akimboendaction - 0: stay on pistol, switch to 1:primary 2:nades - suggested by DES|Bukz
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5229 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+27
-3
@@ -5,7 +5,7 @@
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#include "hudgun.h"
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VARP(autoreload, 0, 1, 1);
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VARP(akimboendaction, 0, 0, 2); // 0: stay with pistol, 1: back to primary, 2: grenade - all fallback to previous one w/o ammo for target
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vec sg[SGRAYS];
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void updatelastaction(playerent *d)
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@@ -239,7 +239,7 @@ static inline bool intersectcylinder(const vec &from, const vec &to, const vec &
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{
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if(nd <= 0) return false;
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float cdist = -md / nd;
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if(k + cdist*(2*mn + cdist*nn) <= 0) dist = cdist;
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if(k + cdist*(2*mn + cdist*nn) <= 0) dist = cdist;
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else if(c <= 0) return false;
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}
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else if(offset > dd)
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@@ -1282,7 +1282,31 @@ void checkakimbo()
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// fix akimbo magcontent
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a.mag = 0;
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a.ammo = 0;
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if(player1->weaponsel->type==GUN_AKIMBO) player1->weaponswitch(&p);
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if(player1->weaponsel->type==GUN_AKIMBO)
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{
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switch(akimboendaction)
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{
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case 0: player1->weaponswitch(&p); break;
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case 1:
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{
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if( player1->ammo[player1->primary] ) player1->weaponswitch(player1->weapons[player1->primary]);
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else player1->weaponswitch(&p);
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break;
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}
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case 2:
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{
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if( player1->ammo[GUN_GRENADE] ) player1->weaponswitch(player1->weapons[GUN_GRENADE]);
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else
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{
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if( player1->ammo[player1->primary] ) player1->weaponswitch(player1->weapons[player1->primary]);
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else player1->weaponswitch(&p);
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}
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break;
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}
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default: break;
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}
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}
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if(player1->state != CS_DEAD) audiomgr.playsoundc(S_AKIMBOOUT);
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}
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}
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