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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@797 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+18
-14
@@ -28,10 +28,14 @@ void checkweaponswitch()
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{
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if(!player1->weaponchanging) return;
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int timeprogress = lastmillis-player1->lastaction;
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if(timeprogress>WEAPONCHANGE_TIME) { player1->weaponchanging = false; player1->lastaction = 0; }
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if(timeprogress>WEAPONCHANGE_TIME)
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{
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gun_changed = true;
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player1->weaponchanging = false;
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player1->lastaction = 0;
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}
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else if(timeprogress>WEAPONCHANGE_TIME/2)
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{
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gun_changed = true;
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if((!player1->akimbo && player1->akimbomillis && player1->nextweapon==GUN_PISTOL) ||
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(player1->akimbo && !player1->akimbomillis && player1->gunselect==GUN_PISTOL))
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player1->akimbo = !player1->akimbo;
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@@ -42,18 +46,17 @@ void checkweaponswitch()
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void weaponswitch(int gun)
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{
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player1->weaponchanging = true;
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player1->thrownademillis = 0;
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player1->lastaction = player1->akimbolastaction[0] = player1->akimbolastaction[1] = lastmillis;
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player1->nextweapon = gun;
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playsound(S_GUNCHANGE);
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};
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int currentprimary() { return player1->primary; };
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void weapon(int gun)
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{
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if(player1->state!=CS_ALIVE || player1->weaponchanging || NADE_IN_HAND || player1->reloading) return;
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if(gun == player1->gunselect) return;
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if(player1->state!=CS_ALIVE || player1->weaponchanging || NADE_IN_HAND || player1->reloading) return;
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if(gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL && gun != player1->primary) return;
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if(gun == player1->gunselect) return;
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if(m_noguns && gun != GUN_KNIFE && gun != GUN_GRENADE) return;
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if(m_noprimary && gun != GUN_KNIFE && gun != GUN_GRENADE && gun != GUN_PISTOL) return;
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@@ -61,7 +64,6 @@ void weapon(int gun)
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if(gun == GUN_GRENADE && !player1->mag[GUN_GRENADE]) return;
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setscope(false);
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weaponswitch(gun);
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};
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@@ -75,10 +77,15 @@ void shiftweapon(int s)
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};
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};
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int currentprimary() { return player1->primary; };
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int curweapon() { return player1->gunselect; };
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int magcontent(int gun) { if(gun > 0 && gun < NUMGUNS) return player1->mag[gun]; else return -1;};
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COMMAND(weapon, ARG_1INT);
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COMMAND(shiftweapon, ARG_1INT);
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COMMAND(currentprimary, ARG_1EST);
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COMMAND(curweapon, ARG_1EXP);
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COMMAND(magcontent, ARG_1EXP);
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VAR(scopefov, 5, 50, 50);
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bool scoped = false;
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@@ -86,6 +93,7 @@ int oldfov = 100;
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void setscope(bool activate)
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{
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if(player1->gunselect != GUN_SNIPER || player1->state == CS_DEAD) return;
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if(activate == scoped) return;
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if(activate)
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{
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@@ -99,12 +107,7 @@ void setscope(bool activate)
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scoped = activate;
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}
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void altaction(int activate)
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{
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if(player1->gunselect == GUN_SNIPER && player1->state!=CS_DEAD) setscope(activate!=0);
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};
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COMMAND(altaction, ARG_1INT);
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COMMAND(setscope, ARG_1INT);
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void reload(playerent *d)
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{
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@@ -358,6 +361,7 @@ void throw_nade(playerent *d, const vec &vel, bounceent *p)
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p->bouncestate = NADE_THROWED;
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d->thrownademillis = lastmillis;
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d->inhandnade = NULL;
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if(d==player1)
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