NSWeapon: rename some methods to be more verbose, add WeaponStartedFiring(), WeaponStoppedFiring()
NSDict: add InitWithSpawnData(string)
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4315e92ef5
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37f5c907b4
9 changed files with 97 additions and 43 deletions
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@ -1,20 +0,0 @@
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/*
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* Copyright (c) 2023 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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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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weapon_t w_null = {};
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weapon_t g_weapons[] = {
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w_null
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};
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@ -622,4 +622,7 @@ CSQC_Shutdown(void)
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Sound_Shutdown();
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PropData_Shutdown();
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NSLog("Client game shutdown.");
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/* ENGINE, PLS FIX */
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input_cursor_entitynumber = 0;
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}
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@ -249,14 +249,18 @@ NSClientPlayer::ProcessInput(void)
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}
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/* weapon system */
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if (input_buttons & INPUT_SECONDARY)
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if (input_buttons & INPUT_SECONDARY) {
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m_activeWeapon._WeaponStartedFiring();
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m_activeWeapon.SecondaryAttack();
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else if (input_buttons & INPUT_PRIMARY)
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} else if (input_buttons & INPUT_PRIMARY) {
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m_activeWeapon._WeaponStartedFiring();
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m_activeWeapon.PrimaryAttack();
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else if (input_buttons & INPUT_RELOAD)
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} else if (input_buttons & INPUT_RELOAD) {
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m_activeWeapon.Reload();
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else
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} else {
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m_activeWeapon._WeaponStoppedFiring();
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m_activeWeapon.Release();
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}
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}
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/* this is where it gets mod specific really fast,
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@ -14,6 +14,15 @@
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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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/** This class is responsible for handling groups of key/value pairs.
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It handles entity spawns, respawns,
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save/load as well as key/value pair loading, as well as inputs/outputs
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which is our basic entity model.
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This is a very low-level class. You're never meant to use this.
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Use NSEntity as a basis for your classes.
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*/
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class
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NSDict
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{
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@ -31,6 +40,8 @@ public:
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nonvirtual void AddKey(string, string);
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nonvirtual void RemoveKey(string);
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nonvirtual NSDict InitWithSpawnData(string);
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private:
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nonvirtual void _AddRemoveKey(string, string, bool);
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string m_strBody;
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@ -96,3 +96,11 @@ NSDict::RemoveKey(string keyName)
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{
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_AddRemoveKey(keyName, "", true);
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}
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NSDict
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NSDict::InitWithSpawnData(string spawnData)
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{
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NSDict newDict = spawn(NSDict);
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newDict.SetDeclBody(spawnData);
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return (newDict);
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}
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@ -830,8 +830,7 @@ entityDamage(entity targetEnt, entity inflictingEnt, entity attackingEnt, string
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return;
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}
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NSDict damageDecl = spawn(NSDict);
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damageDecl.SetDeclBody(damageDef);
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NSDict damageDecl = NSDict::InitWithSpawnData(damageDef);
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theTarget.Damage(inflictingEnt, attackingEnt, damageDecl, 1.0, damageDir, hitLocation);
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remove(damageDecl);
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#endif
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@ -137,10 +137,15 @@ public:
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virtual bool CanIdle(void);
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virtual bool UseAmmo(string);
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/** Overridable: Called when the weapon has been fired. */
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virtual void FiredWeapon(string);
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/** Overridable: Called when the weapon has been released. */
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virtual void ReleasedWeapon(string);
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/** Overridable: Called once when the weapon started firing. */
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virtual void WeaponStartedFiring(void);
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/** Overridable: Called once when the weapon stopped firing. */
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virtual void WeaponStoppedFiring(void);
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/** Overridable: Controls def_onFire event. */
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virtual void FiredWeaponAttack(string);
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/** Overridable: Controls def_onRelease event. */
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virtual void ReleasedWeaponAttack(string);
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/** Overridable: Called when we've switched to this weapon successfully. */
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virtual void SwitchedToWeapon(void);
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@ -124,8 +124,6 @@ NSWeapon::Spawned(void)
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SetViewModel(m_strWeaponViewModel);
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SetWorldModel(model);
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SetPlayerModel(m_strWeaponPlayerModel);
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printf("%S\n", classname);
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}
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void
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@ -614,6 +612,7 @@ void
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NSWeapon::_SwitchedToCallback(void)
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{
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_CacheWeaponDefVariables();
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SwitchFireInfo(m_primaryFireInfo);
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SetAttackNext(0.0f);
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SetIdleNext(0.0f);
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@ -736,14 +735,14 @@ NSWeapon::DetonateDef(string defName)
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}
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void
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NSWeapon::FiredWeapon(string fireInfo)
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NSWeapon::FiredWeaponAttack(string fireInfo)
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{
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NSClientPlayer ourOwner = (NSClientPlayer)GetOwner();
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ourOwner.AttackByDef(fireInfo, false);
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}
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void
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NSWeapon::ReleasedWeapon(string fireInfo)
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NSWeapon::ReleasedWeaponAttack(string fireInfo)
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{
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NSClientPlayer ourOwner = (NSClientPlayer)GetOwner();
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ourOwner.AttackByDef(fireInfo, true);
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@ -879,7 +878,7 @@ NSWeapon::Attack(string fireInfo)
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ourOwner.StartSoundDef(m_fiSndFire, CHAN_WEAPON, true);
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#endif
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FiredWeapon(fireInfo);
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FiredWeaponAttack(fireInfo);
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if (m_iClipSize > 0 && m_iClip == 0)
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shotAnim = GetSubDefAct(fireInfo, "actFireLast");
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@ -995,8 +994,6 @@ NSWeapon::Reload(void)
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}
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reloadStartAct = GetDefAct("actReloadStart");
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//printf("m_iClip:%i m_iClipSize: %i\n", m_iClip, m_iClipSize);
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/* we cannot reload this weapon by principle. */
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if (!m_iClipSize) {
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return;
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@ -1020,8 +1017,9 @@ NSWeapon::Reload(void)
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}
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/* no leftover ammo at all. */
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if (ourOwner.HasAmmo(ammoTypeID, 1) == false)
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if (ourOwner.HasAmmo(ammoTypeID, 1) == false) {
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return;
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}
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/* we have a start-reload, so this is a shotgun styled weapon reload */
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if (reloadStartAct) {
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@ -1031,17 +1029,21 @@ NSWeapon::Reload(void)
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}
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if (!m_iMode) {
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if (m_iClipSize > 0 && m_iClip == 0)
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if (m_iClipSize > 0 && m_iClip == 0) {
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reloadAnimation = GetDefAct("actReloadEmpty");
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}
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if (!reloadAnimation)
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if (!reloadAnimation) {
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reloadAnimation = GetDefAct("actReload");
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}
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} else {
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if (m_iClipSize > 0 && m_iClip == 0)
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if (m_iClipSize > 0 && m_iClip == 0) {
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reloadAnimation = GetDefAct("actAltReloadEmpty");
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}
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if (!reloadAnimation)
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if (!reloadAnimation) {
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reloadAnimation = GetDefAct("actAltReload");
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}
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}
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reloadTime = frameduration(m_viewModel, reloadAnimation);
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@ -1082,6 +1084,46 @@ NSWeapon::HasReserveAmmo(void)
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return (false);
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}
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void
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NSWeapon::_WeaponStartedFiring(void)
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{
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if (CanFire() == false) {
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return;
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}
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/* hasn't been fired yet. */
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if (!(vv_flags & VFL_FIRING)) {
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WeaponStartedFiring();
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}
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vv_flags |= VFL_FIRING;
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}
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void
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NSWeapon::_WeaponStoppedFiring(void)
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{
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if (CanFire() == false) {
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return;
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}
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/* was still registed as firing */
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if (vv_flags & VFL_FIRING) {
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WeaponStoppedFiring();
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}
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vv_flags &= ~VFL_FIRING;
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}
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void
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NSWeapon::WeaponStartedFiring(void)
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{
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}
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void
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NSWeapon::WeaponStoppedFiring(void)
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{
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}
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void
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NSWeapon::Release(void)
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{
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}
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}
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ReleasedWeapon(m_strLastFireInfo);
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ReleasedWeaponAttack(m_strLastFireInfo);
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m_fiWillRelease = false;
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SetWeaponFrame(idleAnim);
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SetAttackNext(1.0f);
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@ -1479,6 +1521,7 @@ NSWeapon_SelectWeapon(NSWeapon nextWeapon)
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return;
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}
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/* this gets passed in NSClientPlayer::ClientInputFrame() to the server */
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pSeat->m_iHUDWeaponSelected = nextWeapon.GetSharedID();
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}
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#endif
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@ -46,3 +46,4 @@
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#define VFL_NOATTACK (1<<10) /**< Entity is not allowed to fire. */
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#define VFL_PRIMEDFUSE (1<<11) /**< Entity is not allowed to fire. */
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#define VFL_REDRAW (1<<12) /**< Entity is not allowed to fire. */
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#define VFL_FIRING (1<<13) /**< Entity is firing. */
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