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MP40 Update
New model, animations, textures
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parent
c25ad01a79
commit
857920ac05
1 changed files with 27 additions and 24 deletions
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@ -1352,7 +1352,7 @@ vector GetWeaponADSPos(float wep) {
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return [-0.6, 2.7, 1.94];
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case W_MP40:
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case W_AFTERBURNER:
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return [-3.79, 6.1, 4.04];
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return [-3.79, 5.74, 3.25];
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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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@ -1435,7 +1435,7 @@ vector GetWeaponADSOfs_PSP(float wep) =
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return [-7500, 3000, 0];
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case W_MP40:
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case W_AFTERBURNER:
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return [-12320, 7600, 0];
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return [-11400, 6700, 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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@ -1966,29 +1966,29 @@ float(float wep, float frametype, optional float z) GetFrame =
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case FIRE_START:
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return 1;
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case FIRE_END:
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return 2;
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return 4;
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case RELOAD_START:
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return 3;
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case RELOAD_END:
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return 21;
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case SPRINT_IN_START:
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return 37;
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case SPRINT_IN_END:
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return 38;
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case SPRINT_OUT_START:
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return 39;
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case SPRINT_OUT_END:
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return 40;
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case TAKE_OUT_START:
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return 32;
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case TAKE_OUT_END:
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return 35;
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case PUT_OUT_START:
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return 30;
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case RELOAD_END:
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return 60;
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case SPRINT_IN_START:
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return 72;
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case SPRINT_IN_END:
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return 76;
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case SPRINT_OUT_START:
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return 77;
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case SPRINT_OUT_END:
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return 83;
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case TAKE_OUT_START:
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return 65;
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case TAKE_OUT_END:
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return 71;
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case PUT_OUT_START:
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return 61;
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case PUT_OUT_END:
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return 32;
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return 65;
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case RELOAD_CANCEL:
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return 16;
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return 45;
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}
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break;
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case W_MG:
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@ -2964,10 +2964,12 @@ void (float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap
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break;
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case W_MP40:
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case W_AFTERBURNER:
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if (curweaponframe == 10) {
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if (curweaponframe == 33) {
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sound (self ,5, "sounds/weapons/mp40/magout.wav", 1, ATTN_NORM);
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} else if (curweaponframe == 17) {
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} else if (curweaponframe == 43) {
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sound (self ,5, "sounds/weapons/mp40/magin.wav", 1, ATTN_NORM);
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} else if (curweaponframe == 52) {
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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_PANZER:
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@ -3195,6 +3197,7 @@ void(float weptype) precache_extra =
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precache_sound ("sounds/weapons/mp40/shoot.wav");
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precache_sound ("sounds/weapons/mp40/magout.wav");
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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_MG:
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case W_BARRACUDA:
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@ -3929,7 +3932,7 @@ vector (float wep) GetWeaponFlash_Offset =
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return [11100, -9000, 86300];
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case W_MP40:
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case W_AFTERBURNER:
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return [11300, -11300, 80000];
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return [11300, -11300, 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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