246 lines
4.5 KiB
C
246 lines
4.5 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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/* Animations */
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enum {
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MP5_IDLE1,
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MP5_IDLE2,
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MP5_GRENADE,
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MP5_RELOAD,
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MP5_DRAW,
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MP5_FIRE1,
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MP5_FIRE2,
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MP5_FIRE3
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};
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void w_mp5_precache(void)
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{
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precache_model("models/v_9mmar.mdl");
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precache_model("models/w_9mmar.mdl");
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precache_model("models/p_9mmar.mdl");
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precache_model("models/grenade.mdl");
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precache_sound("weapons/hks1.wav");
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precache_sound("weapons/hks2.wav");
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precache_sound("weapons/glauncher.wav");
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}
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void w_mp5_pickup(void)
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{
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player pl = (player)self;
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pl.mp5_mag = 25;
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}
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string w_mp5_vmodel(void)
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{
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return "models/v_9mmar.mdl";
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}
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string w_mp5_wmodel(void)
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{
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return "models/w_9mmar.mdl";
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}
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string w_mp5_pmodel(void)
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{
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return "models/p_9mmar.mdl";
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}
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string w_mp5_deathmsg(void)
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{
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return "";
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}
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void w_mp5_draw(void)
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{
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#ifdef CSQC
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Weapons_ViewAnimation(MP5_DRAW);
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#else
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player pl = (player)self;
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Weapons_UpdateAmmo(pl, pl.mp5_mag, pl.ammo_9mm, pl.ammo_m203_grenade);
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#endif
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}
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void w_mp5_holster(void)
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{
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#ifdef CSQC
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Weapons_ViewAnimation(MP5_DRAW);
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#endif
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}
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void w_mp5_primary(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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if (random() < 0.5) {
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Weapons_ViewAnimation(MP5_FIRE1);
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} else {
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Weapons_ViewAnimation(MP5_FIRE2);
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}
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Weapons_ViewPunchAngle([random(-2, 2),0,0]);
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#else
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/* Singleplayer is more accurate */
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if (cvar("sv_playerslots") == 1) {
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.02618,0.02618]);
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} else {
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.05234,0.05234]);
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}
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if (random() < 0.5) {
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Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM);
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} else {
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Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM);
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}
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#endif
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pl.w_attack_next = 0.1f;
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pl.w_idle_next = 10.0f;
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}
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void w_mp5_secondary(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_ViewAnimation(MP5_GRENADE);
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Weapons_ViewPunchAngle([-10,0,0]);
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#else
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static void Grenade_ExplodeTouch(void) {
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Effect_CreateExplosion( self.origin );
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Damage_Radius( self.origin, self.owner, 100, 100 * 2.5f, TRUE );
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sound( self, CHAN_WEAPON, sprintf( "weapons/explode%d.wav", floor( random() * 2 ) + 3 ), 1, ATTN_NORM );
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remove(self);
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}
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makevectors(self.v_angle);
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entity gren = spawn();
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setmodel(gren, "models/grenade.mdl");
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setorigin(gren, self.origin + self.view_ofs + (v_forward * 16));
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gren.owner = self;
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gren.velocity = v_forward * 800;
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gren.angles = vectoangles(gren.velocity);
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gren.avelocity[0] = random(-100, -500);
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gren.gravity = 0.5f;
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gren.movetype = MOVETYPE_BOUNCE;
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gren.solid = SOLID_BBOX;
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setsize(gren, [0,0,0], [0,0,0]);
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gren.touch = Grenade_ExplodeTouch;
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Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/glauncher.wav", 1, ATTN_NORM);
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#endif
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pl.w_attack_next = 1.0f;
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pl.w_idle_next = 10.0f;
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}
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void w_mp5_reload(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 CSQC
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Weapons_ViewAnimation(MP5_RELOAD);
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#else
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#endif
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pl.w_attack_next = 1.5f;
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pl.w_idle_next = 10.0f;
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}
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void w_mp5_release(void)
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{
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#ifdef CSQC
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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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if (random() < 0.5) {
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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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}
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pl.w_idle_next = 15.0f;
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#endif
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}
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void w_mp5_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", [24/128,48/128], [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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HUD_DrawAmmo3();
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#endif
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}
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float w_mp5_aimanim(void)
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{
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#ifdef SSQC
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return self.flags & ANIM_CR_AIMMP5 ? ANIM_CR_AIMCROWBAR : ANIM_AIMMP5;
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#endif
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}
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void w_mp5_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/640hud4.spr_0.tga", [0,135/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
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} else {
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drawsubpic(pos, [170,45], "sprites/640hud1.spr_0.tga", [0,135/256], [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_mp5 = {
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ITEM_MP5,
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2,
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0,
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w_mp5_draw,
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w_mp5_holster,
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w_mp5_primary,
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w_mp5_secondary,
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w_mp5_reload,
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w_mp5_release,
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w_mp5_crosshair,
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w_mp5_precache,
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w_mp5_pickup,
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w_mp5_vmodel,
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w_mp5_wmodel,
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w_mp5_pmodel,
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w_mp5_deathmsg,
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w_mp5_aimanim,
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w_mp5_hudpic
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};
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#ifdef SSQC
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void weapon_9mmAR(void)
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{
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Weapons_InitItem(WEAPON_MP5);
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}
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void weapon_mp5(void)
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{
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Weapons_InitItem(WEAPON_MP5);
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}
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#endif
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