WEAPON_FLAMER: migrate the code over from They Hunger real quick
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parent
87b84272e3
commit
0d0a91c2df
1 changed files with 164 additions and 24 deletions
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@ -1,5 +1,6 @@
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/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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* Copyright (c) 2016-2021 Marco Cawthorne <marco@icculus.org>
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* Copyright (c) 2019-2020 Gethyn ThomasQuail <xylemon@posteo.net>
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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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@ -14,44 +15,157 @@
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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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enum
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{
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EGON_IDLE1,
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EGON_FIDGET1,
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EGON_ALTFIREON,
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EGON_ALTFIRECYCLE,
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EGON_ALTFIREOFF,
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EGON_FIRE1,
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EGON_FIRE2,
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EGON_FIRE3,
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EGON_FIRE4,
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EGON_DRAW,
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EGON_HOLSTER
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};
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void
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w_flamer_precache(void)
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{
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#ifdef SERVER
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Sound_Precache("weapon_flame.fire");
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precache_model("sprites/fthrow.spr");
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#endif
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precache_model("models/v_flame.mdl");
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precache_model("models/w_flamer.mdl");
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precache_model("models/p_flamer.mdl");
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precache_model("models/w_egon.mdl");
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precache_model("models/p_egon.mdl");
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}
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void
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w_flamer_updateammo(player pl)
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{
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#ifdef SERVER
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Weapons_UpdateAmmo(pl, __NULL__, __NULL__, __NULL__);
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#endif
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Weapons_UpdateAmmo(pl, -1, pl.m_iAmmoCells, -1);
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}
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string
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w_flamer_wmodel(void)
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{
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return "models/w_flamer.mdl";
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return "models/w_egon.mdl";
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}
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string
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w_flamer_pmodel(player pl)
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{
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return "models/p_flamer.mdl";
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return "models/p_egon.mdl";
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}
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string
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w_flamer_deathmsg(void)
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{
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return "%s was assaulted by %s's Assault Cannon.";
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return "%s burned to a crisp by %s's Flamethrower.";
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}
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int
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w_flamer_pickup(player pl, int new, int startammo)
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{
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return (1);
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}
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void
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w_flamer_draw(player pl)
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{
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Weapons_SetModel("models/v_flame.mdl");
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Weapons_ViewAnimation(pl, 0);
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Weapons_ViewAnimation(pl, EGON_DRAW);
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}
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void
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w_flamer_holster(player pl)
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{
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}
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void
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w_flamer_primary(player pl)
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{
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if (pl.w_attack_next > 0.0)
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return;
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/* Ammo check */
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if (pl.m_iAmmoCells <= 0)
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return;
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pl.m_iAmmoCells--;
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Weapons_ViewAnimation(pl, EGON_FIRE1);
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#ifdef SERVER
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static void w_flamer_die(void) {
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NSEntity::Destroy();
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}
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static void w_flamer_touch(entity target, entity source) {
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NSEntity me = (NSEntity)source;
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if (target.takedamage == DAMAGE_YES) {
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NSSurfacePropEntity m = (NSSurfacePropEntity)target;
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m.Ignite(source, 5.0f, WEAPON_FLAMER);
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}
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}
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Sound_Play(pl, CHAN_WEAPON, "weapon_flame.fire");
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NSProjectile ball = spawn(NSProjectile);
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ball.SetModel("sprites/fthrow.spr");
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ball.SetRenderMode(RM_ADDITIVE);
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ball.SetOwner(pl);
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ball.SetImpact(w_flamer_touch);
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ball.AnimateOnce(0, 15, 0.1f);
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// To be added to spec
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// ball.Animate(0,15);
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// ball.effects |= EF_BRIGHTLIGHT;
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// Also will need check for water contents (so projectile will die underwater)
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Weapons_MakeVectors(pl);
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ball.SetOrigin(Weapons_GetCameraPos(pl) + (v_forward * 16));
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ball.SetVelocity(v_forward * 300);
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#endif
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pl.w_attack_next = 0.2f;
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pl.w_idle_next = 0.2f;
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}
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void
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w_flamer_reload(player pl)
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{
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}
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void
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w_flamer_release(player pl)
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{
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if (pl.w_attack_next > 0)
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return;
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if (pl.w_idle_next > 0)
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return;
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Weapons_ViewAnimation(pl, EGON_IDLE1);
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}
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void
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w_flamer_crosshair(player pl)
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{
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#ifdef CLIENT
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static vector cross_pos;
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cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
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drawsubpic(cross_pos, [24,24], "sprites/crosshairs.spr_0.tga", [72/128,48/128], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
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HUD_DrawAmmo2();
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vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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drawsubpic(aicon_pos, [24,24], "sprites/640hud7.spr_0.tga", [0,96/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
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#endif
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}
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float
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w_flamer_hudpic(player pl, int selected, vector pos, float a)
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{
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#ifdef CLIENT
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vector hud_col;
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if (pl.m_iAmmoCells == 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.m_iAmmoCells, 200, 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/tfchud07.spr_0.tga",
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"sprites/tfchud04.spr_0.tga",
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[0,45/256],
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[170/256,45/256],
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g_hud_color,
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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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drawsubpic(
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pos,
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[170,45],
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"sprites/tfchud07.spr_0.tga",
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[0,45/256],
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"sprites/tfchud03.spr_0.tga",
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[0,0/256],
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[170/256,45/256],
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g_hud_color,
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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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#endif
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}
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int
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w_flamer_isempty(player pl)
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{
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if (pl.m_iAmmoCells <= 0)
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return 1;
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return 0;
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}
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weapontype_t
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w_flamer_type(player pl)
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{
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return WPNTYPE_RANGED;
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}
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weapon_t w_flamer =
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{
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.name = "flamer",
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.id = ITEM_FLAMER,
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.id = ITEM_FLAMER,
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.slot = 3,
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.slot_pos = 3,
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.slot_pos = 2,
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.draw = w_flamer_draw,
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.holster = __NULL__,
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.primary = __NULL__,
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.secondary = __NULL__,
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.primary = w_flamer_primary,
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.secondary = w_flamer_release,
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.reload = __NULL__,
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.release = __NULL__,
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.postdraw = __NULL__,
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.release = w_flamer_release,
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.postdraw = w_flamer_crosshair,
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.precache = w_flamer_precache,
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.pickup = __NULL__,
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.pickup = w_flamer_pickup,
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.updateammo = w_flamer_updateammo,
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.wmodel = w_flamer_wmodel,
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.pmodel = w_flamer_pmodel,
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.deathmsg = w_flamer_deathmsg,
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.aimanim = w_flamer_aimanim,
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.hudpic = w_flamer_hudpic,
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.isempty = w_asscan_isempty
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.isempty = w_flamer_isempty,
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.type = w_flamer_type,
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.hudpic = w_flamer_hudpic
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};
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