669 lines
16 KiB
C
Executable file
669 lines
16 KiB
C
Executable file
/*
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Copyright 2016-2018 Marco "eukara" Hladik
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MIT LICENSE
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or
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sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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=================
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CSQC_ConsoleCommand_Init
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Init all the cmds in one place
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=================
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*/
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void CSQC_ConsoleCommand_Init(void)
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{
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registercommand("slot1");
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registercommand("slot2");
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registercommand("slot3");
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registercommand("slot4");
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registercommand("slot5");
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registercommand("slot6");
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registercommand("slot7");
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registercommand("slot8");
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registercommand("slot9");
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registercommand("slot10");
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registercommand("dev_testorbituary");
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registercommand("minimap");
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registercommand("overview_test");
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registercommand("vox_test");
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registercommand("+attack2");
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registercommand("-attack2");
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registercommand("+reload");
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registercommand("-reload");
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registercommand("+use");
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registercommand("-use");
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registercommand("+duck");
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registercommand("-duck");
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registercommand("buy");
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registercommand("chooseteam");
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registercommand("lastinv");
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registercommand("invnext");
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registercommand("invprev");
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registercommand("+showscores");
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registercommand("-showscores");
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registercommand("nightvision");
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registercommand("drop");
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registercommand("radio1");
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registercommand("radio2");
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registercommand("radio3");
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registercommand("glock");
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registercommand("usp");
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registercommand("p228");
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registercommand("deagle");
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registercommand("fn57");
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registercommand("elites");
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registercommand("m3");
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registercommand("xm1014");
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registercommand("tmp");
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registercommand("mac10");
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registercommand("mp5");
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registercommand("ump45");
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registercommand("p90");
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registercommand("ak47");
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registercommand("m4a1");
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registercommand("sg552");
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registercommand("aug");
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registercommand("scout");
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registercommand("sg550");
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registercommand("awp");
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registercommand("g3sg1");
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registercommand("m249");
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registercommand("primammo");
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registercommand("buyammo1");
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registercommand("secammo");
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registercommand("buyammo2");
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registercommand("vest");
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registercommand("vesthelm");
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registercommand("flash");
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registercommand("hegren");
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registercommand("vsgren");
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registercommand("defuser");
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registercommand("nvg");
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registercommand("coverme");
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registercommand("takepoint");
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registercommand("holdpos");
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registercommand("regroup");
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registercommand("followme");
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registercommand("takingfire");
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registercommand("go");
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registercommand("fallback");
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registercommand("sticktog");
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registercommand("getinpos");
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registercommand("stormfront");
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registercommand("report");
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registercommand("roger");
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registercommand("enemyspot");
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registercommand("needbackup");
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registercommand("sectorclear");
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registercommand("inposition");
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registercommand("reportingin");
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registercommand("getout");
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registercommand("negative");
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registercommand("enemydown");
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}
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/*
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=================
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CSQC_ConsoleCommand
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Can interject cmds and create new ones
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=================
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*/
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float CSQC_ConsoleCommand(string sCMD) {
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int s = (float)getproperty(VF_ACTIVESEAT); //the engine will hide the p1 etc commands... which is fun...
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pSeat = &seats[s];
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tokenize(sCMD);
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switch (argv(0)) {
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case "lastinv":
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HUD_DrawWeaponSelect_Last();
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break;
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case "slot1":
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localcmd("impulse 1\n");
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break;
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case "slot2":
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localcmd("impulse 2\n");
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break;
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case "slot3":
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localcmd("impulse 3\n");
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break;
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case "slot4":
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localcmd("impulse 4\n");
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break;
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case "slot5":
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localcmd("impulse 5\n");
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break;
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case "slot6":
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localcmd("impulse 6\n");
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break;
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case "slot7":
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localcmd("impulse 7\n");
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break;
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case "slot8":
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localcmd("impulse 8\n");
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break;
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case "slot9":
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localcmd("impulse 9\n");
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break;
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case "slot10":
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localcmd("impulse 10\n");
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break;
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case "dev_testorbituary":
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HUD_AddOrbituaries(player_localnum, TEAM_T, player_localnum, TEAM_CT, floor(random(1, CS_WEAPON_COUNT)), FALSE);
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break;
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case "minimap":
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pSeat.iMapExpand = 1 - pSeat.iMapExpand;
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break;
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case "overview_test":
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pSeat.iOverview = 1 - pSeat.iOverview;
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break;
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case "vox_test":
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Sound_PlayVOX(sCMD);
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break;
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case "+attack2":
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iInputAttack2 = TRUE;
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break;
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case "-attack2":
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iInputAttack2 = FALSE;
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break;
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case "+reload":
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iInputReload = TRUE;
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break;
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case "-reload":
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iInputReload = FALSE;
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break;
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case "+use":
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iInputUse = TRUE;
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break;
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case "-use":
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iInputUse = FALSE;
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break;
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case "+duck":
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iInputDuck = TRUE;
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break;
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case "-duck":
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iInputDuck = FALSE;
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break;
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case "buy":
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if(getstatf(STAT_BUYZONE) == TRUE) {
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pSeat->fVGUI_Display = VGUI_BM_MAIN;
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}
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break;
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case "chooseteam":
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pSeat->fVGUI_Display = VGUI_TEAMSELECT;
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break;
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case "invnext":
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HUD_DrawWeaponSelect_Back();
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break;
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case "invprev":
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HUD_DrawWeaponSelect_Forward();
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break;
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case "+showscores":
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pSeat->iShowScores = TRUE;
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break;
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case "-showscores":
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pSeat->iShowScores = FALSE;
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break;
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case "nightvision":
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Nightvision_Toggle();
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break;
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case "drop":
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sendevent("WeaponDrop", "");
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break;
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case "glock":
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sendevent("PlayerBuyWeapon", "f", WEAPON_GLOCK18);
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break;
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case "usp":
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sendevent("PlayerBuyWeapon", "f", WEAPON_USP45);
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break;
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case "p228":
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sendevent("PlayerBuyWeapon", "f", WEAPON_P228);
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break;
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case "deagle":
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sendevent("PlayerBuyWeapon", "f", WEAPON_DEAGLE);
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break;
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case "fn57":
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sendevent("PlayerBuyWeapon", "f", WEAPON_FIVESEVEN);
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break;
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case "elites":
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sendevent("PlayerBuyWeapon", "f", WEAPON_ELITES);
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break;
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case "m3":
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sendevent("PlayerBuyWeapon", "f", WEAPON_M3);
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break;
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case "xm1014":
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sendevent("PlayerBuyWeapon", "f", WEAPON_XM1014);
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break;
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case "tmp":
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sendevent("PlayerBuyWeapon", "f", WEAPON_TMP);
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break;
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case "mac10":
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sendevent("PlayerBuyWeapon", "f", WEAPON_MAC10);
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break;
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case "mp5":
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sendevent("PlayerBuyWeapon", "f", WEAPON_MP5);
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break;
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case "ump45":
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sendevent("PlayerBuyWeapon", "f", WEAPON_UMP45);
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break;
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case "p90":
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sendevent("PlayerBuyWeapon", "f", WEAPON_P90);
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break;
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case "ak47":
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sendevent("PlayerBuyWeapon", "f", WEAPON_AK47);
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break;
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case "m4a1":
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sendevent("PlayerBuyWeapon", "f", WEAPON_M4A1);
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break;
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case "sg552":
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sendevent("PlayerBuyWeapon", "f", WEAPON_SG552);
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break;
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case "aug":
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sendevent("PlayerBuyWeapon", "f", WEAPON_AUG);
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break;
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case "scout":
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sendevent("PlayerBuyWeapon", "f", WEAPON_SCOUT);
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break;
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case "sg550":
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sendevent("PlayerBuyWeapon", "f", WEAPON_SG550);
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break;
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case "awp":
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sendevent("PlayerBuyWeapon", "f", WEAPON_AWP);
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break;
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case "g3sg1":
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sendevent("PlayerBuyWeapon", "f", WEAPON_G3SG1);
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break;
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case "m249":
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sendevent("PlayerBuyWeapon", "f", WEAPON_PARA);
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break;
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case "buyammo1":
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case "primammo":
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sendevent("GamePlayerBuyAmmo", "f", 0);
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break;
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case "buyammo2":
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case "secammo":
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sendevent("GamePlayerBuyAmmo", "f", 1);
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break;
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case "vest":
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sendevent("PlayerBuyEquipment", "f", 0);
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break;
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case "vesthelm":
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sendevent("PlayerBuyEquipment", "f", 1);
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break;
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case "flash":
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sendevent("PlayerBuyEquipment", "f", 2);
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break;
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case "hegren":
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sendevent("PlayerBuyEquipment", "f", 3);
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break;
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case "vsgren":
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sendevent("PlayerBuyEquipment", "f", 4);
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break;
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case "defuser":
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sendevent("PlayerBuyEquipment", "f", 5);
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break;
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case "nvg":
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sendevent("PlayerBuyEquipment", "f", 6);
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break;
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case "coverme":
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sendevent("RadioMessage", "f", RADIO_CT_COVERME);
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break;
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case "takepoint":
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sendevent("RadioMessage", "f", RADIO_CT_POINT);
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break;
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case "takepoint":
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sendevent("RadioMessage", "f", RADIO_POSITION);
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break;
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case "regroup":
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sendevent("RadioMessage", "f", RADIO_REGROUP);
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break;
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case "followme":
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sendevent("RadioMessage", "f", RADIO_FOLLOWME);
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break;
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case "takingfire":
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sendevent("RadioMessage", "f", RADIO_FIREASSIS);
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break;
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case "go":
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sendevent("RadioMessage", "f", RADIO_GO);
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break;
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case "fallback":
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sendevent("RadioMessage", "f", RADIO_FALLBACK);
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break;
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case "sticktog":
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sendevent("RadioMessage", "f", RADIO_STICKTOG);
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break;
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case "getinpos":
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sendevent("RadioMessage", "f", RADIO_COM_GETINPOS);
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break;
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case "stormfront":
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sendevent("RadioMessage", "f", RADIO_STORMFRONT);
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break;
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case "report":
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sendevent("RadioMessage", "f", RADIO_COM_REPORTIN);
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break;
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case "roger":
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sendevent("RadioMessage", "f", RADIO_ROGER);
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break;
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case "enemyspot":
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sendevent("RadioMessage", "f", RADIO_CT_ENEMYS);
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break;
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case "needbackup":
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sendevent("RadioMessage", "f", RADIO_CT_BACKUP);
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break;
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case "sectorclear":
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sendevent("RadioMessage", "f", RADIO_CLEAR);
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break;
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case "inposition":
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sendevent("RadioMessage", "f", RADIO_CT_INPOS);
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break;
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case "reportingin":
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sendevent("RadioMessage", "f", RADIO_CT_REPORTINGIN);
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break;
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case "getout":
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sendevent("RadioMessage", "f", RADIO_GETOUT);
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break;
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case "negative":
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sendevent("RadioMessage", "f", RADIO_NEGATIVE);
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break;
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case "enemydown":
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sendevent("RadioMessage", "f", RADIO_ENEMYDOWN);
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break;
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case "radio1":
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VGUI_Radio_Toggle(VGUI_RADIO1);
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break;
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case "radio2":
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VGUI_Radio_Toggle(VGUI_RADIO2);
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break;
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case "radio3":
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VGUI_Radio_Toggle(VGUI_RADIO3);
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break;
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default:
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return FALSE;
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}
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return TRUE;
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}
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/*
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=================
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CSQC_Parse_Event
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Whenever we call a SVC_CGAMEPACKET on the SSQC, this is being run
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=================
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*/
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void CSQC_Parse_Event(void) {
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int s = (float)getproperty(VF_ACTIVESEAT); //always 0, unless it was sent with a MULTICAST_ONE or MULTICAST_ONE_R to p2+
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pSeat = &seats[s];
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float fHeader = readbyte();
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if (fHeader == EV_WEAPON_DRAW) {
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fWeaponEventPlayer = readbyte();
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for (s = 0; s < numclientseats; s++) //lame loop
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if (seats[s].ePlayer.entnum == fWeaponEventPlayer) {
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setproperty(VF_ACTIVESEAT, (float)s);
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pSeat = &seats[s];
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break;
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}
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Weapon_Draw(getstatf(STAT_ACTIVEWEAPON));
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} else if (fHeader == EV_WEAPON_PRIMARYATTACK) {
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fWeaponEventPlayer = readbyte();
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for (s = 0; s < numclientseats; s++) //lame loop
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if (seats[s].ePlayer.entnum == fWeaponEventPlayer) {
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setproperty(VF_ACTIVESEAT, (float)s);
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pSeat = &seats[s];
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break;
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}
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Weapon_PrimaryAttack(getstatf(STAT_ACTIVEWEAPON));
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} else if (fHeader == EV_WEAPON_SECONDARYATTACK) {
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fWeaponEventPlayer = readbyte();
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for (s = 0; s < numclientseats; s++) //lame loop
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if (seats[s].ePlayer.entnum == fWeaponEventPlayer) {
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setproperty(VF_ACTIVESEAT, (float)s);
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pSeat = &seats[s];
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break;
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}
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Weapon_SecondaryAttack(getstatf(STAT_ACTIVEWEAPON));
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} else if (fHeader == EV_WEAPON_RELOAD) {
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fWeaponEventPlayer = readbyte();
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for (s = 0; s < numclientseats; s++) //lame loop
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if (seats[s].ePlayer.entnum == fWeaponEventPlayer) {
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setproperty(VF_ACTIVESEAT, (float)s);
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pSeat = &seats[s];
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break;
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}
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Weapon_Reload(getstatf(STAT_ACTIVEWEAPON));
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} else if (fHeader == EV_MODELGIB) {
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vector vPos;
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vPos_x = readcoord();
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vPos_y = readcoord();
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vPos_z = readcoord();
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vector vSize;
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vSize_x = readcoord();
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vSize_y = readcoord();
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vSize_z = readcoord();
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float fStyle = readbyte();
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Effect_BreakModel(vPos, vSize, '0 0 0', fStyle);
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} else if (fHeader == EV_CAMERATRIGGER) {
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pSeat->vCameraPos.x = readcoord();
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pSeat->vCameraPos.y = readcoord();
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pSeat->vCameraPos.z = readcoord();
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pSeat->vCameraAngle.x = readcoord();
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pSeat->vCameraAngle.y = readcoord();
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pSeat->vCameraAngle.z = readcoord();
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pSeat->fCameraTime = time + readfloat();
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} else if (fHeader == EV_RADIOMSG) {
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Radio_PlayMessage(readbyte());
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} else if (fHeader == EV_RADIOMSG2) {
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Radio_PlayPlayerMessage(readbyte(), readbyte());
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} else if (fHeader == EV_ORBITUARY) {
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HUD_AddOrbituaries(readbyte(), readbyte(), readbyte(), readbyte(), readbyte(), readbyte());
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} else if (fHeader == EV_IMPACT) {
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int iType;
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vector vOrigin, vNormal;
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iType = (int)readbyte();
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vOrigin_x = readcoord();
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vOrigin_y = readcoord();
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vOrigin_z = readcoord();
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vNormal_x = readcoord();
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vNormal_y = readcoord();
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vNormal_z = readcoord();
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Effect_Impact(iType, vOrigin, vNormal);
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} else if (fHeader == EV_EXPLOSION) {
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vector vExploPos;
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vExploPos_x = readcoord();
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vExploPos_y = readcoord();
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vExploPos_z = readcoord();
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Effect_CreateExplosion(vExploPos);
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} else if (fHeader == EV_SPARK) {
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vector vSparkPos, vSparkAngle;
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vSparkPos_x = readcoord();
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vSparkPos_y = readcoord();
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vSparkPos_z = readcoord();
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vSparkAngle_x = readcoord();
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vSparkAngle_y = readcoord();
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vSparkAngle_z = readcoord();
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Effect_CreateSpark(vSparkPos, vSparkAngle);
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} else if (fHeader == EV_SMOKE) {
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vector vSmokePos;
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vSmokePos_x = readcoord();
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vSmokePos_y = readcoord();
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vSmokePos_z = readcoord();
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|
|
Effect_CreateSmoke(vSmokePos);
|
|
} else if (fHeader == EV_FLASH) {
|
|
pSeat->fFlashTime = 3.0f;
|
|
pSeat->fFlashAlpha = 1.0f;
|
|
} else if (fHeader == EV_CHAT) {
|
|
float fSender = readbyte();
|
|
float fTeam = readbyte();
|
|
string sMessage = readstring();
|
|
|
|
CSQC_Parse_Print(sprintf("%s%s^xF80: %s", HUD_GetChatColorHEX(fTeam), getplayerkeyvalue(fSender, "name"), sMessage), PRINT_CHAT);
|
|
} else if (fHeader == EV_CHAT_TEAM) {
|
|
float fSender2 = readbyte();
|
|
float fTeam2 = readbyte();
|
|
string sMessage2 = readstring();
|
|
|
|
CSQC_Parse_Print(sprintf("%s%s^xF80: %s", HUD_GetChatColorHEXTeam(fTeam2), getplayerkeyvalue(fSender2, "name"), sMessage2), PRINT_CHAT);
|
|
} else if (fHeader == EV_CHAT_VOX) {
|
|
Sound_PlayVOX(readstring());
|
|
} else if (fHeader == EV_FADE) {
|
|
Fade_Parse();
|
|
} else if (fHeader == EV_SPRITE) {
|
|
Sprite_ParseEvent();
|
|
} else if (fHeader == EV_TEXT) {
|
|
GameText_Parse();
|
|
} else if (fHeader == EV_MESSAGE) {
|
|
GameMessage_Parse();
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CSQC_InputEvent
|
|
|
|
Updates all our input related globals for use in other functions
|
|
=================
|
|
*/
|
|
float CSQC_InputEvent(float fEventType, float fKey, float fCharacter, float fDeviceID) {
|
|
switch(fEventType) {
|
|
case IE_KEYDOWN:
|
|
if (fKey == K_MOUSE1) {
|
|
fMouseClick = 1;
|
|
} else {
|
|
fInputKeyDown = 1;
|
|
}
|
|
|
|
fInputKeyCode = fKey;
|
|
fInputKeyASCII = fCharacter;
|
|
break;
|
|
case IE_KEYUP:
|
|
if (fKey == K_MOUSE1) {
|
|
fMouseClick = 0;
|
|
} else {
|
|
fInputKeyDown = 0;
|
|
}
|
|
fInputKeyCode = 0;
|
|
fInputKeyASCII = 0;
|
|
break;
|
|
case IE_MOUSEABS:
|
|
vMousePos_x = fKey;
|
|
vMousePos_y = fCharacter;
|
|
break;
|
|
case IE_MOUSEDELTA:
|
|
vMousePos_x += fKey;
|
|
vMousePos_y += fCharacter;
|
|
|
|
if (vMousePos_x < 0) {
|
|
vMousePos_x = 0;
|
|
} else if (vMousePos_x > vVideoResolution_x) {
|
|
vMousePos_x = vVideoResolution_x;
|
|
}
|
|
|
|
if (vMousePos_y < 0) {
|
|
vMousePos_y = 0;
|
|
} else if (vMousePos_y > vVideoResolution_y) {
|
|
vMousePos_y = vVideoResolution_y;
|
|
}
|
|
break;
|
|
default:
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CSQC_Input_Frame
|
|
|
|
Hijacks and controls what input globals are being sent to the server
|
|
=================
|
|
*/
|
|
void CSQC_Input_Frame(void) {
|
|
int s = (float)getproperty(VF_ACTIVESEAT);
|
|
pSeat = &seats[s];
|
|
|
|
// If we are inside a VGUI, don't let the client do stuff outside
|
|
if ((pSeat->fVGUI_Display != VGUI_NONE)) {
|
|
fInputSendNext = time + 0.2;
|
|
} else if ((pSeat->fHUDWeaponSelected) && (input_buttons & INPUT_BUTTON0)) {
|
|
HUD_DrawWeaponSelect_Trigger();
|
|
input_buttons = 0;
|
|
fInputSendNext = time + 0.2;
|
|
}
|
|
|
|
if (fInputSendNext > time) {
|
|
input_impulse = 0;
|
|
input_buttons = 0;
|
|
return;
|
|
}
|
|
|
|
if (input_impulse == 101) {
|
|
print("This aint Half-Life.\n");
|
|
input_impulse = 0;
|
|
}
|
|
|
|
if (input_impulse == 201) {
|
|
sendevent("Spraylogo", "");
|
|
}
|
|
|
|
if (iInputAttack2 == TRUE) {
|
|
input_buttons |= INPUT_BUTTON3;
|
|
}
|
|
|
|
if (iInputReload == TRUE) {
|
|
input_buttons |= INPUT_BUTTON4;
|
|
}
|
|
|
|
if (iInputUse == TRUE) {
|
|
input_buttons |= INPUT_BUTTON5;
|
|
}
|
|
|
|
if (iInputDuck == TRUE) {
|
|
input_buttons |= INPUT_BUTTON8;
|
|
}
|
|
|
|
input_angles += pSeat->vPunchAngle;
|
|
}
|