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Server: Add a utility function for weapons that require a tracefire
Util_WeaponFiresTraceshot() can be used to determine if a weapon is "standard" requiring a tracefire for bullet impact/penetration.
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2 changed files with 18 additions and 6 deletions
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@ -645,3 +645,19 @@ float(entity person, float comparison, float include_pap) Util_PlayerHasWeapon =
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return 0;
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return 0;
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};
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};
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//
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// Util_WeaponFiresTraceshot(weapon)
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// Simply returns true if given weapon's firetype requires a
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// firetrace to be used properly.
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//
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float(float weapon) Util_WeaponFiresTraceshot =
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{
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float firetype = GetFiretype(weapon);
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// Valid firetypes
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if (firetype == 0 || firetype == 1 || firetype == 3)
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return true;
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return false;
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}
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@ -3,7 +3,7 @@
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weapon logic
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weapon logic
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Copyright (C) 2021 NZ:P Team
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Copyright (C) 2021-2022 NZ:P Team
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This program is free software; you can redistribute it and/or
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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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modify it under the terms of the GNU General Public License
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@ -264,9 +264,6 @@ void() W_Switch =
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UpdateVmodel(modelname, GetWepSkin(self.weapon));
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UpdateVmodel(modelname, GetWepSkin(self.weapon));
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//UpdateWeapons(1);
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//if (self.weaponslot1.dualwield)
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// Set_W2_Frame (self.weaponslot1.TakeWeaponStart, self.weaponslot1.TakeWeaponEnd, 0, 0, 0, SUB_Null, self.weaponslot1.v_model2, false);//FIXME
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Set_W_Frame (startframe, endframe, 0, 0, 0, SUB_Null, modelname, false, S_BOTH);//FIXME
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Set_W_Frame (startframe, endframe, 0, 0, 0, SUB_Null, modelname, false, S_BOTH);//FIXME
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self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = 0;
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self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = 0;
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@ -1538,8 +1535,7 @@ void(float side) W_Fire =
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W_FireM2();
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W_FireM2();
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}
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}
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// FIXME - clean this up lol
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if (Util_WeaponFiresTraceshot(self.weapon)) {
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if (firetype == 1 || firetype == 0 || firetype == 3) {
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FireTrace(shotcount, spread, damage, side);
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FireTrace(shotcount, spread, damage, side);
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}
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}
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