mirror of
https://github.com/nzp-team/quakec.git
synced 2025-02-01 14:11:05 +00:00
commit
501ff14776
2 changed files with 156 additions and 17 deletions
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@ -100,7 +100,7 @@ const float EVENT_ACHIEVEMENTPROGRESS = 36;
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#define W_KILLU 29 //357
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#define W_COMPRESSOR 30 // Gewehr
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#define W_M1000 31 //garand
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//#define W_KOLLIDER 32
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#define W_KOLLIDER 32
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#define W_PORTER 33 // Ray
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#define W_WIDDER 34 // M1A1
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#define W_FIW 35 //upgraded flamethrower
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@ -122,7 +122,7 @@ const float EVENT_ACHIEVEMENTPROGRESS = 36;
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#define W_PENETRATOR 51 //ptrs
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#define W_WIDOW 52 //bar
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//#define W_KRAUS 53 //ballistic
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#define W_MP5 54
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#define W_MP5K 54
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#define W_M14 55
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#define W_TESLA 56
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@ -127,6 +127,10 @@ string(float wep) GetWeaponName =
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return "MP40";
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case W_AFTERBURNER:
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return "The Afterburner";
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case W_MP5K:
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return "MP5K";
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case W_KOLLIDER:
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return "MP115 Kollider";
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case W_MG:
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return "MG42";
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case W_BARRACUDA:
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@ -254,6 +258,9 @@ float(float wep) GetFiretype =
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case W_MP40:
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case W_AFTERBURNER:
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return 0;
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case W_MP5K:
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case W_KOLLIDER:
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return 0;
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case W_MG:
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case W_BARRACUDA:
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return 0;
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@ -436,6 +443,24 @@ float(float wep, float type) getWeaponMultiplier =
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case LIMBS_X: return 1;
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}
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break;
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case W_MP5K:
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switch (type)
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{
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case HEAD_X: return 4;
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case UPPER_TORSO_X: return 1;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_KOLLIDER:
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switch (type)
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{
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case HEAD_X: return 5;
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case UPPER_TORSO_X: return 1;
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case LOWER_TORSO_X: return 1;
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case LIMBS_X: return 1;
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}
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break;
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case W_MG:
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case W_BARRACUDA:
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switch (type)
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@ -577,6 +602,10 @@ float(float wep) getWeaponMag =
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return 32;
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case W_AFTERBURNER:
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return 64;
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case W_MP5K:
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return 30;
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case W_KOLLIDER:
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return 40;
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case W_MG:
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return 125;
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case W_BARRACUDA:
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@ -679,6 +708,10 @@ float(float wep) getWeaponAmmo =
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return 192;
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case W_AFTERBURNER:
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return 192;
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case W_MP5K:
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return 120;
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case W_KOLLIDER:
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return 200;
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case W_MG:
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return 500;
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case W_BARRACUDA:
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@ -781,6 +814,10 @@ float(float wep) getWeaponDamage =
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return 100;
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case W_AFTERBURNER:
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return 200;
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case W_MP5K:
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return 100;
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case W_KOLLIDER:
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return 140;
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case W_MG:
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return 130;
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case W_BARRACUDA:
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@ -914,6 +951,11 @@ float(float wep, float penetration_times) getWeaponPenetration =
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if (penetration_times >= 2)
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return 0;
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return 0.8;
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case W_MP5K:
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case W_KOLLIDER:
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if (penetration_times >= 2)
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return 0;
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return 0.8;
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case W_MG:
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case W_BARRACUDA:
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if (penetration_times >= 3)
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@ -1042,6 +1084,10 @@ float(float wep) GetWeaponSpread =
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return 5;
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case W_AFTERBURNER:
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return 5;
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case W_MP5K:
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return 5;
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case W_KOLLIDER:
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return 5;
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case W_PTRS:
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return 15;
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case W_PENETRATOR:
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@ -1050,8 +1096,6 @@ float(float wep) GetWeaponSpread =
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return 5;
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case W_SPATZ:
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return 5;
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case W_MP5:
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return 5;
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case W_TESLA:
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return 5;
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case W_M14:
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@ -1179,6 +1223,16 @@ float(float wep, float delaytype) getWeaponDelay =
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return 2.3;
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else if (delaytype == FIRE)
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return 0.110;
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case W_MP5K:
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if (delaytype == RELOAD)
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return 3.2;
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else if (delaytype == FIRE)
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return 0.085;
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case W_KOLLIDER:
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if (delaytype == RELOAD)
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return 3.2;
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else if (delaytype == FIRE)
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return 0.085;
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case W_MG:
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if (delaytype == RELOAD)
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return 4;
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@ -1353,6 +1407,9 @@ vector GetWeaponADSPos(float wep) {
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case W_MP40:
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case W_AFTERBURNER:
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return [-3.79, 5.74, 3.25];
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case W_MP5K:
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case W_KOLLIDER:
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return [-3.19, 5.20, 2.80];
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case W_MG:
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case W_BARRACUDA:
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return [-3.9, 3.5, 1.84];
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@ -1436,6 +1493,9 @@ vector GetWeaponADSOfs_PSP(float wep) =
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case W_MP40:
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case W_AFTERBURNER:
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return [-11400, 6700, 0];
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case W_MP5K:
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case W_KOLLIDER:
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return [-10400, 5500, 0];
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case W_TYPE:
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case W_SAMURAI:
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return [-400, -200, 0];
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@ -1991,6 +2051,38 @@ float(float wep, float frametype, optional float z) GetFrame =
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return 45;
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}
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break;
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case W_MP5K:
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case W_KOLLIDER:
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switch (frametype)
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{
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case FIRE_START:
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return 2;
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case FIRE_END:
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return 4;
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case RELOAD_START:
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return 7;
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case RELOAD_END:
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return 50;
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case SPRINT_IN_START:
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return 62;
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case SPRINT_IN_END:
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return 64;
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case SPRINT_OUT_START:
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return 65;
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case SPRINT_OUT_END:
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return 67;
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case TAKE_OUT_START:
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return 56;
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case TAKE_OUT_END:
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return 59;
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case PUT_OUT_START:
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return 52;
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case PUT_OUT_END:
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return 55;
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case RELOAD_CANCEL:
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return 33;
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}
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break;
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case W_MG:
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case W_BARRACUDA:
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switch (frametype)
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@ -2383,6 +2475,12 @@ string(float wep, float gorvmodel) GetWeaponModel =
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return ("models/weapons/mp40/g_mp40.mdl");
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else
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return ("models/weapons/mp40/v_mp40.mdl");
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case W_MP5K:
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case W_KOLLIDER:
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if (gorvmodel)
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return ("models/weapons/mp5k/g_mp5k.mdl");
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else
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return ("models/weapons/mp5k/v_mp5k.mdl");
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case W_MG:
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case W_BARRACUDA:
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if (gorvmodel)
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@ -2537,6 +2635,9 @@ string(float wep) GetWeaponSound =
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case W_MP40:
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case W_AFTERBURNER:
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return "sounds/weapons/mp40/shoot.wav";
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case W_MP5K:
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case W_KOLLIDER:
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return "sounds/weapons/mp5k/shoot.wav";
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case W_MG:
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case W_BARRACUDA:
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return "sounds/weapons/mg42/shoot.wav";
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@ -2612,6 +2713,7 @@ float(float wep) IsPapWeapon = {
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case W_M1000:
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case W_WIDDER:
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case W_AFTERBURNER:
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case W_KOLLIDER:
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case W_BARRACUDA:
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case W_LONGINUS:
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case W_REAPER:
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@ -2675,6 +2777,8 @@ float(float wep) EqualNonPapWeapon =
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return W_M1A1;
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case W_AFTERBURNER:
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return W_MP40;
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case W_KOLLIDER:
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return W_MP5K;
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case W_BARRACUDA:
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return W_MG;
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case W_LONGINUS:
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@ -2693,8 +2797,6 @@ float(float wep) EqualNonPapWeapon =
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return W_TRENCH;
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case W_SAMURAI:
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return W_TYPE;
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case W_MP5:
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return W_MP5;
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case W_M14:
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return W_M14;
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case W_CUSTOM2:
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@ -2739,6 +2841,8 @@ float(float wep) EqualPapWeapon =
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return W_WIDDER;
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case W_MP40:
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return W_AFTERBURNER;
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case W_MP5K:
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return W_KOLLIDER;
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case W_MG:
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return W_BARRACUDA;
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case W_PANZER:
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@ -2757,8 +2861,6 @@ float(float wep) EqualPapWeapon =
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return W_GUT;
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case W_TYPE:
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return W_SAMURAI;
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case W_MP5:
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return W_MP5;
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case W_TESLA:
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return W_DG3;
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case W_M14:
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@ -2983,6 +3085,16 @@ void (float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap
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sound (self ,5, "sounds/weapons/mp40/boltback.wav", 1, ATTN_NORM);
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}
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break;
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case W_MP5K:
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case W_KOLLIDER:
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if (curweaponframe == 16) {
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sound (self ,5, "sounds/weapons/mp5k/magout.wav", 1, ATTN_NORM);
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} else if (curweaponframe == 31) {
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sound (self ,5, "sounds/weapons/mp5k/magin.wav", 1, ATTN_NORM);
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} else if (curweaponframe == 39) {
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sound (self ,5, "sounds/weapons/mp5k/slap.wav", 1, ATTN_NORM);
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}
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break;
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case W_PANZER:
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case W_LONGINUS:
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if (curweaponframe == 12) {
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@ -3210,6 +3322,13 @@ void(float weptype) precache_extra =
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precache_sound ("sounds/weapons/mp40/magin.wav");
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precache_sound ("sounds/weapons/mp40/boltback.wav");
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break;
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case W_MP5K:
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case W_KOLLIDER:
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precache_sound ("sounds/weapons/mp5k/shoot.wav");
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precache_sound ("sounds/weapons/mp5k/magout.wav");
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precache_sound ("sounds/weapons/mp5k/magin.wav");
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precache_sound ("sounds/weapons/mp5k/slap.wav");
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break;
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case W_MG:
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case W_BARRACUDA:
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precache_sound("sounds/weapons/mg42/magout.wav");
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@ -3366,6 +3485,12 @@ float(float wep) getWeaponRecoilReturn =
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case W_AFTERBURNER:
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return 2538;
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break;
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case W_MP5K:
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return 1255;
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break;
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case W_KOLLIDER:
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return 1255;
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break;
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case W_MG:
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return 1778;
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break;
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@ -3420,9 +3545,6 @@ float(float wep) getWeaponRecoilReturn =
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case W_SAMURAI:
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return 1813;
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break;
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case W_MP5:
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return 1255;
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break;
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case W_TESLA:
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case W_DG3:
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return 1813;
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@ -3492,6 +3614,10 @@ float(float weapon, float stance) CrossHairWeapon =
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case W_AFTERBURNER:
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sprd = 10;
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break;
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case W_MP5K:
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case W_KOLLIDER:
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sprd = 10;
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break;
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case W_MG:
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case W_BARRACUDA:
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sprd = 20;
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@ -3528,9 +3654,6 @@ float(float weapon, float stance) CrossHairWeapon =
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case W_SAMURAI:
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sprd = 10;
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break;
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case W_MP5:
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sprd = 10;
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break;
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case W_TESLA:
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sprd = 0;
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break;
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@ -3614,6 +3737,10 @@ float(float weapon, float stance) CrossHairMaxSpread =
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case W_AFTERBURNER:
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sprd = 25;
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break;
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case W_MP5K:
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case W_KOLLIDER:
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sprd = 25;
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break;
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case W_MG:
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case W_BARRACUDA:
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sprd = 50;
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@ -3650,9 +3777,6 @@ float(float weapon, float stance) CrossHairMaxSpread =
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case W_SAMURAI:
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sprd = 25;
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break;
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case W_MP5:
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sprd = 25;
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break;
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case W_TESLA:
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sprd = 0;
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break;
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@ -3742,6 +3866,12 @@ vector(float wep) GetWeaponRecoil =
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case W_AFTERBURNER:
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kick_change = '44 44 44';
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break;
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case W_MP5K:
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kick_change = '44 44 44';
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break;
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case W_KOLLIDER:
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kick_change = '44 44 44';
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break;
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case W_TYPE:
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kick_change = '44 44 44';
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break;
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@ -3944,6 +4074,9 @@ vector (float wep) GetWeaponFlash_Offset =
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case W_MP40:
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case W_AFTERBURNER:
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return [11300, -11300, 85000];
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case W_MP5K:
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case W_KOLLIDER:
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return [19300, -15300, 85000];
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case W_STG:
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case W_SPATZ:
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return [14300, -16230, 100000];
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@ -4007,6 +4140,9 @@ vector (float wep) GetWeaponFlash_Offset =
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case W_MP40:
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case W_AFTERBURNER:
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return [1570, -21300, 80000];
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case W_MP5K:
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case W_KOLLIDER:
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return [1570, -21300, 80000];
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case W_STG:
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case W_SPATZ:
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return [2500, -30230, 100000];
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@ -4076,6 +4212,9 @@ float (float wep) GetWeaponFlash_Size = {
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case W_MP40:
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case W_AFTERBURNER:
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return 14;
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case W_MP5K:
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case W_KOLLIDER:
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return 14;
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case W_STG:
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case W_SPATZ:
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return 16;
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