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https://github.com/nzp-team/quakec.git
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SERVER: Better management of model and sound allocation
This commit is contained in:
parent
1011f18b98
commit
d56a17faf3
8 changed files with 48 additions and 31 deletions
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@ -267,8 +267,9 @@ if (self.state == STATE_TOP || self.state == STATE_UP)
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}
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}
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if (other.button7)
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if (other.button7 && !other.semiuse)
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{
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other.semiuse = true;
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if (other.points >= self.cost)
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{
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door_fire();
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@ -287,15 +288,13 @@ if (self.state == STATE_TOP || self.state == STATE_UP)
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}
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addmoney(other, self.cost*-1, 0);
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self.solid = SOLID_NOT;
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//centerprint (other, "");
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//useprint (other, 0, 0, 0);
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//other.total_bought = other.total_bought + 1;
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}
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else
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{
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if(other.classname == "player" && !other.downed)
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{
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centerprint (other, STR_NOTENOUGHPOINTS);
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sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
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other.semiuse = 1;
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}
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}
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@ -647,7 +646,12 @@ void() func_door_nzp =
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if (self.cost)
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{
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self.classname = "door_nzp_cost";
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// total_buy = total_buy +1;
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switch(self.sounds)
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{
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case 1: precache_sound("sounds/misc/wood_door.wav"); break;
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case 2: precache_sound("sounds/misc/debris.wav"); break;
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default: break;
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}
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}
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else
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self.classname = "door_nzp";
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@ -341,8 +341,8 @@ void() button_touch =
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centerprint(other,ftos(self.cost));
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centerprint(other,"]\n");
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if (other.button7) {
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if (other.button7 && !other.semiuse) {
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other.semiuse = true;
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if(other.points >= self.cost) {
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self.enemy = other;
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addmoney(other, 0 - self.cost, FALSE);
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@ -351,6 +351,7 @@ void() button_touch =
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return;
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} else {
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centerprint(other, STR_NOTENOUGHPOINTS);
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sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
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}
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}
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}
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@ -299,7 +299,7 @@ void() touch_perk =
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// sequence = perk ID in client
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useprint(other, 9, price, self.sequence);
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if (other.points >= price && other.button7) {
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if (other.points >= price && other.button7 && !other.semiuse) {
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addmoney(other, -price, 0);
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// Pass along the Perk information to the Player to avoid complications later on, then Drink!
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@ -315,9 +315,12 @@ void() touch_perk =
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ReviveGoAway();
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}
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}
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} else if (other.button7) {
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other.semiuse = true;
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} else if (other.button7 && !other.semiuse) {
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// We tried to use, but we don't have the cash..
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centerprint(other, STR_NOTENOUGHPOINTS);
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sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
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other.semiuse = true;
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}
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}
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}
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@ -427,6 +430,7 @@ void() setup_perk =
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void() perk_revive =
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{
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precache_sound ("sounds/pu/byebye.wav");
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precache_model ("models/sprites/lightning.spr");
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//
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// Set Default Stats for Compatibility
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@ -1533,6 +1537,7 @@ void() mystery_touch =
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}
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else {
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centerprint (other, STR_NOTENOUGHPOINTS);
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sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
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}
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}
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if (self.boxstatus == 2)
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@ -1697,11 +1702,12 @@ void() mystery_box =
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Load_Mbox_Data();
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precache_model ("models/machines/mystery.mdl");
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precache_model ("models/machines/mglow$.mdl");
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precache_model ("models/props/teddy.mdl");
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precache_sound ("sounds/machines/mbox_open.wav");
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precache_sound ("sounds/machines/mbox_close.wav");
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if (!(self.spawnflags & MBOX_SPAWNFLAG_NOLIGHT))
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precache_model ("models/machines/mglow$.mdl");
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self.solid = SOLID_TRIGGER;
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self.classname = "mystery";
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setorigin(self, self.origin);
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@ -1875,6 +1881,7 @@ void touch_pap() {
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}
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else if (other.button7 && other.weapon) {
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centerprint (other, STR_NOTENOUGHPOINTS);
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sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
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}
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} else if (self.papState == 2) {
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useprint (other, 7, 0, 0);
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@ -273,10 +273,12 @@ void() teleport_touch =
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useprint(other, 15, self.cost, 0);
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if (other.button7) {
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if (other.button7 && !other.semiuse) {
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other.semiuse = true;
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if (other.points < self.cost) {
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centerprint(other, STR_NOTENOUGHPOINTS);
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sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
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return;
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}
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@ -238,12 +238,14 @@ void zapper_touch () {
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if (self.state == 0) {
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useprint (other, 11, self.cost, self.weapon);
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if (!other.button7) {
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if (!other.button7 || other.semiuse) {
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return;
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}
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other.semiuse = true;
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if (other.points < self.cost) {
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centerprint(other, STR_NOTENOUGHPOINTS);
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sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
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return;
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}
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@ -180,6 +180,7 @@ void () WallWeapon_TouchTrigger =
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// Player doesn't have enough points. Abort.
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if (other.points < wcost) {
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centerprint(other, STR_NOTENOUGHPOINTS);
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sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
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return;
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}
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@ -225,6 +226,7 @@ void () WallWeapon_TouchTrigger =
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// Player doesn't have enough points. Abort.
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if (other.points < wcost) {
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centerprint(other, STR_NOTENOUGHPOINTS);
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sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
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return;
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}
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@ -290,7 +292,6 @@ void () WallWeapon_TouchTrigger =
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{
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centerprint(other, STR_NOTENOUGHPOINTS);
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sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
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return;
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}
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else
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@ -320,6 +321,7 @@ void () WallWeapon_TouchTrigger =
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{
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if (other.points < self.cost2) {
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centerprint(other, STR_NOTENOUGHPOINTS);
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sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
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return;
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} else {
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addmoney(other, -self.cost2, FALSE);
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@ -347,6 +349,7 @@ void () WallWeapon_TouchTrigger =
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other.semiuse = 1;
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if (other.points < self.cost) {
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centerprint (other, STR_NOTENOUGHPOINTS);
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sound(other, 0, "sounds/misc/denybuy.wav", 1, 1);
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return;
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}
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@ -136,8 +136,9 @@ void() precaches =
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// sprites
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precache_model ("models/sprites/sprkle.spr");
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precache_model ("models/sprites/explosion.spr");
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precache_model ("models/sprites/lightning.spr");
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precache_model ("models/sprites/null.spr");
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if (waypoint_mode) {
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precache_model ("models/way/current_way.spr");
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precache_model ("models/way/current_way_door.spr");
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precache_model ("models/way/last_way.spr");
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@ -146,6 +147,7 @@ void() precaches =
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precache_model ("models/way/normal_way_door.spr");
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precache_model ("models/way/way_jump.spr");
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precache_model ("models/way/way_land.spr");
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}
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// zombie
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precache_model ("models/ai/zfull.mdl");
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@ -163,7 +165,6 @@ void() precaches =
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// start weapons
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precache_model ("models/weapons/m1911/v_colt.mdl");
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precache_model ("models/weapons/m1911/g_colt.mdl");
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precache_model ("models/weapons/knife/v_knife.mdl");
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precache_model ("models/weapons/grenade/v_grenade.mdl");
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precache_model ("models/weapons/grenade/g_grenade.mdl");
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@ -217,10 +218,8 @@ void() precaches =
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precache_sound("sounds/rounds/splash.wav");
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precache_sound("sounds/music/end.wav");
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// misc
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// purchasing
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precache_sound("sounds/misc/buy.wav");
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precache_sound("sounds/misc/wood_door.wav");
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precache_sound("sounds/misc/debris.wav");
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precache_sound("sounds/misc/denybuy.wav");
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// power-ups
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@ -649,10 +649,9 @@ void() PlayerSpawn =
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self.perks = G_PERKS;
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SetPerk(self, self.perks);
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//self.zoom = 1; // This is to fix an aimin bug for the kar scope
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if (rounds < 1 && player_count == 0) {
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sound(self, CHAN_AUTO, "sounds/rounds/splash.wav", 1, ATTN_NONE);
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sound(self, 0, "sounds/rounds/splash.wav", 1, ATTN_NONE);
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sound(self, 1, "sounds/rounds/nround.wav", 0.75, ATTN_NONE);
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}
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PromptLevelChange(self.nextthink + 3, 1, self);
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