2023-02-16 20:57:35 +00:00
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/*
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server/utilities/game_restart.qc
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A utility for re-starting the game without going through the
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server unload procedure.
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Copyright (C) 2021-2023 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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void() PutClientInServer;
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void() InitRounds;
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void() func_door_nzp;
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//
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// GameRestart_CleanPowerUps()
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// Cleans Power-Ups thrown about on the map,
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// as well as a sanity check for their state.
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//
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2023-03-06 23:11:07 +00:00
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inline void() GameRestart_CleanPowerUps =
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2023-02-16 20:57:35 +00:00
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{
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entity tempe;
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// Delete lingering PU entities
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tempe = find(world, classname, "item_powerup");
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while(tempe != world) {
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// Kill their sounds
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sound(tempe.owner, CHAN_VOICE, "sounds/null.wav", 1, ATTN_NORM);
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sound(tempe, CHAN_AUTO, "sounds/null.wav", 1, ATTN_NONE);
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// Delete em
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remove(tempe.owner); // Sparkle
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remove(tempe);
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// Iterate to the next
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tempe = find(tempe, classname, "item_powerup");
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}
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// Turn off HUD icons
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tempe = find(world, classname, "player");
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while (tempe != world) {
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tempe.insta_icon = false;
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tempe.x2_icon = false;
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tempe = find(tempe, classname, "player");
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}
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// They're finished, stop doing the effects.
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instakill_finished = time;
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x2_finished = time;
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}
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2023-02-16 21:03:28 +00:00
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//
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// GameRestart_CleanWallSummons()
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// Removes World models summoned from
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// weapon_wall.
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//
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2023-03-06 23:11:07 +00:00
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inline void() GameRestart_CleanWallSummons =
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2023-02-16 21:03:28 +00:00
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{
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entity tempe;
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tempe = find(world, classname, "weapon_wall");
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2023-03-06 23:09:43 +00:00
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while (tempe != world) {
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2023-02-16 21:03:28 +00:00
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// We store the world model with .enemy for.. some reason..
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if (tempe.enemy)
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remove(tempe.enemy);
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tempe = find(tempe, classname, "weapon_wall");
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}
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}
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2023-03-06 23:09:43 +00:00
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//
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// GameRestart_RepairBarricades()
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// Resets the barricade health state.
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//
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2023-03-06 23:11:07 +00:00
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inline void() GameRestart_RepairBarricades =
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2023-03-06 23:09:43 +00:00
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{
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entity tempe;
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tempe = find(world, classname, "window");
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while (tempe != world) {
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if (tempe.health != -10) {
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tempe.health = 6;
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tempe.frame = 0;
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}
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tempe = find(tempe, classname, "window");
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}
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}
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2023-02-16 20:57:35 +00:00
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//moto -- put this here because it keeps soft_restart somewhat clean..
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void(entity door) reclose_door = {
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entity oldself;
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oldself = self;
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self = door;
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setmodel(self, self.oldmodel);
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self.solid = SOLID_BSP;
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setorigin(self, self.oldorigin);
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self.isopen = 0;
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func_door_nzp();
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//Close_Waypoint(self.wayTarget);
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self = oldself;
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}
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void() Soft_Restart = {
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2023-03-06 23:09:43 +00:00
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entity who, oldself, doors, box, revive, endgame;
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2023-02-16 20:57:35 +00:00
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self = find(world,classname,"player");
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oldself = self;
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//remove all zombies
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who = find(world,classname,"ai_zombie");
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while(who != world)
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{
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if(who.health)
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{
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self = who;
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self.th_die();
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// hide bodies
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setmodel(self, "");
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if (self.head)
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setmodel(self.head, "");
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if (self.larm)
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setmodel(self.larm, "");
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if (self.rarm)
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setmodel(self.rarm, "");
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self = oldself;
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}
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who = find(who,classname,"ai_zombie");
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}
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2023-03-06 23:11:07 +00:00
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GameRestart_CleanPowerUps(); // Get rid of any Power-Ups that were spawned and left.
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GameRestart_CleanWallSummons(); // Delete residual wall weapon spawns from our last game.
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GameRestart_RepairBarricades(); // Make sure all barricades are fully repaired.
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2023-02-16 20:57:35 +00:00
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//close doors
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doors = findfloat(world, isopen, 1);
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while (doors) {
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if (doors.isopen)
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reclose_door(doors);
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doors = findfloat(world, isopen, 1);
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}
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//revert mystery box
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box = find(world, classname, "mystery");
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if (box) {
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box.boxstatus = 0;
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box.frame = 0;
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box.goaldummy.frame = 0;
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boxCount = 0;
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box.origin = boxOrigin;
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//self = box;
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if (box.boxweapon)
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remove(box.boxweapon);
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//mystery_box();
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//self = oldself;
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}
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//reset quick revive
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revive = find(world, classname, "perk_revive");
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if (revive) {
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setmodel(revive, revive.model);
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oldself.revivesoda = 0;
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}
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//reset buyable ending
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endgame = find(world, classname, "func_ending");
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if (endgame) {
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endgame.activated = false;
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}
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//reset teleporters
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local entity tp;
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tp = find(world, classname, "func_teleporter_entrance");
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if (tp) {
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tp.activated = false;
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tp.isLinked = false;
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tp.cooldown = false;
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tp.waitLink = false;
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tp.think = SUB_Null;
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}
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local entity power;
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power = find(world, classname, "power_switch");
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if(power) {
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isPowerOn = false;
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power.frame = 0;
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}
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self = oldself;
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self.downed = 0;
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self.progress_bar = 0;
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self.progress_bar_time = 0;
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self.progress_bar_percent = 0;
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game_over = false;
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rounds = 0;
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self.score = 0;
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self.points = 0;
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self.secondaryweapon = 0;
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// naievil -- clear betty
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self.secondary_grenades = 0;
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self.grenades = 1;
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self.pri_grenade_state = 0;
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InitRounds();
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self.isspec = false;
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PutClientInServer();
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}
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