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commit
f81af726e9
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@ -644,8 +644,12 @@ void CCharacter::GiveNinja()
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void CCharacter::RemoveNinja()
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{
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m_Core.m_Ninja.m_ActivationDir = vec2(0, 0);
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m_Core.m_Ninja.m_ActivationTick = 0;
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m_Core.m_Ninja.m_CurrentMoveTime = 0;
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m_Core.m_Ninja.m_OldVelAmount = 0;
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m_Core.m_aWeapons[WEAPON_NINJA].m_Got = false;
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m_Core.m_aWeapons[WEAPON_NINJA].m_Ammo = 0;
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m_Core.m_ActiveWeapon = m_LastWeapon;
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SetWeapon(m_Core.m_ActiveWeapon);
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@ -32,6 +32,14 @@ void CSaveTee::Save(CCharacter *pChr)
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m_aWeapons[i].m_Got = pChr->m_Core.m_aWeapons[i].m_Got;
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}
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m_Ninja.m_ActivationDir = pChr->m_Core.m_Ninja.m_ActivationDir;
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if(pChr->m_Core.m_Ninja.m_ActivationTick)
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m_Ninja.m_ActivationTick = pChr->Server()->Tick() - pChr->m_Core.m_Ninja.m_ActivationTick;
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else
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m_Ninja.m_ActivationTick = 0;
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m_Ninja.m_CurrentMoveTime = pChr->m_Core.m_Ninja.m_CurrentMoveTime;
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m_Ninja.m_OldVelAmount = pChr->m_Core.m_Ninja.m_OldVelAmount;
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m_LastWeapon = pChr->m_LastWeapon;
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m_QueuedWeapon = pChr->m_QueuedWeapon;
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@ -136,6 +144,14 @@ void CSaveTee::Load(CCharacter *pChr, int Team, bool IsSwap)
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pChr->m_Core.m_aWeapons[i].m_Got = m_aWeapons[i].m_Got;
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}
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pChr->m_Core.m_Ninja.m_ActivationDir = m_Ninja.m_ActivationDir;
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if(m_Ninja.m_ActivationTick)
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pChr->m_Core.m_Ninja.m_ActivationTick = pChr->Server()->Tick() - m_Ninja.m_ActivationTick;
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else
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pChr->m_Core.m_Ninja.m_ActivationTick = 0;
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pChr->m_Core.m_Ninja.m_CurrentMoveTime = m_Ninja.m_CurrentMoveTime;
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pChr->m_Core.m_Ninja.m_OldVelAmount = m_Ninja.m_OldVelAmount;
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pChr->m_LastWeapon = m_LastWeapon;
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pChr->m_QueuedWeapon = m_QueuedWeapon;
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@ -272,7 +288,8 @@ char *CSaveTee::GetString(const CSaveTeam *pTeam)
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"%d\t%d\t%d\t%d\t" // input stuff
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"%d\t" // m_ReloadTimer
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"%d\t" // m_TeeStarted
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"%d", //m_LiveFreeze
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"%d\t" //m_LiveFreeze
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"%f\t%f\t%d\t%d\t%d", // m_Ninja
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m_aName, m_Alive, m_Paused, m_NeededFaketuning, m_TeeFinished, m_IsSolo,
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// weapons
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m_aWeapons[0].m_AmmoRegenStart, m_aWeapons[0].m_Ammo, m_aWeapons[0].m_Ammocost, m_aWeapons[0].m_Got,
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@ -305,7 +322,8 @@ char *CSaveTee::GetString(const CSaveTeam *pTeam)
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m_InputDirection, m_InputJump, m_InputFire, m_InputHook,
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m_ReloadTimer,
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m_TeeStarted,
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m_LiveFrozen);
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m_LiveFrozen,
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m_Ninja.m_ActivationDir.x, m_Ninja.m_ActivationDir.y, m_Ninja.m_ActivationTick, m_Ninja.m_CurrentMoveTime, m_Ninja.m_OldVelAmount);
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return m_aString;
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}
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@ -345,7 +363,8 @@ int CSaveTee::FromString(const char *pString)
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"%d\t%d\t%d\t%d\t" // input stuff
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"%d\t" // m_ReloadTimer
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"%d\t" // m_TeeStarted
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"%d", // m_LiveFreeze
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"%d\t" // m_LiveFreeze
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"%f\t%f\t%d\t%d\t%d", // m_Ninja
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m_aName, &m_Alive, &m_Paused, &m_NeededFaketuning, &m_TeeFinished, &m_IsSolo,
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// weapons
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&m_aWeapons[0].m_AmmoRegenStart, &m_aWeapons[0].m_Ammo, &m_aWeapons[0].m_Ammocost, &m_aWeapons[0].m_Got,
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@ -378,7 +397,8 @@ int CSaveTee::FromString(const char *pString)
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&m_InputDirection, &m_InputJump, &m_InputFire, &m_InputHook,
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&m_ReloadTimer,
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&m_TeeStarted,
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&m_LiveFrozen);
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&m_LiveFrozen,
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&m_Ninja.m_ActivationDir.x, &m_Ninja.m_ActivationDir.y, &m_Ninja.m_ActivationTick, &m_Ninja.m_CurrentMoveTime, &m_Ninja.m_OldVelAmount);
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switch(Num) // Don't forget to update this when you save / load more / less.
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{
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case 96:
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@ -408,6 +428,20 @@ int CSaveTee::FromString(const char *pString)
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m_LiveFrozen = false;
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[[fallthrough]];
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case 110:
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if(m_aWeapons[WEAPON_NINJA].m_Got)
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{
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// remove ninja
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m_aWeapons[WEAPON_NINJA].m_Got = false;
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m_aWeapons[WEAPON_NINJA].m_Ammo = 0;
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m_ActiveWeapon = m_LastWeapon;
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}
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m_Ninja.m_ActivationDir.x = 0.0;
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m_Ninja.m_ActivationDir.y = 0.0;
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m_Ninja.m_ActivationTick = 0;
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m_Ninja.m_CurrentMoveTime = 0;
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m_Ninja.m_OldVelAmount = 0;
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[[fallthrough]];
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case 115:
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return 0;
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default:
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dbg_msg("load", "failed to load tee-string");
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@ -60,6 +60,15 @@ private:
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int m_Got;
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} m_aWeapons[NUM_WEAPONS];
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// ninja
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struct
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{
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vec2 m_ActivationDir;
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int m_ActivationTick;
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int m_CurrentMoveTime;
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int m_OldVelAmount;
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} m_Ninja;
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int m_LastWeapon;
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int m_QueuedWeapon;
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