if(pl.movement_x > 0) movestate += 3;
if(pl.movement_y < 0) movestate -= 1;
if(pl.movement_y > 0) movestate += 1;
+#ifdef GMQCC
+ note = 0;
+#endif
switch(movestate)
{
// layout: originally I wanted
hittype |= HITTYPE_SECONDARY;
if(self.tuba_instrument & 2)
hittype |= HITTYPE_BOUNCE;
- if(self.tuba_instrument & 4)
- hittype |= HITTYPE_HEADSHOT;
if(self.tuba_note)
{
return TRUE; // TODO use fuel?
else if (req == WR_CHECKAMMO2)
return TRUE; // TODO use fuel?
+ else if (req == WR_SUICIDEMESSAGE)
+ {
+ if(w_deathtype & HITTYPE_BOUNCE)
+ return WEAPON_ACCORDEON_SUICIDE;
+ else if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_KLEINBOTTLE_SUICIDE;
+ else
+ return WEAPON_TUBA_SUICIDE;
+ }
+ else if (req == WR_KILLMESSAGE)
+ {
+ if(w_deathtype & HITTYPE_BOUNCE)
+ return WEAPON_ACCORDEON_MURDER;
+ else if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_KLEINBOTTLE_MURDER;
+ else
+ return WEAPON_TUBA_MURDER;
+ }
return TRUE;
}
#endif
{
// nothing to do
}
+/*<<<<<<< HEAD
+=======
else if (req == WR_SUICIDEMESSAGE)
{
float instr;
instr |= 1;
if(w_deathtype & HITTYPE_BOUNCE)
instr |= 2;
- if(w_deathtype & HITTYPE_HEADSHOT)
- instr |= 4;
switch(instr)
{
default:
instr |= 1;
if(w_deathtype & HITTYPE_BOUNCE)
instr |= 2;
- if(w_deathtype & HITTYPE_HEADSHOT)
- instr |= 4;
switch(instr)
{
default:
break;
}
}
+>>>>>>> origin/master*/
return TRUE;
}
#endif