fixed shotgun so its more of a shotgun. fixed so it loads the correct font

This commit is contained in:
Magnus Auvinen 2007-07-15 23:52:36 +00:00
parent dd5afa751d
commit 8202e676f9
2 changed files with 7 additions and 7 deletions

View file

@ -1139,7 +1139,7 @@ void modmenu_init()
input::enable_char_cache();
input::enable_key_cache();
current_font->font_texture = gfx_load_texture("data/big_font2.png");
current_font->font_texture = gfx_load_texture("data/big_font.png");
background_texture = gfx_load_texture("data/gui_bg.png");
gui_tileset_texture = gfx_load_texture("data/gui/gui_widgets.png");

View file

@ -637,13 +637,16 @@ void player::handle_weapons()
1, projectile::PROJECTILE_FLAGS_EXPLODE, 0, -1, WEAPON_ROCKET);
break;
case WEAPON_SHOTGUN:
for(int i = 0; i < 3; i++)
for(int i = -2; i <= 2; i++)
{
float a = get_angle(direction);
a += i*0.075f;
new projectile(WEAPON_PROJECTILETYPE_SHOTGUN,
client_id,
pos+vec2(0,0),
direction*(20.0f+(i+1)*2.0f),
100,
vec2(cosf(a), sinf(a))*25.0f,
//vec2(cosf(a), sinf(a))*20.0f,
server_tickspeed()/3,
this,
1, 0, 0, -1, WEAPON_SHOTGUN);
}
@ -956,11 +959,8 @@ player players[MAX_CLIENTS];
powerup::powerup(int _type, int _subtype)
: entity(OBJTYPE_POWERUP)
{
//static int current_id = 0;
type = _type;
subtype = _subtype;
// set radius (so it can collide and be hooked and stuff)
proximity_radius = phys_size;
reset();