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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1100 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -229,9 +229,7 @@ int main(int argc, char **argv)
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, fsaa);
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}
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#if SDL_VERSION_ATLEAST(1, 2, 11)
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if(vsync>=0) SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, vsync);
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#endif
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int resize = SDL_RESIZABLE;
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#if defined(WIN32) || defined(__APPLE__)
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@@ -328,8 +326,6 @@ int main(int argc, char **argv)
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initlog("docs");
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execfile("config/docs.cfg");
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execute("start_game");
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initlog("localconnect");
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localconnect();
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changemap("maps/ac_complex");
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@@ -167,6 +167,7 @@ void incomingdemodata(int chan, uchar *buf, int len, bool extras)
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gzput(player1->gunselect);
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gzput(player1->lastattackgun);
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gzputi(player1->gunwait);
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ASSERT(player1->lastaction == 0 || player1->lastaction-starttime >= 0);
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gzputi(player1->lastaction-starttime);
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gzputi(player1->lastanimswitchtime[0]-starttime);
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gzputi(player1->lastanimswitchtime[1]-starttime);
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@@ -316,18 +317,19 @@ void demoplaybackstep()
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target->lastattackgun = gzget();
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target->gunwait = gzgeti();
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target->lastaction = scaletime(gzgeti());
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target->lastanimswitchtime[0] = scaletime(gzgeti()); // AH,demo
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target->lastanimswitchtime[1] = scaletime(gzgeti()); // AH,demo
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loopi(NUMGUNS) { target->ammo[i] = gzget(); target->mag[i] = gzget(); } // AH,demo
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ASSERT(target->lastaction >= 0);
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target->lastanimswitchtime[0] = scaletime(gzgeti());
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target->lastanimswitchtime[1] = scaletime(gzgeti());
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loopi(NUMGUNS) { target->ammo[i] = gzget(); target->mag[i] = gzget(); }
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uchar flags = gzget();
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target->akimbo = flags&1 ? true : false; // AH, demo
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target->reloading = (flags>>1)&1 ? true : false; // AH,demo
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target->weaponchanging = (flags>>2)&1 ? true : false; //
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target->akimbo = flags&1 ? true : false;
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target->reloading = (flags>>1)&1 ? true : false;
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target->weaponchanging = (flags>>2)&1 ? true : false;
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switch(target->gunselect)
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{
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case GUN_GRENADE:
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target->thrownademillis = scaletime(gzgeti()); // AH,demo
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target->inhandnade = gzget() ? (bounceent *)1 : NULL; // AH,demo
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target->thrownademillis = scaletime(gzgeti());
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target->inhandnade = gzget() ? (bounceent *)1 : NULL;
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break;
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case GUN_PISTOL:
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if(player1->akimbo)
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@@ -14,6 +14,7 @@ struct vertmodel : model
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int time = lastmillis-as.basetime;
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fr1 = (int)(time/as.speed); // round to full frames
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t = (time-fr1*as.speed)/as.speed; // progress of the frame, value from 0.0f to 1.0f
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ASSERT(t >= 0.0f);
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if(as.anim&ANIM_LOOP)
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{
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fr1 = fr1%as.range+as.frame;
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