first run with items
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@29 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
@@ -234,7 +234,7 @@ void checkgame(int time)
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{
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//allow faster movements when editing
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if (editmode)
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/* if (editmode)
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{
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player1->maxspeed=22;
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return;
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@@ -247,7 +247,7 @@ void checkgame(int time)
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player1->maxspeed = 15;
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player1->maxspeed = 16;
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};
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*/
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//force to a team if team mode
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if (m_teammode)
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@@ -522,7 +522,7 @@ void initclient()
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void startmap(char *name) // called just after a map load
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{
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//if(netmapstart()) { gamemode = 0;}; //needs fixed to switch modes?
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if(netmapstart()) { gamemode = 0;}; //needs fixed to switch modes?
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sleepwait = 0;
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//put call to clear/restart game mode extras here
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projreset();
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+3
-2
@@ -1,4 +1,4 @@
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// one big bad include file for the whole engine... nasty!
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/// one big bad include file for the whole engine... nasty!
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#include "tools.h"
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@@ -40,7 +40,8 @@ enum // static entity types
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NOTUSED = 0, // entity slot not in use in map
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LIGHT, // lightsource, attr1 = radius, attr2 = intensity
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PLAYERSTART, // attr1 = angle
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I_SHOTGUN, I_SUBGUN, I_SNIPER, I_ASSULT, I_GRENADE, I_PISTOL,
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//I_SHOTGUN, I_SUBGUN, I_SNIPER, I_ASSULT, I_GRENADE, I_PISTOL,
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I_CLIPS, I_AMMO,I_GRENADE,
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I_HEALTH, I_ARMOUR, I_QUAD,
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MAPMODEL, // attr1 = angle, attr2 = idx
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CARROT, // attr1 = tag, attr2 = type
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+61
-35
@@ -4,10 +4,10 @@
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vector<entity> ents;
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//fill in 2nd rrounds wth grenade, 3rd with plasma
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char *entmdlnames[] =
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{
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"shells", "bullets", "rockets", "rrounds", "rrounds", "rrounds", "health", "armour", "quad",
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//FIXME : fix the "pickups" infront
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"pickups/pistolclips", "pickups/ammobox", "ammobox" /*grenade*/, "pickups/health", "pickups/kevlar", "ammobox" /*dual pistols*/,
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};
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int triggertime = 0;
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@@ -19,7 +19,7 @@ void renderent(entity &e, char *mdlname, float z, float yaw, int frame = 0, int
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void renderentities()
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{
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if(lastmillis>triggertime+1000) triggertime = 0;
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if(lastmillis>triggertime+1000) triggertime = 0;
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loopv(ents)
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{
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entity &e = ents[i];
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@@ -35,8 +35,8 @@ void renderentities()
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if(e.type!=CARROT)
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{
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if(!e.spawned) continue;
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if(e.type<I_SHOTGUN || e.type>I_QUAD) continue;
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renderent(e, entmdlnames[e.type-I_SHOTGUN], (float)(1+sin(lastmillis/100.0+e.x+e.y)/20), lastmillis/10.0f);
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if(e.type<I_CLIPS || e.type>I_QUAD) continue;
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renderent(e, entmdlnames[e.type-I_CLIPS], (float)(1+sin(lastmillis/100.0+e.x+e.y)/20), lastmillis/10.0f);
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}
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else switch(e.attr2)
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{
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@@ -59,14 +59,14 @@ void renderentities()
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struct itemstat { int add, max, sound; } itemstats[] =
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{
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16, 48, S_ITEMAMMO, //pistol
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7, 14, S_ITEMAMMO, //shotgun
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30, 90, S_ITEMAMMO, //subgun
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5, 15, S_ITEMAMMO, //sniper
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20, 40, S_ITEMAMMO, //assult
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1, 2, S_ITEMAMMO, //grenade
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5, 10, S_ITEMAMMO, //pistol
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25, 100, S_ITEMHEALTH, //health
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100, 150, S_ITEMARMOUR, //armour
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33, 100, S_ITEMHEALTH, //health
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50, 100, S_ITEMARMOUR, //armour
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20000, 30000, S_ITEMPUP, //powerup
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};
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@@ -75,9 +75,20 @@ void baseammo(int gun) { player1->ammo[gun] = itemstats[gun-1].add*2; };
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// these two functions are called when the server acknowledges that you really
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// picked up the item (in multiplayer someone may grab it before you).
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/*
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void radditem(int i, int &v)
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{
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itemstat &is = itemstats[ents[i].type-I_SHOTGUN];
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itemstat &is = itemstats[ents[i].type-I_CLIPS];
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ents[i].spawned = false;
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v += is.add;
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if(v>is.max) v = is.max;
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playsoundc(is.sound);
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};
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*/
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void radditem(int i, int &v, int t)
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{
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itemstat &is = itemstats[t-1];
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ents[i].spawned = false;
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v += is.add;
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if(v>is.max) v = is.max;
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@@ -88,37 +99,50 @@ void realpickup(int n, dynent *d)
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{
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switch(ents[n].type)
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{
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case I_PISTOL: radditem(n, d->ammo[1]); break;
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case I_SHOTGUN: radditem(n, d->ammo[2]); break;
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case I_SUBGUN: radditem(n, d->ammo[3]); break;
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case I_SNIPER: radditem(n, d->ammo[4]); break;
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case I_ASSULT: radditem(n, d->ammo[5]); break;
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case I_GRENADE: radditem(n, d->ammo[6]); break;
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case I_HEALTH: radditem(n, d->health); break;
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//case I_PISTOL: radditem(n, d->ammo[1]); break;
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//case I_SHOTGUN: radditem(n, d->ammo[2]); break;
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//case I_SUBGUN: radditem(n, d->ammo[3]); break;
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//case I_SNIPER: radditem(n, d->ammo[4]); break;
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//case I_ASSULT: radditem(n, d->ammo[5]); break;
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case I_CLIPS: radditem(n, d->ammo[1], 1); break;
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case I_AMMO: radditem(n, d->ammo[d->primary], d->primary); break;
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case I_GRENADE: radditem(n, d->ammo[6], 6); break;
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case I_HEALTH: radditem(n, d->health, 7); break;
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case I_ARMOUR:
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radditem(n, d->armour);
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radditem(n, d->armour, 8);
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d->armourtype = A_YELLOW;
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break;
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case I_QUAD:
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radditem(n, d->quadmillis);
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conoutf("you got the quad!");
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radditem(n, d->quadmillis, 9);
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conoutf("a lesser man would use a single pistol");
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break;
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};
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};
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// these functions are called when the client touches the item
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/*
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void additem(int i, int &v, int spawnsec)
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{
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if(v<itemstats[ents[i].type-I_SHOTGUN].max) // don't pick up if not needed
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if(v<itemstats[ents[i].type-I_CLIPS].max) // don't pick up if not needed
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{
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//addmsg(1, 3, SV_ITEMPICKUP, i, m_classicsp ? 100000 : spawnsec); // first ask the server for an ack
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addmsg(1, 3, SV_ITEMPICKUP, i, 10000); // first ask the server for an ack
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addmsg(1, 3, SV_ITEMPICKUP, i, spawnsec); // first ask the server for an ack
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ents[i].spawned = false; // even if someone else gets it first
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};
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};
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*/
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void additem(int i, int &v, int spawnsec, int t)
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{
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if(v<itemstats[t-1].max)
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{
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addmsg(1, 3, SV_ITEMPICKUP, i, spawnsec);
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ents[i].spawned = false;
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};
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};
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void pickup(int n, dynent *d)
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{
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@@ -128,20 +152,22 @@ void pickup(int n, dynent *d)
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int ammo = np*2;
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switch(ents[n].type)
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{
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case I_PISTOL: additem(n, d->ammo[1], ammo); break;
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case I_SHOTGUN: additem(n, d->ammo[2], ammo); break;
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case I_SUBGUN: additem(n, d->ammo[3], ammo); break;
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case I_SNIPER: additem(n, d->ammo[4], ammo); break;
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case I_ASSULT: additem(n, d->ammo[5], ammo); break;
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case I_GRENADE: additem(n, d->ammo[6], ammo); break;
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case I_HEALTH: additem(n, d->health, np*5); break;
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//case I_PISTOL: additem(n, d->ammo[1], ammo); break;
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//case I_SHOTGUN: additem(n, d->ammo[2], ammo); break;
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//case I_SUBGUN: additem(n, d->ammo[3], ammo); break;
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//case I_SNIPER: additem(n, d->ammo[4], ammo); break;
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//case I_ASSULT: additem(n, d->ammo[5], ammo); break;
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case I_CLIPS: additem(n, d->ammo[1], ammo, 1); break;
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case I_AMMO: additem(n, d->ammo[d->primary], ammo, d->primary); break;
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case I_GRENADE: additem(n, d->ammo[6], ammo, 6); break;
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case I_HEALTH: additem(n, d->health, np*5, 7); break;
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case I_ARMOUR:
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additem(n, d->armour, 20);
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additem(n, d->armour, 20, 8);
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break;
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case I_QUAD:
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additem(n, d->quadmillis, 60);
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additem(n, d->quadmillis, 60, 9);
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break;
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case CARROT:
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@@ -170,7 +196,7 @@ void checkitems()
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void putitems(uchar *&p) // puts items in network stream and also spawns them locally
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{
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loopv(ents) if((ents[i].type>=I_SHOTGUN && ents[i].type<=I_QUAD) || ents[i].type==CARROT)
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loopv(ents) if((ents[i].type>=I_CLIPS && ents[i].type<=I_QUAD) || ents[i].type==CARROT)
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{
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putint(p, i);
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ents[i].spawned = true;
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@@ -194,20 +220,20 @@ void radd(dynent *d)
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}
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else if (d->primary>GUN_PISTOL && d->primary<GUN_GRENADE)
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{
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d->ammo[d->primary] = itemstats[d->primary-2].max;
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d->mag[d->primary] = itemstats[d->primary-2].add;
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d->ammo[d->primary] = itemstats[d->primary-1].max;
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d->mag[d->primary] = itemstats[d->primary-1].add;
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}
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else if (d->primary==GUN_GRENADE)
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{
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conoutf("you don't have to worry about blowing your hand off just yet...");
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}
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/*
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if (d->armour)
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{
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d->armour = 100;
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}
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*/
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};
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void add(int num)
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@@ -190,6 +190,10 @@ void selfdamage(dynent * d, int dm)
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void moveplayer(dynent *pl, int moveres, bool local, int curtime)
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{
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if (pl->armour > 0)
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pl->maxspeed = 14;
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else pl->maxspeed = 16;
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const bool water = hdr.waterlevel>pl->o.z-0.5f;
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const bool floating = (editmode && local) || pl->state==CS_EDITING;
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@@ -142,7 +142,7 @@ string closeent;
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char *entnames[] =
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{
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"none?", "light", "playerstart",
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"shotgun", "submachinegun", "sniperrifle", "assultrifle", "grenade", "pistol",
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"clips", "ammobox","grenade",
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"health", "armour", "quaddamage",
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"mapmodel", "trigger",
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"ladder", "?", "?", "?", "?",
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+29
-13
@@ -10,19 +10,18 @@ vec sg[SGRAYS];
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//change the particales
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guninfo guns[NUMGUNS] =
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{
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{ S_KNIFE, S_NULL, 0, 250, 50, 0, 0, 1, 1, 1, "knife" },
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{ S_PISTOL, S_RPISTOL, 1400, 170, 20, 0, 0, 20, 10, 8, "pistol" }, // *SGRAYS
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{ S_SHOTGUN, S_RSHOTGUN, 2400, 1100, 7, 0, 0, 1, 35, 7, "shotgun" },
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{ S_SUBGUN, S_RSUBGUN, 1650, 90, 12, 0, 0, 45, 15, 30, "subgun" },
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{ S_SNIPER, S_RSNIPER, 1950, 1500, 72, 0, 0, 60, 50, 5, "sniper" },
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{ S_ASSULT, S_RASSULT, 2000, 130, 33, 0, 0, 90, 44, 20, "assult" },
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{
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{ S_KNIFE, S_NULL, 0, 250, 50, 0, 0, 1, 1, 1, "knife" },
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{ S_PISTOL, S_RPISTOL, 1400, 170, 20, 0, 0, 20, 10, 8, "pistol" }, // *SGRAYS
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{ S_SHOTGUN, S_RSHOTGUN, 2400, 1100, 6, 0, 0, 1, 35, 7, "shotgun" }, //reload time is for 1 shell from 7 too powerful to 6
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{ S_SUBGUN, S_RSUBGUN, 1650, 90, 14, 0, 0, 45, 15, 30, "subgun" },
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{ S_SNIPER, S_RSNIPER, 1950, 1500, 72, 0, 0, 60, 50, 5, "sniper" },
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{ S_ASSULT, S_RASSULT, 2000, 130, 33, 0, 0, 90, 40, 20, "assult" }, //recoil was 44
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{ S_GRENADE, S_NULL, 0, 2000, 40, 30, 6, 1, 1, 1, "grenade" },
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};
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//weapon selection
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void next()
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void wup()
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{
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if(player1->gunselect==GUN_KNIFE)
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player1->gunselect = GUN_PISTOL;
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@@ -34,7 +33,7 @@ void next()
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conoutf("%s selected", (int)guns[player1->gunselect].name);
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};
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void previous()
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void wdw()
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{
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if(player1->gunselect==GUN_KNIFE)
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player1->gunselect = player1->primary;
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@@ -46,9 +45,26 @@ void previous()
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conoutf("%s selected", (int)guns[player1->gunselect].name);
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};
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COMMAND(next,ARG_NONE);
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COMMAND(previous,ARG_NONE);
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void primary()
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{
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player1->gunselect=player1->primary;
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};
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void secondary()
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{
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player1->gunselect=GUN_PISTOL;
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};
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void melee()
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{
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player1->gunselect=GUN_KNIFE;
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};
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COMMAND(primary,ARG_NONE);
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COMMAND(secondary,ARG_NONE);
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COMMAND(melee,ARG_NONE);
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COMMAND(wup,ARG_NONE);
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COMMAND(wdw,ARG_NONE);
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void reload()
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{
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@@ -307,7 +307,7 @@ void empty_world(int factor, bool force) // main empty world creation routine
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s->defer = 0;
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};
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strncpy(hdr.head, "CUBE", 4);
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strncpy(hdr.head, "ACMP", 4);
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hdr.version = MAPVERSION;
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hdr.headersize = sizeof(header);
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hdr.sfactor = sfactor;
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+4
-11
@@ -242,8 +242,9 @@ void load_world(char *mname) // still supports all map formats that have
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};
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if (hdr.version<MAPVERSION || strncmp(hdr.head,"CUBE",4)==0) //only render lights, pl starts and map models on old maps
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if (hdr.version<MAPVERSION && strncmp(hdr.head,"CUBE",4)==0) //only render lights, pl starts and map models on old maps
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{
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switch(e.type)
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{
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case 1: //old light
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@@ -253,16 +254,10 @@ void load_world(char *mname) // still supports all map formats that have
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e.type=PLAYERSTART;
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break;
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case 3:
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e.type=I_SHOTGUN;
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break;
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case 4:
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e.type=I_SUBGUN;
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break;
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case 4:
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case 5:
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e.type=I_SNIPER;
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break;
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case 6:
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e.type=I_ASSULT;
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e.type=I_AMMO;
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break;
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case 7: //old health
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e.type=I_HEALTH;
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@@ -271,8 +266,6 @@ void load_world(char *mname) // still supports all map formats that have
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e.type=I_HEALTH;
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break;
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case 9: //armor
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e.type=I_ARMOUR;
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break;
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case 10: //armor
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e.type=I_ARMOUR;
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break;
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Block a user