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Fix some formatting in src/game/server/entities/character.cpp
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@ -341,7 +341,7 @@ void CCharacter::FireWeapon()
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bool FullAuto = false;
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if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_RIFLE)
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FullAuto = true;
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if (m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN)
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if(m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN)
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FullAuto = true;
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// don't fire non auto weapons when player is deep and sv_deepfly is disabled
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@ -368,8 +368,8 @@ void CCharacter::FireWeapon()
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// Timer stuff to avoid shrieking orchestra caused by unfreeze-plasma
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if(m_PainSoundTimer<=0)
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{
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m_PainSoundTimer = 1 * Server()->TickSpeed();
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GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
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m_PainSoundTimer = 1 * Server()->TickSpeed();
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GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
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}
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return;
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}
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@ -728,7 +728,7 @@ void CCharacter::Tick()
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m_pPlayer->m_ForceBalanced = false;
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}*/
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if (m_Paused)
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if(m_Paused)
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return;
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DDRaceTick();
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@ -2094,7 +2094,7 @@ void CCharacter::DDRacePostCoreTick()
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if (m_pPlayer->m_DefEmoteReset >= 0 && m_pPlayer->m_DefEmoteReset <= Server()->Tick())
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{
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m_pPlayer->m_DefEmoteReset = -1;
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m_pPlayer->m_DefEmoteReset = -1;
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m_EmoteType = m_pPlayer->m_DefEmote = EMOTE_NORMAL;
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m_EmoteStop = -1;
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}
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@ -2161,10 +2161,12 @@ bool CCharacter::Freeze(int Seconds)
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if (m_FreezeTick < Server()->Tick() - Server()->TickSpeed() || Seconds == -1)
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{
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for(int i = 0; i < NUM_WEAPONS; i++)
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{
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if(m_aWeapons[i].m_Got)
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{
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m_aWeapons[i].m_Ammo = 0;
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}
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{
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m_aWeapons[i].m_Ammo = 0;
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}
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}
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m_Armor = 0;
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m_FreezeTime = Seconds == -1 ? Seconds : Seconds * Server()->TickSpeed();
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m_FreezeTick = Server()->Tick();
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