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Add jetpack
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@ -281,7 +281,8 @@ void CCharacter::FireWeapon()
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bool FullAuto = false;
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if(m_ActiveWeapon == WEAPON_GRENADE || m_ActiveWeapon == WEAPON_SHOTGUN || m_ActiveWeapon == WEAPON_RIFLE)
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FullAuto = true;
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if (m_pGameWorld->m_Core.m_Tuning.m_PlayerJetpack != 0.0f && m_ActiveWeapon == WEAPON_GUN)
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FullAuto = true;
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// check if we gonna fire
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bool WillFire = false;
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@ -398,6 +399,9 @@ void CCharacter::FireWeapon()
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Server()->SendMsg(&Msg, 0, m_pPlayer->GetCID());
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if (m_pGameWorld->m_Core.m_Tuning.m_PlayerJetpack != 0.0f)
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TakeDamage(Direction * -1.0f * m_pGameWorld->m_Core.m_Tuning.m_PlayerJetpack, g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage, m_pPlayer->GetCID(), m_ActiveWeapon);
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GameServer()->CreateSound(m_Pos, SOUND_GUN_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
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} break;
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@ -62,8 +62,8 @@ class CEntity
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CEntity *m_pPrevTypeEntity;
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CEntity *m_pNextTypeEntity;
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class CGameWorld *m_pGameWorld;
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protected:
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class CGameWorld *m_pGameWorld;
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bool m_MarkedForDestroy;
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int m_ID;
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int m_ObjType;
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@ -2194,6 +2194,13 @@ bool CGameContext::PlayerHooking()
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return Temp != 0.0;
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}
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float CGameContext::PlayerJetpack()
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{
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float Temp;
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m_Tuning.Get("player_jetpack", &Temp);
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return Temp;
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}
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void CGameContext::OnSetAuthed(int ClientID, int Level)
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{
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CServer* pServ = (CServer*)Server();
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@ -295,6 +295,7 @@ public:
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virtual void OnSetAuthed(int ClientID,int Level);
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virtual bool PlayerCollision();
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virtual bool PlayerHooking();
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virtual float PlayerJetpack();
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void ResetTuning();
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@ -45,4 +45,5 @@ MACRO_TUNING_PARAM(LaserDamage, laser_damage, 5)
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MACRO_TUNING_PARAM(PlayerCollision, player_collision, 1)
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MACRO_TUNING_PARAM(PlayerHooking, player_hooking, 1)
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MACRO_TUNING_PARAM(PlayerJetpack, player_jetpack, 0.0f)
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#endif
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