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SERVER: Remove Bowie Knife on Re-Spawn
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parent
217e34b05e
commit
75152b9ad6
4 changed files with 10 additions and 9 deletions
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@ -225,7 +225,7 @@ var struct guninventory_struct
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//Knife
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.float knife_delay;
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.float bowie;
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.float has_bowie_knife;
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//Grenades
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.float grenades;
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@ -314,7 +314,7 @@ void () WallWeapon_TouchTrigger =
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}
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else if (self.weapon == W_BOWIE)
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{
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if (!other.bowie) {
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if (!other.has_bowie_knife) {
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useprint(other, 4, self.cost2, self.weapon);
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if (other.button7)
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{
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@ -335,7 +335,7 @@ void () WallWeapon_TouchTrigger =
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tempz = self;
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self = other;
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Set_W_Frame(15, 30, 2.75, 0, 0, W_PlayTakeOut, "models/weapons/knife/v_bowie.mdl", false, S_BOTH, true);
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self.bowie = 1;
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self.has_bowie_knife = true;
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}
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}
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}
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@ -926,7 +926,8 @@ void() PlayerSpawn =
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setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING);
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}
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self.stance = 2;
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self.has_bowie_knife = false;
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self.stance = PLAYER_STANCE_STAND;
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self.new_ofs_z = self.view_ofs_z;
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self.oldz = self.origin_z;
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self.grenades = self.grenades | 1; // add frag grenades to player inventory
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@ -1268,17 +1268,17 @@ void() WeaponCore_Melee =
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// Apply damage to the entity.
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if (trace_ent.takedamage) {
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float melee_damage = WepDef_CalculateMeleeDamage(self.weapon, self.bowie);
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float melee_damage = WepDef_CalculateMeleeDamage(self.weapon, self.has_bowie_knife);
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DamageHandler (trace_ent, self, melee_damage, DMG_TYPE_MELEE);
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}
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}
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}
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// Grab animation stats for our melee weapon.
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float start_frame = WepDef_GetMeleeFirstFrame(self.weapon, did_lunge, self.bowie);
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float end_frame = WepDef_GetMeleeLastFrame(self.weapon, did_lunge, self.bowie);
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float anim_duration = WepDef_GetMeleeAnimDuration(self.weapon, did_lunge, self.bowie);
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string model_path = WepDef_GetMeleeModel(self.weapon, self.bowie);
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float start_frame = WepDef_GetMeleeFirstFrame(self.weapon, did_lunge, self.has_bowie_knife);
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float end_frame = WepDef_GetMeleeLastFrame(self.weapon, did_lunge, self.has_bowie_knife);
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float anim_duration = WepDef_GetMeleeAnimDuration(self.weapon, did_lunge, self.has_bowie_knife);
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string model_path = WepDef_GetMeleeModel(self.weapon, self.has_bowie_knife);
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// Ensure we play the Take Out animation if the melee model is not our active weapon
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void() end_func;
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