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SERVER: Bouncing Betty Revamp
* Fix timing of priming sound. * Sped up animation playback rate. * Fix not playing "take out" animation after placing Betty. * Decreases raise time from 0.35 seconds to 0.28 seconds. * Betties rise with more force. * Increase explosion effect dramatics. * Betties no longer inflict self-damage. * Betties can no longer be re-bought from wall chalk. * Fixed betties using cost2 for their entity instead of cost. * Move bouncing betty logic to separate source file.
This commit is contained in:
parent
973d60eb9b
commit
bf4afd4ae3
8 changed files with 223 additions and 137 deletions
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@ -37,6 +37,7 @@
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../source/server/weapons/tesla.qc
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../source/server/weapons/flamethrower.qc
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../source/server/weapons/grenade_launcher.qc
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../source/server/weapons/bouncing_betty.qc
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../source/server/weapons/weapon_core.qc
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../source/server/entities/powerups.qc
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@ -41,6 +41,7 @@
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../source/server/weapons/tesla.qc
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../source/server/weapons/flamethrower.qc
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../source/server/weapons/grenade_launcher.qc
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../source/server/weapons/bouncing_betty.qc
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../source/server/weapons/weapon_core.qc
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../source/server/entities/powerups.qc
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@ -594,7 +594,9 @@ void(entity inflictor, entity attacker, float damage2, float mindamage, float ra
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{
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if(ent.classname == "player" && ent == attacker) // we don't want OUR explosives to harm other players..
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{
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if (ent.perks & P_FLOP)
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if (ent.perks & P_FLOP) // PhD Flopper makes us immune to any explosive damage
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final_damage = 0;
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else if (inflictor.classname == "betty") // Self-inflicted betties don't do damage either.
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final_damage = 0;
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else
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{
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@ -623,7 +625,7 @@ void(entity inflictor, entity attacker, float damage2, float mindamage, float ra
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final_damage *= 60;
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}
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DamageHandler (ent, ent, final_damage, S_EXPLOSIVE);
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}
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// shake the camera on impact
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vector distance;
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distance = inflictor.angles - ent.angles;
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@ -640,7 +642,6 @@ void(entity inflictor, entity attacker, float damage2, float mindamage, float ra
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ent.punchangle_x = distance_x;
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ent.punchangle_y = distance_y;
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}
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}
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else if (ent.classname == "explosive_barrel")
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{
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final_damage = radius - vlen(inflictor.origin - ent.origin);
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@ -108,6 +108,11 @@ void() weapon_wall =
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makevectors(self.angles);
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setorigin(self.enemy, self.origin + v_right*-4);
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// Backwards compatibility for betties brokenly using
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// cost2.
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if (self.cost == 0 && self.weapon == W_BETTY)
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self.cost = self.cost2;
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// Prep it for usage.
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self.skin = 0;
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self.frame = self.sequence;
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@ -248,10 +253,12 @@ void () WallWeapon_TouchTrigger =
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}
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if (self.weapon == W_BETTY)
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{
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if (other.secondary_grenades < 2)
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useprint (other, 3, self.cost2, self.weapon);
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else
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// Betties are a one-time purchase.
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if (other.grenades & 2)
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return;
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useprint (other, 4, self.cost, self.weapon);
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if (!other.button7 || other.semiuse)
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return;
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if (other.points < self.cost2)
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173
source/server/weapons/bouncing_betty.qc
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173
source/server/weapons/bouncing_betty.qc
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@ -0,0 +1,173 @@
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/*
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server/weapons/bouncing_betty.qc
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Core logic for the "Bouncing Betty" grenade.
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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() W_PlayTakeOut;
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//
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// Betty_Rise()
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// Rise from the ground and explode.
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//
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void() Betty_Rise =
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{
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if (self.ltime < time) {
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self.velocity = '0 0 0';
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self.movetype = MOVETYPE_NONE;
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self.think = SUB_Null;
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GrenadeExplode();
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}
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self.nextthink = time + 0.05;
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makevectors(self.angles);
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self.velocity = v_up*100;
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}
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//
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// Betty_Touch()
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// Check if contact is with an enemy,
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// trigger if so.
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//
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void() Betty_Touch =
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{
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// Only trigger if an enemy is making contact.
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if (other.classname != "ai_zombie" && other.classname != "ai_dog")
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return;
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// Additional sanity check -- don't activate because of us.
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if (other == self.owner || other.solid == SOLID_TRIGGER)
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return;
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// Next step is to rise!
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self.think = Betty_Rise;
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self.touch = SUB_Null;
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self.nextthink = time + 0.1;
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// Set a timer for when to explode.
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self.ltime = time + 0.28;
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}
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//
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// Betty_Drop()
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// Spawns the Betty grenade and puts it
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// on the ground.
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//
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void() Betty_Drop =
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{
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// Spawn it and set its attributes.
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entity betty;
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betty = spawn ();
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betty.owner = self;
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betty.grenade_delay = betty.owner.grenade_delay;
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betty.owner.grenade_delay = 0;
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betty.movetype = MOVETYPE_NOCLIP;
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betty.solid = SOLID_TRIGGER;
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betty.classname = "betty";
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betty.velocity = v_forward*0;
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betty.touch = Betty_Touch;
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setmodel (betty, "models/weapons/grenade/g_betty.mdl");
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setsize (betty, '-64 -64 -4', '64 64 32');
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betty.origin = betty.owner.origin - self.view_ofs + '0 0 1';
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// If we're in the air, just drop the betty to the ground
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// cypress -- This felt a little whack so I checked World at War..
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// ..and it does this too, so..
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if (!(self.flags & FL_ONGROUND)) {
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entity oldself;
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oldself = self;
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self = betty;
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#ifdef FTE
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droptofloor();
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#else
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droptofloor(0, 0);
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#endif // FTE
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self = oldself;
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}
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// Sink into the ground a bit
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betty.origin += v_forward * 0;
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betty.origin += v_up * -1;
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setorigin (betty, betty.origin);
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// Return the player's weapon to them
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self.animend = W_PlayTakeOut;
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self.callfuncat = 0;
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self.isBuying = false;
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}
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//
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// Betty_CheckForRelease()
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// Holds the Bouncing Betty until the
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// action button is released, then kicks
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// off spawning the entity.
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//
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void() Betty_CheckForRelease =
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{
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// Release the Betty
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if (!self.button3) {
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if(self.grenade_delay < time)
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self.grenade_delay = time + 0.05;
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self.isBuying = true;
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Set_W_Frame (18, 23, 0.3, 5, GRENADE, Betty_Drop, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT);
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sound (self, CHAN_WEAPON, "sounds/weapons/grenade/throw.wav", 1, ATTN_NORM);
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self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.4;
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self.throw_delay = time + 0.9;
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}
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// Keep holding it
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else {
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self.isBuying = true;
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Set_W_Frame (18, 18, 0, 0, GRENADE, Betty_CheckForRelease, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT);
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}
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}
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//
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// W_PrimeBetty()
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// Priming/Init state for the Bouncing Betty,
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// called inside of weapon_core.
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//
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void() W_PrimeBetty =
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{
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if (self.throw_delay > time || self.zoom || self.downed || self.secondary_grenades < 1 || self.isBuying)
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return;
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// Prevent the Player from Sprinting and also avoid issues with
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// the equipment being completely cancelled..
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if (self.sprinting)
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W_SprintStop();
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// Play the "prime" animation for the betty viewmodel.
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Set_W_Frame (0, 18, 1, 0, GRENADE, Betty_CheckForRelease, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT);
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// Subtract a betty from our inventory, set up delays, prevent use spam.
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self.secondary_grenades -= 1;
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self.reload_delay2 = self.fire_delay2 = self.throw_delay = self.reload_delay = self.fire_delay = time + 6;
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self.seminade = true;
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}
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@ -149,6 +149,10 @@ void () W_Frame_Update =
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}
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}
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PlayWeaponSound(self.weapon, self.weapon_anim_type, FALSE, self.weaponframe);
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// FIXME: We need a way to play sounds at specific frames for any viewmodel, not just weapons
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if (self.weaponmodel == "models/weapons/grenade/v_betty.mdl" && self.weaponframe == 12)
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sound (self, CHAN_WEAPON, "sounds/weapons/grenade/prime.wav", 1, ATTN_NORM);
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return;
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}
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else
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@ -3,7 +3,7 @@
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Core logic for the Wunderwaffe special weapon.
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Copyright (C) 2021-2022 NZ:P Team
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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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@ -1410,7 +1410,16 @@ void() GrenadeExplode =
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#endif // FTE
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// Really stupid hack: For betties, let's dramatically increase
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// the explosion effect.
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if (self.classname == "betty") {
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CallExplosion(self.origin);
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CallExplosion(self.origin);
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CallExplosion(self.origin);
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CallExplosion(self.origin);
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} else {
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CallExplosion(self.origin);
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}
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SUB_Remove ();
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};
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NadeStraighten();
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};
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void() betty_do_rise =
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{
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if (self.ltime < time) {
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self.velocity = '0 0 0';
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self.movetype = MOVETYPE_NONE;
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self.think = SUB_Null;
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GrenadeExplode();
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}
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self.nextthink = time + 0.05;
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makevectors(self.angles);
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self.velocity = v_up*70;
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}
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void() betty_touch =
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{
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// Only trigger if an enemy is making contact.
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if (other.classname != "ai_zombie" && other.classname != "ai_dog")
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return;
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if (other == self.owner || other.solid == SOLID_TRIGGER)
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return;
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self.think = betty_do_rise;
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self.touch = SUB_Null;
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self.nextthink = time + 0.1;
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self.ltime = time + 0.35;
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}
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void() W_ThrowBetty =
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{
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entity betty;
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betty = spawn ();
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betty.owner = self;
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betty.grenade_delay = betty.owner.grenade_delay;
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betty.owner.grenade_delay = 0;
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betty.movetype = MOVETYPE_NOCLIP;
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betty.solid = SOLID_TRIGGER;
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betty.classname = "betty";
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betty.velocity = v_forward*0;
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betty.touch = betty_touch;
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setmodel (betty, "models/weapons/grenade/g_betty.mdl");
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setsize (betty, '-64 -64 -4', '64 64 32');
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betty.origin = betty.owner.origin - self.view_ofs + '0 0 1';
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//if player isn't on ground, drop the betty to the floor.
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if (!(self.flags & FL_ONGROUND)) {
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local entity oldself;
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oldself = self;
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self = betty;
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#ifdef FTE
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droptofloor();
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#else
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droptofloor(0, 0);
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#endif // FTE
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self = oldself;
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}
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betty.origin += v_forward * 0;
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setorigin (betty, betty.origin);
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self.animend = ReturnWeaponModel;
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self.callfuncat = 0;
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self.isBuying = false;
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}
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void() W_ThrowGrenade =
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{
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string modelname;
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self.callfuncat = 0;
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self.isBuying = false;
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} else if (self.pri_grenade_state == 1) {
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W_ThrowBetty();
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Betty_Drop();
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} else {
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centerprint (other, "No grenadetype defined...\n");
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}
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SetUpdate(self, UT_HUD, 6, 0, 0);
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}
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void() checkHoldB =
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{
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if (!self.button3)
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{
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if(self.grenade_delay < time)
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self.grenade_delay = time + 0.05;
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self.isBuying = true;
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Set_W_Frame (18, 23, 0, 5, GRENADE, W_ThrowBetty, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT);
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sound (self, CHAN_WEAPON, "sounds/weapons/grenade/throw.wav", 1, ATTN_NORM);
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self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.4;
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self.throw_delay = time + 0.9;
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}
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else
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{
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self.isBuying = true;
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Set_W_Frame (18, 18, 0, 0, GRENADE, checkHoldB, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT);
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}
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}
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void() checkHold =
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{
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if (self.pri_grenade_state == 1) {
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checkHoldB();
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Betty_CheckForRelease();
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return;
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}
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}
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}
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void() W_Betty = {
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if (self.throw_delay > time || self.zoom || self.downed || self.secondary_grenades < 1 || self.isBuying)
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return;
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// Prevent the Player from Sprinting and also avoid issues with
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// the equipment being completely cancelled..
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if (self.sprinting)
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W_SprintStop();
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Set_W_Frame (0, 18, 0, 0, GRENADE, checkHoldB, "models/weapons/grenade/v_betty.mdl", true, S_RIGHT);
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sound (self, CHAN_WEAPON, "sounds/weapons/grenade/prime.wav", 1, ATTN_NORM);
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self.secondary_grenades -= 1;
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self.reload_delay2 = self.fire_delay2 = self.throw_delay = self.reload_delay = self.fire_delay = time + 6;
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self.seminade = true;
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}
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void() W_Grenade =
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{
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if (self.throw_delay > time || self.zoom || self.downed || self.primary_grenades < 1 || self.isBuying)
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@ -1777,7 +1676,7 @@ void () Impulse_Functions =
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switch_nade();
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break;
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case 33:
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W_Betty();
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W_PrimeBetty();
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break;
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case 26:
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case 30:
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@ -2301,7 +2200,7 @@ void () Weapon_Logic =
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if (self.pri_grenade_state == 0)
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W_Grenade();
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else
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W_Betty();
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W_PrimeBetty();
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self.seminade = true;
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} else if (!self.button3 && self.seminade) {
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self.seminade = false;
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