rebase against latest Nuclide so far
This commit is contained in:
parent
177f423675
commit
ba4ae18f14
26 changed files with 178 additions and 222 deletions
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@ -1,4 +1,4 @@
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CC=fteqcc
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QCC=fteqcc
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all:
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$(CC) progs.src
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$(QCC) progs.src
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@ -281,7 +281,7 @@ void
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HUD_DrawHealth(void)
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{
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vector pos;
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player pl = (player)pSeat->m_ePlayer;
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NSClientPlayer pl = (NSClientPlayer)pSeat->m_ePlayer;
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if (pl.health != pSeatLocal->m_iHealthOld) {
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pSeatLocal->m_flHealthAlpha = 1.0;
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@ -328,7 +328,7 @@ void
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HUD_DrawArmor(void)
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{
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vector pos;
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player pl = (player)pSeat->m_ePlayer;
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NSClientPlayer pl = (NSClientPlayer)pSeat->m_ePlayer;
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if (pl.armor != pSeatLocal->m_iArmorOld) {
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pSeatLocal->m_flArmorAlpha = 1.0;
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@ -374,7 +374,7 @@ HUD_DrawArmor(void)
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void
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HUD_DrawAmmo1(void)
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{
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player pl = (player)pSeat->m_ePlayer;
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NSClientPlayer pl = (NSClientPlayer)pSeat->m_ePlayer;
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vector pos;
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if (pl.a_ammo1 != pSeatLocal->m_iAmmo1Old) {
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@ -409,7 +409,7 @@ HUD_DrawAmmo1(void)
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void
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HUD_DrawAmmo2(void)
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{
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player pl = (player)pSeat->m_ePlayer;
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NSClientPlayer pl = (NSClientPlayer)pSeat->m_ePlayer;
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vector pos;
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if (pl.a_ammo2 != pSeatLocal->m_iAmmo2Old) {
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@ -431,7 +431,7 @@ HUD_DrawAmmo2(void)
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void
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HUD_DrawAmmo3(void)
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{
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player pl = (player)pSeat->m_ePlayer;
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NSClientPlayer pl = (NSClientPlayer)pSeat->m_ePlayer;
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vector pos;
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if (pl.a_ammo3 != pSeatLocal->m_iAmmo3Old) {
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@ -466,7 +466,7 @@ HUD_DrawAmmoBar(vector pos, float val, float max, float a)
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void
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HUD_DrawNotify(void)
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{
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player pl = (player)self;
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NSClientPlayer pl = (NSClientPlayer)self;
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vector pos;
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float a;
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@ -481,7 +481,7 @@ HUD_DrawNotify(void)
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a = bound(0.0, pSeatLocal->m_flPickupAlpha, 1.0);
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pos[1] += 48 * (1.0 - a);
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Weapons_HUDPic(pl, pSeatLocal->m_iPickupWeapon, 1, pos, a);
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//Weapons_HUDPic(pl, pSeatLocal->m_iPickupWeapon, 1, pos, a);
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//HUD_ItemNotify_Draw(pos);
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//HUD_AmmoNotify_Draw(pos);
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pSeatLocal->m_flPickupAlpha -= (clframetime * 0.5);
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@ -490,20 +490,6 @@ HUD_DrawNotify(void)
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void
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HUD_WeaponPickupNotify(int w)
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{
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#if defined (VALVE) || defined (GEARBOX)
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switch (w) {
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case WEAPON_SNARK:
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case WEAPON_SATCHEL:
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case WEAPON_HANDGRENADE:
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case WEAPON_TRIPMINE:
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#if defined(GEARBOX)
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case WEAPON_PENGUIN:
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#endif
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return;
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default:
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}
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#endif
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pSeatLocal->m_iPickupWeapon = w;
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pSeatLocal->m_flPickupAlpha = 2.5f;
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}
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@ -548,15 +534,13 @@ HUD_TimeRemaining(void)
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void
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HUD_Draw(void)
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{
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player pl = (player)pSeat->m_ePlayer;
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NSClientPlayer pl = (NSClientPlayer)pSeat->m_ePlayer;
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g_hud_color = [1, 0.75f, 0.25];
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/* little point in not drawing these, even if you don't have a suit */
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Weapons_DrawCrosshair(pl);
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{
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if (pl.m_activeWeapon) {
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pl.m_activeWeapon.UpdateGUI();
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}
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HUD_DrawDamageIndicator();
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@ -566,7 +550,7 @@ HUD_Draw(void)
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HUD_TimeRemaining();
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if (!(pl.g_items & ITEM_SUIT)) {
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if (pl.HasItem("item_suit") == false) {
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return;
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}
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@ -4,42 +4,38 @@
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#define CSQC
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#define CLIENT
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#define HL2
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#define VALVE
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#define SOUNDSHADER_MAX 9000
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#includelist
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../../../src/shared/fteextensions.qc
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../../../src/shared/defs.h
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../../../valve/src/client/defs.h
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../../../src/client/defs.h
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defs.h
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../../../valve/src/client/defs.h
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../../../hl2/src/client/defs.h
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../../../src/vgui/include.src
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../../../src/gs-entbase/client.src
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../../../src/gs-entbase/shared.src
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../shared/include.src
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flashlight.qc
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../../../valve/src/client/draw.qc
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../../../valve/src/client/damage.qc
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draw.qc
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init.qc
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../../../valve/src/client/init.qc
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../../../valve/src/client/flashlight.qc
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../../../valve/src/client/entities.qc
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cmds.qc
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../../../valve/src/client/cmds.qc
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../../../valve/src/client/game_event.qc
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../../../valve/src/client/camera.qc
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viewmodel.qc
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../../../valve/src/client/viewmodel.qc
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../../../valve/src/client/obituary.qc
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../../../valve/src/client/hud_sprite.qc
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../../../valve/src/client/hud_ammonotify.qc
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../../../valve/src/client/hud_dmgnotify.qc
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../../../valve/src/client/hud_itemnotify.qc
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hud.qc
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hud_weaponselect.qc
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../../../valve/src/client/hud_dmgnotify.qc
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../../../valve/src/client/hud_ammonotify.qc
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../../../hl2/src/client/hud.qc
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../../../valve/src/client/HLWeaponSelect.qc
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../../../valve/src/client/hud_weaponselect.qc
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../../../valve/src/client/scoreboard.qc
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../../../src/client/include.src
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vgui_changechar.qc
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vgui_chooseteam.qc
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../../../valve/src/client/vgui_motd.qc
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../../../src/shared/include.src
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#endlist
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@ -1,4 +1,4 @@
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CC=fteqcc
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QCC=fteqcc
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all:
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$(CC) progs.src
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$(QCC) progs.src
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@ -86,12 +86,6 @@ HLGameRules::LevelDecodeParms(NSClientPlayer pp)
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pl.sniper_mag = parm37;
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pl.m249_mag = parm38;
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pl.sporelauncher_mag = parm39;
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if (pl.flags & FL_CROUCHING) {
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setsize(pl, VEC_CHULL_MIN, VEC_CHULL_MAX);
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} else {
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setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
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}
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}
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void
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@ -206,7 +206,7 @@ HLMultiplayerRules::PlayerSpawn(NSClientPlayer pp)
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pl.SetInfoKey("*dead", "0");
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pl.SetInfoKey("*deaths", ftos(pl.deaths));
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pl.SetPropData("actor_human");
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pl.SetCanBleed(true);
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pl.EnableBleeding();
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LevelNewParms();
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LevelDecodeParms(pl);
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@ -85,7 +85,7 @@ HLSingleplayerRules::PlayerSpawn(NSClientPlayer pl)
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pl.ClearVelocity();
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pl.SetInfoKey("*spec", "0");
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pl.SetInfoKey("*deaths", ftos(pl.deaths));
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pl.SetCanBleed(true);
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pl.EnableBleeding();
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if (startspot != "") {
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LevelDecodeParms(pl);
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@ -13,40 +13,19 @@
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../../../src/shared/defs.h
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../../../src/server/defs.h
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../../../src/botlib/botinfo.h
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../../../src/gs-entbase/server.src
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../../../src/gs-entbase/shared.src
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defs.h
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../../../valve/src/server/defs.h
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../shared/include.src
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../../../valve/src/server/player.qc
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../../../valve/src/server/items.qc
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item_suit.qc
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item_healthkit.qc
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item_battery.qc
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../../../valve/src/server/world_items.qc
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../../../valve/src/server/xen_spore_small.qc
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../../../valve/src/server/xen_spore_medium.qc
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../../../valve/src/server/xen_spore_large.qc
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../../../valve/src/server/xen_hair.qc
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../../../valve/src/server/xen_plantlight.qc
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../../../valve/src/server/ammo.qc
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../../../valve/src/server/HLScientist.qc
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../../../src/botlib/include.src
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gamerules.qc
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gamerules_singleplayer.qc
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gamerules_multiplayer.qc
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server.qc
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../../../valve/src/server/damage.qc
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../../../valve/src/server/gamerules.qc
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../../../valve/src/server/gamerules_singleplayer.qc
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../../../valve/src/server/gamerules_multiplayer.qc
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../../../valve/src/server/server.qc
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../../../valve/src/server/flashlight.qc
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../../../valve/src/server/modelevent.qc
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../../../valve/src/server/spawn.qc
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../../../src/server/include.src
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../../../src/shared/include.src
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#endlist
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../../../valve/src/shared/entities.h
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../../../valve/src/shared/events.h
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../../../valve/src/shared/flags.h
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../../../hl2/src/shared/player.qc
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../../../valve/src/shared/weapon_common.h
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../../../valve/src/shared/animations.h
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../../../valve/src/shared/skeleton.h
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../../../valve/src/shared/player.qc
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../../../valve/src/shared/animations.qc
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../../../hl2/src/shared/pmove.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_corpse.qc
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../../../hl2/src/shared/items.h
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../../../hl2/src/shared/weapons.h
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../../../hl2/src/shared/w_357.qc
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../../../hl2/src/shared/w_ar2.qc
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../../../hl2/src/shared/w_bugbait.qc
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../../../hl2/src/shared/w_crossbow.qc
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../../../hl2/src/shared/w_crowbar.qc
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../../../hl2/src/shared/w_frag.qc
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../../../hl2/src/shared/w_gravitygun.qc
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../../../hl2/src/shared/w_pistol.qc
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../../../hl2/src/shared/w_rpg.qc
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../../../hl2/src/shared/w_shotgun.qc
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../../../hl2/src/shared/w_smg1.qc
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../../../hl2/src/shared/w_stunstick.qc
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../../../hl2/src/shared/w_slam.qc
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../../../hl2/src/shared/weapons.qc
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../../../hl2/src/shared/prop_vehicle_jeep.qc
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../../../valve/src/shared/weapon_common.qc
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../../../valve/src/shared/HLGaussBeam.qc
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../../../valve/src/shared/HLWeapon.qc
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../../../valve/src/shared/w_tripmine.qc
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#endlist
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@ -135,7 +135,7 @@ w_357_primary(player pl)
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Weapons_ViewPunchAngle(pl, [-10,0,0]);
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Weapons_ViewAnimation(pl, PYTHON_FIRE);
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if (pl.flags & FL_CROUCHING)
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if (pl.IsCrouching())
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Animation_PlayerTop(pl, ANIM_CR_SHOOTPYTHON, 0.43f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTPYTHON, 0.43f);
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@ -236,7 +236,7 @@ w_357_crosshair(player pl)
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float
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w_357_aimanim(player pl)
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{
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return pl.flags & FL_CROUCHING ? ANIM_CR_AIMPYTHON : ANIM_AIMPYTHON;
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return pl.IsCrouching() ? ANIM_CR_AIMPYTHON : ANIM_AIMPYTHON;
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}
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void
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@ -140,7 +140,7 @@ w_ar2_primary(player pl)
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int r = floor(pseudorandom() * 4.0);
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Weapons_ViewAnimation(pl, AR2_FIRE1 + r);
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if (pl.flags & FL_CROUCHING)
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if (pl.IsCrouching())
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Animation_PlayerTop(pl, ANIM_CR_SHOOTHIVE, 0.43f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTHIVE, 0.43f);
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@ -172,7 +172,7 @@ w_ar2_secondary(player pl)
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pl.ammo_hornet--;
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Weapons_ViewAnimation(pl, AR2_ALTFIRE);
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if (pl.flags & FL_CROUCHING)
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if (pl.IsCrouching())
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Animation_PlayerTop(pl, ANIM_CR_SHOOTHIVE, 0.43f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTHIVE, 0.43f);
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@ -213,7 +213,7 @@ w_ar2_crosshair(player pl)
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float
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w_ar2_aimanim(player pl)
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{
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return pl.flags & FL_CROUCHING ? ANIM_CR_AIMHIVE : ANIM_AIMHIVE;
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return pl.IsCrouching() ? ANIM_CR_AIMHIVE : ANIM_AIMHIVE;
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}
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void
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@ -178,7 +178,7 @@ void w_bugbait_release(player pl)
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pl.w_attack_next = 1.0f;
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pl.w_idle_next = 0.5f;
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if (pl.flags & FL_CROUCHING)
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if (pl.IsCrouching())
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Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
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@ -201,7 +201,7 @@ void w_bugbait_release(player pl)
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float
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w_bugbait_aimanim(player pl)
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{
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return pl.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
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return pl.IsCrouching() ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
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}
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void
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@ -173,7 +173,7 @@ w_crossbow_primary(player pl)
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Weapons_ViewAnimation(pl, CROSSBOW_FIRE);
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if (pl.flags & FL_CROUCHING)
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if (pl.IsCrouching())
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Animation_PlayerTop(pl, ANIM_CR_SHOOTBOW, 0.25f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTBOW, 0.25f);
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@ -274,7 +274,7 @@ w_crossbow_crosshair(player pl)
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float
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w_crossbow_aimanim(player pl)
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{
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return pl.flags & FL_CROUCHING ? ANIM_CR_AIMBOW : ANIM_AIMBOW;
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return pl.IsCrouching() ? ANIM_CR_AIMBOW : ANIM_AIMBOW;
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}
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void
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|
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@ -117,7 +117,7 @@ w_crowbar_primary(player pl)
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Weapons_ViewAnimation(pl, trace_fraction >= 1 ? CBAR_ATTACK2MISS:CBAR_ATTACK3HIT);
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}
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if (pl.flags & FL_CROUCHING)
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if (pl.IsCrouching())
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Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
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@ -161,7 +161,7 @@ w_crowbar_release(player pl)
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float
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w_crowbar_aimanim(player pl)
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{
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return pl.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
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return pl.IsCrouching() ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
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}
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void
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|
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|
@ -160,7 +160,7 @@ void w_frag_release(player pl)
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pl.w_attack_next = 1.0f;
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pl.w_idle_next = 0.5f;
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if (pl.flags & FL_CROUCHING)
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if (pl.IsCrouching())
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Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
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@ -184,7 +184,7 @@ void w_frag_release(player pl)
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float
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w_frag_aimanim(player pl)
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{
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return pl.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
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return pl.IsCrouching() ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
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}
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void
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@ -182,7 +182,7 @@ void w_gravitygun_crosshair(player pl)
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float w_gravitygun_aimanim(player pl)
|
||||
{
|
||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMEGON : ANIM_AIMEGON;
|
||||
return pl.IsCrouching() ? ANIM_CR_AIMEGON : ANIM_AIMEGON;
|
||||
}
|
||||
|
||||
void w_gravitygun_hudpic(player pl, int selected, vector pos, float a)
|
||||
|
|
|
@ -216,7 +216,7 @@ w_pistol_primary(player pl)
|
|||
Weapons_ViewAnimation(pl, PISTOL_FIRE_EMPTY);
|
||||
}
|
||||
|
||||
if (pl.flags & FL_CROUCHING)
|
||||
if (pl.IsCrouching())
|
||||
Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.2f);
|
||||
else
|
||||
Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.2f);
|
||||
|
@ -286,7 +286,7 @@ w_pistol_release(player pl)
|
|||
float
|
||||
w_pistol_aimanim(player pl)
|
||||
{
|
||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
|
||||
return pl.IsCrouching() ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
|
||||
}
|
||||
|
||||
void
|
||||
|
|
|
@ -126,7 +126,7 @@ void w_rpg_primary(player pl)
|
|||
Weapons_ViewAnimation(pl, RPG_FIRE);
|
||||
Weapons_ViewPunchAngle(pl, [-10,0,0]);
|
||||
|
||||
if (pl.flags & FL_CROUCHING)
|
||||
if (pl.IsCrouching())
|
||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTRPG, 0.43f);
|
||||
else
|
||||
Animation_PlayerTop(pl, ANIM_SHOOTRPG, 0.43f);
|
||||
|
@ -198,7 +198,7 @@ void w_rpg_secondary(player pl)
|
|||
|
||||
float w_rpg_aimanim(player pl)
|
||||
{
|
||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMRPG : ANIM_AIMRPG;
|
||||
return pl.IsCrouching() ? ANIM_CR_AIMRPG : ANIM_AIMRPG;
|
||||
}
|
||||
|
||||
void w_rpg_hudpic(player pl, int selected, vector pos, float a)
|
||||
|
@ -246,19 +246,19 @@ void w_rpg_hud(player pl)
|
|||
|
||||
/* crosshair/laser */
|
||||
if (pl.ammo_rpg_state == 1) {
|
||||
float lerp;
|
||||
float lerpFrac;
|
||||
vector jitter = [0.0f, 0.0f, 0.0f];
|
||||
Weapons_MakeVectors(pl);
|
||||
vector src = pl.origin + pl.view_ofs;
|
||||
traceline(src, src + (v_forward * 256), FALSE, pl);
|
||||
lerp = Math_Lerp(18,6, trace_fraction);
|
||||
lerpFrac = lerp(18,6, trace_fraction);
|
||||
jitter[0] = (random(0,2) - 2) * (1 - trace_fraction);
|
||||
jitter[1] = (random(0,2) - 2) * (1 - trace_fraction);
|
||||
laser_pos = g_hudmins + (g_hudres / 2) + ([-lerp,-lerp] / 2);
|
||||
laser_pos = g_hudmins + (g_hudres / 2) + ([-lerpFrac,-lerpFrac] / 2);
|
||||
|
||||
drawsubpic(
|
||||
laser_pos + jitter,
|
||||
[lerp,lerp],
|
||||
[lerpFrac,lerpFrac],
|
||||
"materials/Sprites/redglow1",
|
||||
[0,0],
|
||||
[1.0, 1.0],
|
||||
|
|
|
@ -218,7 +218,7 @@ w_shotgun_primary(player pl)
|
|||
Weapons_ViewAnimation(pl, SHOTGUN_FIRE);
|
||||
Weapons_ViewPunchAngle(pl, [-5,0,0]);
|
||||
|
||||
if (pl.flags & FL_CROUCHING)
|
||||
if (pl.IsCrouching())
|
||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTSHOTGUN, 0.41f);
|
||||
else
|
||||
Animation_PlayerTop(pl, ANIM_SHOOTSHOTGUN, 0.5f);
|
||||
|
@ -270,7 +270,7 @@ w_shotgun_secondary(player pl)
|
|||
Weapons_ViewAnimation(pl, SHOTGUN_ALTFIRE);
|
||||
Weapons_ViewPunchAngle(pl, [-10,0,0]);
|
||||
|
||||
if (pl.flags & FL_CROUCHING)
|
||||
if (pl.IsCrouching())
|
||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTSHOTGUN, 0.41f);
|
||||
else
|
||||
Animation_PlayerTop(pl, ANIM_SHOOTSHOTGUN, 0.5f);
|
||||
|
@ -369,7 +369,7 @@ w_shotgun_crosshair(player pl)
|
|||
float
|
||||
w_shotgun_aimanim(player pl)
|
||||
{
|
||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN;
|
||||
return pl.IsCrouching() ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN;
|
||||
}
|
||||
|
||||
void
|
||||
|
|
|
@ -474,7 +474,7 @@ w_slam_release(player pl)
|
|||
float
|
||||
w_slam_aimanim(player pl)
|
||||
{
|
||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
|
||||
return pl.IsCrouching() ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
|
||||
}
|
||||
|
||||
void
|
||||
|
|
|
@ -192,7 +192,7 @@ w_smg1_primary(player pl)
|
|||
Sound_Play(pl, CHAN_WEAPON, "Weapon_SMG1.Single");
|
||||
#endif
|
||||
|
||||
if (pl.flags & FL_CROUCHING)
|
||||
if (pl.IsCrouching())
|
||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTMP5, 0.1f);
|
||||
else
|
||||
Animation_PlayerTop(pl, ANIM_SHOOTMP5, 0.1f);
|
||||
|
@ -229,7 +229,7 @@ w_smg1_secondary(player pl)
|
|||
Weapons_ViewPunchAngle(pl, [-10.0f, 0.0f, 0.0f]);
|
||||
Weapons_ViewAnimation(pl, SMG1_ALTFIRE);
|
||||
|
||||
if (pl.flags & FL_CROUCHING)
|
||||
if (pl.IsCrouching())
|
||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTMP5, 0.45f);
|
||||
else
|
||||
Animation_PlayerTop(pl, ANIM_SHOOTMP5, 0.45f);
|
||||
|
|
|
@ -114,7 +114,7 @@ w_stunstick_primary(player pl)
|
|||
Weapons_ViewAnimation(pl, trace_fraction >= 1 ? CBAR_ATTACK2MISS:CBAR_ATTACK3HIT);
|
||||
}
|
||||
|
||||
if (pl.flags & FL_CROUCHING)
|
||||
if (pl.IsCrouching())
|
||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
|
||||
else
|
||||
Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
|
||||
|
@ -158,7 +158,7 @@ w_stunstick_release(player pl)
|
|||
float
|
||||
w_stunstick_aimanim(player pl)
|
||||
{
|
||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
|
||||
return pl.IsCrouching() ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
|
||||
}
|
||||
|
||||
void
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue