simplified quicknadethrow to not need quicknaderelease
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@4746 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+10
-15
@@ -95,25 +95,21 @@ void shiftweapon(int s)
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else if(player1->isspectating()) updatefollowplayer(s);
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}
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void quicknaderelease()
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void quicknadethrow(bool on)
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{
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if(player1->state == CS_ALIVE)
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{
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attack(false);
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if(player1->weaponsel->type == GUN_GRENADE) selectweapon(player1->prevweaponsel);
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}
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}
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void quicknadethrow()
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{
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if(keypressed && player1->state == CS_ALIVE)
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if(player1->state != CS_ALIVE) return;
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if(on)
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{
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if(player1->weapons[GUN_GRENADE]->mag > 0)
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{
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if(player1->weaponsel->type != GUN_GRENADE) selectweapon(player1->weapons[GUN_GRENADE]);
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attack(true);
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attack(true);
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}
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addreleaseaction("quicknaderelease");
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}
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else
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{
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attack(false);
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if(player1->weaponsel->type == GUN_GRENADE) selectweapon(player1->prevweaponsel);
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}
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}
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@@ -126,8 +122,7 @@ int magreserve(int w) { if(w >= 0 && w < NUMGUNS) return player1->weapons[w]->am
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COMMANDN(weapon, requestweapon, ARG_1INT);
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COMMAND(shiftweapon, ARG_1INT);
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COMMAND(quicknadethrow, ARG_NONE);
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COMMAND(quicknaderelease, ARG_NONE);
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COMMAND(quicknadethrow, ARG_DOWN);
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COMMAND(currentprimary, ARG_IVAL);
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COMMAND(prevweapon, ARG_IVAL);
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COMMAND(curweapon, ARG_IVAL);
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