Fixing spawn camera and trying to work the bomb timer
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a10cd4450b
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47f3f3a411
5 changed files with 108 additions and 89 deletions
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@ -89,8 +89,6 @@ int iBombRadius; // For info_map_parameters
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int iHostagesRescued;
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int iBombPlanted;
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var float fGameFrametime;
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// Generic entity fields
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.int iUsable;
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.int iBleeds;
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@ -75,6 +75,8 @@ Look for the next spawnpoint
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=================
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*/
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void Spawn_ObserverCam( void ) {
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entity eTarget;
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// Go find a camera if we aren't dead
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entity eCamera = find ( world, classname, "trigger_camera" );
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@ -82,15 +84,28 @@ void Spawn_ObserverCam( void ) {
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self.origin = eCamera.origin;
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if ( eCamera.target ) {
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entity eTarget = find( world, targetname, eCamera.target );
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eTarget = find( world, targetname, eCamera.target );
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if ( eTarget ) {
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self.angles = vectoangles( eTarget.origin - eCamera.origin );
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self.angles_x *= -1;
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}
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}
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} else {
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bprint( "Can't find fucking camera\n" );
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// Can't find a camera? Just do this lazy thing, CS seems to do the same
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eCamera = find ( world, classname, "info_player_start" );
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if ( eCamera ) {
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self.origin = eCamera.origin;
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if ( eCamera.target ) {
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eTarget = find( world, targetname, eCamera.target );
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if ( eTarget ) {
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self.angles = vectoangles( eTarget.origin - eCamera.origin );
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self.angles_x *= -1;
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}
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}
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}
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}
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self.fixangle = TRUE;
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@ -60,109 +60,114 @@ enum {
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};
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#ifdef SSQC
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void WeaponC4BOMB_Drop( vector vBombPos ) {
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static float fBeepTime; // Used for the beeping sounds that last 1.5 seconds
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static float fDefuseProgress; // Used to track... the progress
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static void C4BombThink( void ) {
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// If the guy who started using us stopped using us, reset the defuser counter
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if ( ( self.eUser != world ) && ( self.eUser.button6 == FALSE ) ) {
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self.eUser.fProgressBar = 0;
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self.eUser = world;
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fDefuseProgress = 0;
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}
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var float fBeepTime; // Used for the beeping sounds that last 1.5 seconds
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var float fDefuseProgress; // Used to track... the progress
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static void WeaponC4BOMB_Use( void ) {
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//if ( eActivator.team != TEAM_CT ) {
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// return;
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//}
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// If our time has passed, explode
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if ( self.fAttackFinished < time ) {
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// Terrorists win
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Rules_RoundOver( TEAM_T, 3500, FALSE );
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// On first use, play defusing sound
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if ( self.eUser == world ) {
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sound( self, CHAN_VOICE, "weapons/c4_disarm.wav", 1.0, ATTN_NORM );
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}
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// Takes 10 seconds to defuse that thing!
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if ( fDefuseProgress > 10 ) {
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sound( self, CHAN_VOICE, "weapons/c4_disarmed.wav", 1.0, ATTN_NORM );
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Rules_RoundOver( TEAM_CT, 3500, TRUE );
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Radio_BroadcastMessage( RADIO_BOMBDEF );
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eActivator.fProgressBar = 0;
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iBombPlanted = FALSE;
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fBeepTime = 0;
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fDefuseProgress = 0;
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remove( self );
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return;
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}
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// If the user has the right equipment, make 10 seconds pass twice as fast
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if ( eActivator.iEquipment & EQUIPMENT_DEFUSALKIT ) {
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fDefuseProgress += 0.02;
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} else {
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fDefuseProgress += 0.01;
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}
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eActivator.fProgressBar = (fDefuseProgress * 0.1);
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// Make sure WeaponC4BOMB_Think knows who the user is
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self.eUser = eActivator;
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}
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static void WeaponC4BOMB_Think( void ) {
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// If the guy who started using us stopped using us, reset the defuser counter
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if ( ( self.eUser != world ) && ( self.eUser.button6 == FALSE ) ) {
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self.eUser.fProgressBar = 0;
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self.eUser = world;
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fDefuseProgress = 0;
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}
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// If our time has passed, explode
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if ( self.fAttackFinished < time ) {
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// Terrorists win
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Rules_RoundOver( TEAM_T, 3500, FALSE );
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// Make it explode and hurt things
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Damage_Radius( self.origin, self, 500, 1024 );
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sound( self, CHAN_VOICE, "weapons/c4_explode1.wav", 1.0, ATTN_NONE );
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// Make it explode and hurt things
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Damage_Radius( self.origin, self, 500, 1024 );
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sound( self, CHAN_VOICE, "weapons/c4_explode1.wav", 1.0, ATTN_NONE );
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// Trigger all targets
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entity eBombChain = findradius( self.origin, iBombRadius );
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// Trigger all targets
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entity eBombChain = findradius( self.origin, iBombRadius );
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while ( eBombChain ) {
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if ( ( eBombChain.classname == "func_bomb_target" ) ) {
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entity eOld = self;
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self = eBombChain;
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Entities_UseTargets();
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self = eOld;
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}
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eBombChain = eBombChain.chain;
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while ( eBombChain ) {
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if ( ( eBombChain.classname == "func_bomb_target" ) ) {
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entity eOld = self;
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self = eBombChain;
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Entities_UseTargets();
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self = eOld;
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}
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eBombChain = eBombChain.chain;
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}
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iBombPlanted = FALSE;
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remove( self );
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return;
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}
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// Only play sounds every once in a while
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if ( fBeepTime > time ) {
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return;
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}
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fBeepTime = time + 1.5;
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if ( self.fAttackFinished - time < 2 ) {
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sound( self, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NONE );
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} else if ( self.fAttackFinished - time < 5 ) {
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sound( self, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NORM );
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} else if ( self.fAttackFinished - time < 10 ) {
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sound( self, CHAN_VOICE, "weapons/c4_beep4.wav", 1.0, ATTN_NORM );
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} else if ( self.fAttackFinished - time < 20 ) {
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sound( self, CHAN_VOICE, "weapons/c4_beep3.wav", 1.0, ATTN_NORM );
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} else if ( self.fAttackFinished - time < 30 ) {
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sound( self, CHAN_VOICE, "weapons/c4_beep2.wav", 1.0, ATTN_NORM );
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} else {
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sound( self, CHAN_VOICE, "weapons/c4_beep1.wav", 1.0, ATTN_NORM );
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}
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fBeepTime = 0;
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fDefuseProgress = 0;
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iBombPlanted = FALSE;
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remove( self );
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return;
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}
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static void C4BombUse( void ) {
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if ( eActivator.team != TEAM_CT ) {
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return;
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}
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// On first use, play defusing sound
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if ( self.eUser == world ) {
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sound( self, CHAN_VOICE, "weapons/c4_disarm.wav", 1.0, ATTN_NORM );
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}
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// Takes 10 seconds to defuse that thing!
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if ( fDefuseProgress > 10 ) {
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sound( self, CHAN_VOICE, "weapons/c4_disarmed.wav", 1.0, ATTN_NORM );
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Rules_RoundOver( TEAM_CT, 3500, TRUE );
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Radio_BroadcastMessage( RADIO_BOMBDEF );
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eActivator.fProgressBar = 0;
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iBombPlanted = FALSE;
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remove( self );
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return;
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}
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// If the user has the right equipment, make 10 seconds pass twice as fast
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if ( eActivator.iEquipment & EQUIPMENT_DEFUSALKIT ) {
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fDefuseProgress += ( fGameFrametime * 2 );
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} else {
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fDefuseProgress += fGameFrametime;
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}
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eActivator.fProgressBar = (fDefuseProgress * 0.1);
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// Makesure C4BombThink knows who the user is
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self.eUser = eActivator;
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// Only play sounds every once in a while
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if ( fBeepTime > time ) {
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return;
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}
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fBeepTime = time + 1.5;
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if ( self.fAttackFinished - time < 2 ) {
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sound( self, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NONE );
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} else if ( self.fAttackFinished - time < 5 ) {
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sound( self, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NORM );
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} else if ( self.fAttackFinished - time < 10 ) {
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sound( self, CHAN_VOICE, "weapons/c4_beep4.wav", 1.0, ATTN_NORM );
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} else if ( self.fAttackFinished - time < 20 ) {
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sound( self, CHAN_VOICE, "weapons/c4_beep3.wav", 1.0, ATTN_NORM );
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} else if ( self.fAttackFinished - time < 30 ) {
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sound( self, CHAN_VOICE, "weapons/c4_beep2.wav", 1.0, ATTN_NORM );
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} else {
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sound( self, CHAN_VOICE, "weapons/c4_beep1.wav", 1.0, ATTN_NORM );
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}
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}
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void WeaponC4BOMB_Drop( vector vBombPos ) {
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// Do all the dirty entspawning stuff
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entity eBomb = spawn();
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eBomb.classname = "c4bomb";
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setorigin( eBomb, vBombPos );
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setmodel( eBomb, "models/w_c4.mdl" );
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eBomb.solid = SOLID_BBOX;
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eBomb.customphysics = C4BombThink;
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eBomb.customphysics = WeaponC4BOMB_Think;
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eBomb.fAttackFinished = time + autocvar_mp_c4timer;
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eBomb.vUse = C4BombUse;
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eBomb.vUse = WeaponC4BOMB_Use;
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eBomb.iUsable = TRUE;
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eBomb.owner = world;
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sound( eBomb, CHAN_WEAPON, "weapons/c4_plant.wav", 1.0, ATTN_IDLE );
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@ -173,6 +178,7 @@ void WeaponC4BOMB_Drop( vector vBombPos ) {
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// Tell the bomb-planter to get rid of the weapon!
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self.fSlotGrenade = self.fSlotGrenade - WEAPON_C4BOMB;
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Weapon_SwitchBest();
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eprint( eBomb );
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}
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#endif
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BIN
freecs/menu.dat
BIN
freecs/menu.dat
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BIN
freecs/progs.dat
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freecs/progs.dat
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