Depending on which TFC version you grew up with, you may remember different muzzleflashes - don't file reports about this sort of thing yet.
293 lines
6 KiB
C++
293 lines
6 KiB
C++
/*
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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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* 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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/* Animations */
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enum
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{
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ASSCAN_IDLE1,
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ASSCAN_IDLE2,
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ASSCAN_SPINUP,
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ASSCAN_SPINDOWN,
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ASSCAN_FIRE,
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ASSCAN_DRAW,
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ASSCAN_HOLSTER
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};
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#ifdef CLIENT
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void w_asscan_ejectshell(void)
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{
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static void w_asscan_ejectshell_death(void) {
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remove(self);
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}
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static void w_asscan_ejectshell_touch(void) {
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if (other == world)
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Sound_Play(self, CHAN_BODY, "modelevent_shell.land");
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}
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entity eShell = spawn();
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setmodel(eShell, "models/shell.mdl");
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eShell.solid = SOLID_BBOX;
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eShell.movetype = MOVETYPE_BOUNCE;
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eShell.drawmask = MASK_ENGINE;
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eShell.angles = [pSeat->m_eViewModel.angles[0], pSeat->m_eViewModel.angles[1], 0];
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eShell.velocity = pSeat->m_vecPredictedVelocity;
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makevectors(pSeat->m_eViewModel.angles);
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eShell.velocity += (v_forward * 0);
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eShell.velocity += (v_right * -80);
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eShell.velocity += (v_up * 100);
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eShell.touch = w_asscan_ejectshell_touch;
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eShell.avelocity = [0,45,900];
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eShell.think = w_asscan_ejectshell_death;
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eShell.nextthink = time + 2.5f;
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setsize(eShell, [0,0,0], [0,0,0]);
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setorigin(eShell, pSeat->m_eViewModel.origin + (v_forward * 26) + (v_up * -15));
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}
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#endif
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void
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w_asscan_precache(void)
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{
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#ifdef SERVER
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Sound_Precache("weapon_asscan.fire");
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Sound_Precache("weapon_asscan.reload");
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Sound_Precache("weapon_asscan.spindown");
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Sound_Precache("weapon_asscan.spinup");
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precache_model("models/w_tfac.mdl");
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precache_model("models/p_tfac.mdl");
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#endif
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#ifdef CLIENT
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precache_model("models/v_tfac.mdl");
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#endif
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}
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int
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w_asscan_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_asscan_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, -1, pl.m_iAmmoShells, -1);
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}
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string
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w_asscan_wmodel(void)
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{
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return "models/w_tfac.mdl";
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}
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string
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w_asscan_pmodel(player pl)
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{
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return "models/p_tfac.mdl";
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}
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string
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w_asscan_deathmsg(void)
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{
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return "%s was rolled over by %s' Chaingun.";
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}
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void
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w_asscan_draw(player pl)
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{
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pl.mode_tempstate = 0;
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Weapons_SetModel("models/v_tfac.mdl");
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Weapons_ViewAnimation(pl, ASSCAN_DRAW);
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}
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void
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w_asscan_holster(player pl)
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{
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Weapons_ViewAnimation(pl, ASSCAN_HOLSTER);
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}
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void
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w_asscan_release(player pl)
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{
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/* auto-reload if need be */
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if (pl.w_attack_next <= 0.0)
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if (pl.m_iAmmoShells > 0) {
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return;
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}
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if (pl.w_idle_next > 0.0)
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return;
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/* end firing */
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if (pl.mode_tempstate == 1) {
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pl.mode_tempstate = 0;
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_asscan.spindown");
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Weapons_ViewAnimation(pl, ASSCAN_SPINDOWN);
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pl.w_attack_next = 1.0f;
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pl.w_idle_next = pl.w_attack_next;
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return;
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}
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int r = (float)input_sequence % 2;
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if (r) {
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Weapons_ViewAnimation(pl, ASSCAN_IDLE1);
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} else {
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Weapons_ViewAnimation(pl, ASSCAN_IDLE2);
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}
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pl.w_idle_next = 15.0f;
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}
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void
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w_asscan_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_iAmmoShells <= 0) {
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w_asscan_release(pl);
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return;
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}
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/* spin up first */
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if (pl.mode_tempstate == 0) {
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pl.mode_tempstate = 1;
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Weapons_ViewAnimation(pl, ASSCAN_SPINUP);
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_asscan.spinup");
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pl.w_attack_next = 0.5f;
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pl.w_idle_next = pl.w_attack_next;
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return;
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}
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pl.m_iAmmoShells--;
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Weapons_ViewAnimation(pl, ASSCAN_FIRE);
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Weapons_ViewPunchAngle(pl, [random(-2, 2),0,0]);
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_asscan.fire");
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#ifdef CLIENT
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View_AddEvent(w_asscan_ejectshell, 0.0f);
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View_SetMuzzleflash(MUZZLE_WEIRD);
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#else
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TraceAttack_FireBullets(1, Weapons_GetCameraPos(pl), 8, [0.15,0.15], WEAPON_ASSCAN);
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#endif
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pl.w_attack_next = 0.1f;
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pl.w_idle_next = 0.0f;
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}
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void
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w_asscan_hud(player pl)
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{
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#ifdef CLIENT
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vector aicon_pos;
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aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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Cross_DrawSub(g_cross_spr, [24,24], [48/128,24/128], [0.1875, 0.1875]);
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HUD_DrawAmmo2();
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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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float
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w_asscan_aimanim(player pl)
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{
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return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
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}
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void
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w_asscan_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_iAmmoShells == 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_iAmmoShells, 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/tfchud04.spr_0.tga",
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[0,90/256],
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[170/256,45/256],
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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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} else {
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drawsubpic(
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pos,
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[170,45],
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"sprites/tfchud03.spr_0.tga",
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[0,45/256],
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[170/256,45/256],
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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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}
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#endif
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}
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int
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w_asscan_isempty(player pl)
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{
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if (pl.m_iAmmoShells <= 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_asscan_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_asscan =
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{
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.name = "asscan",
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.id = ITEM_ASSCAN,
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.slot = 3,
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.slot_pos = 3,
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.draw = w_asscan_draw,
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.holster = w_asscan_holster,
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.primary = w_asscan_primary,
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.secondary = w_asscan_release,
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.reload = __NULL__,
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.release = w_asscan_release,
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.postdraw = w_asscan_hud,
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.precache = w_asscan_precache,
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.pickup = w_asscan_pickup,
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.updateammo = w_asscan_updateammo,
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.wmodel = w_asscan_wmodel,
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.pmodel = w_asscan_pmodel,
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.deathmsg = w_asscan_deathmsg,
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.aimanim = w_asscan_aimanim,
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.isempty = w_asscan_isempty,
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.type = w_asscan_type,
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.hudpic = w_asscan_hudpic
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};
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