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