Shared: Inherit weapon_common and input from Nuclide's base game.
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parent
f1c4646451
commit
227f9ad13b
5 changed files with 9 additions and 59 deletions
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@ -101,7 +101,7 @@ monster_scientist::AttackMelee(void)
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/* functional */
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/* functional */
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think = AttackNeedle;
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think = AttackNeedle;
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nextthink = 0.25f;
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nextthink = 0.25f;
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return TRUE;
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return (1);
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}
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}
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void
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void
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@ -2,7 +2,7 @@
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../../../valve/src/shared/entities.h
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../../../valve/src/shared/entities.h
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../../../valve/src/shared/flags.h
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../../../valve/src/shared/flags.h
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player.qc
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player.qc
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../../../valve/src/shared/weapon_common.h
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../../../base/src/shared/weapon_common.h
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../../../valve/src/shared/animations.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/animations.qc
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pmove.qc
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pmove.qc
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@ -35,6 +35,6 @@ w_cannon.qc
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w_chainsaw.qc
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w_chainsaw.qc
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w_hammer.qc
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w_hammer.qc
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weapons.qc
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weapons.qc
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../../../valve/src/shared/weapon_common.qc
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../../../base/src/shared/weapon_common.qc
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input.qc
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../../../base/src/shared/input.qc
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#endlist
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#endlist
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@ -1,50 +0,0 @@
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/*
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* Copyright (c) 2016-2020 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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/*
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=================
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Input_Handle
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Handles impulse and whatnot
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=================
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*/
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void
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Game_Input(void)
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{
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#ifdef SERVER
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if (input_buttons & INPUT_BUTTON5) {
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Player_UseDown();
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} else {
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Player_UseUp();
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}
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if (self.impulse == 100) {
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Flashlight_Toggle();
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}
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self.impulse = 0;
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#endif
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if (input_buttons & INPUT_BUTTON0) {
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Weapons_Primary();
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} else if (input_buttons & INPUT_BUTTON4) {
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Weapons_Reload();
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} else if (input_buttons & INPUT_BUTTON3) {
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Weapons_Secondary();
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} else {
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Weapons_Release();
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}
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}
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@ -394,11 +394,11 @@ float
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player::SendEntity(entity ePEnt, float fChanged)
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player::SendEntity(entity ePEnt, float fChanged)
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{
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{
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if (health <= 0 && ePEnt != this) {
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if (health <= 0 && ePEnt != this) {
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return FALSE;
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return (0);
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}
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}
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if (clienttype(ePEnt) != CLIENTTYPE_REAL) {
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if (clienttype(ePEnt) != CLIENTTYPE_REAL) {
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return FALSE;
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return (0);
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}
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}
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if (ePEnt != self) {
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if (ePEnt != self) {
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@ -463,6 +463,6 @@ player::SendEntity(entity ePEnt, float fChanged)
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WriteByte(MSG_ENTITY, ammo_hammer_state);
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WriteByte(MSG_ENTITY, ammo_hammer_state);
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}
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}
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return TRUE;
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return (1);
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}
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}
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#endif
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#endif
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@ -96,11 +96,11 @@ w_cannon_pickup(int new, int startammo)
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if (pl.ammo_buckshot < 125) {
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if (pl.ammo_buckshot < 125) {
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pl.ammo_buckshot = bound(0, pl.ammo_buckshot + 2, 125);
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pl.ammo_buckshot = bound(0, pl.ammo_buckshot + 2, 125);
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} else {
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} else {
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return FALSE;
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return (0);
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}
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}
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}
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}
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#endif
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#endif
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return TRUE;
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return (1);
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}
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}
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void
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void
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