Some CSTRIKE and REWOLF soundshader stuff
This commit is contained in:
parent
7f2f32efb1
commit
639097249a
14 changed files with 196 additions and 134 deletions
20
cstrike/data.pk3dir/sound/weapons_cstrike.sndshd
Normal file
20
cstrike/data.pk3dir/sound/weapons_cstrike.sndshd
Normal file
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@ -0,0 +1,20 @@
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weapon_ak47.fire
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{
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sample weapons/ak47-1.wav
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sample weapons/ak47-2.wav
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}
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weapon_aug.fire
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{
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sample weapons/aug-1.wav
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sample weapons/aug-2.wav
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}
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weapon_awp.fire
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{
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sample weapons/awp-1.wav
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sample weapons/awp-2.wav
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}
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weapon_deagle.fire
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{
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sample weapons/deagle-1.wav
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sample weapons/deagle-2.wav
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}
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81
rewolf/data.pk3dir/sound/weapons_rewolf.sndshd
Normal file
81
rewolf/data.pk3dir/sound/weapons_rewolf.sndshd
Normal file
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@ -0,0 +1,81 @@
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weapon_dml.customize
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{
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sample weapons/dml_customize.wav
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}
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weapon_dml.fire
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{
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sample weapons/dml_fire.wav
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}
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weapon_dml.reload
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{
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sample weapons/dml_reload.wav
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}
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weapon_fists.knifedraw
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{
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sample weapons/KnifeDraw.wav
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}
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weapon_fists.hitleft
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{
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sample weapons/LeftPunch.wav
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sample weapons/LeftPunch2.wav
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sample weapons/LeftPunch3.wav
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}
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weapon_fists.hitright
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{
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sample weapons/RightPunch.wav
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sample weapons/RightPunch2.wav
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sample weapons/RightPunch3.wav
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}
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weapon_fists.missknife
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{
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sample weapons/cbar_miss1.wav
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sample weapons/cbar_miss2.wav
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}
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weapon_gausspistol.charge
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{
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sample weapons/gauss_charge.wav
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}
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weapon_gausspistol.firecharge
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{
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sample weapons/gauss_fire2.wav
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}
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weapon_gausspistol.firefast
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{
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sample weapons/gauss_fire4.wav
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}
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weapon_gausspistol.firesingle
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{
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sample weapons/gauss_fire1.wav
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}
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weapon_minigun.fire
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{
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sample weapons/hks1.wav
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sample weapons/hks2.wav
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sample weapons/hks3.wav
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}
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weapon_minigun.spindown
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{
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sample weapons/MechaSpinDown.wav
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}
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weapon_minigun.spinup
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{
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sample weapons/MechaSpinUp.wav
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}
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weapon_shotgun.fire
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{
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sample weapons/sbarrel1.wav
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}
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@ -1,6 +0,0 @@
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game "Gunman Chronicles"
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mpentity "info_player_deathmatch"
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size "496200000"
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startmap "city1a"
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url_info "www.gunmanchronicles.com"
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version "1.0"
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@ -26,6 +26,9 @@ enum {
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void
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w_ak47_precache(void)
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{
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#ifdef SSQC
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Sound_Precache("weapon_ak47.fire");
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#endif
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precache_model("models/v_ak47.mdl");
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precache_model("models/w_ak47.mdl");
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precache_model("models/p_ak47.mdl");
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@ -127,12 +130,9 @@ w_ak47_primary(void)
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Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
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else
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Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
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if (random() < 0.5) {
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sound(pl, CHAN_WEAPON, "weapons/ak47-1.wav", 1.0f, ATTN_NORM);
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} else {
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sound(pl, CHAN_WEAPON, "weapons/ak47-2.wav", 1.0f, ATTN_NORM);
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}
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Sound_Play(pl, CHAN_WEAPON, "weapon_ak47.fire");
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#endif
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pl.w_attack_next = 0.0955f;
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@ -26,6 +26,9 @@ enum {
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void
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w_aug_precache(void)
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{
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#ifdef SSQC
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Sound_Precache("weapon_aug.fire");
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#endif
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precache_model("models/v_aug.mdl");
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precache_model("models/w_aug.mdl");
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precache_model("models/p_aug.mdl");
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@ -128,11 +131,7 @@ w_aug_primary(void)
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else
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Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
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if (random() < 0.5) {
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sound(pl, CHAN_WEAPON, "weapons/aug-1.wav", 1.0f, ATTN_NORM);
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} else {
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sound(pl, CHAN_WEAPON, "weapons/aug-2.wav", 1.0f, ATTN_NORM);
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}
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Sound_Play(pl, CHAN_WEAPON, "weapon_aug.fire");
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#endif
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pl.w_attack_next = 0.0955f;
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@ -26,6 +26,9 @@ enum {
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void
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w_awp_precache(void)
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{
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#ifdef SSQC
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Sound_Precache("weapon_awp.fire");
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#endif
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precache_model("models/v_awp.mdl");
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precache_model("models/w_awp.mdl");
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precache_model("models/p_awp.mdl");
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@ -128,11 +131,7 @@ w_awp_primary(void)
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else
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Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
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if (random() < 0.5) {
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sound(pl, CHAN_WEAPON, "weapons/awp-1.wav", 1.0f, ATTN_NORM);
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} else {
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sound(pl, CHAN_WEAPON, "weapons/awp-2.wav", 1.0f, ATTN_NORM);
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}
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Sound_Play(pl, CHAN_WEAPON, "weapon_awp.fire");
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#endif
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pl.w_attack_next = 0.0955f;
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@ -26,11 +26,12 @@ enum {
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void
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w_deagle_precache(void)
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{
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#ifdef SSQC
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Sound_Precache("weapon_deagle.fire");
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#endif
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precache_model("models/v_deagle.mdl");
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precache_model("models/w_deagle.mdl");
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precache_model("models/p_deagle.mdl");
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precache_sound("weapons/deagle-1.wav");
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precache_sound("weapons/deagle-2.wav");
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}
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void
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@ -130,11 +131,7 @@ w_deagle_primary(void)
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else
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Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
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if (random() < 0.5) {
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sound(pl, CHAN_WEAPON, "weapons/deagle-1.wav", 1.0f, ATTN_NORM);
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} else {
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sound(pl, CHAN_WEAPON, "weapons/deagle-2.wav", 1.0f, ATTN_NORM);
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}
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Sound_Play(pl, CHAN_WEAPON, "weapon_deagle.fire");
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#endif
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pl.w_attack_next = 0.0955f;
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@ -94,8 +94,9 @@ w_dml_release(void)
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} else {
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Weapons_ViewAnimation(DML_RELOADLEFT);
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}
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sound(pl, CHAN_WEAPON, "weapons/dml_reload.wav", 1.0f, ATTN_NORM);
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#ifdef SSQC
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Sound_Play(pl, CHAN_WEAPON, "weapon_dml.reload");
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#endif
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pl.w_attack_next = 1.6f;
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pl.w_idle_next = pl.w_attack_next;
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pl.a_ammo3 = DS_FULL;
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@ -131,7 +132,9 @@ w_dml_primary(void)
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pl.a_ammo1 = 0;
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pl.flags &= ~FL_SEMI_TOGGLED;
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Weapons_ViewAnimation(DML_CUSTOMIZE);
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sound(pl, 8, "weapons/dml_customize.wav", 1.0f, ATTN_NORM);
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#ifdef SSQC
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Sound_Play(pl, 8, "weapon_dml.customize");
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#endif
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pl.w_attack_next = 4.0f;
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pl.w_idle_next = 5.0f;
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return;
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@ -149,7 +152,7 @@ w_dml_primary(void)
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src = Weapons_GetCameraPos();
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#ifdef SSQC
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sound(pl, CHAN_WEAPON, "weapons/dml_fire.wav", 1.0f, ATTN_NORM);
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Sound_Play(pl, CHAN_WEAPON, "weapon_dml.fire");
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#endif
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Weapons_ViewAnimation(DML_FIRE);
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@ -353,11 +356,12 @@ w_dml_precache(void)
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{
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precache_model("models/v_dml.mdl");
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precache_model("sprites/laserdot.spr");
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precache_sound("weapons/dml_reload.wav");
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precache_sound("weapons/dml_customize.wav");
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precache_sound("weapons/dml_fire.wav");
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#ifdef SSQC
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Sound_Precache("weapon_dml.customize");
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Sound_Precache("weapon_dml.fire");
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Sound_Precache("weapon_dml.reload");
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clientstat(42, EV_INTEGER, player::dml_launch);
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clientstat(43, EV_INTEGER, player::dml_flightpath);
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clientstat(44, EV_INTEGER, player::dml_detonate);
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@ -54,7 +54,9 @@ w_fists_draw(void)
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Weapons_SetModel("models/v_hands.mdl");
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Weapons_SetGeomset("geomset 1 2\n");
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Weapons_ViewAnimation(KNIFE_DRAW);
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sound(pl, CHAN_WEAPON, "weapons/KnifeDraw.wav", 1.0f, ATTN_NORM);
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#ifdef SSQC
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Sound_Play(pl, CHAN_WEAPON, "weapon_fists.knifedraw");
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#endif
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}
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void
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@ -74,9 +76,11 @@ w_fists_release(void)
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}
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if (pl.a_ammo3 == HS_FISTS_TO_KNIFE) {
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#ifdef SSQC
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Sound_Play(pl, CHAN_WEAPON, "weapon_fists.knifedraw");
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#endif
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Weapons_ViewAnimation(KNIFE_DRAW);
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Weapons_SetGeomset("geomset 1 2\n");
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sound(pl, CHAN_WEAPON, "weapons/KnifeDraw.wav", 1.0f, ATTN_NORM);
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pl.a_ammo3 = HS_KNIFE;
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pl.w_attack_next = 0.75f;
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pl.w_idle_next = pl.w_attack_next;
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@ -124,58 +128,6 @@ w_fists_release(void)
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}
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}
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void
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w_fists_leftsound(void)
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{
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player pl = (player)self;
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int r;
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r = (float)input_sequence % 3;
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switch (r) {
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case 0:
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sound(pl, CHAN_WEAPON, "weapons/LeftPunch.wav", 1.0f, ATTN_NORM);
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break;
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case 1:
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sound(pl, CHAN_WEAPON, "weapons/LeftPunch2.wav", 1.0f, ATTN_NORM);
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break;
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default:
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sound(pl, CHAN_WEAPON, "weapons/LeftPunch3.wav", 1.0f, ATTN_NORM);
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}
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}
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void
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w_fists_rightsound(void)
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{
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player pl = (player)self;
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int r;
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r = (float)input_sequence % 3;
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switch (r) {
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case 0:
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sound(pl, CHAN_WEAPON, "weapons/RightPunch.wav", 1.0f, ATTN_NORM);
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break;
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case 1:
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sound(pl, CHAN_WEAPON, "weapons/RightPunch2.wav", 1.0f, ATTN_NORM);
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break;
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default:
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sound(pl, CHAN_WEAPON, "weapons/RightPunch3.wav", 1.0f, ATTN_NORM);
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}
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}
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void
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w_fists_misssound(void)
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{
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player pl = (player)self;
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int r;
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r = (float)input_sequence % 2;
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switch (r) {
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case 0:
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sound(pl, CHAN_WEAPON, "weapons/cbar_miss1.wav", 1.0f, ATTN_NORM);
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break;
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default:
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sound(pl, CHAN_WEAPON, "weapons/cbar_miss2.wav", 1.0f, ATTN_NORM);
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}
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}
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void
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w_fists_primary(void)
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{
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@ -185,9 +137,11 @@ w_fists_primary(void)
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}
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pl.a_ammo1 = 1 - pl.a_ammo1;
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w_fists_misssound();
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if (pl.a_ammo3 == HS_KNIFE) {
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#ifdef SSQC
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Sound_Play(pl, 8, "weapon_fists.missknife");
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#endif
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if (pl.a_ammo1 == 1) {
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Weapons_ViewAnimation(KNIFE_ATTACK1);
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} else {
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@ -198,8 +152,14 @@ w_fists_primary(void)
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} else {
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if (pl.a_ammo1 == 1) {
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Weapons_ViewAnimation(FISTS_RIGHT);
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#ifdef SSQC
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Sound_Play(pl, CHAN_WEAPON, "weapon_fists.hitright");
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#endif
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} else {
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Weapons_ViewAnimation(FISTS_LEFT);
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#ifdef SSQC
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Sound_Play(pl, CHAN_WEAPON, "weapon_fists.hitleft");
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#endif
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}
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pl.w_attack_next = 0.25f;
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pl.w_idle_next = pl.w_attack_next;
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@ -291,16 +251,14 @@ w_fists_hudpic(int selected, vector pos, float a)
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void
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w_fists_precache(void)
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{
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#ifdef SSQC
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Sound_Precache("weapon_fists.knifedraw");
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Sound_Precache("weapon_fists.hitleft");
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Sound_Precache("weapon_fists.hitright");
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Sound_Precache("weapon_fists.missknife");
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#endif
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precache_model("models/v_hands.mdl");
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precache_sound("weapons/KnifeDraw.wav");
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precache_sound("weapons/LeftPunch.wav");
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precache_sound("weapons/LeftPunch2.wav");
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precache_sound("weapons/LeftPunch3.wav");
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precache_sound("weapons/RightPunch.wav");
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precache_sound("weapons/RightPunch2.wav");
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precache_sound("weapons/RightPunch3.wav");
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precache_sound("weapons/cbar_miss1.wav");
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precache_sound("weapons/cbar_miss2.wav");
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}
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weapon_t w_fists =
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@ -111,7 +111,7 @@ w_gausspistol_primary(void)
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case GM_FAST:
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Weapons_ViewAnimation(GP_FIREFAST);
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#ifdef SSQC
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sound(self, CHAN_WEAPON, "weapons/gauss_fire4.wav", 1, ATTN_NORM);
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Sound_Play(pl, CHAN_WEAPON, "weapon_gausspistol.firefast");
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#endif
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pl.w_attack_next = 0.15f;
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pl.w_idle_next = 2.5f;
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@ -120,8 +120,8 @@ w_gausspistol_primary(void)
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take = 10;
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Weapons_ViewAnimation(GP_FIRECHARGE);
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#ifdef SSQC
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sound(self, CHAN_WEAPON, "weapons/gauss_fire2.wav", 1, ATTN_NORM);
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sound(self, 8, "weapons/gauss_charge.wav", 1, ATTN_NORM);
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Sound_Play(pl, CHAN_WEAPON, "weapon_gausspistol.firecharge");
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Sound_Play(pl, 8, "weapon_gausspistol.charge");
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#endif
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pl.w_attack_next = 2.0f;
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pl.w_idle_next = 5.0f;
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@ -130,7 +130,7 @@ w_gausspistol_primary(void)
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pl.flags &= ~FL_SEMI_TOGGLED;
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Weapons_ViewAnimation(GP_FIRESINGLE);
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#ifdef SSQC
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sound(self, CHAN_WEAPON, "weapons/gauss_fire1.wav", 1, ATTN_NORM);
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Sound_Play(pl, CHAN_WEAPON, "weapon_gausspistol.firesingle");
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#endif
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pl.w_attack_next = 0.15f;
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pl.w_idle_next = 2.5f;
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@ -349,13 +349,17 @@ w_gausspistol_hudpic(int selected, vector pos, float a)
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void
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w_gausspistol_precache(void)
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{
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#ifdef SSQC
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Sound_Precache("weapon_gausspistol.charge");
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Sound_Precache("weapon_gausspistol.firecharge");
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Sound_Precache("weapon_gausspistol.firefast");
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Sound_Precache("weapon_gausspistol.firesingle");
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#endif
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precache_model("models/v_guasspistol.mdl");
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precache_model("sprites/gausshud1.spr");
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precache_model("sprites/gausshud2.spr");
|
||||
precache_sound("weapons/gauss_fire4.wav");
|
||||
precache_sound("weapons/gauss_fire2.wav");
|
||||
precache_sound("weapons/gauss_fire1.wav");
|
||||
precache_sound("weapons/gauss_charge.wav");
|
||||
|
||||
}
|
||||
|
||||
weapon_t w_gausspistol =
|
||||
|
|
|
@ -93,17 +93,7 @@ w_minigun_primary(void)
|
|||
src = Weapons_GetCameraPos();
|
||||
|
||||
#ifdef SSQC
|
||||
int r = floor(random(0,3));
|
||||
switch (r) {
|
||||
case 0:
|
||||
sound(pl, CHAN_WEAPON, "weapons/hks1.wav", 1.0f, ATTN_NORM);
|
||||
break;
|
||||
case 1:
|
||||
sound(pl, CHAN_WEAPON, "weapons/hks2.wav", 1.0f, ATTN_NORM);
|
||||
break;
|
||||
default:
|
||||
sound(pl, CHAN_WEAPON, "weapons/hks3.wav", 1.0f, ATTN_NORM);
|
||||
}
|
||||
Sound_Play(pl, CHAN_WEAPON, "weapon_minigun.fire");
|
||||
#else
|
||||
View_SetMuzzleflash(MUZZLE_RIFLE);
|
||||
Weapons_ViewPunchAngle([-2,0,0]);
|
||||
|
@ -145,9 +135,9 @@ w_minigun_secondary(void)
|
|||
|
||||
#ifdef SSQC
|
||||
if (pl.a_ammo3 == 0) {
|
||||
sound(pl, 8, "weapons/MechaSpinUp.wav", 1.0f, ATTN_NORM);
|
||||
Sound_Play(pl, 8, "weapon_minigun.spinup");
|
||||
} else {
|
||||
sound(pl, 8, "weapons/MechaSpinDown.wav", 1.0f, ATTN_NORM);
|
||||
Sound_Play(pl, 8, "weapon_minigun.spindown");
|
||||
}
|
||||
#else
|
||||
if (pl.a_ammo3 == 0) {
|
||||
|
@ -261,14 +251,14 @@ w_minigun_hudpic(int selected, vector pos, float a)
|
|||
void
|
||||
w_minigun_precache(void)
|
||||
{
|
||||
#ifdef SSQC
|
||||
Sound_Precache("weapon_minigun.fire");
|
||||
Sound_Precache("weapon_minigun.spindown");
|
||||
Sound_Precache("weapon_minigun.spinup");
|
||||
#endif
|
||||
precache_model("models/v_mechagun.mdl");
|
||||
precache_model("models/w_mechagun.mdl");
|
||||
precache_model("models/p_9mmar.mdl");
|
||||
precache_sound("weapons/MechaSpinDown.wav");
|
||||
precache_sound("weapons/MechaSpinUp.wav");
|
||||
precache_sound("weapons/hks1.wav");
|
||||
precache_sound("weapons/hks2.wav");
|
||||
precache_sound("weapons/hks3.wav");
|
||||
}
|
||||
|
||||
weapon_t w_minigun =
|
||||
|
|
|
@ -104,7 +104,7 @@ w_shotgun_primary(void)
|
|||
pellets = pl.shotgun_shells * 4;
|
||||
|
||||
TraceAttack_FireBullets(pellets, src, 5, spread, WEAPON_SHOTGUN);
|
||||
sound(self, CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM);
|
||||
Sound_Play(pl, CHAN_WEAPON, "weapon_shotgun.fire");
|
||||
#else
|
||||
View_SetMuzzleflash(MUZZLE_SMALL);
|
||||
Weapons_ViewPunchAngle([-5,0,0]);
|
||||
|
@ -318,9 +318,9 @@ w_shotgun_precache(void)
|
|||
precache_model("models/v_shotgun.mdl");
|
||||
precache_model("models/w_shotgun.mdl");
|
||||
precache_model("models/p_shotgun.mdl");
|
||||
precache_sound("weapons/sbarrel1.wav");
|
||||
|
||||
#ifdef SSQC
|
||||
Sound_Precache("weapon_shotgun.fire");
|
||||
clientstat(40, EV_INTEGER, player::shotgun_shells);
|
||||
clientstat(41, EV_INTEGER, player::shotgun_spread);
|
||||
#endif
|
||||
|
|
|
@ -39,12 +39,14 @@ enum
|
|||
void
|
||||
w_sbs_precache(void)
|
||||
{
|
||||
#ifdef SSQC
|
||||
Sound_Precache("weapon_sbs.cock");
|
||||
Sound_Precache("weapon_sbs.fire");
|
||||
Sound_Precache("weapon_sbs.reload");
|
||||
#endif
|
||||
precache_model("models/v_tfc_12gauge.mdl");
|
||||
precache_model("models/p_shotgun.mdl");
|
||||
precache_sound("weapons/sbarrel1.wav");
|
||||
precache_sound("weapons/dbarrel1.wav");
|
||||
precache_sound("weapons/reload3.wav");
|
||||
precache_sound("weapons/scock1.wav");
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -119,7 +121,7 @@ w_sbs_primary(void)
|
|||
|
||||
#ifdef SSQC
|
||||
TraceAttack_FireBullets(4, pl.origin + pl.view_ofs, 6, [0.17365,0.04362], WEAPON_SBS);
|
||||
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM);
|
||||
Sound_Play(pl, CHAN_WEAPON, "weapon_sbs.fire");
|
||||
pl.shotgun_mag--;
|
||||
Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_shells, __NULL__);
|
||||
#else
|
||||
|
@ -200,7 +202,7 @@ w_sbs_release(void)
|
|||
pl.shotgun_mag++;
|
||||
pl.ammo_shells--;
|
||||
Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_shells, pl.a_ammo3);
|
||||
sound(pl, CHAN_WEAPON, "weapons/reload3.wav", 1.0, ATTN_NORM);
|
||||
Sound_Play(pl, CHAN_WEAPON, "weapon_sbs.reload");
|
||||
if (pl.ammo_shells <= 0 || pl.shotgun_mag >= 8) {
|
||||
pl.a_ammo3 = SBS_RELOAD_END;
|
||||
}
|
||||
|
@ -209,7 +211,7 @@ w_sbs_release(void)
|
|||
} else if (pl.a_ammo3 == SBS_RELOAD_END) {
|
||||
Weapons_ViewAnimation(SBS_PUMP);
|
||||
#ifdef SSQC
|
||||
sound(pl, CHAN_WEAPON, "weapons/scock1.wav", 1.0, ATTN_NORM);
|
||||
Sound_Play(pl, CHAN_WEAPON, "weapon_sbs.cock");
|
||||
#endif
|
||||
pl.a_ammo3 = SBS_IDLE;
|
||||
pl.w_idle_next = 10.0f;
|
||||
|
|
14
tfc/data.pk3dir/sound/weapons_tfc.sndshd
Normal file
14
tfc/data.pk3dir/sound/weapons_tfc.sndshd
Normal file
|
@ -0,0 +1,14 @@
|
|||
weapon_sbs.cock
|
||||
{
|
||||
sample weapons/scock1.wav
|
||||
}
|
||||
|
||||
weapon_sbs.fire
|
||||
{
|
||||
sample weapons/sbarrel1.wav
|
||||
}
|
||||
|
||||
weapon_sbs.reload
|
||||
{
|
||||
sample weapons/reload3.wav
|
||||
}
|
Loading…
Reference in a new issue