Unscrew player animation and fix a bug involving botlib overriding
important playermethods on bot-clients with CBaseEntity ones.
This commit is contained in:
parent
ae6f3ebdfb
commit
3662565879
12 changed files with 38 additions and 32 deletions
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@ -115,8 +115,6 @@ player::draw(void)
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}
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}
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var float autocvar_standheight = 0;
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var float autocvar_crouchheight = 0;
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float
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player::predraw(void)
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{
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@ -49,7 +49,7 @@ Player_ReceiveEntity(float new)
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float fl;
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player pl = (player)self;
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if (new == TRUE) {
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if (new == TRUE || pl.classname != "player") {
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spawnfunc_player();
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pl.classname = "player";
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pl.solid = SOLID_SLIDEBOX;
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@ -47,6 +47,12 @@ void ClientConnect(float csqc_active)
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{
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int playercount = 0;
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#ifdef BOT_INCLUDED
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if (clienttype(self) == CLIENTTYPE_BOT) {
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spawnfunc_bot();
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} else
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#endif
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/* make sure you never change the classname. ever. */
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if (self.classname != "player") {
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spawnfunc_player();
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@ -148,12 +154,6 @@ void PutClientInServer(void)
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{
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g_grMode.PlayerSpawn((base_player)self);
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#ifdef BOT_INCLUDED
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if (clienttype(self) == CLIENTTYPE_BOT) {
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spawnfunc_bot();
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}
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#endif
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/* activate all game_playerspawn entities */
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for (entity a = world; (a = find(a, ::targetname, "game_playerspawn"));) {
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CBaseTrigger t = (CBaseTrigger)a;
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@ -19,6 +19,7 @@ void
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Game_RunClientCommand(void)
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{
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Footsteps_Update();
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Animation_PlayerUpdate();
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PMove_Run();
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}
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@ -114,8 +114,6 @@ HLGameRules::LevelNewParms(void)
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void
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HLGameRules::PlayerPostFrame(base_player pl)
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{
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Animation_PlayerUpdate();
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if (autocvar_sv_playerkeepalive)
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pl.SendFlags |= PLAYER_KEEPALIVE;
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@ -14,7 +14,6 @@
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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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float Weapons_GetAim(int);
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void Weapons_PickupNotify(base_player pl, int w);
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void Weapons_RefreshAmmo(base_player pl);
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void Weapons_SwitchBest(base_player pl);
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@ -47,13 +47,12 @@ depending on what the player is doing
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*/
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void Animation_PlayerUpdate(void) {
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self.basebone = cvar("spinebone"); // gettagindex(self, "Bip01 Spine");
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#ifdef SERVER
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if (self.baseframe_time < time) {
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base_player pl = (base_player)self;
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self.baseframe = Weapons_GetAim(pl.activeweapon);
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self.baseframe_old = self.frame;
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}
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#endif
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/* in order to appear jumping, we want to not be on ground,
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* but also make sure we're not just going down a ramp */
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@ -1,9 +1,10 @@
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#includelist
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../../shared/cstrike/defs.h
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../../shared/cstrike/flags.h
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../../shared/cstrike/player.h
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../../shared/valve/weapon_common.h
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../../shared/cstrike/animations.h
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../../shared/cstrike/animations.c
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../../shared/cstrike/player.h
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../../shared/cstrike/item_c4bomb.h
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@ -17,7 +18,6 @@
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../../shared/cstrike/fx_smokenade.c
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../../shared/cstrike/weapons_cstrike.c
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../../shared/valve/weapon_common.h
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../../shared/cstrike/w_ak47.c
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../../shared/cstrike/w_deagle.c
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../../shared/cstrike/w_knife.c
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@ -14,18 +14,22 @@
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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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.float baselerpfrac;
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.float lerpfrac;
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.float frame_time;
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.float frame_old;
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.float fWasCrouching;
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.float frame2time;
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.float frame2;
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.float baseframe2time;
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.float baseframe1time;
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.float baseframe2;
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// For lerping, sigh
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#ifdef CLIENT
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.float frame_last;
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.float baseframe_last;
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#else
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.float subblendfrac;
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.float subblend2frac;
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#endif
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void Animation_Print(string sWow) {
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#ifdef CLIENT
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@ -35,6 +39,9 @@ void Animation_Print(string sWow) {
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#endif
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}
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var int autocvar_bone_spinebone = 0;
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var int autocvar_bone_baseframe = 0;
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var int autocvar_bone_frame = 0;
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/*
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=================
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Animation_PlayerUpdate
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@ -43,10 +50,11 @@ Called every frame to update the animation sequences
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depending on what the player is doing
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=================
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*/
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void Animation_PlayerUpdate(void) {
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self.basebone = gettagindex(self, "Bip01 Spine");
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void
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Animation_PlayerUpdate(void)
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{
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self.basebone = gettagindex(self, "Bip01 Spine1");
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#ifdef SERVER
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// TODO: Make this faster
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if (self.frame_time < time) {
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player pl = (player)self;
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@ -77,9 +85,7 @@ void Animation_PlayerUpdate(void) {
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self.baseframe = ANIM_RUN;
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}
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}
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#endif
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#ifdef CLIENT
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// Lerp it down!
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if (self.lerpfrac > 0) {
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self.lerpfrac -= frametime * 5;
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@ -124,7 +130,7 @@ void Animation_PlayerUpdate(void) {
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}
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self.subblend2frac = self.angles[0];
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#endif
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self.angles[0] = self.angles[2] = 0;
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if (!(self.flags & FL_ONGROUND)) {
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@ -138,7 +144,7 @@ void Animation_PlayerUpdate(void) {
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self.fWasCrouching = (self.flags & FL_CROUCHING);
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}
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#ifdef SERVER
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#ifndef CLIENT
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// On the CSQC it's done in Player.c
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self.subblendfrac =
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self.subblend2frac = self.v_angle[0] / 90;
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@ -152,15 +158,21 @@ Animation_PlayerTop
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Changes the animation sequence for the upper body part
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=================
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*/
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void Animation_PlayerTop(float fFrame) {
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void
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Animation_PlayerTop(float fFrame)
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{
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#ifndef CLIENT
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self.frame = fFrame;
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self.frame_old = fFrame;
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#endif
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}
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void Animation_PlayerTopTemp(float fFrame, float fTime) {
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void
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Animation_PlayerTopTemp(float fFrame, float fTime)
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{
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#ifndef CLIENT
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self.frame = fFrame;
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self.frame_time = time + fTime;
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#ifdef SERVER
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self.SendFlags |= PLAYER_FRAME;
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#endif
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}
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@ -127,13 +127,13 @@ w_crowbar_primary(void)
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Weapons_ViewAnimation(trace_fraction >= 1 ? CBAR_ATTACK3MISS:CBAR_ATTACK3HIT);
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}
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#ifdef SERVER
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if (pl.flags & FL_CROUCHING) {
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Animation_PlayerTopTemp(ANIM_SHOOTCROWBAR, 0.5f);
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} else {
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Animation_PlayerTopTemp(ANIM_CR_SHOOTCROWBAR, 0.42f);
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}
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#ifdef SERVER
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Sound_Play(self, CHAN_WEAPON, "weapon_crowbar.miss");
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if (trace_fraction >= 1.0) {
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@ -200,7 +200,6 @@ string Weapons_GetDeathmessage(int id)
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return "";
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}
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#ifdef SERVER
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float Weapons_GetAim(int id)
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{
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if (g_weapons[id].aimanim != __NULL__) {
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@ -209,7 +208,6 @@ float Weapons_GetAim(int id)
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return 0;
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}
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#endif
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#ifdef CLIENT
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void Weapons_HUDPic(int id, int s, vector pos, float a)
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@ -40,6 +40,7 @@ typedef struct
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void(int, vector, float) hudpic;
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} weapon_t;
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float Weapons_GetAim(int);
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void Weapons_Reload(void);
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void Weapons_DrawCrosshair(void);
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void Weapons_MakeVectors(void);
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