bots
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@300 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
+216
-96
@@ -11,92 +11,95 @@ 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, 500, 50, 0, 0, 1, 1, 1, 0, 0, "knife" },
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{ S_KNIFE, S_NULL, 0, 500, 50, 0, 0, 1, 1, 1, 0, 0, "knife" },
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{ S_PISTOL, S_RPISTOL, 1400, 170, 20, 0, 0, 80, 10, 8, 6, 5, "pistol" }, // *SGRAYS
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{ S_SHOTGUN, S_RSHOTGUN, 2400, 1000, 6, 0, 0, 1, 35, 7, 9, 9, "shotgun" }, //reload time is for 1 shell from 7 too powerful to 6
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{ S_SUBGUN, S_RSUBGUN, 1650, 80, 17, 0, 0, 70, 15, 30, 1, 2, "subgun" },
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{ S_SNIPER, S_RSNIPER, 1950, 1500, 72, 0, 0, 60, 50, 5, 4, 4, "sniper" },
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{ S_ASSULT, S_RASSULT, 2000, 130, 20, 0, 0, 20, 40, 20, 0, 2, "assult" }, //recoil was 44
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{ S_GRENADE, S_NULL, 1000, 2500, 150, 20, 6, 1, 1, 1, 3, 1, "grenade" },
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{ S_GRENADE, S_NULL, 1000, 2500, 150, 20, 6, 1, 1, 1, 3, 1, "grenade" },
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};
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bool gun_changed = false;
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void weapon(int gun)
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{
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if(gun>=0) gun %= G_NUM;
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else gun = G_NUM-(gun % G_NUM);
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gun_changed = true;
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switch(gun)
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{
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case G_PRIMARY: player1->gunselect=player1->primary; break;
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case G_SECONDARY: player1->gunselect=GUN_PISTOL; break;
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case G_MELEE: player1->gunselect=GUN_KNIFE; break;
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case G_GRENADE: player1->gunselect=GUN_GRENADE; break;
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};
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};
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void shiftweapon(int i)
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{
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int gun;
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switch(player1->gunselect)
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{
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case GUN_KNIFE: gun=G_MELEE; break;
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case GUN_PISTOL: gun=G_SECONDARY; break;
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case GUN_GRENADE: gun=G_GRENADE; break;
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default: gun=G_PRIMARY; break;
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};
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gun += i;
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weapon(gun);
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bool gun_changed = false;
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void weapon(int gun)
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{
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if(gun>=0) gun %= G_NUM;
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else gun = G_NUM-(gun % G_NUM);
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gun_changed = true;
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switch(gun)
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{
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case G_PRIMARY: player1->gunselect=player1->primary; break;
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case G_SECONDARY: player1->gunselect=GUN_PISTOL; break;
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case G_MELEE: player1->gunselect=GUN_KNIFE; break;
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case G_GRENADE: player1->gunselect=GUN_GRENADE; break;
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};
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};
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void shiftweapon(int i)
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{
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int gun;
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switch(player1->gunselect)
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{
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case GUN_KNIFE: gun=G_MELEE; break;
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case GUN_PISTOL: gun=G_SECONDARY; break;
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case GUN_GRENADE: gun=G_GRENADE; break;
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default: gun=G_PRIMARY; break;
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};
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gun += i;
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weapon(gun);
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}
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COMMAND(weapon, ARG_1INT);
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COMMAND(weapon, ARG_1INT);
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COMMAND(shiftweapon, ARG_1INT);
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void reload()
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void reload(dynent *d)
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{
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bool akimbo = player1->gunselect==GUN_PISTOL && player1->akimbo!=0;
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if(!d) return;
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if(player1->gunselect==GUN_KNIFE || player1->gunselect==GUN_GRENADE) return;
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if(akimbo && player1->mag[player1->gunselect]>=(guns[player1->gunselect].magsize * 2)) return;
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else if(player1->mag[player1->gunselect]>=guns[player1->gunselect].magsize && player1->akimbo==0) return;
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if(player1->ammo[player1->gunselect]<=0) return;
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if(player1->reloading) return;
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bool akimbo = d->gunselect==GUN_PISTOL && d->akimbo!=0;
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if(d->gunselect==GUN_KNIFE || d->gunselect==GUN_GRENADE) return;
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if(akimbo && d->mag[d->gunselect]>=(guns[d->gunselect].magsize * 2)) return;
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else if(d->mag[d->gunselect]>=guns[d->gunselect].magsize && d->akimbo==0) return;
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if(d->ammo[d->gunselect]<=0) return;
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if(d->reloading) return;
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player1->reloading = true;
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player1->lastaction = lastmillis;
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if(akimbo)
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{
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akimbolastaction[akimboside?1:0] = lastmillis;
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akimbolastaction[akimboside?0:1] = lastmillis;// + (reloadtime(GUN_PISTOL)/2);
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d->reloading = true;
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d->lastaction = lastmillis;
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if(akimbo)
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{
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akimbolastaction[akimboside?1:0] = lastmillis;
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akimbolastaction[akimboside?0:1] = lastmillis;// + (reloadtime(GUN_PISTOL)/2);
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};
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player1->gunwait = guns[player1->gunselect].reloadtime;
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d->gunwait = guns[d->gunselect].reloadtime;
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//temp hack in drawhudgun() so no guns drawn while reloading, needs fixed
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int a = guns[player1->gunselect].magsize - player1->mag[player1->gunselect];
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if(player1->gunselect==GUN_PISTOL && player1->akimbo!=0)
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a = guns[player1->gunselect].magsize * 2 - player1->mag[player1->gunselect];
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int a = guns[d->gunselect].magsize - d->mag[d->gunselect];
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if(d->gunselect==GUN_PISTOL && d->akimbo!=0)
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a = guns[d->gunselect].magsize * 2 - d->mag[d->gunselect];
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if (a >= player1->ammo[player1->gunselect])
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if (a >= d->ammo[d->gunselect])
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{
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player1->mag[player1->gunselect] += player1->ammo[player1->gunselect];
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player1->ammo[player1->gunselect] = 0;
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d->mag[d->gunselect] += d->ammo[d->gunselect];
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d->ammo[d->gunselect] = 0;
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}
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else
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{
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player1->mag[player1->gunselect] += a;
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player1->ammo[player1->gunselect] -= a;
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d->mag[d->gunselect] += a;
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d->ammo[d->gunselect] -= a;
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}
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if(akimbo) playsoundc(S_RAKIMBO);
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else playsoundc(guns[player1->gunselect].reload);
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if(akimbo) playsoundc(S_RAKIMBO);
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else playsoundc(guns[d->gunselect].reload);
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};
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COMMAND(reload,ARG_NONE);
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void selfreload() { reload(player1); };
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COMMANDN(reload, selfreload, ARG_NONE);
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int reloadtime(int gun) { return guns[gun].reloadtime; };
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int attackdelay(int gun) { return guns[gun].attackdelay; };
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@@ -118,7 +121,8 @@ void createrays(vec &from, vec &to) // create random spread of rays
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};
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};
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bool intersect(dynent *d, vec &from, vec &to) // if lineseg hits entity bounding box
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//bool intersect(dynent *d, vec &from, vec &to) // if lineseg hits entity bounding box
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bool intersect(dynent *d, vec &from, vec &to, vec *end) // if lineseg hits entity bounding box
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{
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vec v = to, w = d->o, *p;
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vsub(v, from);
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@@ -158,6 +162,19 @@ dynent *playerincrosshair()
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};
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return NULL;
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};
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// Added by Rick
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char *botincrosshair()
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{
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if(demoplayback) return NULL;
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loopv(bots)
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{
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dynent *o = bots[i];
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if(!o) continue;
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if(intersect(o, player1->o, worldpos)) return o->name;
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};
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return NULL;
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};
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// End add by Rick
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const int MAXPROJ = 100;
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struct projectile { vec o, to; float speed; dynent *owner; int gun; bool inuse, local; };
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@@ -185,7 +202,58 @@ void newprojectile(vec &from, vec &to, float speed, bool local, dynent *owner, i
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void hit(int target, int damage, dynent *d, dynent *at)
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{
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if(d==player1) selfdamage(damage, at==player1 ? -1 : -2, at);
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else { addmsg(1, 4, SV_DAMAGE, target, damage, d->lifesequence); playsound(S_PAIN1+rnd(5), &d->o); };
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//else if(d->monsterstate) monsterpain(d, damage, at);
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// Added by Rick: Let bots take damage
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else if (d->pBot) d->pBot->BotPain(damage, at);
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else if (d->bIsBot)
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{
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int PlayerIndex = -1;
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if (at->bIsBot) PlayerIndex = BotManager.GetBotIndex(at);
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else
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{
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loopv(players)
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{
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if (!players[i]) continue;
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if (players[i] == at)
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{
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PlayerIndex = i;
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break;
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}
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}
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}
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int msgtype = (at->bIsBot) ? SV_BOT2BOTDMG : SV_CLIENT2BOTDMG;
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addmsg(1, 4, msgtype, BotManager.GetBotIndex(d), damage, PlayerIndex);
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playsound(S_PAIN1+rnd(5), &d->o);
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}
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// End add by Rick
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//else { addmsg(1, 4, SV_DAMAGE, target, damage, d->lifesequence); playsound(S_PAIN1+rnd(5), &d->o); }; Modified by Rick: Added IsBot and PlayerIndex to message
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else
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{
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// Modified by Rick: Added IsBot and PlayerIndex to message
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int PlayerIndex = -1;
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if (at->bIsBot)
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PlayerIndex = BotManager.GetBotIndex(at);
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else
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{
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loopv(players)
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{
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if (!players[i])
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continue;
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if (players[i] == at)
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{
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PlayerIndex = i;
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break;
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}
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}
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}
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if(at->bIsBot) addmsg(1, 5, SV_BOT2CLIENTDMG, target, damage, d->lifesequence, PlayerIndex);
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else addmsg(1, 4, SV_DAMAGE, target, damage, d->lifesequence);
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playsound(S_PAIN1+rnd(5), &d->o);
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};
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particle_splash(3, damage, 1000, d->o);
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demodamage(damage, d->o);
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};
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@@ -208,7 +276,8 @@ void radialeffect(dynent *o, vec &v, int cn, int qdam, dynent *at)
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};
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};
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void splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthismonster, int qdam)
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// Modified by Rick: Added notthisbot
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void splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthismonster, int notthisbot, int qdam)
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{
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particle_splash(0, 50, 300, v);
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p->inuse = false;
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@@ -231,15 +300,29 @@ void splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthismons
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if(!o) continue;
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radialeffect(o, v, i, qdam, p->owner);
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};
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};
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// Added by Rick
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loopv(bots)
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{
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if(i==notthisbot) continue;
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dynent *o = bots[i];
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if(!o) continue;
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radialeffect(o, v, i, qdam, p->owner);
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}
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// End add by Rick
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//dvector &mv = getmonsters();
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//loopv(mv) if(i!=notthismonster) radialeffect(mv[i], v, i, qdam, p->owner);
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};
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};
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inline void projdamage(dynent *o, projectile *p, vec &v, int i, int im, int qdam)
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// Modified by Rick
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// inline void projdamage(dynent *o, projectile *p, vec &v, int i, int im, int qdam)
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inline void projdamage(dynent *o, projectile *p, vec &v, int i, int im, int ib, int qdam)
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{
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if(o->state!=CS_ALIVE) return;
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if(intersect(o, p->o, v))
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{
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splash(p, v, p->o, i, im, qdam);
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// splash(p, v, p->o, i, im, qdam); Modified by Rick
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splash(p, v, p->o, i, im, ib, qdam);
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hit(i, qdam, o, p->owner);
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};
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};
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@@ -263,17 +346,36 @@ void moveprojectiles(float time)
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{
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dynent *o = players[i];
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if(!o) continue;
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projdamage(o, p, v, i, -1, qdam);
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// projdamage(o, p, v, i, -1, qdam); Modified by Rick
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projdamage(o, p, v, i, -1, -1, qdam);
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};
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if(p->owner!=player1) projdamage(player1, p, v, -1, -1, qdam);
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// Added by Rick: Damage bots aswell
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loopv(bots)
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{
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dynent *o = bots[i];
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if(!o || (o == p->owner)) continue;
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projdamage(o, p, v, -1, -1, i, qdam);
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};
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// End add by Rick
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// if(p->owner!=player1) projdamage(player1, p, v, -1, -1, qdam); Modified by Rick
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if(p->owner!=player1) projdamage(player1, p, v, -1, -1, -1, qdam);
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//dvector &mv = getmonsters();
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//loopv(mv) if(!vreject(mv[i]->o, v, 10.0f) && mv[i]!=p->owner) projdamage(mv[i], p, v, -1, i, qdam); Modified by Rick
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//loopv(mv) if(!vreject(mv[i]->o, v, 10.0f) && mv[i]!=p->owner) projdamage(mv[i], p, v, -1, i, -1, qdam);
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};
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if(p->inuse)
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{
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if(time==dtime) splash(p, v, p->o, -1, -1, qdam);
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// if(time==dtime) splash(p, v, p->o, -1, -1, qdam); Modified by Rick
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if(time==dtime) splash(p, v, p->o, -1, -1, -1, qdam);
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else
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{
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if(p->gun==GUN_GRENADE) { dodynlight(p->o, v, 0, 255, p->owner); particle_splash(5, 2, 200, v); }
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else { particle_splash(1, 1, 200, v); particle_splash(guns[p->gun].part, 1, 1, v); };
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// Added by Rick
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traceresult_s tr;
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TraceLine(p->o, v, p->owner, true, &tr);
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if (tr.collided) splash(p, v, p->o, -1, -1, -1, qdam);
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// End add
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};
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};
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p->o = v;
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@@ -288,7 +390,7 @@ void throw_nade(dynent *d, vec &to, physent *p)
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{
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if(!p || !d) return;
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printf("thrownade\n");
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playsound(S_GRENADETHROW, &d->o);
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playsound(S_GRENADETHROW, &d->o);
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p->isphysent = true;
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p->gravity = 20;
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@@ -378,7 +480,7 @@ physent *new_nade(dynent *d, int millis = 0)
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{
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curnade = p;
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d->thrownademillis = 0;
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};
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};
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playsound(S_GRENADEPULL, &d->o);
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return p;
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};
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@@ -394,7 +496,7 @@ void explode_nade(physent *i)
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vec dist = { 0.1f, 0.1f, 0.1f };
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vadd(o, dist);
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throw_nade(i->owner, o, i);
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};
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};
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playsound(S_FEXPLODE, &i->o);
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newprojectile(i->o, i->o, 1, i->owner==player1, i->owner, GUN_GRENADE);
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};
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@@ -422,7 +524,7 @@ void shootv(int gun, vec &from, vec &to, dynent *d, bool local, int nademillis)
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//particle_trail(1, 10, from, to);
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break;
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case GUN_GRENADE:
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case GUN_GRENADE:
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{
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if(d!=player1)
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{
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@@ -460,7 +562,7 @@ void raydamage(dynent *o, vec &from, vec &to, dynent *d, int i)
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if(damage) hitpush(i, damage, o, d, from, to);
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}
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else if(intersect(o, from, to)) hitpush(i, qdam, o, d, from, to);
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};
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};
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void spreadandrecoil(vec & from, vec & to, dynent * d)
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{
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@@ -503,13 +605,13 @@ void spreadandrecoil(vec & from, vec & to, dynent * d)
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if(d->pitch<80.0f) d->pitch += guns[d->gunselect].recoil*0.05f;
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};
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//VAR(grenadepulltime, 0, 100, 10000);
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const int grenadepulltime = 650;
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bool akimboside = false;
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int akimbolastaction[2] = {0,0};
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//VAR(grenadepulltime, 0, 100, 10000);
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const int grenadepulltime = 650;
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bool akimboside = false;
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int akimbolastaction[2] = {0,0};
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void shoot(dynent *d, vec &targ)
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{
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@@ -517,10 +619,10 @@ void shoot(dynent *d, vec &targ)
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if(!d->attacking && d->gunselect==GUN_GRENADE && curnade) // throw
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{
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if(attacktime>grenadepulltime)
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{
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d->thrownademillis = lastmillis;
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throw_nade(d, targ, curnade);
|
||||
if(attacktime>grenadepulltime)
|
||||
{
|
||||
d->thrownademillis = lastmillis;
|
||||
throw_nade(d, targ, curnade);
|
||||
}
|
||||
return;
|
||||
};
|
||||
@@ -538,17 +640,26 @@ void shoot(dynent *d, vec &targ)
|
||||
if(d->gunselect!=GUN_SUBGUN && d->gunselect!=GUN_ASSULT && d->gunselect!=GUN_GRENADE) d->attacking = false; //makes sub/assult autos
|
||||
else d->shots++;
|
||||
|
||||
if(d->gunselect==GUN_PISTOL && d->akimbo!=0)
|
||||
{
|
||||
d->attacking = true; //make akimbo auto
|
||||
akimbolastaction[akimboside?1:0] = lastmillis;
|
||||
akimboside = !akimboside;
|
||||
}
|
||||
if(d->gunselect==GUN_PISTOL && d->akimbo)
|
||||
{
|
||||
d->attacking = true; //make akimbo auto
|
||||
akimbolastaction[akimboside?1:0] = lastmillis;
|
||||
akimboside = !akimboside;
|
||||
}
|
||||
|
||||
d->lastaction = lastmillis;
|
||||
d->lastattackgun = d->gunselect;
|
||||
if(!d->mag[d->gunselect]) { playsoundc(S_NOAMMO); d->gunwait = 250; d->lastattackgun = -1; return; };
|
||||
|
||||
//if(!d->mag[d->gunselect]) { playsoundc(S_NOAMMO); d->gunwait = 250; d->lastattackgun = -1; return; };
|
||||
if(!d->mag[d->gunselect])
|
||||
{
|
||||
if (d->bIsBot) botplaysound(S_NOAMMO, d);
|
||||
else playsoundc(S_NOAMMO);
|
||||
d->gunwait = 250;
|
||||
d->lastattackgun = -1;
|
||||
return;
|
||||
};
|
||||
// End mod
|
||||
|
||||
if(d->gunselect) d->mag[d->gunselect]--;
|
||||
|
||||
vec from = d->o;
|
||||
@@ -567,18 +678,17 @@ void shoot(dynent *d, vec &targ)
|
||||
vadd(to, unitv);
|
||||
};
|
||||
if(d->gunselect==GUN_SHOTGUN) createrays(from, to);
|
||||
|
||||
//if(d->quadmillis && attacktime>200) playsoundc(S_ITEMPUP);
|
||||
|
||||
if(d->gunselect==GUN_PISTOL && d->akimbo) d->gunwait = guns[d->gunselect].attackdelay / 2; //make akimbo pistols shoot twice as fast as normal pistol
|
||||
else d->gunwait = guns[d->gunselect].attackdelay;
|
||||
|
||||
if(d->gunselect==GUN_GRENADE) // activate
|
||||
{
|
||||
if(!curnade) new_nade(player1);
|
||||
if(!curnade) new_nade(d);
|
||||
return;
|
||||
}
|
||||
|
||||
//fixmebot
|
||||
shootv(d->gunselect, from, to, d, 0);
|
||||
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), 0 );
|
||||
|
||||
@@ -589,6 +699,16 @@ void shoot(dynent *d, vec &targ)
|
||||
dynent *o = players[i];
|
||||
if(!o) continue;
|
||||
raydamage(o, from, to, d, i);
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
// Added by Rick: raydamage on bots too
|
||||
loopv(bots)
|
||||
{
|
||||
dynent *o = bots[i];
|
||||
if(!o || (o == d)) continue;
|
||||
raydamage(o, from, to, d, i);
|
||||
};
|
||||
// End add by Rick
|
||||
|
||||
if(d->bIsBot) raydamage(player1, from, to, d, -1);
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user