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renamed laser to rifle.
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dd1e7adc00
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@ -11,7 +11,7 @@ sounds {
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"data/audio/wp_shotty_fire-03.wv"
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}
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laser_fire {
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rifle_fire {
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"data/audio/wp_shotty_fire-01.wv"
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"data/audio/wp_shotty_fire-02.wv"
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"data/audio/wp_shotty_fire-03.wv"
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@ -374,9 +374,9 @@ weapons {
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velocity 0
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}
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laser {
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sprite_body sprites.game.weapon_laser_body
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sprite_cursor sprites.game.weapon_laser_cursor
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rifle {
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sprite_body sprites.game.weapon_rifle_body
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sprite_cursor sprites.game.weapon_rifle_cursor
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sprite_proj sprites.game.weapon_shotgun_proj
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sprite_muzzles {
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}
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@ -386,7 +386,7 @@ weapons {
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muzzleoffsety 0.0
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maxammo 10
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recoil 10
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firedelay 600
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firedelay 800
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muzzleduration 0
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visual_size 128
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offsetx 24.0
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@ -491,8 +491,8 @@ sprites {
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weapon_ninja_cursor 0 10 2 2
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weapon_ninja_proj 0 0 0 0
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weapon_laser_body 2 12 9 3
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weapon_laser_cursor 0 12 2 2
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weapon_rifle_body 2 12 9 3
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weapon_rifle_cursor 0 12 2 2
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hook_chain 2 0 1 1
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hook_head 3 0 2 1
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@ -1300,6 +1300,7 @@ static void menu2_render_settings_controls(RECT main_view)
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{ "Pistol:", &config.key_weapon2 },
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{ "Shotgun:", &config.key_weapon3 },
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{ "Grenade:", &config.key_weapon4 },
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{ "Rifle:", &config.key_weapon5 },
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{ "Next Weapon:", &config.key_next_weapon },
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{ "Prev. Weapon:", &config.key_prev_weapon },
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{ "Emoticon:", &config.key_emoticon },
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@ -482,7 +482,7 @@ bool laser::hit_player(vec2 from, vec2 to)
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this->from = from;
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pos = at;
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energy = -1;
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hit->take_damage(vec2(0,0), tuning.laser_damage, owner->client_id, WEAPON_LASER);
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hit->take_damage(vec2(0,0), tuning.laser_damage, owner->client_id, WEAPON_RIFLE);
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return true;
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}
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@ -818,8 +818,8 @@ void player::try_respawn()
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weapons[WEAPON_GUN].got = true;
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weapons[WEAPON_GUN].ammo = data->weapons[WEAPON_GUN].maxammo;
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weapons[WEAPON_LASER].got = true;
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weapons[WEAPON_LASER].ammo = 100000; //data->weapons[WEAPON_LASER].maxammo;
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weapons[WEAPON_RIFLE].got = true;
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weapons[WEAPON_RIFLE].ammo = 100000; //data->weapons[WEAPON_LASER].maxammo;
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active_weapon = WEAPON_GUN;
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last_weapon = WEAPON_HAMMER;
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@ -1078,10 +1078,10 @@ int player::handle_weapons()
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break;
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}
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case WEAPON_LASER:
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case WEAPON_RIFLE:
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{
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new laser(pos, direction, tuning.laser_reach, this);
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create_sound(pos, SOUND_LASER_FIRE);
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create_sound(pos, SOUND_RIFLE_FIRE);
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break;
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}
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