Updates to the sound definitions and other minor fixes against upstream Nuclide.
This commit is contained in:
parent
a483cad84c
commit
7d27c29c07
11 changed files with 191 additions and 152 deletions
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@ -52,9 +52,9 @@ HUD_DrawWeaponSelect_Forward(void)
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if (pSeat->m_flHUDWeaponSelectTime < time) {
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if (pSeat->m_flHUDWeaponSelectTime < time) {
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pSeat->m_iHUDWeaponSelected = pl.activeweapon;
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pSeat->m_iHUDWeaponSelected = pl.activeweapon;
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sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_hudon.wav", 0.5, ATTN_NONE);
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Sound_Play(pSeat->m_ePlayer, CHAN_ITEM, "Player.WeaponSelectionOpen");
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} else {
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} else {
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sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_moveselect.wav", 0.5, ATTN_NONE);
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Sound_Play(pSeat->m_ePlayer, CHAN_ITEM, "Player.WeaponSelectionMoveSlot");
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pSeat->m_iHUDWeaponSelected--;
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pSeat->m_iHUDWeaponSelected--;
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if (pSeat->m_iHUDWeaponSelected <= 0) {
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if (pSeat->m_iHUDWeaponSelected <= 0) {
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pSeat->m_iHUDWeaponSelected = g_weapons.length - 1;
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pSeat->m_iHUDWeaponSelected = g_weapons.length - 1;
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@ -83,9 +83,9 @@ HUD_DrawWeaponSelect_Back(void)
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if (pSeat->m_flHUDWeaponSelectTime < time) {
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if (pSeat->m_flHUDWeaponSelectTime < time) {
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pSeat->m_iHUDWeaponSelected = pl.activeweapon;
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pSeat->m_iHUDWeaponSelected = pl.activeweapon;
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sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_hudon.wav", 0.5, ATTN_NONE);
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Sound_Play(pSeat->m_ePlayer, CHAN_ITEM, "Player.WeaponSelectionOpen");
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} else {
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} else {
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sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_moveselect.wav", 0.5, ATTN_NONE);
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Sound_Play(pSeat->m_ePlayer, CHAN_ITEM, "Player.WeaponSelectionMoveSlot");
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pSeat->m_iHUDWeaponSelected++;
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pSeat->m_iHUDWeaponSelected++;
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if (pSeat->m_iHUDWeaponSelected >= g_weapons.length) {
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if (pSeat->m_iHUDWeaponSelected >= g_weapons.length) {
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pSeat->m_iHUDWeaponSelected = 1;
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pSeat->m_iHUDWeaponSelected = 1;
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@ -111,7 +111,7 @@ HUD_DrawWeaponSelect_Trigger(void)
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pl.activeweapon = pSeat->m_iHUDWeaponSelected;
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pl.activeweapon = pSeat->m_iHUDWeaponSelected;
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sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_select.wav", 0.5f, ATTN_NONE);
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Sound_Play(pSeat->m_ePlayer, CHAN_ITEM, "Player.WeaponSelected");
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pSeat->m_iHUDWeaponSelected = pSeat->m_flHUDWeaponSelectTime = 0;
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pSeat->m_iHUDWeaponSelected = pSeat->m_flHUDWeaponSelectTime = 0;
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}
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}
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@ -165,9 +165,9 @@ HUD_SlotSelect(int slot)
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}
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}
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if (pSeat->m_flHUDWeaponSelectTime < time) {
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if (pSeat->m_flHUDWeaponSelectTime < time) {
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sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_hudon.wav", 0.5, ATTN_NONE);
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Sound_Play(pSeat->m_ePlayer, CHAN_ITEM, "Player.WeaponSelectionOpen");
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} else {
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} else {
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sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_moveselect.wav", 0.5, ATTN_NONE);
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Sound_Play(pSeat->m_ePlayer, CHAN_ITEM, "Player.WeaponSelectionMoveSlot");
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}
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}
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/* weren't in that slot? select the first one then */
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/* weren't in that slot? select the first one then */
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@ -210,7 +210,7 @@ HUD_DrawWeaponSelect(void)
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}
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}
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if (pSeat->m_flHUDWeaponSelectTime < time) {
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if (pSeat->m_flHUDWeaponSelectTime < time) {
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if (pSeat->m_iHUDWeaponSelected) {
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if (pSeat->m_iHUDWeaponSelected) {
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sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_hudoff.wav", 0.5, ATTN_NONE);
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Sound_Play(pSeat->m_ePlayer, CHAN_ITEM, "Player.WeaponSelectionClose");
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pSeat->m_iHUDWeaponSelected = 0;
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pSeat->m_iHUDWeaponSelected = 0;
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}
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}
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return;
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return;
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@ -35,8 +35,9 @@ void Flashlight_Toggle(void)
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if (self.gflags & GF_FLASHLIGHT) {
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if (self.gflags & GF_FLASHLIGHT) {
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self.gflags &= ~GF_FLASHLIGHT;
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self.gflags &= ~GF_FLASHLIGHT;
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Sound_Play(self, CHAN_ITEM, "Player.FlashLightOff");
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} else {
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} else {
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self.gflags |= GF_FLASHLIGHT;
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self.gflags |= GF_FLASHLIGHT;
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Sound_Play(self, CHAN_ITEM, "Player.FlashLightOn");
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}
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}
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sound(self, CHAN_ITEM, "items/flashlight1.wav", 1, ATTN_IDLE);
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}
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}
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@ -60,8 +60,21 @@ item_pickup::PickupRespawn(void)
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void item_pickup::Respawn(void)
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void item_pickup::Respawn(void)
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{
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{
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SetSolid(SOLID_TRIGGER);
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/* we need to delay the DropToFloor() by at least a frame.
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otherwise they may just fall through an entity (func_wall, func_train etc.)
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that came after this entity in the lump. */
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static void AdjustSpawnPos(void) {
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RestoreAngles();
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SetOrigin(GetSpawnOrigin());
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SetOrigin(GetSpawnOrigin());
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if (!m_bFloating) {
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DropToFloor();
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SetMovetype(MOVETYPE_TOSS);
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}
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}
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SetOrigin(GetSpawnOrigin());
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SetSolid(SOLID_TRIGGER);
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botinfo = BOTINFO_WEAPON;
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botinfo = BOTINFO_WEAPON;
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/* At some points, the item id might not yet be set */
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/* At some points, the item id might not yet be set */
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@ -70,12 +83,7 @@ void item_pickup::Respawn(void)
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}
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}
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SetSize([-16,-16,0], [16,16,16]);
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SetSize([-16,-16,0], [16,16,16]);
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ReleaseThink();
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ScheduleThink(AdjustSpawnPos, 0.0f);
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if (!m_bFloating) {
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DropToFloor();
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SetMovetype(MOVETYPE_TOSS);
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}
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}
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}
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void
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void
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@ -27,9 +27,8 @@ Game_InitRules(void)
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void
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void
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Game_Worldspawn(void)
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Game_Worldspawn(void)
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{
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{
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Sound_Precache("player.die");
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Sound_Precache("Player.FlashLightOff");
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Sound_Precache("player.fall");
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Sound_Precache("Player.FlashLightOn");
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Sound_Precache("player.lightfall");
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precache_model("models/player.mdl");
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precache_model("models/player.mdl");
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precache_model("models/w_weaponbox.mdl");
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precache_model("models/w_weaponbox.mdl");
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@ -1,33 +1,33 @@
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#includelist
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#includelist
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entities.h
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../../../valve/src/shared/entities.h
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events.h
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../../../valve/src/shared/events.h
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flags.h
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../../../valve/src/shared/flags.h
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player.qc
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../../../valve/src/shared/player.qc
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weapon_common.h
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../../../valve/src/shared/weapon_common.h
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animations.h
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../../../valve/src/shared/animations.h
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animations.qc
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../../../valve/src/shared/animations.qc
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pmove.qc
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../../../valve/src/shared/pmove.qc
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fx_blood.qc
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../../../valve/src/shared/fx_blood.qc
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fx_gaussbeam.qc
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../../../valve/src/shared/fx_gaussbeam.qc
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fx_corpse.qc
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../../../valve/src/shared/fx_corpse.qc
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items.h
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../../../valve/src/shared/items.h
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weapons.h
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../../../valve/src/shared/weapons.h
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w_crossbow.qc
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../../../valve/src/shared/w_crossbow.qc
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w_crowbar.qc
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../../../valve/src/shared/w_crowbar.qc
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w_egon.qc
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../../../valve/src/shared/w_egon.qc
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w_gauss.qc
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../../../valve/src/shared/w_gauss.qc
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w_glock.qc
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../../../valve/src/shared/w_glock.qc
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w_handgrenade.qc
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../../../valve/src/shared/w_handgrenade.qc
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w_hornetgun.qc
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../../../valve/src/shared/w_hornetgun.qc
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w_mp5.qc
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../../../valve/src/shared/w_mp5.qc
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w_python.qc
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../../../valve/src/shared/w_python.qc
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w_rpg.qc
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../../../valve/src/shared/w_rpg.qc
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w_satchel.qc
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../../../valve/src/shared/w_satchel.qc
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w_shotgun.qc
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../../../valve/src/shared/w_shotgun.qc
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w_snark.qc
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../../../valve/src/shared/w_snark.qc
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w_tripmine.qc
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../../../valve/src/shared/w_tripmine.qc
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weapons.qc
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../../../valve/src/shared/weapons.qc
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weapon_common.qc
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../../../valve/src/shared/weapon_common.qc
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#endlist
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#endlist
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@ -383,9 +383,6 @@ Weapons_GetCameraPos(player pl)
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void
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void
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Weapons_ViewAnimation(player pl, int i)
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Weapons_ViewAnimation(player pl, int i)
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{
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{
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#if 0
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View_PlayAnimation(i);
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#endif
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pl.weaponframe = i;
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pl.weaponframe = i;
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pl.weapontime = 0.0f;
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pl.weapontime = 0.0f;
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}
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}
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@ -22,9 +22,9 @@ entityDef monster_headcrab
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events {
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events {
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jump "AddVelocity" "512 0 250"
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jump "AddVelocity" "512 0 250"
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jump "StartSoundDef" "monster_headcrab.attack"
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jump "StartSoundDef" "monster_headcrab.attack"
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jump_variation1 "AddVelocity" "512 0 250"
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jump_variation1 "AddVelocity" "512 0 350"
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jump_variation1 "StartSoundDef" "monster_headcrab.attack"
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jump_variation1 "StartSoundDef" "monster_headcrab.attack"
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jump_variation2 "AddVelocity" "512 0 250"
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jump_variation2 "AddVelocity" "512 0 350"
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jump_variation2 "StartSoundDef" "monster_headcrab.attack"
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jump_variation2 "StartSoundDef" "monster_headcrab.attack"
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}
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}
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}
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}
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@ -10,11 +10,28 @@ entityDef monster_houndeye
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"team" "2"
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"team" "2"
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"propdata" "actor_alien"
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"propdata" "actor_alien"
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"speed_walk" "32"
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"speed_walk" "32"
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"speed_run" "72"
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"speed_run" "192"
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"attack_ranged_range" "192"
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"attack_ranged_range" "192"
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"snd_idle" "monster_houndeye.idle"
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"snd_idle" "monster_houndeye.idle"
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"snd_pain" "monster_houndeye.pain"
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"snd_pain" "monster_houndeye.pain"
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"snd_death" "monster_houndeye.death"
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"snd_death" "monster_houndeye.death"
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events {
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1 "StartSoundDef" "monster_houndeye.alert"
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2 "StartSoundDef" "monster_houndeye.attack"
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3 "Shockwave" "sprites/shockwave.spr 192 0 0 2 16 0 255 255 255 255 0"
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3 "StartSoundDef" "monster_houndeye.blast"
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4 "AddVelocity" "-200 0 250"
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5 "StartSoundDef" "monster_houndeye.pain"
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6 "StartSoundDef" "monster_houndeye.pain"
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7 "SetSkin" "0"
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}
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}
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}
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@ -1,49 +0,0 @@
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SCROLL_CONV3
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{
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program defaultwall#SCROLL
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}
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SCROLLTOXIC
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{
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program defaultwall#SCROLL
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}
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SCROLLWATER1
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{
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program defaultwall#SCROLL
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}
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SCROLLXEN1
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{
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program defaultwall#SCROLL
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}
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SCROLLXEN2
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{
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program defaultwall#SCROLL
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}
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SCROLLXEN2B
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{
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program defaultwall#SCROLL
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}
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SCROLLXEN3
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{
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program defaultwall#SCROLL
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}
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SCROLLXEN4
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{
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program defaultwall#SCROLL
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}
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SCROLLXEN4B
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{
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program defaultwall#SCROLL
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}
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SCROLLXEN5
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{
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program defaultwall#SCROLL
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}
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@ -1,34 +1,100 @@
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player.fall
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Player.FallDamage
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{
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{
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sample player/pl_fallpain3.wav
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sample player/pl_fallpain3.wav
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}
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}
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player.spraylogo
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{
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Player.LightFall
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sample player/sprayer.wav
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}
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player.lightfall
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{
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{
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sample player/pl_fallpain1.wav
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sample player/pl_fallpain1.wav
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}
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}
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player.die
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Player.Death
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{
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{
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sample fvox/flatline.wav
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sample fvox/flatline.wav
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}
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}
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player.gasplight
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Player.GaspLight
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{
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{
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sample misc/null.wav
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sample misc/null.wav
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}
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}
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player.gaspheavy
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Player.GaspHeavy
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{
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{
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sample misc/null.wav
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sample misc/null.wav
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}
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}
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player.waterexit
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Player.WaterExit
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{
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{
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sample player/pl_wade1.wav
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sample player/pl_wade1.wav
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sample player/pl_wade3.wav
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sample player/pl_wade3.wav
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}
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}
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player.waterenter
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Player.WaterEnter
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{
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{
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sample player/pl_wade2.wav
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sample player/pl_wade2.wav
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sample player/pl_wade4.wav
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sample player/pl_wade4.wav
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}
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}
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Player.DenyWeaponSelection
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{
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follow
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omnidirectional
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attenuation none
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volume 0.5
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sample common/wpn_denyselect.wav
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}
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Player.WeaponSelected
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{
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follow
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omnidirectional
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attenuation none
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volume 0.5
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sample common/wpn_select.wav
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}
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Player.WeaponSelectionMoveSlot
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{
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follow
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omnidirectional
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attenuation none
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volume 0.5
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sample common/wpn_moveselect.wav
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}
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Player.WeaponSelectionOpen
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{
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follow
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omnidirectional
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attenuation none
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volume 0.5
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sample common/wpn_hudon.wav
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}
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Player.WeaponSelectionClose
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{
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follow
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omnidirectional
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attenuation none
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volume 0.5
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||||||
|
sample common/wpn_hudoff.wav
|
||||||
|
}
|
||||||
|
|
||||||
|
Player.FlashLightOn
|
||||||
|
{
|
||||||
|
follow
|
||||||
|
volume 0.8
|
||||||
|
sample items/flashlight1.wav
|
||||||
|
}
|
||||||
|
|
||||||
|
Player.FlashLightOff
|
||||||
|
{
|
||||||
|
follow
|
||||||
|
volume 0.8
|
||||||
|
sample items/flashlight1.wav
|
||||||
|
}
|
||||||
|
|
||||||
|
SprayCan.Paint
|
||||||
|
{
|
||||||
|
sample player/sprayer.wav
|
||||||
|
}
|
Loading…
Reference in a new issue