rollback
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@28 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
+22
-325
@@ -13,15 +13,14 @@ 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, 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_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, 40, 20, "assult" }, //recoil was 44
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{ S_ASSULT, S_RASSULT, 2000, 130, 33, 0, 0, 90, 44, 20, "assult" },
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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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{
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@@ -51,25 +50,6 @@ void previous()
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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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void reload()
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{
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if(player1->gunselect==GUN_KNIFE) return;
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@@ -80,14 +60,11 @@ void reload()
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player1->reloading = true;
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player1->lastaction = lastmillis;
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int a = guns[player1->gunselect].magsize - player1->mag[player1->gunselect];
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player1->gunwait = guns[player1->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 (a >= player1->ammo[player1->gunselect])
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{
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player1->mag[player1->gunselect] += player1->ammo[player1->gunselect];
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@@ -105,7 +82,7 @@ void reload()
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COMMAND(reload,ARG_NONE);
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int reloadtime(int gun) { return guns[gun].attackdelay; };
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int delaytime(int gun) { return guns[gun].attackdelay; };
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void createrays(vec &from, vec &to) // create random spread of rays for the shotgun
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{
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@@ -120,8 +97,7 @@ 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, vec *end) // 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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{
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vec v = to, w = d->o, *p;
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vsub(v, from);
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@@ -142,25 +118,12 @@ bool intersect(dynent *d, vec &from, vec &to, vec *end) // if lineseg hits ent
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};
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};
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/* Modified by Rick
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return p->x <= d->o.x+d->radius
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&& p->x >= d->o.x-d->radius
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&& p->y <= d->o.y+d->radius
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&& p->y >= d->o.y-d->radius
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&& p->z <= d->o.z+d->aboveeye
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&& p->z >= d->o.z-d->eyeheight;
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*/
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if( p->x <= d->o.x+d->radius
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&& p->x >= d->o.x-d->radius
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&& p->y <= d->o.y+d->radius
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&& p->y >= d->o.y-d->radius
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&& p->z <= d->o.z+d->aboveeye
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&& p->z >= d->o.z-d->eyeheight)
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{
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if (end) *end = *p;
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return true;
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}
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return false;
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};
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char *playerincrosshair()
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@@ -175,20 +138,6 @@ char *playerincrosshair()
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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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projectile projs[MAXPROJ];
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@@ -215,59 +164,9 @@ 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 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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addmsg(1, 6, SV_DAMAGE, target, damage, d->lifesequence, at->bIsBot, PlayerIndex);
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playsound(S_PAIN1+rnd(5), &d->o);
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};
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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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particle_splash(3, damage, 1000, d->o);
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demodamage(damage, d->o);
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demodamage(damage, d->o);
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};
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const float RL_RADIUS = 5;
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@@ -288,13 +187,11 @@ void radialeffect(dynent *o, vec &v, int cn, int qdam, dynent *at)
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};
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};
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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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void splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthismonster, 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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if(p->gun!=GUN_GRENADE)
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if(p->gun!=GUN_GRENADE) //changed
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{
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playsound(S_FEXPLODE, &v);
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// no push?
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@@ -313,29 +210,15 @@ 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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// 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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};
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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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inline void projdamage(dynent *o, projectile *p, vec &v, int i, int im, 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); Modified by Rick
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splash(p, v, p->o, i, im, ib, qdam);
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splash(p, v, p->o, i, im, qdam);
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hit(i, qdam, o, p->owner);
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};
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};
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@@ -358,36 +241,17 @@ 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); Modified by Rick
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projdamage(o, p, v, i, -1, -1, qdam);
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projdamage(o, p, v, i, -1, qdam);
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};
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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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if(p->owner!=player1) projdamage(player1, p, v, -1, -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); Modified by Rick
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if(time==dtime) splash(p, v, p->o, -1, -1, -1, qdam);
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if(time==dtime) splash(p, v, p->o, -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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@@ -423,7 +287,7 @@ void shootv(int gun, vec &from, vec &to, dynent *d, bool local) // create vi
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case GUN_SNIPER:
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particle_splash(0, 50, 200, to);
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//particle_trail(1, 500, from, to);
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particle_trail(1, 500, from, to);
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break;
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};
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};
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@@ -462,12 +326,9 @@ void spreadandrecoil(vec & from, vec & to, dynent * d)
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//recoil
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int rcl = guns[d->gunselect].recoil*-0.01f;
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if (d->gunselect==GUN_ASSULT)
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if ((d->gunselect==GUN_ASSULT) && (d->shots<=3))
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{
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if (d->shots<=3)
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spd = spd / 5;
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rcl += (rnd(8)*-0.01f);
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spd = spd / 5;
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};
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if ((d->gunselect==GUN_SNIPER) && (d->vel.x<.25f && d->vel.y<.25f))
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@@ -478,11 +339,10 @@ void spreadandrecoil(vec & from, vec & to, dynent * d)
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if (d->gunselect!=GUN_SHOTGUN) //no spread on shotgun
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{
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#define RNDD (rnd(spd)-spd/2)*f
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vec r = { RNDD, RNDD, RNDD };
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vadd(to, r);
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};
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//increase pitch for recoil
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vdiv(unitv, dist);
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@@ -508,24 +368,6 @@ void shoot(dynent *d, vec &targ)
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};
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d->lastaction = lastmillis;
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d->lastattackgun = d->gunselect;
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// Modified by Rick
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// if(!d->mag[d->gunselect]) { playsoundc(S_NOAMMO); d->gunwait = 250; d->lastattackgun = -1; return; };
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if(!d->mag[d->gunselect])
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{
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if (d->bIsBot) botplaysound(S_NOAMMO, d);
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else playsoundc(S_NOAMMO);
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d->gunwait = 250;
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d->lastattackgun = -1;
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return;
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};
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// End mod
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if (d->gunselect!=0) //if knife skip
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{
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if(d->gunselect) d->mag[d->gunselect]--;
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}
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if(!d->mag[d->gunselect]) { playsoundc(S_NOAMMO); d->gunwait = 250; d->lastattackgun = -1; return; };
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if(d->gunselect) d->mag[d->gunselect]--;
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vec from = d->o;
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@@ -545,25 +387,10 @@ void shoot(dynent *d, vec &targ)
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};
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if(d->gunselect==GUN_SHOTGUN) createrays(from, to);
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//if(d->quadmillis && attacktime>200) playsoundc(S_ITEMPUP); Modified by Rick
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if(d->quadmillis && attacktime>200)
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{
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if (d->bIsBot) botplaysound(S_ITEMPUP, d);
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else playsoundc(S_ITEMPUP);
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}
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// End mod
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if(d->quadmillis && attacktime>200) playsoundc(S_ITEMPUP);
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shootv(d->gunselect, from, to, d, true);
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// Modified by Rick
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// if(!d->monsterstate) addmsg(1, 8, 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));
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if(!d->monsterstate)
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{
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int index = -1;
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if (d->bIsBot)
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index = BotManager.GetBotIndex(d);
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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), index);
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}
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// End mod
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d->gunwait = delaytime(d->gunselect);// hack guns[d->gunselect].attackdelay;
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addmsg(1, 8, 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));
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d->gunwait = guns[d->gunselect].attackdelay;
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if(guns[d->gunselect].projspeed) return;
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@@ -574,134 +401,4 @@ void shoot(dynent *d, vec &targ)
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raydamage(o, from, to, d, i);
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};
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// Added by Rick: raydamage on bots too
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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 == d)) continue;
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raydamage(o, from, to, d, i);
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};
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// End add by Rick
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//dvector &v = getmonsters();
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//loopv(v) if(v[i]!=d) raydamage(v[i], from, to, d, -2);
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//if(d->monsterstate) raydamage(player1, from, to, d, -1); Modified by Rick
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if(d->monsterstate || d->bIsBot) raydamage(player1, from, to, d, -1);
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};
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//currently client side only, need to make serv
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void additem(int gun)
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{
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if (gun>0 && gun<10)
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{
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// player1->mag[gun] = guns[gun].magazine;
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// player1->ammo[gun] = guns[gun].magazine * 3;
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};
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if (gun==10) //helmet
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{
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conoutf("NO HELMET FOR YOU!");
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// player1->armour = 20
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// break;
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};
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if (gun==11) //armour
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{
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conoutf("you can't add armor yet!");
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// additem(I_ARMOUR, player1->armour, 20);
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// break;
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};
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};
|
||||
|
||||
COMMAND(additem,ARG_1INT);
|
||||
|
||||
|
||||
//gotta find a neater way of doing this -argh
|
||||
void altattack(bool on)
|
||||
{
|
||||
/*
|
||||
if (on)
|
||||
{
|
||||
switch(player1->gunselect)
|
||||
{
|
||||
case(GUN_KNIFE):
|
||||
break;
|
||||
case(GUN_SEMIPISTOL):
|
||||
break;
|
||||
case(GUN_SHOTGUN):
|
||||
break;
|
||||
case(GUN_SNIPER):
|
||||
setvar("fov",getvar("fov")-55);
|
||||
break;
|
||||
case(GUN_SUBGUN):
|
||||
break;
|
||||
case(GUN_AUTORIFLE):
|
||||
break;
|
||||
case(GUN_GRENADE):
|
||||
break;
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
switch(player1->gunselect)
|
||||
{
|
||||
case(GUN_KNIFE):
|
||||
break;
|
||||
case(GUN_SEMIPISTOL):
|
||||
break;
|
||||
case(GUN_SHOTGUN):
|
||||
break;
|
||||
case(GUN_SNIPER):
|
||||
setvar("fov",getvar("fov")+55);
|
||||
break;
|
||||
case(GUN_SUBGUN):
|
||||
break;
|
||||
case(GUN_AUTORIFLE):
|
||||
break;
|
||||
case(GUN_GRENADE):
|
||||
break;
|
||||
};
|
||||
};
|
||||
*/
|
||||
};
|
||||
|
||||
|
||||
void altattack(void)
|
||||
{
|
||||
player1->altattack = !player1->altattack;
|
||||
|
||||
switch(player1->gunselect)
|
||||
{
|
||||
case(GUN_SHOTGUN):
|
||||
if(player1->mag[player1->gunselect]>=guns[player1->gunselect].magsize) return;
|
||||
if(player1->ammo[player1->gunselect]<=0) return;
|
||||
if(player1->reloading) return;
|
||||
|
||||
player1->reloading = true;
|
||||
player1->lastaction = lastmillis;
|
||||
|
||||
player1->gunwait = guns[player1->gunselect].reloadtime / 2;
|
||||
|
||||
if(player1->ammo[GUN_SHOTGUN]>1)
|
||||
player1->mag[GUN_SHOTGUN]++;
|
||||
player1->ammo[GUN_SHOTGUN]--;
|
||||
|
||||
playsoundc(guns[player1->gunselect].reload);
|
||||
break;
|
||||
|
||||
case(GUN_SNIPER):
|
||||
if(player1->altattack)
|
||||
setvar("fov",getvar("fov")-55);
|
||||
else
|
||||
setvar("fov",getvar("fov")+55);
|
||||
break;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
COMMAND(altattack, ARG_NONE);
|
||||
|
||||
Reference in New Issue
Block a user