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m4 kick fix and removed ladder stuff
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1 changed files with 10 additions and 14 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.82 2002/06/29 02:50:58 niceass
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// m4 kick fix and removed ladder stuff
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//
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// Revision 1.81 2002/06/18 06:15:30 niceass
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// m4 kick now smooth
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//
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@ -2159,14 +2162,14 @@ static void PM_Weapon(void)
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}
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}
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//NiceAss: I added this smoother M4 rise. Should this be used?
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// if ( ( pm->cmd.buttons & BUTTON_ATTACK || pm->ps->stats[STAT_BURST] ) && pm->ps->ammo[pm->ps->weapon] ) {
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if ( pm->ps->weaponstate == WEAPON_FIRING && pm->ps->ammo[pm->ps->weapon] ) {
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if ( pm->ps->weapon == WP_M4) {
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pm->ps->delta_angles[0] = pm->ps->delta_angles[0] - ANGLE2SHORT(0.13);
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}
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//NiceAss: I added this for smooth M4 rise
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if (pm->ps->weaponstate == WEAPON_FIRING && pm->ps->ammo[pm->ps->weapon] &&
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pm->ps->weapon == WP_M4 && !pm->ps->stats[STAT_BURST] &&
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!(pm->ps->persistant[PERS_WEAPONMODES] & RQ3_M4MODE)) {
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pm->ps->delta_angles[0] -= ANGLE2SHORT(0.13);
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}
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// make weapon function
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if (pm->ps->weaponTime > 0) {
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pm->ps->weaponTime -= pml.msec;
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@ -2739,20 +2742,13 @@ void CheckLadder(void)
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trace_t trace;
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pml.ladder = qfalse;
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pml.previous_ladder = qfalse;
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// check for ladder
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flatforward[0] = pml.forward[0];
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flatforward[1] = pml.forward[1];
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flatforward[2] = 0;
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VectorNormalize(flatforward);
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// Elder: Previously on ladder? Does this work?
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VectorMA(pml.previous_origin, 1, flatforward, spot);
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pm->trace(&trace, pml.previous_origin, pm->mins, pm->maxs, spot, pm->ps->clientNum, MASK_PLAYERSOLID);
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if ((trace.fraction < 1) && (trace.surfaceFlags & SURF_LADDER))
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pml.previous_ladder = qtrue;
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VectorMA(pm->ps->origin, 1, flatforward, spot);
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pm->trace(&trace, pm->ps->origin, pm->mins, pm->maxs, spot, pm->ps->clientNum, MASK_PLAYERSOLID);
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