*** 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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+117
-9
@@ -30,7 +30,7 @@ guninfo guns[NUMGUNS] =
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{ S_ASSULT, S_RASSULT, 2000, 130, 20, 0, 0, 20, 40, 20, assult_rot, assult_back, "assult" }, //recoil was 44
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{ S_GRENADE, S_NULL, 0, 2000, 40, 30, 6, 1, 1, 1, 3, 1, "grenade" },
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{ S_GRENADE, S_NULL, 0, 2000, 180, 30, 6, 1, 1, 1, 3, 1, "grenade" },
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};
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void updatekickback() {
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@@ -239,8 +239,8 @@ void hit(int target, int damage, dynent *d, dynent *at)
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demodamage(damage, d->o);
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};
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const float RL_RADIUS = 5;
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const float RL_DAMRAD = 7; // hack
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const float RL_RADIUS = 10;
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const float RL_DAMRAD = 10; // hack
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void radialeffect(dynent *o, vec &v, int cn, int qdam, dynent *at)
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{
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@@ -328,8 +328,97 @@ void moveprojectiles(float time)
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p->o = v;
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};
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};
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extern float rad(float x);
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bool nade_activated = false;
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physent *curnade;
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void thrownade(dynent *d, vec &to, bool prepare)
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{
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physent *p;
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if(prepare) p = (physent *)gp()->alloc(sizeof(physent));
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else if(curnade) p = curnade;
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else return;
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p->owner = d;
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if(!prepare)
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{
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p->yaw = 270;
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p->pitch = 0;
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p->roll = 0;
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p->maxspeed = 16; //16 max speed, 14 max with armour
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p->outsidemap = false;
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p->inwater = false;
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p->radius = 0.2f;
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p->eyeheight = 0.3;
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p->aboveeye = 0.0f;
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p->frags = 0;
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p->plag = 0;
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p->ping = 0;
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p->lastupdate = lastmillis;
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p->enemy = NULL;
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p->monsterstate = 0;
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p->name[0] = p->team[0] = 0;
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p->blocked = false;
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p->lifesequence = 0;
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p->state = CS_ALIVE;
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p->shots = 0;
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p->reloading = false;
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p->nextprimary = 1;
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p->hasarmour = false;
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p->k_left = false;
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p->k_right = false;
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p->k_up = false;
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p->k_down = false;
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p->jumpnext = false;
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p->strafe = 0;
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p->move = 0;
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p->timeinair = 0;
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p->throwed = true;
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p->onfloor = false;
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p->o = d->o;
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p->vel.x = sin(rad(d->yaw));
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p->vel.y = -cos(rad(d->yaw));
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p->vel.z = 0;
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float speed = (d->pitch+90)/180;
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p->vel.x *= speed;
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p->vel.y *= speed;
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p->vel.z = (d->pitch+90)/180;
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vmul(p->vel, 2.2f);
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vadd(p->o, p->vel); vadd(p->o, p->vel); //vadd(p->o, p->vel); vadd(p->o, p->vel);
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}
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else
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{
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p->millis = lastmillis;
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physents.add(p);
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};
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curnade = p;
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nade_activated = prepare;
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};
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extern void explode_nade(physent *i)
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{
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/*struct projectile { vec o, to; float speed; dynent *owner; int gun; bool inuse, local; };
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projectile p;
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p.o =
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splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthismonster, int qdam);*/
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if(!i) return;
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newprojectile(i->o, i->o, 1, true, i->owner, GUN_GRENADE);
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};
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void shootv(int gun, vec &from, vec &to, dynent *d, bool local) // create visual effect from a shot
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void shootv(int gun, vec &from, vec &to, dynent *d, bool local, int nadesec) // create visual effect from a shot
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{
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playsound(guns[gun].sound, d==player1 ? NULL : &d->o);
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int pspeed = 25;
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@@ -354,8 +443,13 @@ void shootv(int gun, vec &from, vec &to, dynent *d, bool local) // create vi
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case GUN_GRENADE:
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pspeed = guns[gun].projspeed;
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newprojectile(from, to, (float)pspeed, local, d, gun);
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conoutf("NADE");
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//newprojectile(from, to, (float)pspeed, local, d, gun);
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thrownade(d, to, d==player1 ? d->attacking : false);
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if(curnade)
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{
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curnade->millis = lastmillis - nadesec;
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};
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break;
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case GUN_SNIPER:
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@@ -462,13 +556,27 @@ void spreadandrecoil(vec & from, vec & to, dynent * d)
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};
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void shoot(dynent *d, vec &targ)
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{
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{
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if(d==player1 && d->gunselect==GUN_GRENADE) // throw nade at mouse release
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{
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if(d->attacking && !nade_activated)
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{
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thrownade(d, targ, true);
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return;
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}
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else if(d->attacking && nade_activated) return;
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else if(!d->attacking && nade_activated) d->attacking = true;
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}
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int attacktime = lastmillis-d->lastaction;
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if(d->reloading && (attacktime<d->gunwait)) return;
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else if(attacktime<d->gunwait) return;
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d->gunwait = 0;
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d->reloading = false;
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if(!d->attacking) { d->shots = 0; return; };
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if(!d->attacking)
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{
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d->shots = 0;
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return;
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};
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if(!(d->gunselect==GUN_SUBGUN || d->gunselect==GUN_ASSULT)) d->attacking = false; //makes sub/assult autos
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else
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{
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@@ -497,7 +605,7 @@ void shoot(dynent *d, vec &targ)
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//if(d->quadmillis && attacktime>200) playsoundc(S_ITEMPUP);
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shootv(d->gunselect, from, to, d, true);
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addmsg(1, 8, SV_SHOT, d->gunselect, (int)(from.x*DMF), (int)(from.y*DMF), (int)(from.z*DMF), (int)(to.x*DMF), (int)(to.y*DMF), (int)(to.z*DMF));
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addmsg(1, 9, SV_SHOT, d->gunselect, (int)(from.x*DMF), (int)(from.y*DMF), (int)(from.z*DMF), (int)(to.x*DMF), (int)(to.y*DMF), (int)(to.z*DMF), (int) (d==player1 && d->gunselect==GUN_GRENADE ? lastmillis-curnade->millis : 0) );
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d->gunwait = guns[d->gunselect].attackdelay;
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if(guns[d->gunselect].projspeed) return;
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