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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@326 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -231,6 +231,8 @@ void md3model::render()
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a->frm = 0;
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nextfrm = a->frm + 1;
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}
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/*printf("frame %i\n", a->frm);*/
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#define interpolate(p1,p2) ((p1) + t * ((p2) - (p1)))
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@@ -401,8 +403,7 @@ struct weaponmove
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calcmove(vec base, int basetime)
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{
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bool akimbo = player1->akimbo && player1->gunselect==GUN_PISTOL;
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bool throwingnade = player1->gunselect==GUN_GRENADE && player1->thrownademillis && !player1->inhandnade;
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int timediff = throwingnade ? (lastmillis-player1->thrownademillis) : lastmillis-basetime;
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int timediff = NADE_THROWING ? (lastmillis-player1->thrownademillis) : lastmillis-basetime;
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int animtime = attackdelay(player1->gunselect);
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int rtime = reloadtime(player1->gunselect);
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@@ -446,8 +447,8 @@ struct weaponmove
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if(player1->lastaction && player1->lastattackgun==player1->gunselect)
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{
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if(throwingnade) anim = MDL_GUN_ATTACK2;
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else if(lastmillis-player1->lastaction<animtime || (player1->gunselect==GUN_GRENADE && player1->inhandnade))
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if(NADE_THROWING && timediff<animtime) anim = MDL_GUN_ATTACK2;
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else if(lastmillis-player1->lastaction<animtime || NADE_IN_HAND)
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anim = MDL_GUN_ATTACK;
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};
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