- Added early Rewolf Health/Armor HUD variants - Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf - Fixed some skybox behaviour to only apply to BSP30 - Changed the env_message and game_text display to use "creditsfont" instead of the conchars - Tweaked damage radius and prediction for some entities and weapons - Added world_items - Added item_healthkit - Added item_battery - Fixed level transition logic - impulse 101 now fills up health and armor/suit in mod valve - Some tweaks to Damage_Apply so that healing can be performed without funky visuals - Added stub monsters for valve/rewolf that'll soon support scripted sequences - Tweaked chat system to get rid of quotation marks around messages - Added support for changing the window caption to reflect the mod you're playing - Lots of small little things in terms of cleanup
244 lines
5 KiB
C
244 lines
5 KiB
C
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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enum
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{
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CROSSBOW_IDLE1,
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CROSSBOW_IDLE2,
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CROSSBOW_FIDGET1,
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CROSSBOW_FIDGET2,
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CROSSBOW_FIRE1,
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CROSSBOW_FIRE2,
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CROSSBOW_FIRE3,
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CROSSBOW_RELOAD,
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CROSSBOW_DRAW1,
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CROSSBOW_DRAW2,
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CROSSBOW_HOLSTER1,
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CROSSBOW_HOLSTER2
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};
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void w_crossbow_precache(void)
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{
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precache_model("models/crossbow_bolt.mdl");
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precache_model("models/v_crossbow.mdl");
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precache_model("models/w_crossbow.mdl");
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precache_model("models/p_crossbow.mdl");
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precache_sound("weapons/xbow_reload1.wav");
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precache_sound("weapons/xbow_fire1.wav");
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precache_sound("weapons/xbow_hit1.wav");
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precache_sound("weapons/xbow_hitbod1.wav");
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precache_sound("weapons/xbow_hitbod2.wav");
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}
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string w_crossbow_vmodel(void)
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{
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return "models/v_crossbow.mdl";
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}
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string w_crossbow_wmodel(void)
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{
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return "models/w_crossbow.mdl";
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}
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string w_crossbow_pmodel(void)
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{
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return "models/p_crossbow.mdl";
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}
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string w_crossbow_deathmsg(void)
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{
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return "";
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}
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void w_crossbow_pickup(void)
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{
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#ifdef SSQC
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player pl = (player)self;
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pl.crossbow_mag = bound(0, pl.crossbow_mag + 5, 5);
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#endif
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}
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void w_crossbow_draw(void)
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{
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player pl = (player)self;
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#ifdef CSQC
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if (pl.a_ammo1) {
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Weapons_ViewAnimation(CROSSBOW_DRAW1);
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} else {
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Weapons_ViewAnimation(CROSSBOW_DRAW2);
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}
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#else
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Weapons_UpdateAmmo(pl, pl.crossbow_mag, pl.ammo_bolt, __NULL__);
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#endif
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}
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void w_crossbow_holster(void)
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{
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player pl = (player)self;
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#ifdef CSQC
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if (pl.a_ammo1) {
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Weapons_ViewAnimation(CROSSBOW_HOLSTER1);
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} else {
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Weapons_ViewAnimation(CROSSBOW_HOLSTER2);
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}
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#endif
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}
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void w_crossbow_primary(void)
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{
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player pl = (player)self;
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if (pl.w_attack_next) {
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return;
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}
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#ifdef SSQC
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static void Crossbolt_Touch(void) {
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Effect_CreateSpark(self.origin, trace_plane_normal);
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if (other.takedamage == DAMAGE_YES) {
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Damage_Apply(other, self.owner, 50, trace_endpos, FALSE);
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if (random() < 0.5) {
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Weapons_PlaySound(self, CHAN_WEAPON, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM);
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} else {
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Weapons_PlaySound(self, CHAN_WEAPON, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM);
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}
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} else {
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Weapons_PlaySound(self, CHAN_WEAPON, "weapons/xbow_hit1.wav", 1, ATTN_NORM);
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}
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remove(self);
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}
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Weapons_MakeVectors();
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entity bolt = spawn();
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setmodel(bolt, "models/crossbow_bolt.mdl");
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setorigin(bolt, Weapons_GetCameraPos() + (v_forward * 16));
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bolt.owner = self;
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bolt.velocity = v_forward * 2000;
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bolt.movetype = MOVETYPE_FLY;
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bolt.solid = SOLID_BBOX;
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//bolt.flags |= FL_LAGGEDMOVE;
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bolt.gravity = 0.5f;
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bolt.angles = vectoangles(bolt.velocity);
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bolt.avelocity[2] = 10;
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bolt.touch = Crossbolt_Touch;
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setsize(bolt, [0,0,0], [0,0,0]);
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if (pl.crossbow_mag) {
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Weapons_PlaySound(pl, CHAN_ITEM, "weapons/xbow_reload1.wav", 1, ATTN_NORM);
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}
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Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/xbow_fire1.wav", 1, ATTN_NORM);
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#else
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if (pl.a_ammo1) {
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Weapons_ViewAnimation(CROSSBOW_FIRE1);
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} else {
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Weapons_ViewAnimation(CROSSBOW_FIRE3);
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}
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Weapons_ViewPunchAngle([-2,0,0]);
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#endif
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pl.w_attack_next = 0.75f;
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pl.w_idle_next = 10.0f;
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}
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void w_crossbow_secondary(void)
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{
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player pl = (player)self;
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if (pl.w_attack_next) {
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return;
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}
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/* Simple toggle of fovs */
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if (pl.viewzoom == 1.0f) {
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pl.viewzoom = 0.2f;
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} else {
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pl.viewzoom = 1.0f;
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}
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pl.w_attack_next = 0.5f;
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}
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void w_crossbow_reload(void)
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{
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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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#ifdef CSQC
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Weapons_PlaySound(pl, CHAN_ITEM, "weapons/xbow_reload1.wav", 1, ATTN_NORM);
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Weapons_ViewAnimation(CROSSBOW_RELOAD);
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#endif
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pl.w_attack_next = 4.5f;
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pl.w_idle_next = 10.0f;
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}
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void w_crossbow_release(void)
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{
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player pl = (player)self;
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if (pl.w_idle_next > 0.0) {
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return;
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}
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#ifdef CSQC
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if (random() < 0.75) {
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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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Weapons_ViewAnimation(CROSSBOW_IDLE2);
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}
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pl.w_idle_next = 10.0f;
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} else {
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if (pl.a_ammo1) {
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Weapons_ViewAnimation(CROSSBOW_FIDGET1);
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} else {
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Weapons_ViewAnimation(CROSSBOW_FIDGET2);
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}
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pl.w_idle_next = 3.0f;
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}
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#endif
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}
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void w_crossbow_crosshair(void)
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{
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#ifdef CSQC
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static vector cross_pos;
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cross_pos = (video_res / 2) + [-12,-12];
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drawsubpic(cross_pos, [24,24], "sprites/crosshairs.spr_0.tga", [72/128,0], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
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HUD_DrawAmmo1();
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HUD_DrawAmmo2();
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#endif
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}
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void w_crossbow_hudpic(int s, vector pos)
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{
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#ifdef CSQC
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if (s) {
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drawsubpic(pos, [170,45], "sprites/640hud5.spr_0.tga", [0,0], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
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} else {
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drawsubpic(pos, [170,45], "sprites/640hud2.spr_0.tga", [0,0], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
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}
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#endif
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}
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weapon_t w_crossbow =
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{
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ITEM_CROSSBOW,
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2,
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2,
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w_crossbow_draw,
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w_crossbow_holster,
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w_crossbow_primary,
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w_crossbow_secondary,
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w_crossbow_reload,
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w_crossbow_release,
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w_crossbow_crosshair,
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w_crossbow_precache,
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w_crossbow_pickup,
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w_crossbow_vmodel,
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w_crossbow_wmodel,
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w_crossbow_pmodel,
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w_crossbow_deathmsg,
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w_crossbow_hudpic
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};
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#ifdef SSQC
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void weapon_crossbow(void) {
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Weapons_InitItem(WEAPON_CROSSBOW);
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}
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#endif
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