*** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1526 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -553,7 +553,7 @@ void weapon::sendshoot(vec &from, vec &to)
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bool weapon::modelattacking()
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{
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int animtime = min(owner->gunwait[owner->weaponsel->type], owner->weaponsel->info.attackdelay);
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int animtime = min(owner->gunwait[owner->weaponsel->type], (int)owner->weaponsel->info.attackdelay);
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if(lastmillis - owner->lastaction < animtime) return true;
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else return false;
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}
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@@ -606,7 +606,7 @@ void weapon::attackphysics(vec &from, vec &to) // physical fx to the owner
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}
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// kickback & recoil
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owner->vel.add(vec(unitv).mul(recoil/dist).mul(owner->crouching ? 0.75 : 1.0f));
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owner->pitchvel = min(pow(shots/(float)(g.recoilincrease), 2.0f)+(float)(g.recoilbase)/10.0f, (float)(g.maxrecoil)/10.0f);
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owner->pitchvel = min(powf(shots/(float)(g.recoilincrease), 2.0f)+(float)(g.recoilbase)/10.0f, (float)(g.maxrecoil)/10.0f);
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}
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void weapon::renderhudmodel(int lastaction, int index)
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@@ -738,7 +738,7 @@ struct grenades : weapon
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if(throwing()) return ANIM_GUN_THROW;
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else
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{
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int animtime = min(gunwait, info.attackdelay);
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int animtime = min(gunwait, (int)info.attackdelay);
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if(inhand() || lastmillis - owner->lastaction < animtime) return ANIM_GUN_SHOOT;
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}
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return ANIM_GUN_IDLE;
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@@ -1062,7 +1062,7 @@ void checkakimbo()
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player1->akimbo = false;
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a.reset();
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// transfer ammo to pistol
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p.mag = min(p.info.magsize, max(a.mag, p.mag));
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p.mag = min((int)p.info.magsize, max(a.mag, p.mag));
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p.ammo = max(p.ammo, p.ammo);
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if(player1->weaponsel->type==GUN_AKIMBO) weaponswitch(&p);
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playsoundc(S_AKIMBOOUT);
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