akimbo bug fixed; some new bugs added
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@4598 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+12
-7
@@ -583,16 +583,21 @@ bool weapon::reload()
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return true;
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}
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VAR(oldfashionedgunstats, 0, 0, 1);
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void weapon::renderstats()
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{
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char gunstats[64];
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sprintf(gunstats, "%i", mag); ///%i", mag, ammo);
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sprintf(gunstats, oldfashionedgunstats ? "%i/%i" : "%i", mag, ammo);
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draw_text(gunstats, 690, 823);
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int offset = text_width(gunstats);
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glScalef(0.5f, 0.5f, 1.0f);
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sprintf(gunstats, "%i", ammo);
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draw_text(gunstats, (690 + offset)*2, 826*2);
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glLoadIdentity();
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if(!oldfashionedgunstats)
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{
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int offset = text_width(gunstats);
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glScalef(0.5f, 0.5f, 1.0f);
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sprintf(gunstats, "%i", ammo);
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draw_text(gunstats, (690 + offset)*2, 826*2);
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glLoadIdentity();
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}
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}
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//VAR(recoiltest, 0, 0, 1); // FIXME ON RELEASE
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@@ -808,7 +813,7 @@ bool grenades::attack(vec &targ)
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int attackmillis = lastmillis-owner->lastaction;
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vec &to = targ;
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bool waitdone = attackmillis>=gunwait;
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bool waitdone = attackmillis>=gunwait && !(m_arena && m_teammode && arenaintermission);
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if(waitdone) gunwait = reloading = 0;
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switch(state)
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