235 lines
5 KiB
C++
235 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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/* stat wise is this the same as the crowbar, but we might tweak it, so it's a
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* seperate weapon entry. who knows what modders/servers come up with, too */
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enum
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{
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UMBRELLA_IDLE,
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UMBRELLA_DRAW,
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UMBRELLA_HOLSTER,
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UMBRELLA_ATTACK1HIT,
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UMBRELLA_ATTACK1MISS,
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UMBRELLA_ATTACK2MISS,
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UMBRELLA_ATTACK2HIT,
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UMBRELLA_ATTACK3MISS,
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UMBRELLA_ATTACK3HIT
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};
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void
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w_umbrella_precache(void)
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{
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precache_sound("weapons/cbar_miss1.wav");
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precache_sound("weapons/cbar_hit1.wav");
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precache_sound("weapons/cbar_hit2.wav");
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precache_sound("weapons/cbar_hitbod1.wav");
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precache_sound("weapons/cbar_hitbod2.wav");
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precache_sound("weapons/cbar_hitbod3.wav");
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precache_model("models/v_umbrella.mdl");
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precache_model("models/w_umbrella.mdl");
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precache_model("models/p_umbrella.mdl");
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}
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void
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w_umbrella_updateammo(player pl)
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{
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#ifdef SERVER
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Weapons_UpdateAmmo(pl, __NULL__, __NULL__, __NULL__);
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#endif
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}
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string
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w_umbrella_wmodel(void)
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{
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return "models/w_umbrella.mdl";
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}
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string
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w_umbrella_pmodel(void)
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{
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return "models/p_umbrella.mdl";
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}
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string
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w_umbrella_deathmsg(void)
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{
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return "%s was assaulted by %s's Umbrella.";
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}
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void
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w_umbrella_draw(void)
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{
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Weapons_SetModel("models/v_umbrella.mdl");
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Weapons_ViewAnimation(UMBRELLA_DRAW);
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}
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void
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w_umbrella_holster(void)
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{
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Weapons_ViewAnimation(UMBRELLA_HOLSTER);
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}
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void
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w_umbrella_primary(void)
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{
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int anim = 0;
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vector src;
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player pl = (player)self;
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if (pl.w_attack_next) {
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return;
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}
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Weapons_MakeVectors();
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src = pl.origin + pl.view_ofs;
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traceline(src, src + (v_forward * 32), FALSE, pl);
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int r = (float)input_sequence % 3;
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switch (r) {
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case 0:
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anim = trace_fraction >= 1 ? UMBRELLA_ATTACK1MISS:UMBRELLA_ATTACK1HIT;
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break;
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case 1:
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anim = trace_fraction >= 1 ? UMBRELLA_ATTACK2MISS:UMBRELLA_ATTACK2HIT;
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break;
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default:
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anim = trace_fraction >= 1 ? UMBRELLA_ATTACK3MISS:UMBRELLA_ATTACK3HIT;
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}
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Weapons_ViewAnimation(anim);
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if (trace_fraction >= 1.0) {
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pl.w_attack_next = 0.5f;
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} else {
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pl.w_attack_next = 0.25f;
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}
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pl.w_idle_next = 2.5f;
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#ifdef SERVER
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if (pl.flags & FL_CROUCHING) {
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Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
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} else {
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Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.42f);
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}
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sound(pl, CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM);
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if (trace_fraction >= 1.0) {
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return;
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}
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/* don't bother with decals, we got squibs */
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if (trace_ent.iBleeds) {
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FX_Blood(trace_endpos, [1,0,0]);
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} else {
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FX_Impact(IMPACT_MELEE, trace_endpos, trace_plane_normal);
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}
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if (trace_ent.takedamage) {
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Damage_Apply(trace_ent, self, 10, WEAPON_UMBRELLA, DMG_BLUNT);
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if (!trace_ent.iBleeds) {
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return;
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}
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if (random() < 0.33) {
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sound(pl, 8, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM);
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} else if (random() < 0.66) {
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sound(pl, 8, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM);
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} else {
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sound(pl, 8, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM);
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}
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} else {
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if (random() < 0.5) {
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sound(pl, 8, "weapons/cbar_hit1.wav", 1, ATTN_NORM);
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} else {
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sound(pl, 8, "weapons/cbar_hit2.wav", 1, ATTN_NORM);
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}
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}
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#endif
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}
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void
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w_umbrella_release(void)
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{
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player pl = (player)self;
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if (pl.w_idle_next) {
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return;
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}
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Weapons_ViewAnimation(UMBRELLA_IDLE);
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pl.w_idle_next = 15.0f;
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}
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float
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w_umbrella_aimanim(void)
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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_umbrella_hudpic(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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"sprites/640hud4.spr_0.tga",
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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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"sprites/640hud1.spr_0.tga",
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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_umbrella =
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{
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.name = "umbrella",
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.id = ITEM_UMBRELLA,
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.slot = 0,
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.slot_pos = 4,
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.draw = w_umbrella_draw,
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.holster = w_umbrella_holster,
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.primary = w_umbrella_primary,
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.secondary = __NULL__,
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.reload = __NULL__,
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.release = w_umbrella_release,
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.crosshair = __NULL__,
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.precache = w_umbrella_precache,
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.pickup = __NULL__,
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.updateammo = w_umbrella_updateammo,
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.wmodel = w_umbrella_wmodel,
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.pmodel = w_umbrella_pmodel,
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.deathmsg = w_umbrella_deathmsg,
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.aimanim = w_umbrella_aimanim,
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.hudpic = w_umbrella_hudpic
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};
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