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git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1859 fc73d0e0-1445-4013-8a0c-d673dee63da5
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5 changed files with 38 additions and 18 deletions
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@ -182,7 +182,6 @@ void(entity targ, entity inflictor, entity attacker, float damage) T_Damage =
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return;
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return;
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}
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}
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if (random()*4<=1)
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sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
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sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
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// save damage based on the target's armor level
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// save damage based on the target's armor level
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@ -276,7 +276,7 @@ float (entity to, float iid, float quant) TryGiveStackable =
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local float slot;
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local float slot;
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local float item;
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local float item;
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slot = SlotOfItem(to, iid);
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slot = SlotOfItem(to, iid);
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if (slot != 0)
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if (slot > 2)
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{
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{
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item = ItemInSlot(to, slot);
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item = ItemInSlot(to, slot);
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if (ToStatus(item) + quant > 100) //100 is our maxstack value here
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if (ToStatus(item) + quant > 100) //100 is our maxstack value here
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@ -42,7 +42,7 @@ void(float cost, float iid) BuyStackable =
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//put grenade in inventory
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//put grenade in inventory
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//finds existing grenades, otherwise, empty slot
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//finds existing grenades, otherwise, empty slot
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AddStackable(self, iid, 1);
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TryGiveStackable(self, iid, 1);
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};
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};
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void() BuyBandages =
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void() BuyBandages =
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@ -118,7 +118,7 @@ void(float cost, float type) BuyChem =
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chemname = GetItemName(type);
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chemname = GetItemName(type);
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sprint(self, PRINT_HIGH, chemname);
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sprint(self, PRINT_HIGH, chemname);
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sprint(self, PRINT_HIGH, " purchased.\n");
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sprint(self, PRINT_HIGH, " purchased.\n");
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AddStackable(self, type, 1);
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TryGiveStackable(self, type, 1);
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};
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};
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void(string type) ChangeAmmo =
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void(string type) ChangeAmmo =
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@ -183,7 +183,7 @@ void (float wt, float cost, float wid) BuyWeapon =
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ammotype = WeaponAmmoType(wid);//load weapon with full ammo (may be changed)
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ammotype = WeaponAmmoType(wid);//load weapon with full ammo (may be changed)
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AddStackable(self, ammotype, ammocount*3);
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TryGiveStackable(self, ammotype, ammocount*3);
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SetWeaponModel();
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SetWeaponModel();
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};
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};
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@ -145,7 +145,7 @@ void () player_climb = [ 23, player_run ]
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void () player_run = [ 137, player_run ]
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void () player_run = [ 137, player_run ]
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{
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{
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if (self.rtime < time && self.attack == 0)
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if (self.rtime < time)
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self.weaponframe = 0;
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self.weaponframe = 0;
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if (self.equipment_slot)
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if (self.equipment_slot)
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@ -968,6 +968,10 @@ void (float slotno) ReloadWeapon =
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ac = ToStatus(asv);
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ac = ToStatus(asv);
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x = WeaponMagQuant(wid); //get the max ammo capacity
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x = WeaponMagQuant(wid); //get the max ammo capacity
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if (ToStatus(self.wslot) == x) //weapon full already
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return;
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x = x - ToStatus(self.wslot); //take away the ammo currently in the weapon
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x = x - ToStatus(self.wslot); //take away the ammo currently in the weapon
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if (x > ac) //make sure there's enough ammo
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if (x > ac) //make sure there's enough ammo
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x = ac;
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x = ac;
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@ -982,8 +986,16 @@ void (float slotno) ReloadWeapon =
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self.wslot = SlotVal(wid, x + ToStatus(self.wslot));
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self.wslot = SlotVal(wid, x + ToStatus(self.wslot));
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if (wid == IID_WP_PIPERIFLE || wid == IID_WP_WINCHESTER || wid == IID_WP_MOSSBERG)
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if (wid == IID_WP_ROCKETLAUNCHER || wid == IID_WP_PIPERIFLE || wid == IID_WP_WINCHESTER || wid == IID_WP_MOSSBERG)
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{
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sound (self, CHAN_WEAPON, "weapons/shell.wav", TRUE, ATTN_NORM);
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sound (self, CHAN_WEAPON, "weapons/shell.wav", TRUE, ATTN_NORM);
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self.attack_finished = time + 1;
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self.rtime = time + 1;
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if (self.current_slot == slotno)
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self.currentammo = ToStatus(ItemInSlot(self, slotno));
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return;
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}
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else
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else
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sound (self, CHAN_WEAPON, "weapons/reload.wav", TRUE, ATTN_NORM);
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sound (self, CHAN_WEAPON, "weapons/reload.wav", TRUE, ATTN_NORM);
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@ -1093,9 +1105,9 @@ void() W_Attack =
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else if (weap == IID_WP_JACKHAMMER)
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else if (weap == IID_WP_JACKHAMMER)
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W_FireShotgun (1, 5, 6, 160, 3000, 1);
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W_FireShotgun (1, 5, 6, 160, 3000, 1);
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else if (weap == IID_WP_MP9)
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else if (weap == IID_WP_MP9)
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FireSMG(12, 2, "weapons/mp7.wav", 2000, 0.06);
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FireSMG(12, 2, "weapons/burst.wav", 2000, 0.09);
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else if (weap == IID_WP_MP7)
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else if (weap == IID_WP_MP7)
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FireSMG(12, 2, "weapons/mp7.wav", 2000, 0.06);
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FireSMG(12, 2, "weapons/mp7.wav", 2000, 0.09);
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else if (weap == IID_WP_RANGEMASTER)
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else if (weap == IID_WP_RANGEMASTER)
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FireAssaultRifle(14, 2, "weapons/rangem.wav", 4000, 0.5);
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FireAssaultRifle(14, 2, "weapons/rangem.wav", 4000, 0.5);
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else if (weap == IID_WP_AK112)
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else if (weap == IID_WP_AK112)
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@ -1993,7 +2005,7 @@ void(float slot, float magazine) GiveAmmo =
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void (float dam, float rec, string snd, float rng, float rate) FirePistol =
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void (float dam, float rec, string snd, float rng, float rate) FirePistol =
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{
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{
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local float weap, tmp, zdif, xdif, ydif, is_headshot;
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local float weap, tmp, zdif, xdif, ydif, is_headshot;
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local vector dir, source, targ, org, org2, adjust;
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local vector dir, source, targ, org, org2, org3, adjust;
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weap = ToIID(self.(SlotField(self.current_slot)));
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weap = ToIID(self.(SlotField(self.current_slot)));
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@ -2002,9 +2014,9 @@ void (float dam, float rec, string snd, float rng, float rate) FirePistol =
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self.attack_finished = (time + rate);
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self.attack_finished = (time + rate);
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if (self.attack == 0 && self.position == POS_STAND)
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if (self.position == POS_STAND)
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player_single1 ();
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player_single1 ();
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if (self.attack == 0 && self.position >= POS_DUCK)
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if (self.position >= POS_DUCK)
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player_single1_s ();
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player_single1_s ();
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if (self.position == 0)
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if (self.position == 0)
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@ -2045,6 +2057,8 @@ void (float dam, float rec, string snd, float rng, float rate) FirePistol =
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if (trace_fraction == 1)
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if (trace_fraction == 1)
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return;
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return;
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org3 = self.origin + v_forward*32 + '0 0 22';
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org = trace_endpos - v_forward * 1;
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org = trace_endpos - v_forward * 1;
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org2 = trace_endpos + (v_forward * ((trace_ent.size_y / 2) + (trace_ent.size_x / 2)));
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org2 = trace_endpos + (v_forward * ((trace_ent.size_y / 2) + (trace_ent.size_x / 2)));
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if (trace_ent.takedamage)
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if (trace_ent.takedamage)
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@ -2078,26 +2092,32 @@ void (float dam, float rec, string snd, float rng, float rate) FirePistol =
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T_Damage (trace_ent, self, self, dam);
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T_Damage (trace_ent, self, self, dam);
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self.critical = 0;
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self.critical = 0;
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if (trace_ent.solid == SOLID_BSP)
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penetrate (org, (dam / 2), (dam / 2));
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}
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}
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else
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else
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{
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{
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bullet_hole (org);
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bullet_hole (org);
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dir = vectoangles (source - targ);
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dir = vectoangles (source - targ);
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penetrate (org, (dam / 2), (dam / 2));
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return;
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return;
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}
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}
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};
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};
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void (float dam, float rec, string snd, float rng, float rate) FireSMG =
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void (float dam, float rec, string snd, float rng, float rate) FireSMG =
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{
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{
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local float tmp, zdif, xdif, ydif, is_headshot;
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local float weap, tmp, zdif, xdif, ydif, is_headshot;
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local vector dir, source, targ, org, org2, adjust;
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local vector dir, source, targ, org, org2, adjust;
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weap = ToIID(self.(SlotField(self.current_slot)));
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if (weap != IID_WP_MP9)
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sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
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if (weap == IID_WP_MP9 && self.attack == 0)
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sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
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if (weap == IID_WP_MP9 && self.attack == 6)
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{
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sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
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self.attack = 1;
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}
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sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
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self.attack_finished = (time + rate);
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self.attack_finished = (time + rate);
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@ -3749,6 +3769,7 @@ void (vector s_aim, float dam, float tmp, float ran) W_FireBuckshotSpread1 =
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self.critical = 3;
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self.critical = 3;
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}
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}
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dam = dam + random()*dam;
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T_Damage (trace_ent, self, self, dam);
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T_Damage (trace_ent, self, self, dam);
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self.critical = 0;
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self.critical = 0;
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}
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}
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