334 lines
5.8 KiB
C++
334 lines
5.8 KiB
C++
/*
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* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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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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/*QUAKED weapon_m249 (0 0 1) (-16 -16 0) (16 16 32)
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"model" "models/w_saw.mdl"
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HALF-LIFE: OPPOSING FORCE (1999) ENTITY
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M249 Weapon
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*/
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/* Animations */
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enum
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{
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M249_IDLE1,
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M249_IDLE2,
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M249_RELOAD1,
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M249_RELOAD2,
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M249_HOLSTER,
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M249_DRAW,
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M249_FIRE
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};
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void
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w_m249_precache(void)
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{
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#ifdef SERVER
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precache_model("models/w_saw.mdl");
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precache_sound("weapons/saw_fire1.wav");
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precache_sound("weapons/saw_fire2.wav");
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precache_sound("weapons/saw_fire3.wav");
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precache_sound("weapons/saw_reload.wav");
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precache_sound("weapons/saw_reload2.wav");
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#else
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precache_model("models/v_saw.mdl");
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precache_model("models/p_saw.mdl");
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#endif
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}
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int
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w_m249_pickup(int new, int startammo)
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{
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#ifdef SERVER
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player pl = (player)self;
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if (new) {
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pl.m249_mag = 50;
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} else {
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if (pl.ammo_556 < MAX_A_556) {
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pl.ammo_556 = bound(0, pl.ammo_556 + 50, MAX_A_556);
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} else {
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return FALSE;
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}
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}
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#endif
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return TRUE;
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}
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void
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w_m249_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, pl.m249_mag, pl.ammo_556, -1);
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}
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string
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w_m249_wmodel(void)
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{
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return "models/w_saw.mdl";
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}
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string
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w_m249_pmodel(void)
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{
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return "models/p_saw.mdl";
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}
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string
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w_m249_deathmsg(void)
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{
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return "";
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}
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void
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w_m249_draw(void)
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{
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Weapons_SetModel("models/v_saw.mdl");
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Weapons_ViewAnimation(M249_DRAW);
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}
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void
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w_m249_holster(void)
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{
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Weapons_ViewAnimation(M249_DRAW);
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}
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void
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w_m249_release(void)
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{
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player pl = (player)self;
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/* auto-reload if need be */
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if (pl.w_attack_next <= 0.0)
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if (pl.m249_mag == 0 && pl.ammo_556 > 0) {
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Weapons_Reload();
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return;
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}
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if (pl.w_idle_next > 0.0) {
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return;
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}
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if (pl.mode_m249 == 1) {
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Weapons_ViewAnimation(M249_RELOAD2);
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pl.mode_m249 = 0;
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pl.w_attack_next = 2.45f;
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pl.w_idle_next = 15.0f;
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return;
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}
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int r = (float)input_sequence % 2;
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if (r < 1) {
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Weapons_ViewAnimation(M249_IDLE1);
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} else {
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Weapons_ViewAnimation(M249_IDLE2);
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}
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pl.w_idle_next = 15.0f;
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}
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void
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w_m249_primary(void)
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{
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player pl = (player)self;
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vector push;
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if (pl.mode_m249 == 1) {
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w_m249_release();
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return;
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}
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if (pl.w_attack_next > 0.0) {
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return;
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}
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/* ammo check */
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if (pl.m249_mag <= 0) {
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return;
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}
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Weapons_ViewPunchAngle([-5,0,0]);
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Weapons_ViewAnimation(M249_FIRE);
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push = v_forward * -64;
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push[2] *= 0.25f; /* gravity duh */
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pl.velocity += push;
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pl.m249_mag--;
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/* actual firing */
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_RIFLE);
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#else
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.052,0.052], WEAPON_M249);
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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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sound(pl, CHAN_WEAPON, "weapons/saw_fire1.wav", 1, ATTN_NORM);
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break;
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case 1:
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sound(pl, CHAN_WEAPON, "weapons/saw_fire2.wav", 1, ATTN_NORM);
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break;
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default:
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sound(pl, CHAN_WEAPON, "weapons/saw_fire3.wav", 1, ATTN_NORM);
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}
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#endif
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pl.w_attack_next = 0.075f;
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pl.w_idle_next = 10.0f;
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}
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void
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w_m249_reload(void)
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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w_m249_release();
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return;
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}
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if (pl.m249_mag >= 50)
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return;
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if (pl.ammo_556 <= 0)
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return;
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Weapons_ViewAnimation(M249_RELOAD1);
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#ifdef SERVER
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Weapons_ReloadWeapon(pl, player::m249_mag, player::ammo_556, 50);
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#endif
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pl.mode_m249 = 1;
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pl.w_attack_next = pl.w_idle_next = 1.5f;
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}
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void
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w_m249_crosshair(void)
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{
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#ifdef CLIENT
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vector cross_pos;
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vector aicon_pos;
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/* crosshair */
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cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
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drawsubpic(
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cross_pos,
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[24,24],
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"sprites/ofch1.spr_0.tga",
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[24/72,0],
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[24/72, 24/72],
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[1,1,1],
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1.0,
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DRAWFLAG_NORMAL
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);
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/* ammo counters */
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HUD_DrawAmmo1();
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HUD_DrawAmmo2();
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/* ammo icon */
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aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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drawsubpic(
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aicon_pos,
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[24,24],
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"sprites/640hud7.spr_0.tga",
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[24/128,72/128],
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[24/256, 24/128],
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g_hud_color,
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pSeatLocal->m_flAmmo2Alpha,
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DRAWFLAG_ADDITIVE
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);
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#endif
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}
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float
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w_m249_aimanim(void)
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{
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return self.flags & ANIM_CR_AIMMP5 ? ANIM_CR_AIMCROWBAR : ANIM_AIMMP5;
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}
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void
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w_m249_hudpic(int selected, vector pos, float a)
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{
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#ifdef CLIENT
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player pl = (player)self;
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vector hud_col;
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if (pl.m249_mag == 0 && pl.ammo_556 == 0)
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hud_col = [1,0,0];
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else
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hud_col = g_hud_color;
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HUD_DrawAmmoBar(pos, pl.ammo_556, MAX_A_556, a);
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if (selected) {
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drawsubpic(
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pos,
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[170,45],
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"sprites/640hudof02.spr_0.tga",
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[0,135/256],
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[170/256,45/256],
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hud_col,
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a,
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DRAWFLAG_ADDITIVE
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);
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} else {
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drawsubpic(
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pos,
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[170,45],
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"sprites/640hudof01.spr_0.tga",
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[0,135/256],
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[170/256,45/256],
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hud_col,
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a,
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DRAWFLAG_ADDITIVE
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);
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}
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#endif
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}
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weapon_t w_m249 =
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{
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.name = "m249",
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.id = ITEM_M249,
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.slot = 5,
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.slot_pos = 0,
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.draw = w_m249_draw,
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.holster = w_m249_holster,
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.primary = w_m249_primary,
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.secondary = __NULL__,
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.reload = w_m249_reload,
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.release = w_m249_release,
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.crosshair = w_m249_crosshair,
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.precache = w_m249_precache,
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.pickup = w_m249_pickup,
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.updateammo = w_m249_updateammo,
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.wmodel = w_m249_wmodel,
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.pmodel = w_m249_pmodel,
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.deathmsg = w_m249_deathmsg,
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.aimanim = w_m249_aimanim,
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.hudpic = w_m249_hudpic
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};
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#ifdef SERVER
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void
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weapon_m249(void)
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{
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Weapons_InitItem(WEAPON_M249);
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}
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#endif
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