WEAPON_PIPEBOMB: now the pipebomb launcher is here too, although you can't explode the nades yet.
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14843ee5fd
commit
d2d3f54592
3 changed files with 143 additions and 16 deletions
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@ -44,6 +44,7 @@ class player:NSClientPlayer
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PREDICTED_INT(mag_dbs)
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PREDICTED_INT(mag_rpg)
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PREDICTED_INT(mag_glauncher)
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PREDICTED_INT(mag_pipebomb)
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/* ammo 2 */
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PREDICTED_INT(m_iAmmoRockets)
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@ -112,6 +113,7 @@ player::ReceiveEntity(float new, float fl)
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mag_dbs = readbyte();
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mag_rpg = readbyte();
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mag_glauncher = readbyte();
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mag_pipebomb = readbyte();
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}
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if (fl & PLAYER_AMMO2) {
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@ -173,6 +175,7 @@ player::PredictPreFrame(void)
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SAVE_STATE(mag_dbs);
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SAVE_STATE(mag_rpg);
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SAVE_STATE(mag_glauncher);
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SAVE_STATE(mag_pipebomb);
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SAVE_STATE(m_iAmmoRockets);
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SAVE_STATE(m_iAmmoNails);
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@ -208,6 +211,7 @@ player::PredictPostFrame(void)
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ROLL_BACK(mag_dbs);
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ROLL_BACK(mag_rpg);
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ROLL_BACK(mag_glauncher);
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ROLL_BACK(mag_pipebomb);
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ROLL_BACK(m_iAmmoRockets);
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ROLL_BACK(m_iAmmoNails);
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@ -241,6 +245,8 @@ player::EvaluateEntity(void)
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SendFlags |= PLAYER_AMMO1;
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else if (ATTR_CHANGED(mag_glauncher))
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SendFlags |= PLAYER_AMMO1;
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else if (ATTR_CHANGED(mag_pipebomb))
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SendFlags |= PLAYER_AMMO1;
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/* ammo 2 type updates */
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if (ATTR_CHANGED(m_iAmmoRockets))
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@ -266,6 +272,7 @@ player::EvaluateEntity(void)
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SAVE_STATE(mag_dbs);
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SAVE_STATE(mag_rpg);
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SAVE_STATE(mag_glauncher);
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SAVE_STATE(mag_pipebomb);
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SAVE_STATE(m_iAmmoRockets);
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SAVE_STATE(m_iAmmoNails);
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@ -545,6 +552,7 @@ player::SendEntity(entity ePEnt, float flChanged)
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WriteByte(MSG_ENTITY, mag_dbs);
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WriteByte(MSG_ENTITY, mag_rpg);
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WriteByte(MSG_ENTITY, mag_glauncher);
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WriteByte(MSG_ENTITY, mag_pipebomb);
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}
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if (flChanged & PLAYER_AMMO2) {
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@ -80,13 +80,7 @@ void
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w_glauncher_draw(player pl)
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{
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Weapons_SetModel("models/v_tfgl.mdl");
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Weapons_ViewAnimation(pl, 0);
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}
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float
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crandom(void)
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{
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return ((random() - 0.5f) * 2.0f);
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Weapons_ViewAnimation(pl, GLAUNCHER_GDRAW);
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}
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void
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@ -17,17 +17,30 @@
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void
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w_pipebomb_precache(void)
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{
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precache_model("models/v_tfgl.mdl");
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#ifdef SERVER
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Sound_Precache("weapon_handgrenade.bounce");
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Sound_Precache("weapon_mp5.gl");
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precache_model("models/w_pipebomb.mdl");
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precache_model("models/p_pipebomb.mdl");
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precache_model("models/pipebomb.mdl");
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#else
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precache_model("models/v_tfgl.mdl");
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#endif
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}
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void
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w_pipebomb_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, pl.mag_pipebomb, pl.m_iAmmoRockets, __NULL__);
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}
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int
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w_pipebomb_pickup(player pl, int new, int startammo)
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{
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#ifdef SERVER
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Weapons_UpdateAmmo(pl, __NULL__, __NULL__, __NULL__);
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pl.mag_pipebomb = bound(0, pl.mag_pipebomb + 6, 6);
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#endif
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return (1);
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}
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string
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@ -35,7 +48,6 @@ w_pipebomb_wmodel(void)
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{
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return "models/w_pipebomb.mdl";
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}
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string
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w_pipebomb_pmodel(player pl)
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{
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@ -52,7 +64,120 @@ void
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w_pipebomb_draw(player pl)
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{
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Weapons_SetModel("models/v_tfgl.mdl");
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Weapons_ViewAnimation(pl, 0);
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Weapons_ViewAnimation(pl, GLAUNCHER_PDRAW);
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}
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void
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w_pipebomb_shootnade(player pl)
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{
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vector vecNadeVelocity;
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static void w_pipebomb_shootnade_touch(void) {
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Sound_Play(self, CHAN_BODY, "weapon_handgrenade.bounce");
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if (vlen(self.velocity))
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self.avelocity = g_vec_null;
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}
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Weapons_MakeVectors(pl);
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vecNadeVelocity = v_forward * 600 + v_up * 200 + crandom() * v_right * 10 + crandom() * v_up * 10;
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NSRenderableEntity eNade = spawn(NSRenderableEntity);
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eNade.SetModel("models/pipebomb.mdl");
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eNade.SetOrigin(Weapons_GetCameraPos(pl) + (v_forward * 14) + (v_up * -4) + (v_right * 2));
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eNade.SetOwner(pl);
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eNade.SetMovetype(MOVETYPE_BOUNCE);
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eNade.SetSolid(SOLID_BBOX);
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eNade.SetGravity(1.0f);
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eNade.SetVelocity(vecNadeVelocity);
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eNade.SetAngularVelocity([300, 300, 300]);
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eNade.SetAngles(vectoangles(eNade.GetVelocity()));
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eNade.SetSkin(0);
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eNade.touch = w_pipebomb_shootnade_touch;
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Sound_Play(pl, CHAN_WEAPON, "weapon_mp5.gl");
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//eNade.traileffectnum = particleeffectnum("weapon_rpg.trail");
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}
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void
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w_pipebomb_reload(player pl)
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{
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w_baseshotgun_reload(player::mag_pipebomb, player::m_iAmmoRockets, 6);
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}
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void
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w_pipebomb_release(player pl)
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{
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int s = w_baseshotgun_release(player::mag_pipebomb, player::m_iAmmoRockets, 6);
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switch (s) {
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case SHOTGUN_IDLE:
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Weapons_ViewAnimation(pl, GLAUNCHER_PIDLE);
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pl.w_idle_next = 5.0f;
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break;
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case SHOTGUN_BUSY:
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break;
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case SHOTGUN_START_RELOAD:
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Weapons_ViewAnimation(pl, GLAUNCHER_PRELOAD1);
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break;
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case SHOTGUN_RELOAD:
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break;
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case SHOTGUN_END_RELOAD:
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Weapons_ViewAnimation(pl, GLAUNCHER_PRELOAD2);
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break;
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}
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}
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void
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w_pipebomb_primary(player pl)
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{
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int s = w_baseprojectile_fire(pl, WEAPON_PIPEBOMB, player::mag_pipebomb, w_pipebomb_shootnade);
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switch (s) {
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case AUTO_FIRE_FAILED:
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w_pipebomb_release(pl);
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return;
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break;
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case AUTO_FIRED:
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case AUTO_LAST:
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Weapons_ViewAnimation(pl, GLAUNCHER_PFIRE);
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Weapons_ViewPunchAngle(pl, [-1,0,0]);
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pl.w_attack_next = 0.6f;
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break;
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case AUTO_EMPTY:
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Weapons_ViewAnimation(pl, GLAUNCHER_PIDLE);
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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 = 0.6f;
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}
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void
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w_pipebomb_postdraw(player pl)
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{
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#ifdef CLIENT
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vector aicon_pos;
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/* ammo counters */
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HUD_DrawAmmo1();
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HUD_DrawAmmo2();
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/* ammo icon */
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aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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drawsubpic(
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aicon_pos,
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[24,24],
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"sprites/640hud7.spr_0.tga",
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[120/256,72/128],
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[24/256, 24/128],
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g_hud_color,
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pSeatLocal->m_flAmmo2Alpha,
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DRAWFLAG_ADDITIVE
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);
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#endif
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}
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float
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@ -99,13 +224,13 @@ weapon_t w_pipebomb =
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.slot_pos = 1,
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.draw = w_pipebomb_draw,
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.holster = __NULL__,
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.primary = __NULL__,
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.primary = w_pipebomb_primary,
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.secondary = __NULL__,
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.reload = __NULL__,
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.release = __NULL__,
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.postdraw = __NULL__,
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.reload = w_pipebomb_reload,
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.release = w_pipebomb_release,
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.postdraw = w_pipebomb_postdraw,
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.precache = w_pipebomb_precache,
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.pickup = __NULL__,
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.pickup = w_pipebomb_pickup,
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.updateammo = w_pipebomb_updateammo,
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.wmodel = w_pipebomb_wmodel,
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.pmodel = w_pipebomb_pmodel,
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