mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-22 12:01:44 +00:00
282 lines
4.2 KiB
C
282 lines
4.2 KiB
C
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/*
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===========================================================================
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Copyright (C) 2006 Dmn_clown (aka: Bob Isaac (rjisaac@gmail.com))
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This file is part of Open Arena and is based upon Mr. Elusive's fuzzy logic
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system found in Quake 3 Arena.
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Open Arena is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Open Arena is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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weight "BFG10K"
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{
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switch(INVENTORY_BFG10K)
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{
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case 1: return 0;
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default:
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{
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switch(INVENTORY_BFGAMMO)
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{
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case 1: return 0;
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default: return BFW;
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}
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}
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}
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}
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weight "Chaingun"
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{
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switch(INVENTORY_CHAINGUN)
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{
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case 1: return 0;
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default:
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{
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switch(INVENTORY_BELT)
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{
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case 1: return 0;
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default:
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{
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switch(ENEMY_HORIZONTAL_DIST)
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{
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case 900: return CGW;
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default: return $evalint(CGW*0.1);
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}
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}
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}
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}
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}
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}
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weight "Gauntlet"
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{
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switch(INVENTORY_GAUNTLET)
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{
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case 1: return 0;
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default: return GTW;
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}
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}
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weight "Grappling Hook"
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{
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switch(INVENTORY_GRAPPLINGHOOK)
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{
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case 1: return 0;
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default: return GRW;
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}
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}
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weight "Grenade Launcher"
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{
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switch(INVENTORY_GRENADELAUNCHER)
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{
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case 1: return 0;
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default:
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{
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switch(INVENTORY_GRENADES)
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{
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case 1: return 0;
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default:
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{
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switch(ENEMY_HORIZONTAL_DIST)
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{
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case 600: return GLW;
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default: return $evalint(GLW*0.1);
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}
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}
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}
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}
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}
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}
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weight "Lightning Gun"
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{
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switch(INVENTORY_LIGHTNING)
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{
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case 1: return 0;
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default:
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{
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switch(INVENTORY_LIGHTNINGAMMO)
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{
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case 1: return 0;
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default:
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{
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switch(ENEMY_HORIZONTAL_DIST)
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{
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case 768: return LGW;
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default: return $evalint(LGW*0.1);
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}
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}
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}
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}
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}
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}
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weight "Machinegun"
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{
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switch(INVENTORY_MACHINEGUN)
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{
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case 1: return 0;
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default:
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{
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switch(INVENTORY_BULLETS)
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{
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case 1: return 0;
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default:
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{
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switch(ENEMY_HORIZONTAL_DIST)
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{
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case 800: return MGW;
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default: return $evalint(MGW*0.1);
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}
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}
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}
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}
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}
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}
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weight "Nailgun"
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{
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switch(INVENTORY_NAILGUN)
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{
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case 1: return 0;
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default:
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{
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switch(INVENTORY_NAILS)
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{
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case 1: return 0;
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default:
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{
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switch(ENEMY_HORIZONTAL_DIST)
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{
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case 800: return NGW;
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default: return $evalint(NGW*0.1);
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}
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}
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}
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}
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}
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}
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weight "Plasma Gun"
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{
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switch(INVENTORY_PLASMAGUN)
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{
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case 1: return 0;
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default:
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{
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switch(INVENTORY_CELLS)
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{
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case 1: return 0;
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default:
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{
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switch(ENEMY_HORIZONTAL_DIST)
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{
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case 2000: return PGW;
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default: return $evalint(PGW*0.1);
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}
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}
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}
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}
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}
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}
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weight "Prox Launcher"
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{
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switch(INVENTORY_PROXLAUNCHER)
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{
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case 1: return 0;
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default:
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{
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switch(INVENTORY_MINES)
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{
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case 1: return 0;
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default:
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{
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switch(ENEMY_HORIZONTAL_DIST)
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{
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case 200: return PXW;
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default: return $evalint(PXW*0.1);
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}
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}
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}
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}
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}
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}
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weight "Railgun"
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{
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switch(INVENTORY_RAILGUN)
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{
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case 1: return 0;
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default:
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{
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switch(INVENTORY_SLUGS)
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{
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case 1: return 0;
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default: return RGW;
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}
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}
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}
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}
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weight "Rocket Launcher"
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{
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switch(INVENTORY_ROCKETLAUNCHER)
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{
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case 1: return 0;
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default:
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{
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switch(INVENTORY_ROCKETS)
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{
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case 1: return 0;
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default:
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{
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switch(ENEMY_HORIZONTAL_DIST)
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{
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case 4000: return RLW;
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default: return $evalint(RLW*0.1);
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}
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}
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}
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}
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}
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}
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weight "Shotgun"
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{
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switch(INVENTORY_SHOTGUN)
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{
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case 1: return 0;
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default:
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{
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switch(INVENTORY_SHELLS)
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{
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case 1: return 0;
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default:
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{
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switch(ENEMY_HORIZONTAL_DIST)
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{
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case 600: return SGW;
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default: return $evalint(SGW*0.1);
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}
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}
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}
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}
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}
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}
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