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Fix a few issues reported by aaBlueDragon
git-svn-id: https://svn.eduke32.com/eduke32@122 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
5772213ba8
commit
7567925e87
4 changed files with 26 additions and 8 deletions
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@ -9534,7 +9534,7 @@ void fakedomovethings(void)
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if ( myxvel || myyvel || syn->fvel || syn->svel )
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{
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if(p->steroids_amount > 0 && p->steroids_amount < 400)
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if(p->jetpack_on == 0 && p->steroids_amount > 0 && p->steroids_amount < 400)
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doubvel <<= 1;
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myxvel += ((syn->fvel*doubvel)<<6);
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@ -6513,10 +6513,19 @@ good:
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if( ps[g_p].knee_incs == 0 && sprite[ps[g_p].i].xrepeat >= 40 )
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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) )
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{
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ps[g_p].knee_incs = 1;
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if(ps[g_p].weapon_pos == 0)
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ps[g_p].weapon_pos = -1;
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ps[g_p].actorsqu = g_i;
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int i;
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for(i=0;i<MAXPLAYERS;i++)
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{
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if(ps[i].actorsqu == g_i)
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break;
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}
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if(i == MAXPLAYERS)
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{
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ps[g_p].knee_incs = 1;
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if(ps[g_p].weapon_pos == 0)
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ps[g_p].weapon_pos = -1;
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ps[g_p].actorsqu = g_i;
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}
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}
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break;
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@ -748,7 +748,7 @@ void menus(void)
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gametext(200,50+16-9,s[ud.color],MENUHIGHLIGHT(1),2+8+16); }
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{ char *s[] = { "Off", "Full", "Hitscan" };
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gametext(200,50+16+16-9,s[AutoAim],MENUHIGHLIGHT(2),2+8+16); }
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{ char *s[] = { "Off", "Pickup", "Empty", "Both" };
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{ char *s[] = { "Off", "On pickup", "When empty", "Both" };
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gametext(200,50+16+16+16-9,s[ud.weaponswitch],MENUHIGHLIGHT(3),2+8+16); }
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gametext(200,50+16+16+16+16-9,ud.mouseaiming?"Held":"Toggle",MENUHIGHLIGHT(4),2+8+16);
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@ -2684,6 +2684,9 @@ void displayweapon(short snum)
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long myaimmode = 0, myaimstat = 0, omyaimstat = 0;
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static ControlInfo lastinfo = { 0,0,0,0,0,0 };
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static int jump_input = 0;
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void getinput(short snum)
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{
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short j, daang;
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@ -2744,7 +2747,10 @@ void getinput(short snum)
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return;
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}
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loc.bits = BUTTON(gamefunc_Jump);
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if(BUTTON(gamefunc_Jump))
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jump_input = 4;
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loc.bits = jump_input?1:0; //BUTTON(gamefunc_Jump);
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loc.bits |= BUTTON(gamefunc_Crouch)<<1;
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loc.bits |= BUTTON(gamefunc_Fire)<<2;
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loc.bits |= BUTTON(gamefunc_Aim_Up)<<3;
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@ -2757,6 +2763,9 @@ void getinput(short snum)
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if ( aplWeaponFlags[ps[snum].curr_weapon][snum] & WEAPON_FLAG_SEMIAUTO && BUTTON( gamefunc_Fire ) )
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CONTROL_ClearButton(gamefunc_Fire);
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if(jump_input > 0)
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jump_input--;
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j=0;
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if (BUTTON(gamefunc_Weapon_1))
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@ -4424,7 +4433,7 @@ HORIZONLY:
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p->holster_weapon = 0;
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if(p->weapon_pos < 0)
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p->weapon_pos = -p->weapon_pos;
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if(p->actorsqu >= 0 && dist(&sprite[pi],&sprite[p->actorsqu]) < 1400 )
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if(p->actorsqu >= 0 && dist(&sprite[pi],&sprite[p->actorsqu]) < 1400 && sprite[p->actorsqu].statnum != MAXSTATUS)
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{
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guts(&sprite[p->actorsqu],JIBS6,7,myconnectindex);
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spawn(p->actorsqu,BLOODPOOL);
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