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This post has been edited by dpax: 06 November 2013 - 02:45 PM
player.c // Unload it all mofo if drugged up if (aplWeaponWorksLike[p->curr_weapon][snum] == KNEE_WEAPON || aplWeaponWorksLike[p->curr_weapon][snum] == PISTOL_WEAPON) { if(p->steroids_amount > 0 && p->steroids_amount < 400) { P_FireWeapon(p); P_DoWeaponSpawn(p); } } premap.c i = headspritestat[STAT_PLAYER]; // Got make sure we handle multiple players when a map fails to have multiple spawn points if(nextspritestat[i] < 0) { // Hack in second player on same spawn point if(ud.multimode > 1) { A_InsertSprite(g_player[1].ps->cursectnum,g_player[1].ps->posx, g_player[1].ps->posy,g_player[1].ps->posz, APLAYER,0,0,0,g_player[1].ps->ang,0,0,0,10); } } // Reset this i = headspritestat[STAT_PLAYER]; game.c void Net_SendSuicide() { int i; if(numplayers > 1) { // Self death and drug loss A_PlaySound(DUKE_PISSRELIEF, g_player[myconnectindex].ps->i); g_player[myconnectindex].ps->steroids_amount = 0; sprite[g_player[myconnectindex].ps->i].extra = 0; buf[0] = PACKET_TYPE_SUICIDE; buf[1] = myconnectindex; TRAVERSE_CONNECT(i) { if (i != myconnectindex) sendpacket(i, &buf[0], 2); if ((!g_networkBroadcastMode) && (myconnectindex != connecthead)) break; //slaves in M/S mode only send to master } } }
DavoX, on 25 November 2013 - 05:28 AM, said:
Micky C, on 25 November 2013 - 05:32 AM, said:
This post has been edited by Scott_AW: 25 November 2013 - 07:17 PM
Scott_AW, on 25 November 2013 - 07:16 PM, said:
This post has been edited by Scott_AW: 27 November 2013 - 11:30 AM
Artem Nevinchany, on 27 November 2013 - 11:21 AM, said:
Artem Nevinchany, on 27 November 2013 - 11:21 AM, said:
Scott_AW, on 25 November 2013 - 07:16 PM, said:
Gambini, on 27 November 2013 - 04:22 PM, said:
This post has been edited by Norvak: 28 November 2013 - 01:02 PM
This post has been edited by Commando Nukem: 30 November 2013 - 03:15 AM