footstep sound bug, nosway
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1415 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -389,7 +389,7 @@ void moveprojectiles(float time)
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{
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if(p.local)
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addmsg(SV_EXPLODE, "ri3iv", lastmillis, p.gun, p.id,
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hits.length(), hits.length()*sizeof(hitmsg)/sizeof(int), hits.getbuf());
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hits.length(), hits.length()*sizeof(hitmsg)/sizeof(int), hits.getbuf());
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projs.remove(i--);
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}
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else p.o = v;
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@@ -535,7 +535,7 @@ void thrownade(playerent *d, bounceent *p)
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thrownade(d, vel, p);
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}
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bounceent *new_nade(playerent *d, int millis = 0)
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bounceent *newnade(playerent *d, int millis = 0)
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{
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bounceent *p = newbounceent();
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p->owner = d;
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@@ -592,7 +592,7 @@ void shootv(int gun, vec &from, vec &to, playerent *d, bool local, int nademilli
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{
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if(d!=player1)
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{
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bounceent *p = new_nade(d, nademillis);
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bounceent *p = newnade(d, nademillis);
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thrownade(d, to, p);
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}
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break;
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@@ -746,7 +746,7 @@ void shoot(playerent *d, vec &targ)
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{
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if(!hasammo(d)) return;
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d->mag[d->gunselect]--;
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new_nade(d);
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newnade(d);
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updatelastaction(d);
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d->gunwait[d->gunselect] = attackdelay(d->gunselect);
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d->lastattackgun = d->gunselect;
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