Client: Update bobbing cvar defaults
Gamerules: Use setorigin_safe() on player spawns, as spawn points appear to be in the ground? Weapons: update various weapons and their skill/damage values
This commit is contained in:
parent
31e80e786f
commit
f14bd46aef
19 changed files with 82 additions and 56 deletions
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@ -577,12 +577,6 @@ HUD_Draw(void)
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Damage_Draw();
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}
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string g_specmodes[] = {
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"Free Camera",
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"Third Person",
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"First Person"
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};
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/* specatator main entry */
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void
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HUD_DrawSpectator(void)
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@ -20,12 +20,12 @@
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like viewmodel bob that people may like
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*/
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var float autocvar_v_bob = 0.005;
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var float autocvar_v_bobcycle = 0.6;
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var float autocvar_v_bob = 0.01;
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var float autocvar_v_bobcycle = 0.8;
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var float autocvar_v_bobup = 0.5;
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var float autocvar_v_bob2 = 0.005;
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var float autocvar_v_bob2cycle = 1.4;
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var float autocvar_v_bob2cycle = 1.6;
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var float autocvar_v_bob2up = 0.5;
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struct
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@ -225,6 +225,8 @@ HLMultiplayerRules::PlayerSpawn(NSClientPlayer pp)
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spot = Spawn_SelectRandom("info_player_deathmatch");
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pl.Transport(spot.origin, spot.angles);
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setorigin_safe(pl, pl.origin + [0,0,1]);
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Weapons_RefreshAmmo(pl);
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Client_FixAngle(pl, pl.angles);
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}
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@ -96,6 +96,7 @@ HLSingleplayerRules::PlayerSpawn(NSClientPlayer pl)
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spawnPoint = find(world, ::classname, "info_player_start");
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pl.Transport(spawnPoint.origin, spawnPoint.angles);
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}
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setorigin_safe(pl, pl.origin + [0,0,1]);
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Weapons_RefreshAmmo(pl);
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Client_FixAngle(pl, pl.angles);
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@ -23,10 +23,9 @@ defs.h
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../../../valve/src/server/player.qc
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../../../valve/src/server/items.qc
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../../../valve/src/server/item_longjump.qc
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../../../valve/src/server/item_suit.qc
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../../../valve/src/server/item_healthkit.qc
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../../../valve/src/server/item_battery.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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@ -2,32 +2,33 @@
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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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player.qc
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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/animations.qc
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../../../valve/src/shared/pmove.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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items.h
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weapons.h
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../../../hl2/src/shared/items.h
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../../../hl2/src/shared/weapons.h
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w_357.qc
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w_ar2.qc
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w_bugbait.qc
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w_crossbow.qc
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w_crowbar.qc
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w_frag.qc
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w_gravitygun.qc
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w_pistol.qc
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w_rpg.qc
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w_shotgun.qc
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w_smg1.qc
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w_stunstick.qc
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w_slam.qc
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weapons.qc
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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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#endlist
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@ -128,7 +128,7 @@ w_357_primary(player pl)
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_SMALL);
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#else
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, Skill_GetValue("plr_357_bullet", 40), [0.008, 0.008], WEAPON_357);
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, Skill_GetValue("plr_dmg_357", 40), [0.008, 0.008], WEAPON_357);
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Sound_Play(pl, CHAN_WEAPON, "Weapon_357.Single");
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#endif
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@ -128,9 +128,12 @@ w_ar2_primary(player pl)
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//return;
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}
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Weapons_ViewPunchAngle(pl, [-3,0,0]);
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#ifdef SERVER
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w_ar2_shoothornet(pl);
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Sound_Play(pl, CHAN_WEAPON, "Weapon_AR2.Single");
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TraceAttack_FireBullets(1, Weapons_GetCameraPos(pl), Skill_GetValue("plr_dmg_ar2", 8), [0.025,0.025], WEAPON_AR2);
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#endif
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// pl.ammo_hornet--;
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@ -159,6 +162,8 @@ w_ar2_secondary(player pl)
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return;
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}
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Weapons_ViewPunchAngle(pl, [-3,0,0]);
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#ifdef SERVER
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// w_ar2_shoothornet(pl);
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Sound_Play(pl, CHAN_WEAPON, "Weapon_AR2.Double");
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@ -136,7 +136,7 @@ w_crossbow_primary(player pl)
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traceline(src, dest, MOVE_LAGGED, pl);
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if (trace_ent.takedamage == DAMAGE_YES)
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Damage_Apply(trace_ent, pl, Skill_GetValue("plr_xbow_bolt_monster", 50), WEAPON_CROSSBOW, DMG_BLUNT);
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Damage_Apply(trace_ent, pl, Skill_GetValue("plr_dmg_crossbow", 50), WEAPON_CROSSBOW, DMG_BLUNT);
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if (other.iBleeds == FALSE)
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pointparticles(particleeffectnum("platform.spark"), self.origin, trace_plane_normal, 1);
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@ -137,7 +137,7 @@ w_crowbar_primary(player pl)
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}
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if (trace_ent.takedamage) {
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Damage_Apply(trace_ent, pl, Skill_GetValue("plr_crowbar", 10), WEAPON_CROWBAR, DMG_BLUNT);
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Damage_Apply(trace_ent, pl, Skill_GetValue("plr_dmg_crowbar", 10), WEAPON_CROWBAR, DMG_BLUNT);
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if (trace_ent.iBleeds) {
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Sound_Play(pl, CHAN_WEAPON, "Weapon_Crowbar.Melee_Hit");
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}
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@ -74,7 +74,7 @@ void w_gravitygun_draw(player pl)
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Weapons_SetModel("models/weapons/v_physcannon.mdl");
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Weapons_ViewAnimation(pl, GRAVGUN_DRAW);
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pl.w_idle_next = 0.95f;
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pl.w_idle_next = 0.28f;
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}
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void w_gravitygun_holster(player pl)
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@ -105,7 +105,6 @@ void w_gravitygun_primary(player pl)
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if (trace_ent.isPhysics) {
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NSPhysicsEntity physEnt = (NSPhysicsEntity)trace_ent;
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physEnt.PhysicsEnable();
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physEnt.ApplyForceCenter(v_forward * 15000);
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physEnt.ApplyForceOffset(v_forward * 600, trace_endpos);
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@ -122,6 +121,7 @@ void w_gravitygun_primary(player pl)
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}
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}
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void w_gravitygun_secondary(player pl)
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{
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if (pl.w_attack_next > 0.0f) {
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@ -140,11 +140,10 @@ void w_gravitygun_secondary(player pl)
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if (trace_ent.isPhysics) {
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vector pullDirection;
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NSPhysicsEntity physEnt = (NSPhysicsEntity)trace_ent;
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physEnt.PhysicsEnable();
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pullDirection = normalize(srcOrg - physEnt.WorldSpaceCenter());
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//pullDirection *= (physEnt.mass + 0.5) * (1/50.0f);
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physEnt.ApplyForceCenter(pullDirection * 50.0);
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physEnt.ApplyForceCenter(pullDirection * 500.0f);
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//physEnt.velocity = v_forward * -100.0f;
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physEnt.nextthink = time;
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}
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@ -154,6 +154,9 @@ w_pistol_isempty(player pl)
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return 0;
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}
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.entity first_ent;
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.vector first_pos;
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void
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w_pistol_primary(player pl)
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{
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View_SetMuzzleflash(MUZZLE_SMALL);
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View_AddEvent(w_pistol_ejectshell, 0.0f);
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#else
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, Skill_GetValue("plr_9mm_bullet", 8), [0.01,0.01], WEAPON_PISTOL);
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#if 0
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, Skill_GetValue("plr_dmg_buckshot", 5), [0.01,0.01], WEAPON_PISTOL);
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#else
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makevectors(pl.v_angle);
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traceline(pl.GetEyePos(), pl.GetEyePos() + v_forward * 1024, MOVE_NORMAL, pl);
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if (1) {
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print("Weld ingggg\n");
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if (!pl.first_ent) {
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pl.first_ent = trace_ent;
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pl.first_pos = trace_endpos;
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print("Weld 1\n");
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} else {
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NSPhysicsConstraint::Weld(pl.first_ent, trace_ent, 0,0,0,0,0);
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pl.first_ent = 0;
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pl.first_pos = g_vec_null;
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print("Weld done\n");
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}
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}
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#endif
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Sound_Play(pl, CHAN_WEAPON, "Weapon_Pistol.Single");
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#endif
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@ -243,7 +243,6 @@ void w_rpg_hud(player pl)
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{
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#ifdef CLIENT
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vector laser_pos;
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vector aicon_pos;
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/* crosshair/laser */
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if (pl.ammo_rpg_state == 1) {
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@ -260,7 +259,7 @@ void w_rpg_hud(player pl)
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drawsubpic(
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laser_pos + jitter,
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[lerp,lerp],
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g_laser_spr,
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"materials/Sprites/redglow1",
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[0,0],
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[1.0, 1.0],
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[1,1,1],
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@ -82,6 +82,7 @@ void w_shotgun_precache(void)
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precache_model("models/weapons/v_shotgun.mdl");
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precache_model("models/p_shotgun.mdl");
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precache_model("models/shotgunshell.mdl");
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precache_model("models/weapons/shotgun_shell.mdl");
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#endif
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}
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@ -72,6 +72,7 @@ w_smg1_precache(void)
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#else
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precache_model("models/weapons/v_smg1.mdl");
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precache_model("models/p_9mmar.mdl");
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precache_model("models/weapons/rifleshell.mdl");
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#endif
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}
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@ -183,9 +184,9 @@ w_smg1_primary(player pl)
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#else
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/* singleplayer is more accurate */
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if (cvar("sv_playerslots") == 1) {
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TraceAttack_FireBullets(1, Weapons_GetCameraPos(pl), Skill_GetValue("plr_9mmAR_bullet", 5), [0.025,0.025], WEAPON_SMG1);
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TraceAttack_FireBullets(1, Weapons_GetCameraPos(pl), Skill_GetValue("plr_dmg_smg1", 4), [0.025,0.025], WEAPON_SMG1);
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} else {
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TraceAttack_FireBullets(1, Weapons_GetCameraPos(pl), Skill_GetValue("plr_9mmAR_bullet", 5), [0.05,0.05], WEAPON_SMG1);
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TraceAttack_FireBullets(1, Weapons_GetCameraPos(pl), Skill_GetValue("plr_dmg_smg1", 4), [0.05,0.05], WEAPON_SMG1);
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}
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Sound_Play(pl, CHAN_WEAPON, "Weapon_SMG1.Single");
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@ -13,11 +13,6 @@ entityDef weapon_frag
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"snd_respawn" "item.respawn"
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}
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entityDef projectile_frag
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{
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"spawnclass" "NSProjectile"
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@ -42,6 +37,6 @@ entityDef damage_handgrenadeDirect
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entityDef damage_handgrenadeSplash
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{
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"damage" "skill:plr_hand_grenade"
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"damage" "skill:plr_dmg_fraggrenade"
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"radius" "250"
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}
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@ -57,12 +57,11 @@ entityDef projectile_rocket_homing
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entityDef damage_rocketDirect
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{
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"damage" "skill:plr_rocketlauncher_impact"
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"damage_random" "skill:plr_rocketlauncher_impact_rand"
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"damage" "skill:plr_dmg_rpg_round"
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}
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entityDef damage_rocketSplash
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{
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"damage" "skill:plr_rpg"
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"damage" "skill:plr_dmg_rpg_round"
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"radius" "250"
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}
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@ -37,6 +37,6 @@ entityDef projectile_slam
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entityDef damage_satchelExplosion
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{
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"damage" "skill:plr_satchel"
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"damage" "skill:plr_dmg_slam"
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"radius" "375"
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}
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@ -57,10 +57,15 @@ seta gl_ldr 0
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seta r_lightmap_format rgb9e5
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seta rate 30000 // some HL configs set this to 2500 by default!
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exec skill_hl2.cfg
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seta cl_forwardspeed 190
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seta cl_sidespeed 190
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seta cl_backspeed 190
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seta cl_movespeedkey 1.684
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seta pm_maxspeed 320
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seta pm_maxspeed 320
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exec skill_hl2.cfg
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seta fov 75
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seta viewmodel_fov 54
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