Rebuild against FreeHL Develop
This commit is contained in:
parent
d60382f8c9
commit
1f584ac635
8 changed files with 41 additions and 141 deletions
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@ -55,11 +55,6 @@ ClientGame_RendererRestart(string rstr)
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Obituary_Precache();
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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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FX_GaussBeam_Init();
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BEAM_TRIPMINE = particleeffectnum("weapon_tripmine.beam");
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@ -34,6 +34,7 @@ cmds.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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../../../valve/src/client/hud_sprite.qc
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../../../valve/src/client/hud_weaponselect.qc
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../../../valve/src/client/scoreboard.qc
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../../../valve/src/client/modelevent.qc
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@ -315,7 +315,9 @@ HLGameRules::PlayerDeath(NSClientPlayer pl)
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/* either gib, or make a corpse */
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if (pl.health < -50) {
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FX_GibHuman(pl.origin, vectoangles(pl.origin - g_dmg_eAttacker.origin), g_dmg_iDamage * 2.0f);
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vector gibDir = vectoangles(pl.origin - g_dmg_eAttacker.origin);
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float gibStrength = g_dmg_iDamage * 2.0f;
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BreakModel_Entity(pl, gibDir, gibStrength);
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} else {
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FX_Corpse_Spawn((player)pl, ANIM_DIESIMPLE);
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}
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@ -349,11 +351,12 @@ HLGameRules::PlayerSpawn(NSClientPlayer pp)
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entity spot;
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pl.classname = "player";
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pl.health = pl.max_health = 100;
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pl.takedamage = DAMAGE_YES;
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pl.solid = SOLID_SLIDEBOX;
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pl.movetype = MOVETYPE_WALK;
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pl.flags = FL_CLIENT;
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pl.SetMaxHealth(100);
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pl.SetHealth(100);
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pl.SetTakedamage(DAMAGE_YES);
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pl.SetSolid(SOLID_SLIDEBOX);
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pl.SetMovetype(MOVETYPE_WALK);
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pl.AddFlags(FL_CLIENT);
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pl.viewzoom = 1.0;
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pl.model = "models/player.mdl";
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string mymodel = infokey(pl, "model");
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@ -366,16 +369,16 @@ HLGameRules::PlayerSpawn(NSClientPlayer pp)
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}
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setmodel(pl, pl.model);
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setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
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pl.velocity = [0,0,0];
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pl.SetSize(VEC_HULL_MIN, VEC_HULL_MAX);
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pl.ClearVelocity();
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pl.gravity = __NULL__;
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pl.frame = 1;
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pl.SetFrame(1);
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pl.SendFlags = UPDATE_ALL;
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pl.customphysics = Empty;
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pl.iBleeds = TRUE;
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forceinfokey(pl, "*spec", "0");
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forceinfokey(pl, "*deaths", ftos(pl.deaths));
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pl.SetInfoKey("*spec", "0");
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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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/* if we have team flags set, then join a team spawn
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* search for the entity though in case we're on a non scihunt map */
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@ -20,39 +20,6 @@ defs.h
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../shared/include.src
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../../../valve/src/server/monster_apache.qc
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../../../valve/src/server/monster_alien_controller.qc
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../../../valve/src/server/monster_alien_grunt.qc
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../../../valve/src/server/monster_alien_slave.qc
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../../../valve/src/server/monster_barnacle.qc
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../../../valve/src/server/monster_barney.qc
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../../../valve/src/server/monster_barney_dead.qc
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../../../valve/src/server/monster_bigmomma.qc
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../../../valve/src/server/monster_bloater.qc
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../../../valve/src/server/monster_bullchicken.qc
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../../../valve/src/server/monster_cockroach.qc
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../../../valve/src/server/monster_flyer_flock.qc
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../../../valve/src/server/monster_gargantua.qc
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../../../valve/src/server/monster_gman.qc
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../../../valve/src/server/monster_headcrab.qc
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../../../valve/src/server/monster_babycrab.qc
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../../../valve/src/server/monster_hevsuit_dead.qc
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../../../valve/src/server/monster_houndeye.qc
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../../../valve/src/server/monster_human_grunt.qc
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../../../valve/src/server/monster_hgrunt_dead.qc
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../../../valve/src/server/monster_human_assassin.qc
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../../../valve/src/server/monster_ichthyosaur.qc
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../../../valve/src/server/monster_leech.qc
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../../../valve/src/server/monster_miniturret.qc
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../../../valve/src/server/monster_nihilanth.qc
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../../../valve/src/server/monster_osprey.qc
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../../../valve/src/server/monster_rat.qc
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../../../valve/src/server/monster_scientist_dead.qc
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../../../valve/src/server/monster_sitting_scientist.qc
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../../../valve/src/server/monster_sentry.qc
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../../../valve/src/server/monster_tentacle.qc
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../../../valve/src/server/monster_turret.qc
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../../../valve/src/server/monster_zombie.qc
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monster_scientist.qc
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../../../valve/src/server/player.qc
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@ -10,11 +10,6 @@ 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_breakmodel.qc
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../../../valve/src/shared/fx_explosion.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 +14,8 @@
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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 custom SendFlags bits we can possibly send */
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enumflags
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@ -99,7 +99,7 @@ void w_chainsaw_primary(player pl)
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pl.w_attack_next = 0.2f;
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} else {
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int dmg;
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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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if (trace_ent.takedamage) {
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if (trace_ent.iBleeds) {
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@ -113,7 +113,7 @@ void w_chainsaw_primary(player pl)
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} else {
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/* well, this is in the advanced options */
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if (cvar("sh_chainspark") != 1)
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FX_Spark(trace_endpos, trace_plane_normal);
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pointparticles(particleeffectnum("fx_spark.main"), trace_endpos, [0,0,0], 1);
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Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.hit");
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}
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19
zpak001.pk3dir/scripts/constants.txt
Normal file
19
zpak001.pk3dir/scripts/constants.txt
Normal file
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@ -0,0 +1,19 @@
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// weapon constants
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WEAPON_NONE 0
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WEAPON_CROWBAR 1
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WEAPON_HAMMER 2
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WEAPON_CHAINSAW 3
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WEAPON_GLOCK 4
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WEAPON_PYTHON 5
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WEAPON_MP5 6
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WEAPON_SHOTGUN 7
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WEAPON_CROSSBOW 8
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WEAPON_CANNON 9
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WEAPON_RPG 10
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WEAPON_GAUSS 11
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WEAPON_EGON 12
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WEAPON_HORNETGUN 13
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WEAPON_HANDGRENADE 14
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WEAPON_SATCHEL 15
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WEAPON_TRIPMINE 16
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WEAPON_SNARK 17
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