WEAPON_LIGHTNING: Shove some visual fluff in here before I go to bed.
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dcc79b605c
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21d87cba33
3 changed files with 169 additions and 4 deletions
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@ -140,6 +140,7 @@ class player:NSClientPlayer
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float m_invulnFinishTime;
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float m_enviroFinishTime;
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float m_megaHealthTime;
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float m_lightningTime;
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#endif
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virtual void Physics_Jump(void);
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@ -23,6 +23,107 @@ Crossbow Weapon
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*/
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#ifdef CLIENT
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#define LIGHTNINGBEAM_COUNT 16
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string g_lightning_beamtex;
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static float lightning_jitlut[BEAM_COUNT] = {
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0.000000,
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0.195090,
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0.382683,
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0.555570,
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0.707106,
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0.831469,
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0.923879,
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0.980785,
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1.000000,
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0.980786,
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0.923880,
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0.831471,
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0.707108,
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0.555572,
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0.382685,
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0.000000,
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};
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void
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w_lightning_renderbeam(string spriteFrame, vector startOrg, vector endOrg, float beamWidth, float beamAmp, vector colorTint, float timeScale, float seedValue)
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{
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#if 1
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vector vecPlayer;
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NSClientPlayer pl;
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#define RANDOMNUM seedValue
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int s = (float)getproperty(VF_ACTIVESEAT);
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pSeat = &g_seats[s];
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pl = (NSClientPlayer)pSeat->m_ePlayer;
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vecPlayer = pl.GetEyePos();
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if (spriteFrame) {
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float last_progression = 0.0f;
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makevectors(g_view.GetCameraAngle());
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setproperty(VF_ORIGIN, vecPlayer);
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R_BeginPolygon(spriteFrame, DRAWFLAG_ADDITIVE, 0);
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for (float i = 0; i < LIGHTNINGBEAM_COUNT; i++) {
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float progression = (i / (LIGHTNINGBEAM_COUNT-1));
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vector point;
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vector jitter;
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float a = 1.0f;
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/* our steps from a - b */
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point[0] = Math_Lerp(startOrg[0], endOrg[0], progression);
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point[1] = Math_Lerp(startOrg[1], endOrg[1], progression);
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point[2] = Math_Lerp(startOrg[2], endOrg[2], progression);
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/* get the direction the beam is 'looking' */
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makevectors(vectoangles(endOrg - startOrg));
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/* nudge it a lil bit up/down left/right from its trajectory */
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/* these are all randomly chosen constants */
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jitter = v_right * (pseudorand((timeScale * time) + i + RANDOMNUM) - 0.5);
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jitter += v_up * (pseudorand((timeScale * time) + i + 64.12 + RANDOMNUM) - 0.5);
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jitter += v_right * (pseudorand(100 + ((timeScale*2) * time) + i + RANDOMNUM) - 0.5);
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jitter += v_up * (pseudorand(100 + ((timeScale*2) * time) + i + 25.4 + RANDOMNUM) - 0.5);
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jitter *= beamAmp;
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/* start/end points get less jittery the closer we get*/
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jitter *= lightning_jitlut[i];
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/* apply jitter */
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point += jitter;
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R_PolygonVertex(point, [1, 0], colorTint, a);
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if (autocvar(cl_showoff, 0))
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dynamiclight_add(point, 150, [0.25, 0.25, 1.0]);
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last_progression = progression;
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}
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R_EndPolygonRibbon(beamWidth, [-1,0]);
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}
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#else
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vector vecPlayer;
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NSClientPlayer pl;
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int s = (float)getproperty(VF_ACTIVESEAT);
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pSeat = &g_seats[s];
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pl = (NSClientPlayer)pSeat->m_ePlayer;
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vecPlayer = pl.GetEyePos();
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makevectors(g_view.GetCameraAngle());
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setproperty(VF_ORIGIN, vecPlayer);
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R_BeginPolygon(spriteFrame, DRAWFLAG_ADDITIVE, 0);
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R_PolygonVertex(startOrg, [1, 0], colorTint, 1.0);
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R_PolygonVertex(endOrg, [1, 0], colorTint, 1.0);
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R_EndPolygonRibbon(4, [-1,0]);
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#endif
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}
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#endif
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enum
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{
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LIGHTNING_IDLE,
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@ -34,8 +135,10 @@ w_lightning_precache(void)
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{
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#ifdef SERVER
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Sound_Precache("weapon_lightning.start");
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Sound_Precache("weapon_lightning.shaft");
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precache_model("models/g_light.mdl");
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#else
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g_lightning_beamtex = spriteframe("sprites/lgtning.spr", 0, 0.0f);
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precache_model("models/v_light.mdl");
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precache_model("models/p_light.mdl");
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#endif
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@ -102,7 +205,9 @@ w_lightning_primary(player pl)
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#ifdef SERVER
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{
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if (pl.WaterLevel() > 1) {
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// we're underwater... fry everyone */
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// we're underwater... fry everyone (around us) */
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float lightDmg = (float)pl.ammo_cells * 35.0f;
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Damage_Radius(self.origin, self, lightDmg, lightDmg + 40, TRUE, WEAPON_LIGHTNING);
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} else {
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vector startPos = Weapons_GetCameraPos(pl);
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Weapons_MakeVectors(pl);
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@ -134,7 +239,15 @@ w_lightning_primary(player pl)
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if (pl.HasQuadDamage()) {
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Sound_Play(pl, CHAN_ITEM, "item_artifact_super_damage.attack");
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}
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Sound_Play(pl, CHAN_WEAPON, "weapon_lightning.start");
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if (!(pl.gflags & GF_EGONBEAM))
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Sound_Play(pl, CHAN_WEAPON, "weapon_lightning.start");
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else {
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if (pl.m_lightningTime < time) {
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Sound_Play(pl, CHAN_WEAPON, "weapon_lightning.shaft");
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pl.m_lightningTime = time + 0.6f;
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}
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}
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#endif
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Weapons_ViewAnimation(pl, LIGHTNING_SHOOT);
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@ -143,6 +256,7 @@ w_lightning_primary(player pl)
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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pl.w_attack_next = 0.1f;
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pl.gflags |= GF_EGONBEAM;
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}
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void
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@ -210,6 +324,49 @@ w_lightning_type(player pl)
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return WPNTYPE_RANGED;
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}
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void
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w_lightning_postdraw(player pl, int thirdperson)
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{
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#ifdef CLIENT
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if (!(pl.gflags & GF_EGONBEAM))
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return;
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vector src;
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vector endpos;
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if (thirdperson) {
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makevectors(pl.v_angle);
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src = pl.origin;
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endpos = pl.origin + (v_forward * 1024);
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traceline(src, endpos, MOVE_NORMAL, pl);
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//w_lightning_beamfx(gettaginfo(pl.p_model, 10), trace_endpos, pl);
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w_lightning_renderbeam(g_lightning_beamtex, gettaginfo(pl.p_model, 10), trace_endpos, trace_fraction * 32, trace_fraction * 48.0, [1,1,1], 60.0f, 12516);
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} else {
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vector gunpos = gettaginfo(pSeat->m_eViewModel, 33);
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src = pl.GetEyePos();
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makevectors(view_angles);
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gunpos += (v_up * -16) + (v_forward * 42);
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endpos = src + v_forward * 1024;
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traceline(src, endpos, FALSE, pl);
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endpos = trace_endpos;
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//w_lightning_beamfx(gunpos, endpos, pl);
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w_lightning_renderbeam(g_lightning_beamtex, gunpos, endpos, trace_fraction * 32, trace_fraction * 48.0, [1,1,1], 60.0f, 125156);
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}
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int i = (cltime*10.0f) % 11.0f;
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vector fsize = [32,32];
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makevectors(view_angles);
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trace_endpos += v_forward * -16; /* nudge towards our camera */
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dynamiclight_add(trace_endpos, 128, [0.5, 0.5, 1.0]);
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#endif
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}
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void
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w_lightning_release(player pl)
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{
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pl.gflags &= ~GF_EGONBEAM;
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}
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weapon_t w_lightning =
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{
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.name = "lightning",
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@ -222,7 +379,7 @@ weapon_t w_lightning =
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.primary = w_lightning_primary,
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.secondary = __NULL__,
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.reload = __NULL__,
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.release = __NULL__,
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.release = w_lightning_release,
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.postdraw = w_lightning_crosshair,
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.precache = w_lightning_precache,
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.pickup = w_lightning_pickup,
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@ -233,7 +390,8 @@ weapon_t w_lightning =
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.aimanim = w_lightning_aimanim,
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.isempty = w_lightning_isempty,
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.type = w_lightning_type,
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.hudpic = w_lightning_hudpic
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.hudpic = w_lightning_hudpic,
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.predraw = w_lightning_postdraw
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};
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#ifdef SERVER
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@ -62,4 +62,10 @@ weapon_lightning.start
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{
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alerts
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sample weapons/lstart.wav
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}
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weapon_lightning.shaft
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{
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alerts
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sample weapons/lhit.wav
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}
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