#108 merged 'Pause' PR - work in progress
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@@ -767,8 +767,7 @@ void moveplayer(physent *pl, int moveres, bool local, int curtime)
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// apply volume-resize when crouching
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if(pl->type==ENT_PLAYER || pl->type==ENT_BOT)
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{
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// if(pl==player1 && !(intermission || player1->onladder || (pl->trycrouch && !player1->onfloor && player1->timeinair > 50))) updatecrouch(player1, player1->trycrouch);
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if(!intermission && (pl == player1 || pl->type == ENT_BOT)) updatecrouch((playerent *)pl, pl->trycrouch);
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if(!intermission && !ispaused && (pl == player1 || pl->type == ENT_BOT)) updatecrouch((playerent *)pl, pl->trycrouch);
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const float croucheyeheight = pl->maxeyeheight*3.0f/4.0f;
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resizephysent(pl, moveres, curtime, croucheyeheight, pl->maxeyeheight);
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}
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@@ -848,7 +847,7 @@ dir(right, strafe, -1, k_right, k_left)
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void attack(bool on)
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{
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if(intermission) return;
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if(intermission || (ispaused && player1->state == CS_ALIVE)) return;
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if(editmode) editdrag(on);
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else if(player1->state==CS_DEAD || player1->state==CS_SPECTATE)
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{
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@@ -860,7 +859,7 @@ void attack(bool on)
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void jumpn(bool on)
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{
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static bool wason = false;
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player1->jumpnext = on && !wason && !player1->crouching && !intermission && !player1->isspectating();
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player1->jumpnext = on && !wason && !player1->crouching && !intermission && !player1->isspectating() && !ispaused;
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wason = on;
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if(player1->isspectating())
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{
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@@ -914,7 +913,7 @@ FVARP(mfilter, 0.0f, 0.0f, 6.0f); // simple lowpass filtering (zer
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void mousemove(int idx, int idy)
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{
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if(intermission || (player1->isspectating() && player1->spectatemode==SM_FOLLOW1ST)) return;
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if(intermission || (ispaused && player1->state == CS_ALIVE) || (player1->isspectating() && player1->spectatemode==SM_FOLLOW1ST)) return;
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bool zooming = player1->weaponsel->type == GUN_SNIPER && ((sniperrifle *)player1->weaponsel)->scoped; // check if player uses scope
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float dx = idx, dy = idy;
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if(mfilter > 0.0001f)
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