remove extraneous FIXMEs
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@ -147,10 +147,9 @@ void(entity targ, entity inflictor, entity attacker, float damage) ent_damage =
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// add to the damage total for clients, which will be sent as a single
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// message at the end of the frame
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// FIXME: remove after combining shotgun blasts?
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if(targ.flags & FL_CLIENT) {
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targ.dmg_take = targ.dmg_take + take;
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targ.dmg_save = targ.dmg_save + save;
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targ.dmg_take += take;
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targ.dmg_save += save;
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targ.dmg_inflictor = inflictor;
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}
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@ -187,18 +187,13 @@ void() ogre_fire_grenade = {
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/*
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================
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chainsaw
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FIXME
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================
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*/
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void(float side) chainsaw = {
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vector delta;
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float ldmg;
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if(!self.enemy) {
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return;
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}
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if(!ent_can_damage(self.enemy, self)) {
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if(!self.enemy || !ent_can_damage(self.enemy, self)) {
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return;
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}
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@ -399,8 +399,6 @@ has been twice in two seconds, otherwise it goes into one of the four
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fast pain frames.
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A hit of less than 10 points of damage(winged by a shotgun) will be ignored.
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FIXME: don't use pain_finished because of nightmare hack
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=================
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*/
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void(entity attacker, float take) zombie_pain = {
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@ -197,7 +197,6 @@ void() door_touch = {
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return;
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}
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// FIXME: blink key on player's status bar
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if((self.items & other.items) != self.items) {
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switch(self.owner.items) {
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case IT_KEY1: print_center(other, "You need the ", key_1_name()); break;
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@ -754,7 +754,7 @@ void() key_touch = {
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sound(other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
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cmd_client(other, "bf\n");
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other.items = other.items | self.items;
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other.items |= self.items;
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if(!coop) {
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self.solid = SOLID_NOT;
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