*** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@77 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -13,6 +13,8 @@ bool intermission = false;
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dynent *player1 = newdynent(); // our client
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dvector players; // other clients
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vector <physent *>physents;
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VAR(sensitivity, 0, 10, 1000);
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VAR(sensitivityscale, 1, 1, 100);
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VAR(invmouse, 0, 0, 1);
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@@ -48,6 +50,7 @@ void spawnstate(dynent *d) // reset player state not persistent acc
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//d->armourtype = A_BLUE;
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//d->quadmillis = 0;
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d->gunselect = GUN_PISTOL;
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d->mag[6]=10;
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d->gunwait = 0;
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d->attacking = false;
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d->lastaction = 0;
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@@ -305,6 +308,23 @@ void otherplayers()
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};
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};
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extern void explode_nade(physent *i);
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void mphysents()
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{
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loopv(physents) if(physents[i])
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{
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physent *p = physents[i];
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if(p->throwed) movephysent(p);
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if(lastmillis - p->millis >= 5000)
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{
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explode_nade(physents[i]);
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physents.remove(i);
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i--;
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};
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};
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};
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int sleepwait = 0;
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string sleepcmd;
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void sleep(char *msec, char *cmd) { sleepwait = atoi(msec)+lastmillis; strcpy_s(sleepcmd, cmd); };
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@@ -327,6 +347,7 @@ void updateworld(int millis) // main game update loop
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if(getclientnum()>=0) shoot(player1, worldpos); // only shoot when connected to server
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gets2c(); // do this first, so we have most accurate information when our player moves
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};
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mphysents();
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otherplayers();
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if(!demoplayback)
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{
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