WEAPON_INCENDIARY: Basic functionality and renamed Railgun function to standard
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dee41eeffc
commit
87b84272e3
3 changed files with 95 additions and 10 deletions
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@ -462,7 +462,7 @@ player::MakeClass(classtype_e class)
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m_iMaxShells = 40;
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m_iMaxShells = 40;
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m_iMaxNails = 50;
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m_iMaxNails = 50;
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m_iMaxCells = 200;
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m_iMaxCells = 200;
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m_iMaxRockets = 60;
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m_iMaxRockets = 20;
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env_message_single(this, "HELP_PYRO");
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env_message_single(this, "HELP_PYRO");
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break;
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break;
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case CLASS_SPY:
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case CLASS_SPY:
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@ -1,5 +1,6 @@
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/*
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/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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* Copyright (c) 2016-2023 Marco Cawthorne <marco@icculus.org>
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* Copyright (c) 2023 Gethyn ThomasQuail <xylemon@posteo.net>
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*
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*
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* Permission to use, copy, modify, and distribute this software for any
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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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* purpose with or without fee is hereby granted, provided that the above
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@ -14,6 +15,24 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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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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#define TFC_RPG_ROCKET_SPEED 900.0f
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enum
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{
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INC_IDLE1,
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INC_FIDGET1,
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INC_FIRE,
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INC_HOLSTER1,
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INC_DRAW1,
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INC_HOLSTER2,
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INC_DRAW2,
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INC_RELOAD_START,
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INC_RELOAD,
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INC_RELOAD_END,
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INC_IDLE2,
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INC_FIDGET2
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};
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void
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void
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w_incendiary_precache(void)
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w_incendiary_precache(void)
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{
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{
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@ -25,9 +44,7 @@ w_incendiary_precache(void)
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void
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void
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w_incendiary_updateammo(player pl)
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w_incendiary_updateammo(player pl)
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{
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{
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#ifdef SERVER
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Weapons_UpdateAmmo(pl, __NULL__, pl.m_iAmmoRockets, __NULL__);
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Weapons_UpdateAmmo(pl, __NULL__, __NULL__, __NULL__);
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#endif
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}
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}
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string
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string
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@ -44,7 +61,10 @@ w_incendiary_pmodel(player pl)
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string
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string
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w_incendiary_deathmsg(void)
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w_incendiary_deathmsg(void)
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{
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{
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return "%s was assaulted by %s's Assault Cannon.";
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return "%s gets well done by %s's incendiary rocket.";
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// TODO
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// Has special birthday and suicide death messages
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}
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}
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void
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void
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@ -54,12 +74,75 @@ w_incendiary_draw(player pl)
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Weapons_ViewAnimation(pl, 0);
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Weapons_ViewAnimation(pl, 0);
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}
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}
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void
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w_incendiary_shootrocket(player pl)
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{
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static void w_incendiary_shootrocket_touch(void) {
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FX_Explosion(self.origin);
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remove(self);
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}
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Weapons_MakeVectors(pl);
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entity p = spawn();
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setmodel(p, "models/rpgrocket.mdl");
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setorigin(p, Weapons_GetCameraPos(pl) + (v_forward * 8));
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p.owner = self;
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p.movetype = MOVETYPE_FLYMISSILE;
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p.solid = SOLID_BBOX;
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p.gravity = 0.5f;
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p.velocity = (v_forward * TFC_RPG_ROCKET_SPEED);
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p.angles = vectoangles(p.velocity);
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p.touch = w_incendiary_shootrocket_touch;
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p.think = Util_Destroy;
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p.nextthink = time + 5.0f;
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}
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void
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w_incendiary_primary(player pl)
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{
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int s = w_baseprojectile_fire(pl, WEAPON_INCENDIARY, player::m_iAmmoRockets, w_incendiary_shootrocket);
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switch (s) {
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case AUTO_FIRE_FAILED:
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return;
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break;
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case AUTO_FIRED:
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Weapons_ViewAnimation(pl, INC_FIRE);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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pl.w_attack_next = 0.8f;
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break;
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case AUTO_LAST:
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Weapons_ViewAnimation(pl, INC_FIRE);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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pl.w_attack_next = 0.8f;
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break;
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case AUTO_EMPTY:
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pl.w_attack_next = 0.2f;
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break;
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}
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pl.w_idle_next = 1.5f;
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}
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float
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float
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w_incendiary_aimanim(player pl)
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w_incendiary_aimanim(player pl)
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{
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{
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return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
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return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
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}
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}
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void
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w_incendiary_postdraw(player pl)
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{
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#ifdef CLIENT
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// crosshair
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Cross_DrawSub(g_cross_spr, [24,24], [24/128,48/128], [0.1875, 0.1875]);
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// ammo counter
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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], g_hud7_spr, [120/256,72/128],[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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void
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void
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w_incendiary_hudpic(player pl, int selected, vector pos, float a)
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w_incendiary_hudpic(player pl, int selected, vector pos, float a)
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{
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{
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@ -98,11 +181,11 @@ weapon_t w_incendiary =
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.slot_pos = 3,
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.slot_pos = 3,
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.draw = w_incendiary_draw,
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.draw = w_incendiary_draw,
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.holster = __NULL__,
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.holster = __NULL__,
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.primary = __NULL__,
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.primary = w_incendiary_primary,
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.secondary = __NULL__,
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.secondary = __NULL__,
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.reload = __NULL__,
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.reload = __NULL__,
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.release = __NULL__,
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.release = __NULL__,
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.postdraw = __NULL__,
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.postdraw = w_incendiary_postdraw,
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.precache = w_incendiary_precache,
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.precache = w_incendiary_precache,
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.pickup = __NULL__,
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.pickup = __NULL__,
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.updateammo = w_incendiary_updateammo,
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.updateammo = w_incendiary_updateammo,
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@ -125,10 +125,12 @@ w_railgun_primary(player pl)
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}
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}
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void
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void
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w_railgun_crosshair(player pl)
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w_railgun_postdraw(player pl)
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{
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{
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#ifdef CLIENT
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#ifdef CLIENT
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// crosshair
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Cross_DrawSub(g_cross_spr, [24,24], [48/128,24/128], [0.1875, 0.1875]);
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Cross_DrawSub(g_cross_spr, [24,24], [48/128,24/128], [0.1875, 0.1875]);
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// ammo counter
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HUD_DrawAmmo2();
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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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vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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drawsubpic(aicon_pos, [24,24], g_hud7_spr, [0,72/128],[24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
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drawsubpic(aicon_pos, [24,24], g_hud7_spr, [0,72/128],[24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
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@ -177,7 +179,7 @@ weapon_t w_railgun =
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.secondary = __NULL__,
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.secondary = __NULL__,
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.reload = __NULL__,
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.reload = __NULL__,
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.release = __NULL__,
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.release = __NULL__,
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.postdraw = w_railgun_crosshair,
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.postdraw = w_railgun_postdraw,
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.precache = w_railgun_precache,
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.precache = w_railgun_precache,
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.pickup = __NULL__,
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.pickup = __NULL__,
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.updateammo = w_railgun_updateammo,
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.updateammo = w_railgun_updateammo,
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