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Changed IR vision to be more like AQ2
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1 changed files with 19 additions and 18 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Log$
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// $Log$
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// Revision 1.40 2002/03/31 17:41:03 makro
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// Changed IR vision to be more like AQ2
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//
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// Revision 1.39 2002/03/31 13:52:48 jbravo
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// Revision 1.39 2002/03/31 13:52:48 jbravo
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// More cleanups
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// More cleanups
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//
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//
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@ -763,35 +766,33 @@ static void CG_SayTeam_f ( void ) {
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*/
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*/
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/*
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/*
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==================
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====================================
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CG_IRVision_f
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CG_IRVision_f
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Elder: Attempt to turn on IR Vision
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Elder: Attempt to turn on IR Vision
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==================
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Makro: Made it so that the player
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can use this even if he
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doesn't have a bandolier
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====================================
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*/
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*/
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static void CG_IRVision_f ( void ) {
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static void CG_IRVision_f ( void ) {
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const char *status = "enabled";
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cg.rq3_irvision = !(cg.rq3_irvision);
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if ( !(cg.rq3_irvision) ) {
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status = "disabled";
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}
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if (bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_BANDOLIER)
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if (bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_BANDOLIER)
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{
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{
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if (cg.rq3_irvision)
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CG_Printf(va("IR vision %s.\n", status));
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{
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} else {
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CG_Printf("IR vision disabled.\n");
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CG_Printf(va("IR vision will be %s next time you get a bandolier.\n", status));
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cg.rq3_irvision = qfalse;
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}
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else
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{
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CG_Printf("IR vision enabled.\n");
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cg.rq3_irvision = qtrue;
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}
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}
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trap_S_StartLocalSound(cgs.media.weapToggleSound, CHAN_ITEM);
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trap_S_StartLocalSound(cgs.media.weapToggleSound, CHAN_ITEM);
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}
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else
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{
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CG_Printf("You do not have IR goggles.\n");
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}
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}
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}
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