Remove code that's no longer being run
This commit is contained in:
parent
63a407bb71
commit
a483cad84c
3 changed files with 74 additions and 151 deletions
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@ -14,89 +14,6 @@
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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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/*
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====================
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UseWorkaround
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====================
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*/
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void
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UseWorkaround(entity eTarget)
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{
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eActivator = self;
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entity eOldSelf = self;
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self = eTarget;
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self.PlayerUse();
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self = eOldSelf;
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}
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void
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UnUseWorkaround(entity eTarget)
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{
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eActivator = self;
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entity eOldSelf = self;
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self = eTarget;
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if (self.PlayerUseUnpressed)
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self.PlayerUseUnpressed();
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self = eOldSelf;
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}
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/*
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====================
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Player_UseDown
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====================
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*/
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void
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Player_UseDown(void)
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{
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vector vecSrc;
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player pl = (player)self;
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if (self.health <= 0) {
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return;
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} else if (!(self.flags & FL_USE_RELEASED)) {
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return;
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}
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makevectors(self.v_angle);
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vecSrc = self.origin + self.view_ofs;
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int oldmask = self.hitcontentsmaski;
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self.hitcontentsmaski = CONTENTBITS_POINTSOLID;
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traceline(vecSrc, vecSrc + (v_forward * 64), MOVE_HITMODEL, self);
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self.hitcontentsmaski = oldmask;
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if (trace_ent.PlayerUse) {
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self.flags &= ~FL_USE_RELEASED;
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UseWorkaround(trace_ent);
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pl.last_used = trace_ent;
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/* Some entities want to support Use spamming */
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if (!(self.flags & FL_USE_RELEASED)) {
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sound(self, CHAN_ITEM, "common/wpn_select.wav", 0.25, ATTN_IDLE);
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}
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} else {
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sound(self, CHAN_ITEM, "common/wpn_denyselect.wav", 0.25, ATTN_IDLE);
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self.flags &= ~FL_USE_RELEASED;
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}
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}
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/*
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====================
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Player_UseUp
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====================
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*/
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void
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Player_UseUp(void) {
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player pl = (player)self;
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if (!(self.flags & FL_USE_RELEASED)) {
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UnUseWorkaround(pl.last_used);
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pl.last_used = world;
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self.flags |= FL_USE_RELEASED;
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}
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}
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void Weapons_Draw(player pl);
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void
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@ -85,6 +85,38 @@ class player:NSClientPlayer
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#endif
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};
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void
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player::player(void)
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{
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anim_top = 0;
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anim_top_time = 0;
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anim_top_delay = 0;
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anim_bottom = 0;
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anim_bottom_time = 0;
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glock_mag = 0;
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mp5_mag = 0;
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python_mag = 0;
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shotgun_mag = 0;
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crossbow_mag = 0;
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rpg_mag = 0;
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satchel_chg = 0;
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ammo_9mm = 0;
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ammo_357 = 0;
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ammo_buckshot = 0;
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ammo_bolt = 0;
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ammo_rocket = 0;
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ammo_uranium = 0;
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ammo_handgrenade = 0;
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ammo_satchel = 0;
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ammo_tripmine = 0;
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ammo_snark = 0;
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ammo_hornet = 0;
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ammo_m203_grenade = 0;
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ammo_gauss_volume = 0;
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ammo_rpg_state = 0;
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mode_tempstate = 0;
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}
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void Animation_PlayerUpdate(player);
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void Animation_TimerUpdate(player, float);
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@ -598,35 +630,3 @@ player::SendEntity(entity ePEnt, float flChanged)
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return (1);
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}
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#endif
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void
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player::player(void)
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{
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anim_top = 0;
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anim_top_time = 0;
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anim_top_delay = 0;
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anim_bottom = 0;
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anim_bottom_time = 0;
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glock_mag = 0;
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mp5_mag = 0;
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python_mag = 0;
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shotgun_mag = 0;
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crossbow_mag = 0;
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rpg_mag = 0;
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satchel_chg = 0;
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ammo_9mm = 0;
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ammo_357 = 0;
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ammo_buckshot = 0;
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ammo_bolt = 0;
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ammo_rocket = 0;
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ammo_uranium = 0;
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ammo_handgrenade = 0;
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ammo_satchel = 0;
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ammo_tripmine = 0;
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ammo_snark = 0;
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ammo_hornet = 0;
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ammo_m203_grenade = 0;
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ammo_gauss_volume = 0;
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ammo_rpg_state = 0;
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mode_tempstate = 0;
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}
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@ -47,6 +47,7 @@ void w_shotgun_ejectshell(void)
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if (other == world)
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Sound_Play(self, CHAN_BODY, "modelevent_shotgunshell.land");
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}
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entity eShell = spawn();
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setmodel(eShell, "models/shotgunshell.mdl");
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eShell.solid = SOLID_BBOX;
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@ -181,7 +182,7 @@ w_shotgun_primary(player pl)
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return;
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}
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if (pl.w_attack_next) {
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if (pl.w_attack_next > 0.0f) {
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w_shotgun_release(pl);
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return;
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}
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@ -247,7 +248,7 @@ w_shotgun_secondary(player pl)
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return;
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}
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if (pl.w_attack_next) {
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if (pl.w_attack_next > 0.0f) {
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w_shotgun_release(pl);
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return;
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}
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@ -310,7 +311,44 @@ w_shotgun_release(player pl)
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return;
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}
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if (pl.mode_tempstate == SHOTTY_IDLE) {
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switch (pl.mode_tempstate) {
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case SHOTTY_RELOAD_START:
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Weapons_ViewAnimation(pl, SHOTGUN_START_RELOAD);
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pl.mode_tempstate = SHOTTY_RELOAD;
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pl.w_idle_next = 0.65f;
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break;
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case SHOTTY_RELOAD:
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Weapons_ViewAnimation(pl, SHOTGUN_RELOAD);
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pl.shotgun_mag++;
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pl.ammo_buckshot--;
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#ifdef SERVER
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Sound_Play(pl, CHAN_WEAPON, "weapon_shotgun.reload");
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#endif
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if (pl.ammo_buckshot <= 0 || pl.shotgun_mag >= 8) {
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pl.mode_tempstate = SHOTTY_RELOAD_END;
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}
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Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_buckshot, pl.mode_tempstate);
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pl.w_idle_next = 0.5f;
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break;
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case SHOTTY_RELOAD_END:
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Weapons_ViewAnimation(pl, SHOTGUN_PUMP);
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#ifdef SERVER
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Sound_Play(pl, CHAN_WEAPON, "weapon_shotgun.cock");
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#endif
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pl.mode_tempstate = SHOTTY_IDLE;
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pl.w_idle_next = 10.0f;
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pl.w_attack_next = 0.5f;
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break;
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case SHOTTY_COCKSOUND:
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#ifdef SERVER
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Sound_Play(pl, CHAN_AUTO, "weapon_shotgun.cock");
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#endif
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pl.mode_tempstate = SHOTTY_IDLE;
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pl.w_idle_next = 10.0f;
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pl.w_attack_next = 0.5f;
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break;
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case SHOTTY_IDLE:
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default:
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int r = floor(pseudorandom() * 3.0f);
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switch (r) {
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case 1:
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@ -326,39 +364,7 @@ w_shotgun_release(player pl)
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pl.w_idle_next = 2.222222f;
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break;
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}
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} else if (pl.mode_tempstate == SHOTTY_RELOAD_START) {
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Weapons_ViewAnimation(pl, SHOTGUN_START_RELOAD);
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pl.mode_tempstate = SHOTTY_RELOAD;
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pl.w_idle_next = 0.65f;
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} else if (pl.mode_tempstate == SHOTTY_RELOAD) {
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Weapons_ViewAnimation(pl, SHOTGUN_RELOAD);
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pl.shotgun_mag++;
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pl.ammo_buckshot--;
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#ifdef SERVER
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Sound_Play(pl, CHAN_WEAPON, "weapon_shotgun.reload");
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#endif
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if (pl.ammo_buckshot <= 0 || pl.shotgun_mag >= 8) {
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pl.mode_tempstate = SHOTTY_RELOAD_END;
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}
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Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_buckshot, pl.mode_tempstate);
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pl.w_idle_next = 0.5f;
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} else if (pl.mode_tempstate == SHOTTY_RELOAD_END) {
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Weapons_ViewAnimation(pl, SHOTGUN_PUMP);
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#ifdef SERVER
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Sound_Play(pl, CHAN_WEAPON, "weapon_shotgun.cock");
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#endif
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pl.mode_tempstate = SHOTTY_IDLE;
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pl.w_idle_next = 10.0f;
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pl.w_attack_next = 0.5f;
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} else if (pl.mode_tempstate == SHOTTY_COCKSOUND) {
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#ifdef CLIENT
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#else
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Sound_Play(pl, CHAN_AUTO, "weapon_shotgun.cock");
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#endif
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pl.mode_tempstate = SHOTTY_IDLE;
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pl.w_idle_next = 10.0f;
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pl.w_attack_next = 0.5f;
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break;
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}
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}
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