fixed akimbo hudgun animation for non-local players
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6950 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+7
-11
@@ -683,7 +683,7 @@ void raydamage(vec &from, vec &to, playerent *d)
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// conoutf("%d [%.3f%s] DMG with %d hits", lastsgs_dmgt, dmg4r, withBONUS ? "\fs\f3+\fr" : "", lastsgs_hits);
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if(numhits) hitpush( dmgreal, o, d, from, to, d->weaponsel->type, lastsgs_hits == SGRAYS*3, dmgreal | (lastsgs_hits << 8));
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// if(numhits) hitpush( dmgreal, o, d, from, to, d->weaponsel->type, dmgreal == SGMAXDMGABS, dmgreal);
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if(d==player1) hitted = true;
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hitscount+=numhits;
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}
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@@ -704,7 +704,7 @@ void raydamage(vec &from, vec &to, playerent *d)
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shorten(from, to, dist);
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hitscount++;
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}
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if(d==player1)
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{
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if(!rayscount) rayscount = 1;
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@@ -1300,7 +1300,7 @@ bool shotgun::attack(vec &targ)
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void shotgun::attackfx(const vec &from, const vec &to, int millis)
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{
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loopi(SGRAYS) particle_splash(PART_SPARK, 5, 200, sgr[i].rv);
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if(addbullethole(owner, from, to))
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{
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loopk(3)
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@@ -1516,15 +1516,11 @@ akimbo::akimbo(playerent *owner) : gun(owner, GUN_AKIMBO), akimboside(0), akimbo
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akimbolastaction[0] = akimbolastaction[1] = 0;
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}
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bool akimbo::attack(vec &targ)
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void akimbo::attackfx(const vec &from, const vec &to, int millis)
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{
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if(gun::attack(targ))
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{
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akimbolastaction[akimboside] = owner->lastaction;
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akimboside = (akimboside+1)%2;
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return true;
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}
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return false;
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akimbolastaction[akimboside] = owner->lastaction;
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akimboside = (akimboside+1)%2;
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gun::attackfx(from, to, millis);
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}
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void akimbo::onammopicked()
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