243 lines
5 KiB
C++
243 lines
5 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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#define TFC_RPG_ROCKET_SPEED 900.0f
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enum
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{
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RPG_IDLE1,
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RPG_FIDGET1,
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RPG_FIRE,
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RPG_HOLSTER1,
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RPG_DRAW1,
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RPG_HOLSTER2,
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RPG_DRAW2,
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RPG_RELOAD_START,
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RPG_RELOAD,
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RPG_RELOAD_END,
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RPG_IDLE2,
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RPG_FIDGET2
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};
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void
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w_rpg_precache(void)
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{
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precache_model("models/v_tfc_rpg.mdl");
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precache_model("models/w_rpg.mdl");
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precache_model("models/p_rpg.mdl");
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precache_model("models/rpgrocket.mdl");
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Sound_Precache("weapon_rpg.fire");
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}
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int
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w_rpg_pickup(player pl, int new, int startammo)
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{
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#ifdef SERVER
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pl.mag_rpg = bound(0, pl.mag_rpg + 4, 4);
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#endif
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return (1);
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}
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void
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w_rpg_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, pl.mag_rpg, pl.m_iAmmoRockets, __NULL__);
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}
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string
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w_rpg_wmodel(void)
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{
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return "models/w_rpg.mdl";
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}
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string
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w_rpg_pmodel(player pl)
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{
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return "models/p_rpg.mdl";
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}
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string
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w_rpg_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_rpg_draw(player pl)
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{
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Weapons_SetModel("models/v_tfc_rpg.mdl");
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Weapons_ViewAnimation(pl, 0);
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}
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void
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w_rpg_shootrocket(player pl)
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{
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static void w_rpg_shootrocket_touch(void) {
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pointparticles(particleeffectnum("fx_explosion.main"), self.origin, [0,0,0], 1);
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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_rpg_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_rpg_primary(player pl)
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{
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int s = w_baseprojectile_fire(pl, WEAPON_RPG, player::mag_rpg, w_rpg_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_LAST:
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case AUTO_FIRED:
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Weapons_ViewAnimation(pl, RPG_FIRE);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_rpg.fire");
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if (pl.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, TFCANIM_CR_SHOOTRPG, 0.45f);
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else
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Animation_PlayerTop(pl, TFCANIM_SHOOTRPG, 0.45f);
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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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void
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w_rpg_reload(player pl)
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{
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w_baseshotgun_reload(player::mag_rpg, player::m_iAmmoRockets, 4);
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}
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void
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w_rpg_release(player pl)
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{
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int s = w_baseshotgun_release(player::mag_rpg, player::m_iAmmoRockets, 4);
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switch (s) {
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case SHOTGUN_IDLE:
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int r = (float)input_sequence % 3;
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if (r == 1) {
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Weapons_ViewAnimation(pl, RPG_IDLE1);
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} else if (r == 2) {
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Weapons_ViewAnimation(pl, RPG_FIDGET1);
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} else {
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Weapons_ViewAnimation(pl, RPG_FIDGET2);
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}
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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, RPG_RELOAD_START);
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break;
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case SHOTGUN_RELOAD:
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Weapons_ViewAnimation(pl, RPG_RELOAD);
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break;
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case SHOTGUN_END_RELOAD:
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Weapons_ViewAnimation(pl, RPG_RELOAD_END);
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break;
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}
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}
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float
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w_rpg_aimanim(player pl)
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{
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return pl.flags & FL_CROUCHING ? TFCANIM_CR_AIMRPG : TFCANIM_AIMRPG;
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}
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void
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w_rpg_hud(player pl)
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{
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#ifdef CLIENT
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vector aicon_pos;
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Cross_DrawSub(g_cross_spr, [24,24], [24/128,48/128], [0.1875, 0.1875]);
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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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g_hud7_spr,
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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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void
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w_rpg_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(pos, [170,45], g_hud5_spr, [0,45/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
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} else {
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drawsubpic(pos, [170,45], g_hud2_spr, [0,45/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
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}
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#endif
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}
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weapon_t w_rpg =
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{
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.name = "rpg",
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.id = ITEM_RPG,
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.slot = 4,
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.slot_pos = 0,
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.draw = w_rpg_draw,
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.holster = __NULL__,
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.primary = w_rpg_primary,
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.secondary = __NULL__,
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.reload = w_rpg_reload,
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.release = w_rpg_release,
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.postdraw = w_rpg_hud,
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.precache = w_rpg_precache,
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.pickup = w_rpg_pickup,
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.updateammo = w_rpg_updateammo,
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.wmodel = w_rpg_wmodel,
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.pmodel = w_rpg_pmodel,
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.deathmsg = w_rpg_deathmsg,
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.aimanim = w_rpg_aimanim,
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.hudpic = w_rpg_hudpic,
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.isempty = w_asscan_isempty
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};
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