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More weapon changes + don't apply ratio correction to HUD models (because people are whiners)
git-svn-id: https://svn.eduke32.com/eduke32@168 1a8010ca-5511-0410-912e-c29ae57300e0
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ac622add66
commit
bfa46aa711
4 changed files with 41 additions and 38 deletions
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@ -4043,9 +4043,10 @@ void polymost_dorotatesprite (long sx, long sy, long z, short a, short picnum,
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if ((dastat&10) == 2)
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{
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ratioratio = 1.6 / (((float)(windowx2-windowx1+1)) / (windowy2-windowy1)); // computes the ratio between 16/10 and current resolution ratio
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fovcorrect = (ratioratio > 1) ? (((windowx2-windowx1+1) * ratioratio) - windowx2-windowx1+1) * ((float)glratiocorrection / 63) * 2 : 0;
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bglViewport(windowx1 - (fovcorrect / 2),yres-(windowy2+1),windowx2-windowx1+1 + fovcorrect,windowy2-windowy1+1);
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// ratioratio = 1.6 / (((float)(windowx2-windowx1+1)) / (windowy2-windowy1)); // computes the ratio between 16/10 and current resolution ratio
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// fovcorrect = (ratioratio > 1) ? (((windowx2-windowx1+1) * ratioratio) - windowx2-windowx1+1) * ((float)glratiocorrection / 63) * 2 : 0;
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// bglViewport(windowx1 - (fovcorrect / 2),yres-(windowy2+1),windowx2-windowx1+1 + fovcorrect,windowy2-windowy1+1);
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bglViewport(windowx1,yres-(windowy2+1),windowx2-windowx1+1,windowy2-windowy1+1);
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}
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else
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{
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@ -4057,9 +4058,9 @@ void polymost_dorotatesprite (long sx, long sy, long z, short a, short picnum,
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memset(m,0,sizeof(m));
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if ((dastat&10) == 2)
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{
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m[0][0] = (float)ydimen / ((ratioratio > 1)?1.2:1); m[0][2] = 1.0;
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m[0][0] = (float)ydimen/* / ((ratioratio > 1)?1.2:1)*/; m[0][2] = 1.0;
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m[1][1] = (float)xdimen; m[1][2] = 1.0;
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m[2][2] = 1.0; m[2][3] = (float)ydimen / ((ratioratio > 1)?1.2:1);
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m[2][2] = 1.0; m[2][3] = (float)ydimen/* / ((ratioratio > 1)?1.2:1)*/;
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m[3][2] =-1.0;
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}
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else { m[0][0] = m[2][3] = 1.0; m[1][1] = ((float)xdim)/((float)ydim); m[2][2] = 1.0001; m[3][2] = 1-m[2][2]; }
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@ -5075,7 +5075,7 @@ void AddSystemVars()
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Bsprintf(aszBuf,"WEAPON%d_TOTALTIME",CHAINGUN_WEAPON);
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AddGameVar(aszBuf, 12, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_HOLDDELAY",CHAINGUN_WEAPON);
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AddGameVar(aszBuf, 0, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
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AddGameVar(aszBuf, 3, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_FLAGS",CHAINGUN_WEAPON);
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AddGameVar(aszBuf, WEAPON_FLAG_AUTOMATIC | WEAPON_FLAG_FIREEVERYTHIRD | WEAPON_FLAG_AMMOPERSHOT | WEAPON_FLAG_SPAWNTYPE3 | WEAPON_FLAG_RESET, GAMEVAR_FLAG_PERPLAYER | GAMEVAR_FLAG_SYSTEM);
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Bsprintf(aszBuf,"WEAPON%d_SHOOTS",CHAINGUN_WEAPON);
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@ -4538,8 +4538,7 @@ SKIPJIBS:
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insptr++;
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if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS)
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lReturn = shoot(g_i,*insptr);
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insptr++;
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lReturn = shoot(g_i,*insptr++);
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SetGameVarID(g_iReturnVarID, lReturn, g_i, g_p);
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break;
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}
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@ -361,7 +361,7 @@ short aim(spritetype *s,short aang,short atwith)
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short shoot(short i,short atwith)
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{
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short sect, hitsect, hitspr, hitwall, l, sa, p, j, k, wh, scount;
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short sect, hitsect, hitspr, hitwall, l, sa, p, j, k=-1, wh, scount;
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long sx, sy, sz, vel, zvel, hitx, hity, hitz, x, oldzvel, dal;
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unsigned char sizx,sizy;
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spritetype *s;
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@ -462,14 +462,14 @@ short shoot(short i,short atwith)
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while(k >= 0)
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{
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if(sprite[k].statnum == 3 && sprite[k].lotag == 13)
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return 0;
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return -1;
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k = nextspritesect[k];
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}
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}
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if( wall[hitwall].nextwall >= 0 &&
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wall[wall[hitwall].nextwall].hitag != 0 )
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return 0;
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return -1;
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if(wall[hitwall].hitag == 0)
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{
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@ -541,16 +541,16 @@ short shoot(short i,short atwith)
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// sprite[k].pal = 6;
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}
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}
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return 0;
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return -1;
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}
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if(hitsect < 0) return 0;
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if(hitsect < 0) return -1;
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if ((projectile[atwith].range == 0) && (projectile[atwith].workslike & PROJECTILE_FLAG_KNEE))
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projectile[atwith].range = 1024;
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if( (projectile[atwith].range > 0) && (( klabs(sx-hitx)+klabs(sy-hity) ) > projectile[atwith].range) )
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return 0;
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return -1;
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else
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{
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if(hitwall >= 0 || hitspr >= 0)
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@ -605,7 +605,7 @@ short shoot(short i,short atwith)
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}
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}
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return 0;
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return -1;
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}
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if(projectile[atwith].workslike & PROJECTILE_FLAG_HITSCAN)
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@ -630,7 +630,7 @@ short shoot(short i,short atwith)
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if (((sprite[j].picnum >= GREENSLIME)&&(sprite[j].picnum <= GREENSLIME+7))||(sprite[j].picnum ==ROTATEGUN) )
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{
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dal -= (8<<8);
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return 0;
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return -1;
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}
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zvel = ( ( sprite[j].z-sz-dal )<<8 ) / ldist(&sprite[ps[p].i], &sprite[j]) ;
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sa = getangle(sprite[j].x-sx,sprite[j].y-sy);
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@ -683,9 +683,9 @@ short shoot(short i,short atwith)
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if (projectile[atwith].cstat >= 0) s->cstat |= projectile[atwith].cstat;
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else s->cstat |= 257;
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if(hitsect < 0) return 0;
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if(hitsect < 0) return -1;
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if( (projectile[atwith].range > 0) && (( klabs(sx-hitx)+klabs(sy-hity) ) > projectile[atwith].range) ) return 0;
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if( (projectile[atwith].range > 0) && (( klabs(sx-hitx)+klabs(sy-hity) ) > projectile[atwith].range) ) return -1;
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if (projectile[atwith].trail > -1)
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hitscantrail(sx,sy,sz,hitx,hity,hitz,sa,atwith);
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@ -716,7 +716,7 @@ short shoot(short i,short atwith)
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{
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sprite[k].xrepeat = 0;
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sprite[k].yrepeat = 0;
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return 0;
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return -1;
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}
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else
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checkhitceiling(hitsect);
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@ -760,7 +760,7 @@ short shoot(short i,short atwith)
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sprite[hitspr].picnum == HANDSWITCH+1) )
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{
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checkhitswitch(p,hitspr,1);
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return 0;
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return -1;
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}
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}
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else if( hitwall >= 0 )
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@ -784,7 +784,7 @@ short shoot(short i,short atwith)
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wall[hitwall].picnum == HANDSWITCH+1) )
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{
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checkhitswitch(p,hitwall,0);
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return 0;
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return -1;
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}
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if(wall[hitwall].hitag != 0 || ( wall[hitwall].nextwall >= 0 && wall[wall[hitwall].nextwall].hitag != 0 ) )
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@ -884,7 +884,7 @@ DOSKIPBULLETHOLE:
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if (projectile[atwith].isound >= 0)
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xyzsound(projectile[atwith].isound,k,hitx,hity,hitz);
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return 0;
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return -1;
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}
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if(projectile[atwith].workslike & PROJECTILE_FLAG_RPG)
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@ -989,7 +989,7 @@ DOSKIPBULLETHOLE:
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// sa = s->ang+32-(TRAND&63);
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// zvel = oldzvel+512-(TRAND&1023);
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return 0;
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return j;
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}
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}
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@ -1050,14 +1050,14 @@ DOSKIPBULLETHOLE:
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while(k >= 0)
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{
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if(sprite[k].statnum == 3 && sprite[k].lotag == 13)
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return 0;
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return -1;
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k = nextspritesect[k];
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}
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}
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if( wall[hitwall].nextwall >= 0 &&
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wall[wall[hitwall].nextwall].hitag != 0 )
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return 0;
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return -1;
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if(wall[hitwall].hitag == 0)
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{
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@ -1075,7 +1075,7 @@ DOSKIPBULLETHOLE:
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sprite[k].pal = 6;
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}
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}
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return 0;
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return -1;
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}
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if(hitsect < 0) break;
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@ -1203,7 +1203,7 @@ DOSKIPBULLETHOLE:
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zvel<<6,&hitsect,&hitwall,&hitspr,&hitx,&hity,&hitz,CLIPMASK1);
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s->cstat |= 257;
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if(hitsect < 0) return 0;
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if(hitsect < 0) return -1;
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if( (TRAND&15) == 0 && sector[hitsect].lotag == 2 )
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tracers(hitx,hity,hitz,sx,sy,sz,8-(ud.multimode>>1));
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@ -1227,7 +1227,7 @@ DOSKIPBULLETHOLE:
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{
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sprite[k].xrepeat = 0;
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sprite[k].yrepeat = 0;
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return 0;
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return -1;
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}
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else
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checkhitceiling(hitsect);
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@ -1260,7 +1260,7 @@ DOSKIPBULLETHOLE:
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sprite[hitspr].picnum == HANDSWITCH+1) )
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{
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checkhitswitch(p,hitspr,1);
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return 0;
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return -1;
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}
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}
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else if( hitwall >= 0 )
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@ -1280,7 +1280,7 @@ DOSKIPBULLETHOLE:
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wall[hitwall].picnum == HANDSWITCH+1) )
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{
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checkhitswitch(p,hitwall,0);
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return 0;
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return -1;
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}
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if(wall[hitwall].hitag != 0 || ( wall[hitwall].nextwall >= 0 && wall[wall[hitwall].nextwall].hitag != 0 ) )
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@ -1358,7 +1358,7 @@ SKIPBULLETHOLE:
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if( (TRAND&255) < 4 )
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xyzsound(PISTOL_RICOCHET,k,hitx,hity,hitz);
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return 0;
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return -1;
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case FIRELASER__STATIC:
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case SPIT__STATIC:
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@ -1466,7 +1466,7 @@ SKIPBULLETHOLE:
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scount--;
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}
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return 0;
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return j;
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case FREEZEBLAST__STATIC:
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sz += (3<<8);
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@ -1655,7 +1655,7 @@ SKIPBULLETHOLE:
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}
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return 0;
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return j?k:-1;
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case BOUNCEMINE__STATIC:
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case MORTER__STATIC:
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@ -1806,10 +1806,10 @@ SKIPBULLETHOLE:
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sprite[j].clipdist = 32;
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return 0;
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return j;
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}
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}
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return (long) s;
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return -1;
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}
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void displayloogie(short snum)
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@ -4957,7 +4957,8 @@ SHOOTINCODE:
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}
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else *kb = 0;
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if( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RESET)
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if( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RESET &&
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((aplWeaponWorksLike[p->curr_weapon][snum] & KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
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{
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if( sb_snum&(1<<2) ) *kb = 1;
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else *kb = 0;
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@ -4965,7 +4966,7 @@ SHOOTINCODE:
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}
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}
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else if ( *kb >= aplWeaponFireDelay[p->curr_weapon][snum] && (*kb) < aplWeaponTotalTime[p->curr_weapon][snum]
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&& (aplWeaponWorksLike[p->curr_weapon][snum] & KNEE_WEAPON ? 1 : p->ammo_amount[p->curr_weapon] > 0))
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&& ((aplWeaponWorksLike[p->curr_weapon][snum] & KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
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{
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if ( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AUTOMATIC)
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{
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@ -4994,7 +4995,9 @@ SHOOTINCODE:
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DoSpawn(p);
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}
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}
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if(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RESET && (*kb) > aplWeaponTotalTime[p->curr_weapon][snum]-3)
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if(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RESET &&
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(*kb) > aplWeaponTotalTime[p->curr_weapon][snum]-aplWeaponHoldDelay[p->curr_weapon][snum] &&
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((aplWeaponWorksLike[p->curr_weapon][snum] & KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
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{
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if( sb_snum&(1<<2) ) *kb = 1;
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else *kb = 0;
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