grenade fixes, const-ify some arguments
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1939 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -547,7 +547,7 @@ void particle_flash(int type, float scale, float angle, vec &p)
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newparticle(p, vec(cosf(angle), sinf(angle), scale), 0, type);
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}
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void particle_splash(int type, int num, int fade, vec &p)
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void particle_splash(int type, int num, int fade, const vec &p)
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{
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if(parttypes[type].type==PT_BLOOD && !blood) return;
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loopi(num)
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@@ -566,7 +566,7 @@ void particle_splash(int type, int num, int fade, vec &p)
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}
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}
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void particle_trail(int type, int fade, vec &s, vec &e)
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void particle_trail(int type, int fade, const vec &s, const vec &e)
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{
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vec v;
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float d = e.dist(s, v);
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@@ -590,7 +590,7 @@ VARP(bullethole, 0, 1, 1);
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VARP(bulletholettl, 0, 10000, 30000);
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VARP(bulletbouncesoundrad, 0, 15, 1000);
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bool addbullethole(vec &from, vec &to, float radius, bool noisy)
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bool addbullethole(const vec &from, const vec &to, float radius, bool noisy)
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{
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if(!bulletholettl || !bullethole) return false;
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vec surface, ray(to);
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@@ -625,7 +625,7 @@ VARP(bulletairsoundrad, 0, 15, 1000);
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VARP(bulletairsoundsourcerad, 0, 8, 1000);
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VARP(bulletairsounddestrad, 0, 8, 1000);
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void addshotline(dynent *pl, vec &from, vec &to)
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void addshotline(dynent *pl, const vec &from, const vec &to)
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{
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if(pl == player1 || !shotlinettl || !shotline) return;
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bool fx = shotlinettl > 0 && (player1->isspectating() || !multiplayer(false)); // allow fx only in spect mode and locally
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