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@ -281,6 +281,42 @@ void CBaseRespawningPickup::collect(class CPlayer *_player)
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CBaseWeaponPickup::init()
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{
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CBasePickup::init();
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m_dontAutoPickUpUntilPlayerMovesOffMe=true;
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m_collidedWithPlayer=true;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Returns:
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---------------------------------------------------------------------- */
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void CBaseWeaponPickup::think(int _frames)
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{
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CBasePickup::think(_frames);
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if(!m_collidedWithPlayer)
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{
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m_dontAutoPickUpUntilPlayerMovesOffMe=false;
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}
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else
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{
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m_collidedWithPlayer=false;
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}
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}
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/*----------------------------------------------------------------------
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/*----------------------------------------------------------------------
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Function:
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Function:
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Purpose:
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Purpose:
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@ -292,9 +328,18 @@ void CBaseWeaponPickup::collidedWith(CThing *_thisThing)
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switch(_thisThing->getThingType())
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switch(_thisThing->getThingType())
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{
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{
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case TYPE_PLAYER:
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case TYPE_PLAYER:
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if(((CPlayer*)_thisThing)->tryingToPickupWeapon())
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{
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{
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collect((CPlayer*)_thisThing);
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CPlayer *player;
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player=(CPlayer*)_thisThing;
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if(player->tryingToManuallyPickupWeapon()||
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(!m_dontAutoPickUpUntilPlayerMovesOffMe&&player->tryingToAutomaticallyPickupWeapon()))
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{
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collect(player);
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}
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else
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{
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m_collidedWithPlayer=true;
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}
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}
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}
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break;
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break;
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@ -113,8 +113,14 @@ private:
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class CBaseWeaponPickup : public CBasePickup
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class CBaseWeaponPickup : public CBasePickup
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{
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{
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public:
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virtual void init();
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virtual void think(int _frames);
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protected:
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protected:
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virtual void collidedWith(CThing *_thisThing);
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virtual void collidedWith(CThing *_thisThing);
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int m_dontAutoPickUpUntilPlayerMovesOffMe;
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int m_collidedWithPlayer;
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};
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};
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@ -81,6 +81,10 @@
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#include "game\game.h"
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#include "game\game.h"
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#endif
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#endif
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#ifndef __PICKUPS_PICKUP_H__
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#include "pickups\pickup.h"
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#endif
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/* Std Lib
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/* Std Lib
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------- */
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------- */
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@ -675,9 +679,6 @@ void CPlayer::shutdown()
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static int oldmode=-1;
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static int oldmode=-1;
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int newmode=-1;
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int newmode=-1;
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int scmax=160;
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int scspeed=5;
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void CPlayer::think(int _frames)
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void CPlayer::think(int _frames)
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{
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{
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int i;
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int i;
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@ -741,31 +742,55 @@ if(newmode!=-1)
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}
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}
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}
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}
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m_tryingToPickupWeapon=false;
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m_tryingToManuallyPickupWeapon=false;
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m_tryingToAutomaticallyPickupWeapon=false;
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for(i=0;i<_frames;i++)
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for(i=0;i<_frames;i++)
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{
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{
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// Think
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updatePadInput();
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updatePadInput();
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if(!m_tryingToPickupWeapon)
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// Weapon collect/drop/swap stuff..
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if(m_currentMode==PLAYER_MODE_BASICUNARMED||
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m_currentMode==PLAYER_MODE_FULLUNARMED)
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{
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{
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if(m_currentMode==PLAYER_MODE_BASICUNARMED||
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// Always trying to pickup weapon if unarmed... means that when SB walks
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m_currentMode==PLAYER_MODE_FULLUNARMED)
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// over an item whilst unarmed, he automatically picks it up
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m_tryingToAutomaticallyPickupWeapon=true;
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}
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if(getPadInputDown()&PI_WEAPONCHANGE)
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{
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// Trying to pick up a weapon
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m_tryingToManuallyPickupWeapon=true;
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// If already armed then drop current weapon
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if(m_currentMode!=PLAYER_MODE_BASICUNARMED&&
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m_currentMode!=PLAYER_MODE_FULLUNARMED&&
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m_currentMode!=PLAYER_MODE_DEAD)
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{
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{
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// Always trying to pickup weapon if unarmed... means that when SB walks
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static const int s_pickupsToDrop[NUM_PLAYERMODES]=
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// over an item whilst unarmed, he automatically picks it up
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m_tryingToPickupWeapon=true;
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}
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else if(getPadInputDown()&PI_WEAPONCHANGE)
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{
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if(!m_tryingToPickupWeapon&&
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m_currentMode!=PLAYER_MODE_BASICUNARMED&&
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m_currentMode!=PLAYER_MODE_FULLUNARMED&&
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m_currentMode!=PLAYER_MODE_DEAD)
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{
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{
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// Drop current weapon
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-1, // PLAYER_MODE_BASICUNARMED,
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setMode(PLAYER_MODE_FULLUNARMED);
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-1, // PLAYER_MODE_FULLUNARMED,
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-1, // PLAYER_MODE_BALLOON,
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PICKUP__BUBBLE_WAND, // PLAYER_MODE_BUBBLE_MIXTURE,
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PICKUP__NET, // PLAYER_MODE_NET,
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PICKUP__CORAL_BLOWER, // PLAYER_MODE_CORALBLOWER,
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PICKUP__JELLY_LAUNCHER, // PLAYER_MODE_JELLY_LAUNCHER,
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-1, // PLAYER_MODE_DEAD,
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-1, // PLAYER_MODE_FLY,
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};
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int pickupToDrop;
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pickupToDrop=s_pickupsToDrop[m_currentMode];
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if(pickupToDrop!=-1)
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{
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DVECTOR pickupPos;
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CBasePickup *pickup;
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pickupPos.vx=Pos.vx;
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pickupPos.vy=Pos.vy-30;
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pickup=createPickup((PICKUP_TYPE)pickupToDrop,&pickupPos);
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pickup->setPos(&pickupPos);
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}
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}
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m_tryingToPickupWeapon=true;
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setMode(PLAYER_MODE_FULLUNARMED);
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}
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}
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}
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}
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@ -1651,6 +1676,8 @@ void CPlayer::respawn()
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m_ledgeLookAhead=m_lastLedgeLookAhead=0;
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m_ledgeLookAhead=m_lastLedgeLookAhead=0;
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m_ledgeLookOffset=0;
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m_ledgeLookOffset=0;
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m_ledgeLookTimer=0;
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m_ledgeLookTimer=0;
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m_tryingToManuallyPickupWeapon=false;
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m_tryingToAutomaticallyPickupWeapon=false;
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m_squeakyBootsTimer=0;
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m_squeakyBootsTimer=0;
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m_invincibilityRingTimer=0;
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m_invincibilityRingTimer=0;
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@ -1828,7 +1855,7 @@ void CPlayer::inSoakUpState()
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_thing must point to the thing that caused the damage
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_thing must point to the thing that caused the damage
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Returns:
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Returns:
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---------------------------------------------------------------------- */
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---------------------------------------------------------------------- */
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#if defined(__USER_daveo__)
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#if defined(__USER_daveo__) || defined(__USER_paul__)
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int invincibleSponge=true; // NB: This is for debugging purposes only so don't try and use it for a permenant cheat mode..
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int invincibleSponge=true; // NB: This is for debugging purposes only so don't try and use it for a permenant cheat mode..
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#else
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#else
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int invincibleSponge=false; // NB: This is for debugging purposes only so don't try and use it for a permenant cheat mode..
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int invincibleSponge=false; // NB: This is for debugging purposes only so don't try and use it for a permenant cheat mode..
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@ -260,7 +260,8 @@ public:
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void setPlayerPos(DVECTOR *_pos) {Pos=*_pos;}
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void setPlayerPos(DVECTOR *_pos) {Pos=*_pos;}
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PLAYERINPUT getPadInputHeld() {return m_padInput;}
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PLAYERINPUT getPadInputHeld() {return m_padInput;}
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PLAYERINPUT getPadInputDown() {return m_padInputDown;}
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PLAYERINPUT getPadInputDown() {return m_padInputDown;}
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int tryingToPickupWeapon() {return m_tryingToPickupWeapon;}
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int tryingToManuallyPickupWeapon() {return m_tryingToManuallyPickupWeapon;}
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int tryingToAutomaticallyPickupWeapon() {return m_tryingToAutomaticallyPickupWeapon;}
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void inSoakUpState();
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void inSoakUpState();
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void takeDamage(DAMAGE_TYPE _damage,REACT_DIRECTION _reactDirection=REACT__UP,CThing *_thing=NULL);
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void takeDamage(DAMAGE_TYPE _damage,REACT_DIRECTION _reactDirection=REACT__UP,CThing *_thing=NULL);
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@ -338,7 +339,8 @@ private:
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PLAYERINPUT m_padInput; // Controls that are being held down
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PLAYERINPUT m_padInput; // Controls that are being held down
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PLAYERINPUT m_lastPadInput; // Last frames controls
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PLAYERINPUT m_lastPadInput; // Last frames controls
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PLAYERINPUT m_padInputDown; // Controls that were pressed this frame
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PLAYERINPUT m_padInputDown; // Controls that were pressed this frame
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int m_tryingToPickupWeapon;
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int m_tryingToManuallyPickupWeapon;
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int m_tryingToAutomaticallyPickupWeapon;
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// Various info about the current map
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// Various info about the current map
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