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variuos crash fixes and fixed ninja
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@ -1507,11 +1507,9 @@ static void render_player(
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float alpha = 1.0f;
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if (alpha > 0.0f && data->weapons[iw].sprite_muzzle[itex].psprite)
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{
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vec2 dir = vec2(player.x,player.y) - vec2(prev.x, prev.y);
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vec2 dir = vec2(player_char->x,player_char->y) - vec2(prev_char->x, prev_char->y);
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dir = normalize(dir);
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float hadokenangle = atan(dir.y/dir.x);
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if (dir.x < 0.0f)
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hadokenangle += pi;
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float hadokenangle = get_angle(dir);
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gfx_quads_setrotation(hadokenangle);
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//float offsety = -data->weapons[iw].muzzleoffsety;
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select_sprite(data->weapons[iw].sprite_muzzle[itex].psprite, 0);
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@ -356,7 +356,6 @@ void player::init()
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client_id = -1;
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team = -1; // -1 == spectator
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extrapowerflags = 0;
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ninjaactivationtick = 0;
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latency_accum = 0;
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latency_accum_min = 0;
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@ -390,6 +389,9 @@ void player::reset()
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emote_stop = 0;
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damage_taken_tick = 0;
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attack_tick = 0;
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numobjectshit = 0;
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ninjaactivationtick = 0;
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currentmovetime = 0;
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active_weapon = WEAPON_GUN;
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last_weapon = WEAPON_HAMMER;
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@ -571,6 +573,7 @@ int player::handle_ninja()
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activationdir = direction;
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currentmovetime = data->weapons[WEAPON_NINJA].movetime * server_tickspeed() / 1000;
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currentcooldown = data->weapons[WEAPON_NINJA].firedelay * server_tickspeed() / 1000 + server_tick();
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// reset hit objects
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numobjectshit = 0;
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@ -1038,8 +1041,11 @@ void player::tick_defered()
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{
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create_sound(pos, SOUND_PLAYER_JUMP, mask);
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ev_common *c = (ev_common *)::events.create(EVENT_AIR_JUMP, sizeof(ev_common), mask);
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c->x = (int)pos.x;
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c->y = (int)pos.y;
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if(c)
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{
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c->x = (int)pos.x;
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c->y = (int)pos.y;
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}
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}
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//if(events&COREEVENT_HOOK_LAUNCH) snd_play_random(CHN_WORLD, SOUND_HOOK_LOOP, 1.0f, pos);
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@ -14,7 +14,7 @@ inline bool cmask_is_set(int mask, int cid) { return (mask&cmask_one(cid)) != 0;
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class event_handler
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{
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static const int MAX_EVENTS = 128;
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static const int MAX_DATASIZE = 128*4;
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static const int MAX_DATASIZE = 128*64;
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int types[MAX_EVENTS]; // TODO: remove some of these arrays
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int offsets[MAX_EVENTS];
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