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fixed shotgun so its more of a shotgun. fixed so it loads the correct font
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parent
dd5afa751d
commit
8202e676f9
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@ -1139,7 +1139,7 @@ void modmenu_init()
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input::enable_char_cache();
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input::enable_char_cache();
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input::enable_key_cache();
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input::enable_key_cache();
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current_font->font_texture = gfx_load_texture("data/big_font2.png");
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current_font->font_texture = gfx_load_texture("data/big_font.png");
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background_texture = gfx_load_texture("data/gui_bg.png");
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background_texture = gfx_load_texture("data/gui_bg.png");
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gui_tileset_texture = gfx_load_texture("data/gui/gui_widgets.png");
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gui_tileset_texture = gfx_load_texture("data/gui/gui_widgets.png");
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@ -637,13 +637,16 @@ void player::handle_weapons()
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1, projectile::PROJECTILE_FLAGS_EXPLODE, 0, -1, WEAPON_ROCKET);
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1, projectile::PROJECTILE_FLAGS_EXPLODE, 0, -1, WEAPON_ROCKET);
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break;
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break;
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case WEAPON_SHOTGUN:
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case WEAPON_SHOTGUN:
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for(int i = 0; i < 3; i++)
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for(int i = -2; i <= 2; i++)
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{
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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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new projectile(WEAPON_PROJECTILETYPE_SHOTGUN,
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new projectile(WEAPON_PROJECTILETYPE_SHOTGUN,
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client_id,
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client_id,
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pos+vec2(0,0),
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pos+vec2(0,0),
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direction*(20.0f+(i+1)*2.0f),
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vec2(cosf(a), sinf(a))*25.0f,
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100,
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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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this,
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1, 0, 0, -1, WEAPON_SHOTGUN);
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1, 0, 0, -1, WEAPON_SHOTGUN);
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}
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}
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@ -956,11 +959,8 @@ player players[MAX_CLIENTS];
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powerup::powerup(int _type, int _subtype)
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powerup::powerup(int _type, int _subtype)
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: entity(OBJTYPE_POWERUP)
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: entity(OBJTYPE_POWERUP)
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{
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{
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//static int current_id = 0;
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type = _type;
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type = _type;
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subtype = _subtype;
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subtype = _subtype;
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// set radius (so it can collide and be hooked and stuff)
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proximity_radius = phys_size;
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proximity_radius = phys_size;
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reset();
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reset();
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