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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@308 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
driAn
2006-07-16 17:10:50 +00:00
parent 5483977491
commit 712e4f5f23
13 changed files with 198 additions and 221 deletions
+11 -7
View File
@@ -57,6 +57,7 @@ void spawnstate(dynent *d) // reset player state not persistent acc
d->gunwait = 0;
d->attacking = false;
d->lastaction = 0;
d->weaponchanging = false;
if(d==player1)
{
gun_changed = true;
@@ -85,7 +86,7 @@ dynent *newdynent() // create a new blank player or monster
d->outsidemap = false;
d->inwater = false;
d->radius = 1.1f;
d->eyeheight = 4.25f;
d->eyeheight = 4.5f; //4.25f;
d->aboveeye = 0.7f;
d->frags = 0;
d->flagscore = 0; // EDIT: AH
@@ -105,8 +106,10 @@ dynent *newdynent() // create a new blank player or monster
d->gunselect = GUN_PISTOL;
d->onladder = false;
d->isphysent = false;
d->inhandnade = NULL;
d->skin = d->nextskin = 0;
d->bIsBot = false;
d->weaponchanging = false;
spawnstate(d);
return d;
};
@@ -203,14 +206,14 @@ void arenarespawn()
};
void checkakimbo(int time)
void checkakimbo()
{
if(player1->gunselect==GUN_PISTOL && player1->akimbo && (player1->akimbomillis -= time)<0)
if(player1->gunselect==GUN_PISTOL && player1->akimbo && player1->akimbomillis && !player1->weaponchanging && player1->akimbomillis<=lastmillis)
{
player1->akimbomillis = 0;
player1->akimbo = false;
if(player1->gunselect==GUN_PISTOL) weaponswitch(GUN_PISTOL);
else player1->akimbo = false;
playsoundc(S_PUPOUT);
//conoutf("quad damage is over");
};
};
@@ -276,7 +279,8 @@ void updateworld(int millis) // main game update loop
curtime = millis - lastmillis;
if(sleepwait && lastmillis>sleepwait) { execute(sleepcmd); sleepwait = 0; };
physicsframe();
checkakimbo(curtime);
checkakimbo();
checkweaponswitch();
//if(m_arena) arenarespawn();
arenarespawn();
moveprojectiles((float)curtime);
@@ -621,7 +625,7 @@ void suicide()
//else { addmsg(1, 4, SV_DAMAGE, d, dm, d->lifesequence); playsound(S_FALL1+rnd(5), &d->o); };
//particle_splash(3, 1000, 1000, player1->o); //edit out?
demodamage(1000, player1->o);
playsound(S_SUICIDE, &player1->o);
//playsound(S_SUICIDE, &player1->o); // fixme sound
};
COMMAND(suicide, ARG_NONE);