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This removes the bullet spread from the pistol if the player is aiming directly at something aim() would target, allowing the special enhanced auto-aim for the pistol to be mimicked when auto-aim is disabled.
git-svn-id: https://svn.eduke32.com/eduke32@493 1a8010ca-5511-0410-912e-c29ae57300e0
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32470fe65c
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2 changed files with 25 additions and 3 deletions
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@ -3366,7 +3366,7 @@ void displayrest(long smoothratio)
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OnEvent(EVENT_DISPLAYSBAR, ps[screenpeek].i, screenpeek, -1);
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if (GetGameVarID(g_iReturnVarID,ps[screenpeek].i,screenpeek) == 0)
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coolgaugetext(screenpeek);
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operatefta();
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if (KB_KeyPressed(sc_Escape) && ud.overhead_on == 0
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@ -7674,8 +7674,6 @@ static void nonsharedkeys(void)
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if (ud.statusbarscale < 37)
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ud.statusbarscale = 37;
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setstatusbarscale(ud.statusbarscale);
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if (ud.screen_size == 8)
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ud.statusbarmode = 1;
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}
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vscrn();
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}
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@ -587,6 +587,18 @@ int shoot(int i,int atwith)
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if (projectile[atwith].workslike & PROJECTILE_FLAG_ACCURATE_AUTOAIM)
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{
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if (!ps[p].auto_aim)
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{
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if (hittype[i].temp_data[9]) zvel = hittype[i].temp_data[9];
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hitscan(sx,sy,sz,sect,sintable[(sa+512)&2047],sintable[sa&2047],
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zvel<<6,&hitsect,&hitwall,&hitspr,&hitx,&hity,&hitz,CLIPMASK1);
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if (hitspr != -1)
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{
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if (sprite[hitspr].statnum == 1 || sprite[hitspr].statnum == 2 || sprite[hitspr].statnum == 10 || sprite[hitspr].statnum == 13)
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j = 1;
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}
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}
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if (j == -1)
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{
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sa += (angRange/2)-(TRAND&(angRange-1));
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@ -1144,6 +1156,18 @@ DOSKIPBULLETHOLE:
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if (atwith == SHOTSPARK1__STATIC && !WW2GI && !NAM)
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{
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if (!ps[p].auto_aim)
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{
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if (hittype[i].temp_data[9]) zvel = hittype[i].temp_data[9];
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hitscan(sx,sy,sz,sect,sintable[(sa+512)&2047],sintable[sa&2047],
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zvel<<6,&hitsect,&hitwall,&hitspr,&hitx,&hity,&hitz,CLIPMASK1);
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if (hitspr != -1)
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{
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if (sprite[hitspr].statnum == 1 || sprite[hitspr].statnum == 2 || sprite[hitspr].statnum == 10 || sprite[hitspr].statnum == 13)
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j = 1;
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}
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}
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if (j == -1)
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{
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sa += (angRange/2)-(TRAND&(angRange-1));
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