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Another update, fix typo
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cda99668c7
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@ -70,7 +70,7 @@ void CCharacter::HandleJetpack()
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return;
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// check for ammo
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if(!m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo)
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if(!m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo || m_FreezeTime)
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{
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return;
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}
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@ -286,7 +286,7 @@ void CCharacter::FireWeapon()
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return;
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// check for ammo
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if(!m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo)
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if(!m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo || m_FreezeTime)
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{
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return;
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}
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@ -905,11 +905,6 @@ bool CCharacter::Freeze(int Seconds)
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return false;
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if (m_FreezeTick < GameWorld()->GameTick() - GameWorld()->GameTickSpeed() || Seconds == -1)
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{
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for(int i = 0; i < NUM_WEAPONS; i++)
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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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m_FreezeTime = Seconds == -1 ? Seconds : Seconds * GameWorld()->GameTickSpeed();
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m_FreezeTick = GameWorld()->GameTick();
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return true;
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@ -926,8 +921,6 @@ bool CCharacter::UnFreeze()
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{
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if (m_FreezeTime > 0)
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{
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for(int i=0;i<NUM_WEAPONS;i++)
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m_aWeapons[i].m_Ammo = -1;
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if(!m_aWeapons[m_Core.m_ActiveWeapon].m_Got)
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m_Core.m_ActiveWeapon = WEAPON_GUN;
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m_FreezeTime = 0;
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@ -956,8 +949,7 @@ void CCharacter::GiveWeapon(int Weapon, bool Remove)
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}
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else
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{
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if(!m_FreezeTime)
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m_aWeapons[Weapon].m_Ammo = -1;
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m_aWeapons[Weapon].m_Ammo = -1;
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}
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m_aWeapons[Weapon].m_Got = !Remove;
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@ -34,12 +34,9 @@ void CPickup::Tick()
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{
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if(pChr->GetWeaponGot(i))
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{
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if(!(pChr->m_FreezeTime && i == WEAPON_NINJA))
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{
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pChr->SetWeaponGot(i, false);
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pChr->SetWeaponAmmo(i, 0);
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sound = true;
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}
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pChr->SetWeaponGot(i, false);
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pChr->SetWeaponAmmo(i, 0);
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sound = true;
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}
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}
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pChr->SetNinjaActivationDir(vec2(0,0));
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@ -47,12 +44,12 @@ void CPickup::Tick()
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pChr->SetNinjaCurrentMoveTime(0);
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if (sound)
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pChr->SetLastWeapon(WEAPON_GUN);
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if(!pChr->m_FreezeTime && pChr->GetActiveWeapon() >= WEAPON_SHOTGUN)
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if(pChr->GetActiveWeapon() >= WEAPON_SHOTGUN)
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pChr->SetActiveWeapon(WEAPON_HAMMER);
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break;
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case POWERUP_WEAPON:
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if(m_Subtype >= 0 && m_Subtype < NUM_WEAPONS && (!pChr->GetWeaponGot(m_Subtype) || (pChr->GetWeaponAmmo(m_Subtype) != -1 && !pChr->m_FreezeTime)))
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if(m_Subtype >= 0 && m_Subtype < NUM_WEAPONS && (!pChr->GetWeaponGot(m_Subtype) || pChr->GetWeaponAmmo(m_Subtype) != -1))
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pChr->GiveWeapon(m_Subtype);
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break;
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@ -168,7 +168,7 @@ CProjectile::CProjectile(CGameWorld *pGameWorld, int ID, CNetObj_Projectile *pPr
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m_Bouncing = m_Freeze = 0;
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m_Explosive = (pProj->m_Type == WEAPON_GRENADE) && (fabs(1.0f - length(m_Direction)) < 0.015f);
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}
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m_Type = m_Type = pProj->m_Type;
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m_Type = pProj->m_Type;
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m_StartTick = pProj->m_StartTick;
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m_TuneZone = GameWorld()->m_WorldConfig.m_PredictTiles ? Collision()->IsTune(Collision()->GetMapIndex(m_Pos)) : 0;
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