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balance fixes
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e4304d5c90
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@ -9,6 +9,7 @@ struct weapon {
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int meleereach = meleereach@1
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int ammoregentime = ammoregentime@1
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int maxammo = maxammo@1
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int costammo = costammo@1
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int duration = duration@1
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int movetime = movetime@1
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int velocity = velocity@1
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@ -324,6 +324,7 @@ weapons {
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muzzleoffsetx 50.0
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muzzleoffsety 6.0
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maxammo 10
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costammo 1
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recoil 10
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firedelay 100
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muzzleduration 5
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@ -349,6 +350,7 @@ weapons {
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muzzleoffsetx 0.0
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muzzleoffsety 0.0
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maxammo 10
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costammo 1
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recoil 10
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firedelay 600
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muzzleduration 0
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@ -377,6 +379,7 @@ weapons {
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muzzleoffsetx 70.0
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muzzleoffsety 6.0
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maxammo 10
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costammo 2
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recoil 10
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firedelay 600
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muzzleduration 5
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@ -402,6 +405,7 @@ weapons {
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muzzleoffsetx 0.0
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muzzleoffsety 0.0
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maxammo 10
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costammo 0
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recoil 10
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firedelay 150
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muzzleduration 0
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@ -409,7 +413,7 @@ weapons {
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offsetx 4.0
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offsety -20.0
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meleedamage 1
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meleereach 25
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meleereach 40
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ammoregentime 0
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duration -1
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movetime 0
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@ -426,6 +430,7 @@ weapons {
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muzzleoffsetx 0.0
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muzzleoffsety 0.0
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maxammo 10
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costammo 1
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recoil 10
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firedelay 100
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muzzleduration 0
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@ -453,6 +458,7 @@ weapons {
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muzzleoffsetx 40.0
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muzzleoffsety -4.0
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maxammo 0
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costammo 0
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recoil 0
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firedelay 800
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muzzleduration 0
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@ -911,7 +911,8 @@ int player::handle_weapons()
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create_sound(pos, SOUND_ROCKET_FIRE);
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break;
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case WEAPON_SHOTGUN:
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for(int i = -2; i <= 2; i++)
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int shotspread = min(2, weapons[active_weapon].ammo);
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for(int i = -shotspread; i <= shotspread; i++)
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{
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float a = get_angle(direction);
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a += i*0.075f;
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@ -922,7 +923,7 @@ int player::handle_weapons()
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//vec2(cosf(a), sinf(a))*20.0f,
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server_tickspeed()/3,
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this,
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1, 0, 0, -1, WEAPON_SHOTGUN);
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2, 0, 0, -1, WEAPON_SHOTGUN);
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}
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create_sound(pos, SOUND_SHOTGUN_FIRE);
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break;
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@ -935,7 +936,7 @@ int player::handle_weapons()
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break;
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}
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weapons[active_weapon].ammo--;
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weapons[active_weapon].ammo -= max(1, weapons[active_weapon].ammocost);
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attack_tick = server_tick();
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reload_timer = data->weapons[active_weapon].firedelay * server_tickspeed() / 1000;
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}
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@ -1631,7 +1632,7 @@ void create_explosion(vec2 p, int owner, int weapon, bool bnodamage)
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l = 1-clamp((l-innerradius)/(radius-innerradius), 0.0f, 1.0f);
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float dmg = 6 * l;
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if((int)dmg)
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ents[i]->take_damage(forcedir*dmg*2, (int)dmg, owner, weapon);
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ents[i]->take_damage(forcedir*dmg*2, (int)dmg/2, owner, weapon);
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}
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}
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}
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@ -208,6 +208,7 @@ public:
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{
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int ammoregenstart;
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int ammo;
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int ammocost;
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bool got;
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} weapons[NUM_WEAPONS];
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int active_weapon;
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