned = false;
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};
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if(v<itemstats[t].max)
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{
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if(d->type==ENT_PLAYER) addmsg(SV_ITEMPICKUP, "rii", i, spawnsec);
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else if(d->type==ENT_BOT && serverpickup(i, spawnsec, -1)) realpickup(i, d);
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ents[i].spawned = false;
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};
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};
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void pickup(int n, playerent *d)
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@@ -159,20 +159,20 @@ void pickup(int n, playerent *d)
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switch(ents[n].type)
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{
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case I_CLIPS:
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additem(n, d->ammo[1], ammo, 1);
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additem(d, n, d->ammo[1], ammo, 1);
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break;
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case I_AMMO:
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additem(n, d->ammo[d->primary], ammo, d->primary);
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additem(d, n, d->ammo[d->primary], ammo, d->primary);
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break;
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case I_GRENADE: additem(n, d->mag[6], ammo, 6); break;
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case I_HEALTH: additem(n, d->health, np*5, 7); break;
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case I_GRENADE: additem(d, n, d->mag[6], ammo, 6); break;
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case I_HEALTH: additem(d, n, d->health, np*5, 7); break;
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case I_ARMOUR:
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additem(n, d->armour, 20, 8);
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additem(d, n, d->armour, 20, 8);
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break;
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case I_AKIMBO:
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additem(n, d->akimbo, 60, 9);
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additem(d, n, d->akimbo, 60, 9);
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break;
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case CARROT:
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@@ -182,17 +182,16 @@ void pickup(int n, playerent *d)
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break;
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case LADDER:
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{
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d->onladder = true;
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break;
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};
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// EDIT: AH
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case CTF_FLAG:
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{
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if(d->type!=ENT_PLAYER) break;
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int team = ents[n].attr2;
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flaginfo &f = flaginfos[team];
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bool isownflag = team == rb_team_int(player1->team);
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bool isownflag = team == rb_team_int(d->team);
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if(f.state == CTFF_STOLEN) break;
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else if(isownflag && f.state == CTFF_DROPPED)
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{
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@@ -203,20 +202,20 @@ void pickup(int n, playerent *d)
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{
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addmsg(SV_FLAGPICKUP, "ri", team);
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ents[n].spawned = false;
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f.actor = player1; // do this although we don't know if we picked the flag to avoid getting it after a possible respawn
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f.actor = d; // do this although we don't know if we picked the flag to avoid getting it after a possible respawn
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f.state = CTFF_STOLEN;
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f.pick_ack = false;
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}
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else if(isownflag && f.state == CTFF_INBASE && flaginfos[rb_opposite(team)].state == CTFF_STOLEN && flaginfos[rb_opposite(team)].actor == player1) addmsg(SV_FLAGSCORE, "ri", rb_opposite(team));
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else if(isownflag && f.state == CTFF_INBASE && flaginfos[rb_opposite(team)].state == CTFF_STOLEN && flaginfos[rb_opposite(team)].actor == d) addmsg(SV_FLAGSCORE, "ri", rb_opposite(team));
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break;
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};
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};
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};
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void checkitems()
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void checkitems(playerent *d)
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{
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if(editmode) return;
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player1->onladder = false;
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d->onladder = false;
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loopv(ents)
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{
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entity &e = ents[i];
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@@ -224,23 +223,23 @@ void checkitems()
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if(e.type==LADDER)
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{
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if(OUTBORD(e.x, e.y)) continue;
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vec v(e.x, e.y, player1->o.z);
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float dist1 = player1->o.dist(v);
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float dist2 = player1->o.z - (S(e.x, e.y)->floor+player1->eyeheight);
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if(dist1<1.5f && dist2<e.attr1) pickup(i, player1);
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vec v(e.x, e.y, d->o.z);
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float dist1 = d->o.dist(v);
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float dist2 = d->o.z - (S(e.x, e.y)->floor+d->eyeheight);
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if(dist1<1.5f && dist2<e.attr1) pickup(i, d);
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continue;
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};
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if(!e.spawned) continue;
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if(OUTBORD(e.x, e.y)) continue;
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vec v(e.x, e.y, S(e.x, e.y)->floor+player1->eyeheight);
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if(player1->o.dist(v)<2.5f) pickup(i, player1);
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vec v(e.x, e.y, S(e.x, e.y)->floor+d->eyeheight);
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if(d->o.dist(v)<2.5f) pickup(i, d);
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};
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};
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void putitems(ucharbuf &p) // puts items in network stream and also spawns them locally
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{
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loopv(ents) if((ents[i].type>=I_CLIPS && ents[i].type<=I_AKIMBO) || ents[i].type==CARROT)
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loopv(ents) if(isitem(ents[i].type) || ents[i].type==CARROT)
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{
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if(m_noitemsnade && ents[i].type!=I_GRENADE) continue;
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else if(m_pistol && ents[i].type==I_AMMO) continue;
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@@ -250,7 +249,7 @@ void putitems(ucharbuf &p) // puts items in network stream and also s
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};
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void resetspawns()
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{
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{
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loopv(ents) ents[i].spawned = false;
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if(m_noitemsnade || m_pistol)
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loopv(ents)
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@@ -12,6 +12,8 @@ enum // static entity types
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MAXENTTYPES
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};
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#define isitem(i) (i >= I_CLIPS && i <= I_AKIMBO)
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struct persistent_entity // map entity
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{
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short x, y, z; // cube aligned position
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@@ -218,10 +218,13 @@ void moveplayer(physent *pl, int moveres, bool local, int curtime)
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{
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if(pl->onladder)
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{
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if(pl->type==ENT_PLAYER || pl->type==ENT_BOT)
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const float climbspeed = 1.0f;
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if(pl->type==ENT_BOT) pl->vel.z = climbspeed; // bots climb upwards only
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else if(pl->type==ENT_PLAYER)
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{
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if(((playerent *)pl)->k_up) pl->vel.z = 1.0f;
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else if(((playerent *)pl)->k_down) pl->vel.z = -1.0f;
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if(((playerent *)pl)->k_up) pl->vel.z = climbspeed;
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else if(((playerent *)pl)->k_down) pl->vel.z = -climbspeed;
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};
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pl->timeinair = 0;
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}
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+2
-2
@@ -266,9 +266,9 @@ extern void serverms(int mode, int numplayers, int minremain, char *smapname, in
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extern void servermsinit(const char *master, char *sdesc, bool listen);
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extern void sendmaps(int n, string mapname, int mapsize, uchar *mapdata);
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extern ENetPacket *recvmap(int n);
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extern bool serverpickup(uint i, int sec, int sender);
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// weapon
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//extern void selectgun(int a = -1, int b = -1, int c =-1);
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extern void shoot(playerent *d, vec &to);
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extern void shootv(int gun, vec &from, vec &to, playerent *d = 0, bool local = false, int nademillis=0);
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extern void createrays(vec &from, vec &to);
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@@ -299,7 +299,7 @@ extern void renderentities();
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extern void resetspawns();
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extern void setspawn(int i, bool on);
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extern void baseammo(int gun, playerent *d);
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extern void checkitems();
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extern void checkitems(playerent *d);
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extern void equip(playerent *d);
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extern bool intersect(entity *e, vec &from, vec &to, vec *end=NULL);
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@@ -337,18 +337,19 @@ void disconnect_client(int n, int reason = -1)
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void resetitems() { sents.setsize(0); notgotitems = true; };
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void pickup(uint i, int sec, int sender) // server side item pickup, acknowledge first client that gets it
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bool serverpickup(uint i, int sec, int sender) // server side item pickup, acknowledge first client that gets it
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{
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if(i>=(uint)sents.length()) return;
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if(i>=(uint)sents.length()) return false;
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if(sents[i].spawned)
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{
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sents[i].spawned = false;
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sents[i].spawnsecs = sec;
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sendf(sender, 1, "rii", SV_ITEMACC, i);
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if(sender>=0) sendf(sender, 1, "rii", SV_ITEMACC, i);
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return true;
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};
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return false;
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};
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// EDIT: AH
|
||||
struct configset
|
||||
{
|
||||
string mapname;
|
||||
@@ -660,7 +661,7 @@ void process(ENetPacket *packet, int sender, int chan) // sender may be -1
|
||||
case SV_ITEMPICKUP:
|
||||
{
|
||||
int n = getint(p);
|
||||
pickup(n, getint(p), sender);
|
||||
serverpickup(n, getint(p), sender);
|
||||
QUEUE_MSG;
|
||||
break;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user