Use the predictable input_sequence variable for some random sequences.
This will soon be replaced by a more elaborate shared random number generator of sorts.
This commit is contained in:
parent
dff926c468
commit
91d1c2250f
15 changed files with 43 additions and 24 deletions
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@ -190,7 +190,8 @@ w_displacer_release(void)
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return;
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}
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if (random() < 0.5) {
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int r = (float)input_sequence % 3;
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if (r == 1) {
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Weapons_ViewAnimation(DISP_IDLE1);
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} else {
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Weapons_ViewAnimation(DISP_IDLE2);
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@ -122,8 +122,24 @@ w_eagle_release(void)
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}
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#endif
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Weapons_ViewAnimation(EAGLE_IDLE1 + floor(random(0,5)));
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pl.w_idle_next = 15.0f;
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int r = (float)input_sequence % 4;
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switch (r) {
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case 0:
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Weapons_ViewAnimation(EAGLE_IDLE1);
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pl.w_idle_next = 2.5f;
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break;
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case 1:
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Weapons_ViewAnimation(EAGLE_IDLE2);
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pl.w_idle_next = 2.5f;
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break;
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case 2:
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Weapons_ViewAnimation(EAGLE_IDLE3);
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pl.w_idle_next = 1.633333f;
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break;
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default:
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Weapons_ViewAnimation(EAGLE_IDLE4);
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pl.w_idle_next = 2.5f;
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}
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}
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void
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@ -107,7 +107,7 @@ w_knife_primary(void)
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pl.w_idle_next = 2.5f;
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#ifdef CSQC
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r = floor(random(0,3));
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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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anim = trace_fraction >= 1 ? KNIFE_ATTACK1MISS:KNIFE_ATTACK1HIT;
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@ -126,7 +126,7 @@ w_knife_primary(void)
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Animation_PlayerTopTemp(ANIM_CR_SHOOTCROWBAR, 0.42f);
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}
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r = floor(random(0,3));
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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/knife1.wav", 1, ATTN_NORM);
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@ -134,9 +134,8 @@ w_knife_primary(void)
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case 1:
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sound(pl, CHAN_WEAPON, "weapons/knife2.wav", 1, ATTN_NORM);
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break;
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case 2:
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default:
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sound(pl, CHAN_WEAPON, "weapons/knife3.wav", 1, ATTN_NORM);
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break;
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}
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if (trace_fraction >= 1.0) {
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@ -195,7 +194,6 @@ w_knife_release(void)
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default:
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Weapons_ViewAnimation(KNIFE_IDLE3);
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pl.w_idle_next = 5.3f;
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break;
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}
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}
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@ -181,7 +181,7 @@ w_penguin_deploy(void)
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void
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w_penguin_primary(void)
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{
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player pl = (player)self;
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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return;
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}
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@ -238,7 +238,7 @@ w_penguin_release(void)
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return;
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}
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r = floor(random(0,3));
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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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Weapons_ViewAnimation(PENGUIN_IDLE);
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@ -115,7 +115,7 @@ w_pipewrench_primary(void)
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pl.w_idle_next = 2.5f;
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#ifdef CSQC
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int r = floor(random(0,3));
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int r = (float)input_sequence % 3;
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switch (r) {
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case 0:
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anim = trace_fraction >= 1 ? PIPE_ATTACK1MISS:PIPE_ATTACK1HIT;
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@ -200,7 +200,8 @@ w_sniperrifle_release(void)
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return;
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}
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if (random() < 0.5) {
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int r = (float)input_sequence % 2;
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if (r == 1) {
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Weapons_ViewAnimation(SNIPER_IDLE1);
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} else {
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Weapons_ViewAnimation(SNIPER_IDLE2);
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@ -193,7 +193,7 @@ void w_sporelauncher_release(void)
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}
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if (pl.a_ammo3 == SLSTATE_IDLE) {
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int r = floor(random(0,3));
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int r = (float)input_sequence % 3;
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switch (r) {
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case 0:
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Weapons_ViewAnimation(SPORE_IDLE1);
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@ -269,7 +269,8 @@ w_crossbow_release(void)
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}
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#ifdef CSQC
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if (random() < 0.75) {
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int r = (float)input_sequence % 2;
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if (r == 1) {
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if (pl.a_ammo1) {
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Weapons_ViewAnimation(CROSSBOW_IDLE1);
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} else {
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@ -103,7 +103,7 @@ w_crowbar_primary(void)
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pl.w_idle_next = 2.5f;
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#ifdef CSQC
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r = floor(random(0,3));
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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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anim = trace_fraction >= 1 ? CBAR_ATTACK1MISS:CBAR_ATTACK1HIT;
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@ -142,7 +142,7 @@ w_crowbar_primary(void)
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return;
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}
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r = floor(random(0,3));
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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, 8, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM);
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@ -150,12 +150,13 @@ w_crowbar_primary(void)
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case 1:
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sound(pl, 8, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM);
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break;
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case 2:
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default:
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sound(pl, 8, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM);
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break;
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}
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} else {
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if (random() < 0.5) {
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r = (float)input_sequence % 2;
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if (r == 1) {
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sound(pl, 8, "weapons/cbar_hit1.wav", 1, ATTN_NORM);
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} else {
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sound(pl, 8, "weapons/cbar_hit2.wav", 1, ATTN_NORM);
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@ -236,7 +236,7 @@ w_glock_release(void)
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return;
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}
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r = floor(random(0,3));
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r = (float)input_sequence % 3;
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switch (r) {
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case 1:
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Weapons_ViewAnimation(GLOCK_IDLE2);
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@ -144,7 +144,7 @@ w_hornetgun_release(void)
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}
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int r;
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r = floor(random(0,3));
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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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Weapons_ViewAnimation(HORNETGUN_IDLE);
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@ -252,7 +252,8 @@ w_mp5_release(void)
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return;
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}
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if (random() < 0.5) {
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int r = (float)input_sequence % 3;
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if (r == 1) {
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Weapons_ViewAnimation(MP5_IDLE1);
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} else {
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Weapons_ViewAnimation(MP5_IDLE2);
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@ -207,7 +207,7 @@ w_python_release(void)
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return;
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}
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int r = floor(random(0, 4));
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int r = (float)input_sequence % 4;
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switch (r) {
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case 0:
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Weapons_ViewAnimation(PYTHON_IDLE1);
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@ -188,7 +188,7 @@ void w_snark_release(void)
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return;
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}
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r = floor(random(0,3));
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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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Weapons_ViewAnimation(SNARK_IDLE);
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@ -237,7 +237,7 @@ void w_tripmine_release(void)
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return;
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}
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r = floor(random(0,3));
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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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