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added switch and noammo sounds. ingame chat works more intuitively (sp?)
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04ab18c37c
commit
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@ -152,6 +152,14 @@ sounds {
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"data/audio/sfx_spawn_wpn-02.wav"
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"data/audio/sfx_spawn_wpn-03.wav"
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}
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weapon_noammo {
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"data/audio/wp_noammo-01.wav"
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"data/audio/wp_noammo-02.wav"
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"data/audio/wp_noammo-03.wav"
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"data/audio/wp_noammo-04.wav"
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"data/audio/wp_noammo-05.wav"
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}
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}
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@ -1202,6 +1202,9 @@ void modc_render()
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if (inp_key_down(input::esc))
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{
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if (chat_active)
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chat_active = false;
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else
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menu_active = !menu_active;
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}
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@ -1557,12 +1560,6 @@ void modc_render()
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}
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}
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if (menu_active)
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{
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ingamemenu_render();
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return;
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}
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// render chat
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{
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gfx_mapscreen(0,0,400,300);
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@ -1592,6 +1589,12 @@ void modc_render()
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}
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}
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if (menu_active)
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{
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ingamemenu_render();
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return;
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}
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// render goals
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if(gameobj)
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{
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@ -877,8 +877,14 @@ int player::handle_weapons()
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// switch weapon if wanted
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if(input.activeweapon >= 0 && input.activeweapon < NUM_WEAPONS && weapons[input.activeweapon].got &&
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data->weapons[active_weapon].duration <= 0)
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{
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if (active_weapon != input.activeweapon)
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create_sound(pos, SOUND_WEAPON_SWITCH);
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active_weapon = input.activeweapon;
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}
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if(!previnput.fire && input.fire)
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{
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if(reload_timer == 0)
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@ -917,6 +923,7 @@ int player::handle_weapons()
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case WEAPON_SHOTGUN:
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{
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int shotspread = min(2, weapons[active_weapon].ammo);
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weapons[active_weapon].ammo -= shotspread - 1; // one will be taken later
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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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@ -942,14 +949,13 @@ int player::handle_weapons()
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break;
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}
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weapons[active_weapon].ammo -= max(1, weapons[active_weapon].ammocost);
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weapons[active_weapon].ammo--;
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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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else
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{
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// click!!! click
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// TODO: make sound here
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create_sound(pos, SOUND_WEAPON_NOAMMO);
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}
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}
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}
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