Fix a few issues reported by aaBlueDragon

git-svn-id: https://svn.eduke32.com/eduke32@122 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2006-04-29 02:23:07 +00:00
parent 5772213ba8
commit 7567925e87
4 changed files with 26 additions and 8 deletions

View file

@ -9534,7 +9534,7 @@ void fakedomovethings(void)
if ( myxvel || myyvel || syn->fvel || syn->svel )
{
if(p->steroids_amount > 0 && p->steroids_amount < 400)
if(p->jetpack_on == 0 && p->steroids_amount > 0 && p->steroids_amount < 400)
doubvel <<= 1;
myxvel += ((syn->fvel*doubvel)<<6);

View file

@ -6513,10 +6513,19 @@ good:
if( ps[g_p].knee_incs == 0 && sprite[ps[g_p].i].xrepeat >= 40 )
if( cansee(g_sp->x,g_sp->y,g_sp->z-(4<<8),g_sp->sectnum,ps[g_p].posx,ps[g_p].posy,ps[g_p].posz+(16<<8),sprite[ps[g_p].i].sectnum) )
{
ps[g_p].knee_incs = 1;
if(ps[g_p].weapon_pos == 0)
ps[g_p].weapon_pos = -1;
ps[g_p].actorsqu = g_i;
int i;
for(i=0;i<MAXPLAYERS;i++)
{
if(ps[i].actorsqu == g_i)
break;
}
if(i == MAXPLAYERS)
{
ps[g_p].knee_incs = 1;
if(ps[g_p].weapon_pos == 0)
ps[g_p].weapon_pos = -1;
ps[g_p].actorsqu = g_i;
}
}
break;

View file

@ -748,7 +748,7 @@ void menus(void)
gametext(200,50+16-9,s[ud.color],MENUHIGHLIGHT(1),2+8+16); }
{ char *s[] = { "Off", "Full", "Hitscan" };
gametext(200,50+16+16-9,s[AutoAim],MENUHIGHLIGHT(2),2+8+16); }
{ char *s[] = { "Off", "Pickup", "Empty", "Both" };
{ char *s[] = { "Off", "On pickup", "When empty", "Both" };
gametext(200,50+16+16+16-9,s[ud.weaponswitch],MENUHIGHLIGHT(3),2+8+16); }
gametext(200,50+16+16+16+16-9,ud.mouseaiming?"Held":"Toggle",MENUHIGHLIGHT(4),2+8+16);

View file

@ -2684,6 +2684,9 @@ void displayweapon(short snum)
long myaimmode = 0, myaimstat = 0, omyaimstat = 0;
static ControlInfo lastinfo = { 0,0,0,0,0,0 };
static int jump_input = 0;
void getinput(short snum)
{
short j, daang;
@ -2744,7 +2747,10 @@ void getinput(short snum)
return;
}
loc.bits = BUTTON(gamefunc_Jump);
if(BUTTON(gamefunc_Jump))
jump_input = 4;
loc.bits = jump_input?1:0; //BUTTON(gamefunc_Jump);
loc.bits |= BUTTON(gamefunc_Crouch)<<1;
loc.bits |= BUTTON(gamefunc_Fire)<<2;
loc.bits |= BUTTON(gamefunc_Aim_Up)<<3;
@ -2757,6 +2763,9 @@ void getinput(short snum)
if ( aplWeaponFlags[ps[snum].curr_weapon][snum] & WEAPON_FLAG_SEMIAUTO && BUTTON( gamefunc_Fire ) )
CONTROL_ClearButton(gamefunc_Fire);
if(jump_input > 0)
jump_input--;
j=0;
if (BUTTON(gamefunc_Weapon_1))
@ -4424,7 +4433,7 @@ HORIZONLY:
p->holster_weapon = 0;
if(p->weapon_pos < 0)
p->weapon_pos = -p->weapon_pos;
if(p->actorsqu >= 0 && dist(&sprite[pi],&sprite[p->actorsqu]) < 1400 )
if(p->actorsqu >= 0 && dist(&sprite[pi],&sprite[p->actorsqu]) < 1400 && sprite[p->actorsqu].statnum != MAXSTATUS)
{
guts(&sprite[p->actorsqu],JIBS6,7,myconnectindex);
spawn(p->actorsqu,BLOODPOOL);