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https://github.com/ddnet/ddnet.git
synced 2024-11-10 01:58:19 +00:00
small updates
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@ -244,7 +244,7 @@ weapons {
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nummuzzlesprites 3
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muzzleoffsetx 50.0
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muzzleoffsety 6.0
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maxammo 5
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maxammo 10
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recoil 10
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firedelay 100
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muzzleduration 5
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@ -253,7 +253,7 @@ weapons {
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offsety 4.0
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meleedamage 0
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meleereach 0
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ammoregentime 1000
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ammoregentime 500
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duration -1
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movetime 0
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velocity 0
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@ -324,7 +324,7 @@ weapons {
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muzzleoffsety 0.0
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maxammo 10
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recoil 10
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firedelay 300
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firedelay 150
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muzzleduration 0
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visual_size 96
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offsetx 4.0
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@ -372,12 +372,12 @@ weapons {
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muzzleoffsety 0.0
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maxammo 0
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recoil 0
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firedelay 400
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firedelay 800
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muzzleduration 0
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visual_size 96
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offsetx 0.0
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offsety 0.0
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meleedamage 10
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meleedamage 9
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meleereach 0
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ammoregentime 0
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duration 15000
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@ -249,7 +249,7 @@ public:
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reporttime += time_freq()*reportinterval;
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}
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totaltime += time_get()-t;
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//thread_sleep(1);
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thread_sleep(1);
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}
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mods_shutdown();
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@ -1003,21 +1003,22 @@ void ingamemenu_render()
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{
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if (!local_player)
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return;
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gfx_mapscreen(0, 0, 800, 600);
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gfx_mapscreen(0, 0, 800, 600); // TODO: fix me
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// Ingame menu - quit and change team (if tdm)
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float mx,my;
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int rx, ry;
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inp_mouse_relative(&rx, &ry);
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mouse_pos.x += rx;
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mouse_pos.y += ry;
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if(mouse_pos.x < 0) mouse_pos.x = 0;
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if(mouse_pos.y < 0) mouse_pos.y = 0;
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if(mouse_pos.x > gfx_screenwidth()) mouse_pos.x = gfx_screenwidth();
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if(mouse_pos.y > gfx_screenheight()) mouse_pos.y = gfx_screenheight();
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static vec2 menu_mouse_pos(0,0);
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menu_mouse_pos.x += rx;
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menu_mouse_pos.y += ry;
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if(menu_mouse_pos.x < 0) mouse_pos.x = 0;
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if(menu_mouse_pos.y < 0) mouse_pos.y = 0;
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if(menu_mouse_pos.x > gfx_screenwidth()) menu_mouse_pos.x = gfx_screenwidth();
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if(menu_mouse_pos.y > gfx_screenheight()) menu_mouse_pos.y = gfx_screenheight();
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// update the ui
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mx = (mouse_pos.x/(float)gfx_screenwidth())*800.0f;
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my = (mouse_pos.y/(float)gfx_screenheight())*600.0f;
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mx = (menu_mouse_pos.x/(float)gfx_screenwidth())*800.0f;
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my = (menu_mouse_pos.y/(float)gfx_screenheight())*600.0f;
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int buttons = 0;
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if(inp_key_pressed(input::mouse_1)) buttons |= 1;
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@ -1026,12 +1027,6 @@ void ingamemenu_render()
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ui_update(mx,my,mx*3.0f,my*3.0f,buttons);
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gfx_texture_set(cursor_texture);
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gfx_quads_begin();
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gfx_quads_setcolor(1,1,1,1);
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gfx_quads_drawTL(mx,my,24,24);
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gfx_quads_end();
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char buf[128];
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if (gametype == GAMETYPE_TDM)
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{
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@ -1047,11 +1042,18 @@ void ingamemenu_render()
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}
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}
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if (ui_do_button(&menu_quit, "Quit", 0, 30, 350, 170, 48, draw_teewars_button))
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if (ui_do_button(&menu_quit, "Disconnect", 0, 30, 350, 170, 48, draw_teewars_button))
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{
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//if (get_state() == STATE_CONNECTING || get_state() == STATE_ONLINE)
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main_client.disconnect();
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}
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gfx_texture_set(cursor_texture);
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gfx_quads_begin();
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gfx_quads_setcolor(1,1,1,1);
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gfx_quads_drawTL(mx,my,24,24);
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gfx_quads_end();
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}
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void modc_render()
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@ -1115,6 +1117,7 @@ void modc_render()
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input::clear_key(); // TODO: bypasses the engine interface
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// fetch new input
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if(!menu_active)
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{
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int x, y;
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inp_mouse_relative(&x, &y);
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@ -1585,7 +1588,7 @@ void modc_render()
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sprintf(buf, "%4d", player->latency);
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float tw = gfx_pretty_text_width(48.0f, buf);
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gfx_pretty_text(offsetx + x + 220, y, 48, buf);
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gfx_pretty_text(offsetx + x + 240, y, 48, buf);
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offsets[player->team] += 58.0f;
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}
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@ -4,5 +4,5 @@ MACRO_CONFIG_INT(key_jump, 32, 32, 512)
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MACRO_CONFIG_INT(key_fire, 384, 32, 512)
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MACRO_CONFIG_INT(key_hook, 385, 32, 512)
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MACRO_CONFIG_INT(scorelimit, 2, 0, 1000)
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MACRO_CONFIG_INT(scorelimit, 20, 0, 1000)
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MACRO_CONFIG_INT(timelimit, 0, 0, 1000)
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@ -343,7 +343,7 @@ game_world world;
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gameobject::gameobject()
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: entity(OBJTYPE_GAME)
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{
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gametype = GAMETYPE_DM;
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gametype = GAMETYPE_TDM;
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game_over_tick = -1;
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sudden_death = 0;
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round_start_tick = server_tick();
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@ -703,10 +703,6 @@ void player::respawn()
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weapons[WEAPON_GUN].got = true;
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weapons[WEAPON_GUN].ammo = data->weapons[active_weapon].maxammo;
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// TEMP DEBUG
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weapons[WEAPON_ROCKET_BACKPACK].got = true;
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weapons[WEAPON_ROCKET_BACKPACK].ammo = 10;
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active_weapon = WEAPON_GUN;
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reload_timer = 0;
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@ -1006,7 +1002,7 @@ void player::tick()
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// TODO: remove this tick count, it feels weird
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if(dead)
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{
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if(server_tick()-die_tick >= server_tickspeed()*3) // auto respawn after 3 sec
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if(server_tick()-die_tick >= server_tickspeed()*5) // auto respawn after 3 sec
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respawn();
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if(input.fire && server_tick()-die_tick >= server_tickspeed()/2) // auto respawn after 0.5 sec
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respawn();
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@ -1376,14 +1372,14 @@ void powerup::tick()
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if(pplayer->health < data->playerinfo[gameobj.gametype].maxhealth)
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{
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pplayer->health = min((int)data->playerinfo[gameobj.gametype].maxhealth, pplayer->health + 1);
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respawntime = 20;
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respawntime = 15;
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}
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break;
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case POWERUP_TYPE_ARMOR:
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if(pplayer->armor < data->playerinfo[gameobj.gametype].maxarmor)
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{
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pplayer->armor = min((int)data->playerinfo[gameobj.gametype].maxarmor, pplayer->armor + 1);
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respawntime = 20;
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respawntime = 15;
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}
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break;
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@ -1393,8 +1389,8 @@ void powerup::tick()
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if(pplayer->weapons[subtype].ammo < 10 || !pplayer->weapons[subtype].got)
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{
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pplayer->weapons[subtype].got = true;
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pplayer->weapons[subtype].ammo = min(10, pplayer->weapons[subtype].ammo + 5);
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respawntime = 20;
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pplayer->weapons[subtype].ammo = min(10, pplayer->weapons[subtype].ammo + 10);
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respawntime = 15;
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}
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}
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break;
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@ -1404,7 +1400,7 @@ void powerup::tick()
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pplayer->ninjaactivationtick = server_tick();
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pplayer->weapons[WEAPON_NINJA].got = true;
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pplayer->active_weapon = WEAPON_NINJA;
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respawntime = 20;
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respawntime = 90;
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break;
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}
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default:
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