nade bounces on local player
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1656 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -61,7 +61,7 @@ float raycube(const vec &o, const vec &ray, vec &surface)
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physent *hitplayer = NULL;
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bool plcollide(physent *d, physent *o, float &headspace, float &hi, float &lo) // collide with player or monster
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bool plcollide(physent *d, physent *o, float &headspace, float &hi, float &lo) // collide with physent
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{
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if(o->state!=CS_ALIVE) return true;
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const float r = o->radius+d->radius, dx = o->o.x-d->o.x, dy = o->o.y-d->o.y;
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@@ -182,9 +182,9 @@ bool collide(physent *d, bool spawn, float drop, float rise)
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if(!plcollide(d, o, headspace, hi, lo)) return false;
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}
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if(d!=player1 && !(d->type==ENT_BOUNCE && ((bounceent *)d)->bouncestate==NADE_ACTIVATED || ((bounceent *)d)->bouncestate==NADE_THROWED)) if(!plcollide(d, player1, headspace, hi, lo)) return false;
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headspace -= 0.01f;
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if(d!=player1) if(!plcollide(d, player1, headspace, hi, lo)) return false;
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headspace -= 0.01f;
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mmcollide(d, hi, lo); // collide with map models
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if(spawn)
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