Rebuild against FreeHL Develop
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6ad1550343
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9ddbdbc3a0
10 changed files with 42 additions and 134 deletions
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@ -19,9 +19,10 @@ void HUD_DrawNums(float fNumber, vector vecPos, float fAlpha, vector vColor);
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void
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OP4CTF_DrawHud(player pl)
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{
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vector iconPos;
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vector iconBMOfs;
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vector iconOP4Ofs;
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vector iconPos = g_vec_null;
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vector iconBMOfs = g_vec_null;
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vector iconOP4Ofs = g_vec_null;
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bool myTeam = getplayerkeyfloat(player_localnum, "*team");
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iconPos = g_hudmins + [16, g_hudres[1] - 142];
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@ -50,11 +50,6 @@ ClientGame_RendererRestart(string rstr)
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HLSprite_Init();
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FX_Blood_Init();
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FX_BreakModel_Init();
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FX_Explosion_Init();
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FX_GibHuman_Init();
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FX_Spark_Init();
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FX_Impact_Init();
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g_ofhud1_spr = spriteframe("sprites/640hudof01.spr", 0, 0.0f);
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g_ofhud2_spr = spriteframe("sprites/640hudof02.spr", 0, 0.0f);
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@ -10,12 +10,6 @@ player.qc
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../../../valve/src/shared/fx_blood.qc
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../../../valve/src/shared/fx_gaussbeam.qc
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../../../valve/src/shared/fx_breakmodel.qc
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../../../valve/src/shared/fx_explosion.qc
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../../../valve/src/shared/fx_gibalien.qc
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../../../valve/src/shared/fx_gibhuman.qc
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../../../valve/src/shared/fx_spark.qc
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../../../valve/src/shared/fx_impact.qc
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../../../valve/src/shared/fx_corpse.qc
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items.h
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@ -14,88 +14,7 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#ifdef CLIENT
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/* Here's a list of bone names that we are aware of on HL player models.
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Usually we'd use skeletalobjects to share the same skeleton/anim with
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another model - but because FTEQW does not support that for HLMDL we
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are forced to manually position the bones of our attachnment
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by iterating over them and manually setting their position in 3D-space.
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*/
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string g_pbones[] =
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{
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"Bip01",
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"Bip01 Footsteps",
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"Bip01 Pelvis",
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"Bip01 L Leg",
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"Bip01 L Leg1",
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"Bip01 L Foot",
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"Bip01 L Toe0",
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"Bip01 L Toe01",
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"Bip01 L Toe02",
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"Dummy16",
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"Bip01 R Leg",
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"Bip01 R Leg1",
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"Bip01 R Foot",
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"Bip01 R Toe0",
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"Bip01 R Toe01",
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"Bip01 R Toe02",
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"Dummy11",
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"Bip01 Spine",
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"Bip01 Spine1",
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"Bip01 Spine2",
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"Bip01 Spine3",
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"Bip01 Neck",
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"Bip01 Head",
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"Dummy21",
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"Dummy08",
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"Bone02",
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"Bone03",
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"Bone04",
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"Dummy05",
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"Bone09",
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"Bone10",
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"Dummy04",
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"Bone05",
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"Bone06",
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"Dummy03",
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"Bone07",
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"Bone08",
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"Dummy09",
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"Bone11",
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"Bone12",
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"Dummy10",
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"Bone13",
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"Bone14",
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"Bone15",
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"Bip01 L Arm",
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"Bip01 L Arm1",
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"Bip01 L Arm2",
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"Bip01 L Hand",
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"Bip01 L Finger0",
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"Bip01 L Finger01",
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"Bip01 L Finger02",
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"Dummy06",
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"Bip01 L Finger1",
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"Bip01 L Finger11",
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"Bip01 L Finger12",
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"Dummy07",
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"Bip01 R Arm",
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"Bip01 R Arm1",
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"Bip01 R Arm2",
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"Bip01 R Hand",
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"Bip01 R Finger0",
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"Bip01 R Finger01",
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"Bip01 R Finger02",
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"Dummy01",
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"Bip01 R Finger1",
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"Bip01 R Finger11",
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"Bip01 R Finger12",
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"Dummy02",
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"Box02",
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"Bone08",
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"Bone15"
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};
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#endif
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#include "../../../valve/src/shared/skeleton.h"
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/* all potential SendFlags bits we can possibly send */
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enumflags
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@ -178,6 +97,7 @@ class player:NSClientPlayer
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virtual void UpdateAliveCam(void);
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virtual void OnRemoveEntity(void);
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#else
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entity hook;
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float m_flPickUpTime;
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virtual void(void) EvaluateEntity;
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virtual float(entity, float) SendEntity;
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@ -239,6 +159,11 @@ string Weapons_GetPlayermodel(player, int);
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void
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player::UpdatePlayerAttachments(bool visible)
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{
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if (m_eFlag != world) {
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m_eFlag.SetOrigin(origin);
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m_eFlag.SetAngles([0, angles[1], 0]);
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}
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/* FIXME: this needs to be incorporated and simplified, now that we can handle it all in-class */
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if (!visible)
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return;
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@ -266,11 +191,6 @@ player::UpdatePlayerAttachments(bool visible)
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setcustomskin(this, "", "geomset 0 1\n");
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}
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if (m_eFlag != world) {
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m_eFlag.SetOrigin(origin);
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m_eFlag.SetAngles([0, angles[1], 0]);
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}
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/* follow thisayer at all times */
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setorigin(p_model, origin);
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p_model.angles = angles;
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@ -384,7 +304,7 @@ player::ReceiveEntity(float new, float flChanged)
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} else if (m_eFlag) {
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m_eFlag.Destroy();
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remove(m_eFlag);
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m_eFlag = world;
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m_eFlag = 0;
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}
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/* these only concern the current player */
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@ -92,6 +92,7 @@ w_grapple_holster(player pl)
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}
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/* called once the tongue hits a wall */
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#ifdef SERVER
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void
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Grapple_Touch(void)
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{
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@ -100,8 +101,9 @@ Grapple_Touch(void)
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pl.hook.touch = __NULL__;
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pl.hook.velocity = [0,0,0];
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pl.hook.solid = SOLID_NOT;
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pl.a_ammo1 = 1;
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pl.grapvelocity = (pl.hook.origin);
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}
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#endif
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#ifdef CLIENT
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/* draw the tongue from a to b */
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@ -136,12 +138,13 @@ grapple_predraw(void)
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void
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w_grapple_primary(player pl)
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{
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#ifdef SERVER
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/* it's already been spawned. */
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if (pl.hook != __NULL__) {
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/* play the looping reel anim once */
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if (pl.a_ammo1 == 1) {
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pl.a_ammo1 = 2;
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Weapons_ViewAnimation(pl, BARN_FIRETRAVEL);
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//Weapons_ViewAnimation(pl, BARN_FIRETRAVEL);
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} else if (pl.a_ammo1 == 2) {
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pl.hook.skin = 1; /* grappled */
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}
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@ -150,29 +153,18 @@ w_grapple_primary(player pl)
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return;
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}
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#ifdef SERVER
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Weapons_MakeVectors(pl);
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vector src = Weapons_GetCameraPos(pl);
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traceline(src, src + (v_forward * 32), FALSE, pl);
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if (trace_ent.takedamage == DAMAGE_YES && trace_ent.iBleeds) {
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Damage_Apply(trace_ent, pl, 25, WEAPON_GRAPPLE, DMG_GENERIC);
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}
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#endif
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pl.w_attack_next = 0.5f;
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return;
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}
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Weapons_MakeVectors(pl);
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pl.hook = spawn();
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#ifdef CLIENT
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/*setmodel(pl.hook, "models/v_bgrap_tonguetip.mdl");*/
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pl.hook.drawmask = MASK_ENGINE;
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pl.hook.predraw = grapple_predraw;
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#else
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sound(pl, CHAN_WEAPON, "weapons/bgrapple_fire.wav", 1.0, ATTN_NORM);
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sound(pl, CHAN_VOICE, "weapons/bgrapple_pull.wav", 1.0, ATTN_NORM);
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#endif
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setorigin(pl.hook, Weapons_GetCameraPos(pl) + (v_forward * 16));
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pl.hook.owner = self;
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pl.hook.velocity = v_forward * 1500;
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pl.hook.solid = SOLID_BBOX;
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pl.hook.angles = vectoangles(pl.hook.velocity);
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pl.hook.touch = Grapple_Touch;
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setmodel(pl.hook, "models/hook.mdl");
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setsize(pl.hook, [0,0,0], [0,0,0]);
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#endif
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if (pl.w_attack_next > 0.0) {
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return;
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}
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Weapons_ViewAnimation(pl, BARN_FIRE);
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pl.w_attack_next = 1.0f;
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}
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/* let go, hang */
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void
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w_grapple_secondary(player pl)
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{
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#ifdef SERVER
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if (pl.hook == __NULL__) {
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return;
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}
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pl.hook.skin = 0; /* ungrappled */
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pl.grapvelocity = g_vec_null;
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pl.w_attack_next = 0.0f;
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#endif
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}
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/* de-spawn and play idle anims */
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void
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w_grapple_release(player pl)
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{
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#ifdef SERVER
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if (pl.hook != __NULL__) {
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pl.a_ammo1 = 0; /* cache */
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pl.hook.skin = 0; /* ungrappled */
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remove(pl.hook);
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#ifdef CLIENT
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Weapons_ViewAnimation(pl, BARN_FIRERELEASE);
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#else
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sound(pl, CHAN_VOICE, "weapons/bgrapple_release.wav", 1.0, ATTN_NORM);
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#endif
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pl.w_idle_next = 1.0f;
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pl.hook = __NULL__;
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pl.grapvelocity = g_vec_null;
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pl.w_attack_next = 0.0f;
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}
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#endif
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if (pl.w_idle_next > 0.0) {
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return;
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@ -146,7 +146,7 @@ w_knife_primary(player pl)
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if (trace_ent.iBleeds) {
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FX_Blood(trace_endpos, [1,0,0]);
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} else {
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FX_Impact(IMPACT_MELEE, trace_endpos, trace_plane_normal);
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SurfData_Impact(trace_ent, trace_endpos, trace_plane_normal);
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}
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if (trace_ent.takedamage) {
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@ -130,14 +130,9 @@ penguin_die(void)
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self.health = 0;
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/* now we can explodededededed */
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FX_Explosion(self.origin);
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Damage_Radius(self.origin, self.owner, 150, 150 * 2.5f, TRUE, WEAPON_PENGUIN);
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if (random() < 0.5) {
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sound(self, 1, "weapons/explode3.wav", 1.0f, ATTN_NORM);
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} else {
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sound(self, 1, "weapons/explode4.wav", 1.0f, ATTN_NORM);
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}
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pointparticles(particleeffectnum("fx_explosion.main"), self.origin, [0,0,0], 1);
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Damage_Radius(self.origin, self.owner, 150, 150 * 2.5f, TRUE, WEAPON_HANDGRENADE);
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Sound_Play(self, CHAN_VOICE, "fx.explosion");
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remove(self);
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}
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@ -144,7 +144,7 @@ w_pipewrench_primary(player pl)
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if (trace_ent.iBleeds) {
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FX_Blood(trace_endpos, [1,0,0]);
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} else {
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FX_Impact(IMPACT_MELEE, trace_endpos, trace_plane_normal);
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SurfData_Impact(trace_ent, trace_endpos, trace_plane_normal);
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}
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if (trace_ent.takedamage) {
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@ -219,7 +219,7 @@ w_pipewrench_release(player pl)
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if (trace_ent.iBleeds) {
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FX_Blood(trace_endpos, [1,0,0]);
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} else {
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FX_Impact(IMPACT_MELEE, trace_endpos, trace_plane_normal);
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SurfData_Impact(trace_ent, trace_endpos, trace_plane_normal);
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}
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#endif
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Weapons_ViewAnimation(pl, PIPE_ATTACKBIGHIT);
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@ -107,7 +107,7 @@ w_shockrifle_shoothornet(player pl)
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if (other.iBleeds) {
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FX_Blood(trace_endpos, [1,0,0]);
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} else {
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FX_Spark(self.origin, trace_plane_normal);
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pointparticles(particleeffectnum("fx_spark.main"), trace_endpos, trace_plane_normal, 1);
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}
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remove(self);
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}
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1
zpak001.pk3dir/skill_gearbox.cfg
Normal file
1
zpak001.pk3dir/skill_gearbox.cfg
Normal file
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@ -0,0 +1 @@
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exec skill_valve.cfg
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