239 lines
4.9 KiB
C++
239 lines
4.9 KiB
C++
/*
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* Copyright (c) 2016-2020 Marco Cawthorne <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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enum
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{
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SNIPER_IDLE,
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SNIPER_AIM,
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SNIPER_FIRE,
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SNIPER_DRAW,
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SNIPER_HOLSTER,
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SNIPER_AUTOIDLE,
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SNIPER_AUTOFIRE,
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SNIPER_AUTODRAW,
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SNIPER_AUTOHOLSTER,
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};
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void
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w_sniper_precache(void)
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{
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precache_model("models/v_tfc_sniper.mdl");
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precache_model("models/p_sniper.mdl");
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Sound_Precache("weapon_sniper.fire");
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}
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void
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w_sniper_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, __NULL__, pl.m_iAmmoShells, __NULL__);
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}
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string
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w_sniper_wmodel(void)
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{
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return "";
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}
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string
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w_sniper_pmodel(player pl)
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{
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return "models/p_sniper.mdl";
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}
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string
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w_sniper_deathmsg(void)
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{
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return "%s was assaulted by %s's Assault Cannon.";
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}
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void
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w_sniper_draw(player pl)
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{
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Weapons_SetModel("models/v_tfc_sniper.mdl");
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Weapons_ViewAnimation(pl, SNIPER_DRAW);
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pl.w_idle_next = 1.0f;
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}
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float
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w_sniper_aimanim(player pl)
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{
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return pl.flags & FL_CROUCHING ? TFCANIM_CR_AIMSNIPER : TFCANIM_AIMSNIPER;
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}
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void
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w_sniper_release(player pl)
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{
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if (pl.w_idle_next > 0.0)
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return;
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if (pl.mode_tempstate > 0) {
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float dmg = bound(75, (pl.mode_tempstate/2) * 75, 375);
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w_baseauto_fire(WEAPON_SNIPER, player::m_iAmmoShells, dmg, [0,0]);
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Weapons_ViewAnimation(pl, SNIPER_FIRE);
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if (pl.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, TFCANIM_CR_SHOOTSNIPER, 0.45f);
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else
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Animation_PlayerTop(pl, TFCANIM_SHOOTSNIPER, 0.45f);
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_RIFLE);
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#endif
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_sniper.fire");
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pl.w_attack_next = 2.0f;
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pl.w_idle_next = 0.5f;
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pl.mode_tempstate = 0;
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}
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}
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void
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w_sniper_primary(player pl)
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{
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/* when moving, immediately release */
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if (vlen(pl.velocity) > 0) {
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w_sniper_release(pl);
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return;
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}
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/* weapon speed check */
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if (pl.w_attack_next > 0.0)
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return;
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/* if we aren't already, 'aim' down... */
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pl.mode_tempstate += 1;
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pl.w_attack_next = 1.0f;
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if (pl.mode_tempstate == 0) {
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Weapons_ViewAnimation(pl, SNIPER_AIM);
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pl.w_idle_next = pl.w_attack_next;
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}
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}
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void
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w_sniper_secondary(player pl)
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{
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if (!(input_buttons & INPUT_BUTTON0)) {
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if (pl.mode_tempstate != 0) {
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w_sniper_release(pl);
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return;
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}
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}
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if (pl.w_idle_next > 0) {
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return;
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}
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/* Simple toggle of fovs */
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if (pl.viewzoom == 1.0f) {
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pl.viewzoom = 0.2f;
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} else {
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pl.viewzoom = 1.0f;
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}
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pl.w_idle_next = 0.25f;
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}
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void
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w_sniper_postdraw(player pl)
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{
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#ifdef CLIENT
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Cross_DrawSub(g_cross_spr, [24,24], [72/128,0], [0.1875, 0.1875]);
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if (pl.mode_tempstate) {
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vector laser_pos;
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float lerp;
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vector jitter = [0.0f, 0.0f, 0.0f];
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Weapons_MakeVectors(pl);
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vector src = pl.origin + pl.view_ofs;
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float a = bound(0.0, (pl.mode_tempstate / 10), 1.0) * 0.75;
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traceline(src, src + (v_forward * 256), FALSE, pl);
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lerp = Math_Lerp(32,16, trace_fraction);
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jitter[0] = (random(0,2) - 2) * (1 - trace_fraction);
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jitter[1] = (random(0,2) - 2) * (1 - trace_fraction);
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laser_pos = g_hudmins + (g_hudres / 2) + ([-lerp,-lerp] / 2);
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drawsubpic(
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laser_pos + jitter,
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[lerp,lerp],
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g_laser_spr,
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[0,0],
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[1.0, 1.0],
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[1,1,1] * (0.25 + a),
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1.0,
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DRAWFLAG_ADDITIVE
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);
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}
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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, [72/256,72/128], [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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w_sniper_hudpic(player pl, int selected, vector pos, float a)
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{
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#ifdef CLIENT
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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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g_tfchud2_spr,
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[0,0],
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[170/256,45/256],
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g_hud_color,
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a,
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DRAWFLAG_ADDITIVE
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);
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} else {
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drawsubpic(
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pos,
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[170,45],
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g_tfchud1_spr,
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[0,0],
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[170/256,45/256],
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g_hud_color,
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a,
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DRAWFLAG_ADDITIVE
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);
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}
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#endif
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}
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weapon_t w_sniper =
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{
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.name = "sniper",
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.id = ITEM_SNIPER,
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.slot = 1,
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.slot_pos = 1,
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.draw = w_sniper_draw,
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.holster = __NULL__,
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.primary = w_sniper_primary,
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.secondary = w_sniper_secondary,
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.reload = __NULL__,
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.release = w_sniper_release,
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.postdraw = w_sniper_postdraw,
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.precache = w_sniper_precache,
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.pickup = __NULL__,
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.updateammo = w_sniper_updateammo,
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.wmodel = __NULL__,
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.pmodel = w_sniper_pmodel,
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.deathmsg = w_sniper_deathmsg,
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.aimanim = w_sniper_aimanim,
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.hudpic = w_sniper_hudpic,
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.isempty = w_asscan_isempty
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};
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