Cstrike: Remove usage of Weapons_ViewPunchAngle, as that's calculated
elsewhere (see weapons_cstrike.c)
This commit is contained in:
parent
a2384fae50
commit
31793440c2
28 changed files with 11 additions and 55 deletions
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@ -605,17 +605,16 @@ CSQC_ConsoleCommand(string sCMD)
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tokenize(sCMD);
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switch (argv(0)) {
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case "dev_sentence":
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static CBaseEntity foo;
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if (!foo) {
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foo = spawn(CBaseEntity);
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foo.drawmask = MASK_ENGINE;
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setmodel(foo, "models/headcrab.mdl");
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}
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setorigin(foo, getproperty(VF_ORIGIN));
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foo.Sentence(argv(1));
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break;
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case "dev_sentence":
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static CBaseEntity foo;
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if (!foo) {
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foo = spawn(CBaseEntity);
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foo.drawmask = MASK_ENGINE;
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setmodel(foo, "sprites/muzzleflash1.spr");
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}
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setorigin(foo, getproperty(VF_ORIGIN));
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foo.Sentence(argv(1));
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break;
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case "vote":
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if (argv(1) == "yes") {
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sendevent("VoteY", "");
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@ -14,7 +14,7 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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int trace_surfaceflagsi;
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noref int trace_surfaceflagsi;
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var vector g_vecLensPos;
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var float g_flLensAlpha;
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@ -142,8 +142,6 @@ w_ak47_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_ak47.fire");
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 3;
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switch (r) {
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case 0:
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@ -142,8 +142,6 @@ w_aug_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_aug.fire");
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 3;
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switch (r) {
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case 0:
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@ -141,8 +141,6 @@ w_awp_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_awp.fire");
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 3;
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switch (r) {
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case 0:
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@ -137,7 +137,6 @@ w_deagle_primary(void)
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pl.deagle_mag--;
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 54, [accuracy,accuracy], WEAPON_DEAGLE);
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if (self.flags & FL_CROUCHING)
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Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
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else
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@ -146,7 +145,6 @@ w_deagle_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_deagle.fire");
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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if (pl.a_ammo1 <= 0) {
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Weapons_ViewAnimation(DEAGLE_SHOOT_EMPTY);
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@ -156,8 +156,6 @@ w_elites_primary(void)
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pl.a_ammo3 = 1 - pl.a_ammo3;
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 5;
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if (pl.a_ammo3) {
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if (pl.a_ammo1 <= 0) {
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@ -145,8 +145,6 @@ w_fiveseven_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_fiveseven.fire");
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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if (pl.a_ammo1 <= 0) {
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Weapons_ViewAnimation(FIVESEVEN_SHOOT_EMPTY);
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} else {
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@ -94,7 +94,6 @@ w_flashbang_primary(void)
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#ifdef CSQC
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View_SetMuzzleflash(MUZZLE_RIFLE);
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 3;
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switch (r) {
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@ -140,8 +140,6 @@ w_g3sg1_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_g3sg1.fire");
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 2;
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switch (r) {
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case 0:
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@ -166,7 +166,6 @@ w_glock18_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_glock18.fire");
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}
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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if (pl.a_ammo3) {
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int r = (float)input_sequence % 2;
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@ -91,7 +91,6 @@ w_hegrenade_primary(void)
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#ifdef CSQC
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View_SetMuzzleflash(MUZZLE_RIFLE);
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 3;
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switch (r) {
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@ -94,7 +94,6 @@ w_knife_primary(void)
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#ifdef CSQC
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View_SetMuzzleflash(MUZZLE_RIFLE);
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 3;
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switch (r) {
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@ -150,8 +150,6 @@ w_m3_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_m3.fire");
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 2;
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switch (r) {
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case 0:
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@ -170,7 +170,6 @@ w_m4a1_primary(void)
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else
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Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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/* this stuff is predicted */
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int r = (float)input_sequence % 3;
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@ -199,7 +198,6 @@ w_m4a1_primary(void)
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break;
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}
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}
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Weapons_ViewPunchAngle([-2,0,0]);
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pl.w_attack_next = 0.0875f;
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pl.w_idle_next = pl.w_attack_next;
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@ -141,8 +141,6 @@ w_mac10_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_mac10.fire");
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 3;
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switch (r) {
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case 0:
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@ -145,7 +145,6 @@ w_mp5_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_mp5.fire");
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 3;
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switch (r) {
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@ -149,8 +149,6 @@ w_p228_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_p228.fire");
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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if (pl.a_ammo1 <= 0) {
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Weapons_ViewAnimation(P228_SHOOT_EMPTY);
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} else {
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@ -141,7 +141,6 @@ w_p90_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_p90.fire");
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 3;
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switch (r) {
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@ -141,8 +141,6 @@ w_para_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_para.fire");
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 2;
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switch (r) {
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case 0:
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@ -141,8 +141,6 @@ w_scout_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_scout.fire");
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 2;
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switch (r) {
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case 0:
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@ -141,8 +141,6 @@ w_sg550_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_sg550.fire");
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 2;
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switch (r) {
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case 0:
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@ -142,8 +142,6 @@ w_sg552_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_sg552.fire");
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 3;
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switch (r) {
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case 0:
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@ -94,7 +94,6 @@ w_smokegrenade_primary(void)
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#ifdef CSQC
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View_SetMuzzleflash(MUZZLE_RIFLE);
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 3;
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switch (r) {
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@ -141,7 +141,6 @@ w_tmp_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_tmp.fire");
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 3;
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switch (r) {
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@ -142,8 +142,6 @@ w_ump45_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_ump45.fire");
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 3;
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switch (r) {
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case 0:
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@ -175,7 +175,6 @@ w_usp45_primary(void)
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else
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Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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/* this stuff is predicted */
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int r = (float)input_sequence % 3;
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@ -152,8 +152,6 @@ w_xm1014_primary(void)
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Sound_Play(pl, CHAN_WEAPON, "weapon_xm1014.fire");
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#endif
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Weapons_ViewPunchAngle([-2,0,0]);
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int r = (float)input_sequence % 3;
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switch (r) {
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case 0:
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