Make sure we call View_AddEvent() _after_ Weapons_ViewAnimation() so the
cache hack in the upstream Nuclide repo works.
This commit is contained in:
parent
7bc7388125
commit
acbdc62b14
17 changed files with 91 additions and 100 deletions
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@ -63,6 +63,7 @@ struct
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void(void) m_pEventCall;
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float m_flEventTime;
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float m_flEventFrame;
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int m_iLastWeapon;
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int m_iOldWeapon;
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@ -159,7 +159,6 @@ w_ak47_primary(void)
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_RIFLE);
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View_AddEvent(w_rifle_ejectshell, 0.0f);
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int r = (float)input_sequence % 3;
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switch (r) {
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@ -173,6 +172,7 @@ w_ak47_primary(void)
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Weapons_ViewAnimation(AK47_SHOOT3);
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break;
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}
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View_AddEvent(w_rifle_ejectshell, 0.0f);
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#else
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TraceAttack_SetPenetrationPower(1);
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 36, [accuracy,accuracy], WEAPON_AK47);
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@ -126,7 +126,6 @@ w_aug_primary(void)
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_RIFLE);
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View_AddEvent(w_rifle_ejectshell, 0.0f);
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int r = (float)input_sequence % 3;
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switch (r) {
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@ -140,6 +139,7 @@ w_aug_primary(void)
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Weapons_ViewAnimation(AUG_SHOOT3);
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break;
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}
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View_AddEvent(w_rifle_ejectshell, 0.0f);
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#else
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TraceAttack_SetPenetrationPower(1);
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 32, [accuracy,accuracy], WEAPON_AUG);
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@ -186,8 +186,6 @@ w_elites_primary(void)
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int r = (float)input_sequence % 5;
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if (pl.mode_temp) {
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View_AddEvent(w_pistol_ejectshell_left, 0.0f);
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if (pl.elites_mag <= 0) {
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Weapons_ViewAnimation(ELITES_SHOOT_LEFTLAST);
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} else {
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@ -209,8 +207,8 @@ w_elites_primary(void)
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break;
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}
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}
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View_AddEvent(w_pistol_ejectshell_left, 0.0f);
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} else {
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View_AddEvent(w_pistol_ejectshell_right, 0.0f);
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if (pl.elites_mag <= 0) {
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Weapons_ViewAnimation(ELITES_SHOOT_RIGHTLAST);
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} else {
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@ -232,6 +230,7 @@ w_elites_primary(void)
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break;
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}
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}
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View_AddEvent(w_pistol_ejectshell_right, 0.0f);
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}
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#else
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TraceAttack_SetPenetrationPower(0);
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@ -124,7 +124,6 @@ w_g3sg1_primary(void)
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_RIFLE);
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View_AddEvent(w_rifle_ejectshell, 0.0f);
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int r = (float)input_sequence % 2;
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switch (r) {
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@ -135,6 +134,7 @@ w_g3sg1_primary(void)
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Weapons_ViewAnimation(SCOUT_SHOOT2);
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break;
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}
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View_AddEvent(w_rifle_ejectshell, 0.0f);
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#else
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TraceAttack_SetPenetrationPower(2);
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 80, [accuracy,accuracy], WEAPON_G3SG1);
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@ -157,23 +157,6 @@ w_glock18_primary(void)
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#endif
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}
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_RIFLE);
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View_AddEvent(w_pistol_ejectshell, 0.0f);
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#else
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if (pl.flags & FL_CROUCHING)
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Animation_PlayerTopTemp(ANIM_SHOOT_ONEHAND, 0.45f);
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else
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Animation_PlayerTopTemp(ANIM_CROUCH_SHOOT_ONEHAND, 0.45f);
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if (pl.mode_glock18) {
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Sound_Play(pl, CHAN_WEAPON, "weapon_glock18.burstfire");
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} else {
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Sound_Play(pl, CHAN_WEAPON, "weapon_glock18.fire");
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}
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#endif
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if (pl.mode_glock18) {
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int r = (float)input_sequence % 2;
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switch (r) {
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@ -193,6 +176,23 @@ w_glock18_primary(void)
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}
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pl.w_attack_next = 0.15f;
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}
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_RIFLE);
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View_AddEvent(w_pistol_ejectshell, 0.0f);
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#else
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if (pl.flags & FL_CROUCHING)
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Animation_PlayerTopTemp(ANIM_SHOOT_ONEHAND, 0.45f);
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else
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Animation_PlayerTopTemp(ANIM_CROUCH_SHOOT_ONEHAND, 0.45f);
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if (pl.mode_glock18) {
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Sound_Play(pl, CHAN_WEAPON, "weapon_glock18.burstfire");
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} else {
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Sound_Play(pl, CHAN_WEAPON, "weapon_glock18.fire");
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}
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#endif
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pl.gflags |= GF_SEMI_TOGGLED;
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pl.w_idle_next = pl.w_attack_next;
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}
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@ -168,20 +168,6 @@ w_m3_primary(void)
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float accuracy = Cstrike_CalculateAccuracy(pl, 200);
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pl.m3_mag--;
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_RIFLE);
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#else
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TraceAttack_SetPenetrationPower(0);
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TraceAttack_FireBullets(9, pl.origin + pl.view_ofs, 26, [accuracy,accuracy], WEAPON_M3);
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if (self.flags & FL_CROUCHING)
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Animation_PlayerTopTemp(ANIM_SHOOT_SHOTGUN, 0.45f);
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else
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Animation_PlayerTopTemp(ANIM_CROUCH_SHOOT_SHOTGUN, 0.45f);
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Sound_Play(pl, CHAN_WEAPON, "weapon_m3.fire");
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#endif
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int r = (float)input_sequence % 2;
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switch (r) {
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case 0:
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@ -193,7 +179,18 @@ w_m3_primary(void)
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}
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_RIFLE);
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View_AddEvent(w_m3_ejectshell, 0.6f);
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#else
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TraceAttack_SetPenetrationPower(0);
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TraceAttack_FireBullets(9, pl.origin + pl.view_ofs, 26, [accuracy,accuracy], WEAPON_M3);
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if (self.flags & FL_CROUCHING)
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Animation_PlayerTopTemp(ANIM_SHOOT_SHOTGUN, 0.45f);
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else
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Animation_PlayerTopTemp(ANIM_CROUCH_SHOOT_SHOTGUN, 0.45f);
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Sound_Play(pl, CHAN_WEAPON, "weapon_m3.fire");
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#endif
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pl.w_attack_next = 1.0f;
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@ -146,7 +146,6 @@ w_m4a1_primary(void)
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} else {
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View_SetMuzzleflash(MUZZLE_RIFLE);
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}
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View_AddEvent(w_rifle_ejectshell, 0.0f);
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/* this stuff is predicted */
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int r = (float)input_sequence % 3;
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@ -175,6 +174,7 @@ w_m4a1_primary(void)
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break;
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}
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}
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View_AddEvent(w_rifle_ejectshell, 0.0f);
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#else
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/* Different sounds without silencer */
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if (pl.mode_m4a1 == 1) {
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@ -125,7 +125,6 @@ w_p90_primary(void)
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_RIFLE);
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View_AddEvent(w_pistol_ejectshell, 0.0f);
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int r = (float)input_sequence % 3;
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switch (r) {
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@ -139,6 +138,7 @@ w_p90_primary(void)
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Weapons_ViewAnimation(P90_SHOOT3);
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break;
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}
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View_AddEvent(w_pistol_ejectshell, 0.0f);
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#else
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TraceAttack_SetPenetrationPower(0);
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 26, [accuracy,accuracy], WEAPON_P90);
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@ -124,7 +124,6 @@ w_para_primary(void)
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_RIFLE);
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View_AddEvent(w_rifle_ejectshell, 0.0f);
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int r = (float)input_sequence % 2;
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switch (r) {
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@ -135,6 +134,7 @@ w_para_primary(void)
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Weapons_ViewAnimation(SCOUT_SHOOT2);
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break;
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}
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View_AddEvent(w_rifle_ejectshell, 0.0f);
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#else
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TraceAttack_SetPenetrationPower(1);
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 35, [accuracy,accuracy], WEAPON_PARA);
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@ -191,6 +191,7 @@ w_scout_primary(void)
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Weapons_ViewAnimation(SCOUT_SHOOT2);
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break;
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}
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View_AddEvent(w_rifle_ejectshell, 0.5f);
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#else
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TraceAttack_SetPenetrationPower(2);
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 75, [accuracy,accuracy], WEAPON_SCOUT);
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@ -203,10 +204,6 @@ w_scout_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_scout.fire");
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#endif
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#ifdef CLIENT
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View_AddEvent(w_rifle_ejectshell, 0.5f);
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#endif
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pl.w_attack_next = 1.25f;
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pl.w_idle_next = pl.w_attack_next;
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}
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@ -124,7 +124,6 @@ w_sg550_primary(void)
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_RIFLE);
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View_AddEvent(w_rifle_ejectshell, 0.0f);
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int r = (float)input_sequence % 2;
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switch (r) {
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@ -135,6 +134,7 @@ w_sg550_primary(void)
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Weapons_ViewAnimation(SCOUT_SHOOT2);
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break;
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}
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View_AddEvent(w_rifle_ejectshell, 0.0f);
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#else
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TraceAttack_SetPenetrationPower(1);
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 70, [accuracy,accuracy], WEAPON_SG550);
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@ -125,7 +125,6 @@ w_sg552_primary(void)
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_RIFLE);
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View_AddEvent(w_rifle_ejectshell, 0.0f);
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int r = (float)input_sequence % 3;
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switch (r) {
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@ -139,6 +138,7 @@ w_sg552_primary(void)
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Weapons_ViewAnimation(SG552_SHOOT3);
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break;
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}
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View_AddEvent(w_rifle_ejectshell, 0.0f);
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#else
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TraceAttack_SetPenetrationPower(1);
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 33, [accuracy,accuracy], WEAPON_SG552);
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@ -127,7 +127,6 @@ w_tmp_primary(void)
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_RIFLE);
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View_AddEvent(w_pistol_ejectshell, 0.0f);
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int r = (float)input_sequence % 3;
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switch (r) {
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@ -141,6 +140,7 @@ w_tmp_primary(void)
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Weapons_ViewAnimation(TMP_SHOOT3);
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break;
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}
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View_AddEvent(w_pistol_ejectshell, 0.0f);
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#else
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TraceAttack_SetPenetrationPower(0);
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 26, [accuracy,accuracy], WEAPON_TMP);
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@ -125,6 +125,19 @@ w_ump45_primary(void)
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float accuracy = Cstrike_CalculateAccuracy(pl, 210);
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pl.ump45_mag--;
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int r = (float)input_sequence % 3;
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switch (r) {
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case 0:
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Weapons_ViewAnimation(UMP45_SHOOT1);
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break;
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case 1:
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Weapons_ViewAnimation(UMP45_SHOOT2);
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break;
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default:
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Weapons_ViewAnimation(UMP45_SHOOT3);
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break;
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}
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_RIFLE);
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View_AddEvent(w_pistol_ejectshell, 0.0f);
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@ -140,19 +153,6 @@ w_ump45_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_ump45.fire");
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#endif
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int r = (float)input_sequence % 3;
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switch (r) {
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case 0:
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Weapons_ViewAnimation(UMP45_SHOOT1);
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break;
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case 1:
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Weapons_ViewAnimation(UMP45_SHOOT2);
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break;
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default:
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Weapons_ViewAnimation(UMP45_SHOOT3);
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break;
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}
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pl.w_attack_next = 0.105f;
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pl.w_idle_next = pl.w_attack_next;
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}
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@ -147,32 +147,6 @@ w_usp45_primary(void)
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float accuracy = Cstrike_CalculateAccuracy(pl, 200);
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pl.usp45_mag--;
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/* actual firing */
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#ifdef CLIENT
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if (pl.mode_usp45 == 1) {
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View_SetMuzzleflash(0);
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} else {
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View_SetMuzzleflash(MUZZLE_SMALL);
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}
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View_AddEvent(w_pistol_ejectshell, 0.0f);
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#else
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/* Different sounds without silencer */
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if (pl.mode_usp45 == 1) {
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Sound_Play(pl, CHAN_WEAPON, "weapon_usp45.silenced");
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} else {
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Sound_Play(pl, CHAN_WEAPON, "weapon_usp45.fire");
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}
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TraceAttack_SetPenetrationPower(0);
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 33, [accuracy,accuracy], WEAPON_USP45);
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if (self.flags & FL_CROUCHING)
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Animation_PlayerTopTemp(ANIM_SHOOT_ONEHAND, 0.45f);
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else
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Animation_PlayerTopTemp(ANIM_CROUCH_SHOOT_ONEHAND, 0.45f);
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#endif
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/* this stuff is predicted */
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int r = (float)input_sequence % 3;
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if (pl.mode_usp45 == 1) {
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@ -209,6 +183,32 @@ w_usp45_primary(void)
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}
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}
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#ifdef CLIENT
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if (pl.mode_usp45 == 1) {
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View_SetMuzzleflash(0);
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} else {
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View_SetMuzzleflash(MUZZLE_SMALL);
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}
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View_AddEvent(w_pistol_ejectshell, 0.0f);
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#else
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/* Different sounds without silencer */
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if (pl.mode_usp45 == 1) {
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Sound_Play(pl, CHAN_WEAPON, "weapon_usp45.silenced");
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} else {
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Sound_Play(pl, CHAN_WEAPON, "weapon_usp45.fire");
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}
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/* actual firing */
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TraceAttack_SetPenetrationPower(0);
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 33, [accuracy,accuracy], WEAPON_USP45);
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if (self.flags & FL_CROUCHING)
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Animation_PlayerTopTemp(ANIM_SHOOT_ONEHAND, 0.45f);
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else
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Animation_PlayerTopTemp(ANIM_CROUCH_SHOOT_ONEHAND, 0.45f);
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#endif
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pl.gflags |= GF_SEMI_TOGGLED;
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pl.w_attack_next = 0.15f;
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pl.w_idle_next = pl.w_attack_next;
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@ -168,20 +168,6 @@ w_xm1014_primary(void)
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float accuracy = Cstrike_CalculateAccuracy(pl, 200);
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pl.xm1014_mag--;
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_RIFLE);
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#else
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TraceAttack_SetPenetrationPower(0);
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TraceAttack_FireBullets(6, pl.origin + pl.view_ofs, 22, [accuracy,accuracy], WEAPON_XM1014);
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if (self.flags & FL_CROUCHING)
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Animation_PlayerTopTemp(ANIM_SHOOT_SHOTGUN, 0.45f);
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else
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Animation_PlayerTopTemp(ANIM_CROUCH_SHOOT_SHOTGUN, 0.45f);
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Sound_Play(pl, CHAN_WEAPON, "weapon_xm1014.fire");
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#endif
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int r = (float)input_sequence % 3;
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switch (r) {
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case 0:
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@ -193,7 +179,18 @@ w_xm1014_primary(void)
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}
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_RIFLE);
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View_AddEvent(w_xm1014_ejectshell, 0.0f);
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#else
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TraceAttack_SetPenetrationPower(0);
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TraceAttack_FireBullets(6, pl.origin + pl.view_ofs, 22, [accuracy,accuracy], WEAPON_XM1014);
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||||
|
||||
if (self.flags & FL_CROUCHING)
|
||||
Animation_PlayerTopTemp(ANIM_SHOOT_SHOTGUN, 0.45f);
|
||||
else
|
||||
Animation_PlayerTopTemp(ANIM_CROUCH_SHOOT_SHOTGUN, 0.45f);
|
||||
|
||||
Sound_Play(pl, CHAN_WEAPON, "weapon_xm1014.fire");
|
||||
#endif
|
||||
|
||||
pl.w_attack_next = 0.25f;
|
||||
|
|
Loading…
Reference in a new issue