- Fixed the gamerules regarding bomb defusal kills - Implemented mp_friendlyfire - Fixed cl_thirdperson cvar
393 lines
12 KiB
C
Executable file
393 lines
12 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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.float baseframe_time;
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.float baseframe_old;
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.float fWasCrouching;
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// For lerping, sigh
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#ifdef CSQC
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.float frame_last;
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.float baseframe_last;
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#else
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.float subblend2frac;
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#endif
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enum {
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ANIM_DUMMY1,
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ANIM_IDLE,
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ANIM_IDLE_CROUCH,
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ANIM_WALK,
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ANIM_RUN,
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ANIM_RUN_CROUCH,
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ANIM_JUMP,
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ANIM_LONGJUMP,
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ANIM_SWIM,
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ANIM_TREADWATER,
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ANIM_CROUCH_AIM_CARBINE,
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ANIM_CROUCH_SHOOT_CARBINE,
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ANIM_CROUCH_RELOAD_CARBINE,
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ANIM_AIM_CARBINE,
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ANIM_SHOOT_CARBINE,
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ANIM_RELOAD_CARBINE,
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ANIM_CROUCH_AIM_ONEHAND,
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ANIM_CROUCH_SHOOT_ONEHAND,
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ANIM_CROUCH_RELOAD_ONEHAND,
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ANIM_AIM_ONEHAND,
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ANIM_SHOOT_ONEHAND,
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ANIM_RELOAD_ONEHAND,
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ANIM_CROUCH_AIM_DUALPISTOLS,
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ANIM_CROUCH_SHOOT_DUALPISTOLS,
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ANIM_CROUCH_SHOOT2_DUALPISTOLS,
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ANIM_CROUCH_RELOAD_DUALPISTOLS,
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ANIM_AIM_DUALPISTOLS,
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ANIM_SHOOT_DUALPISTOLS,
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ANIM_SHOOT2_DUALPISTOLS,
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ANIM_RELOAD_DUALPISTOLS,
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ANIM_CROUCH_AIM_RIFLE,
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ANIM_CROUCH_SHOOT_RIFLE,
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ANIM_CROUCH_RELOAD_RIFLE,
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ANIM_AIM_RIFLE,
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ANIM_SHOOT_RIFLE,
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ANIM_RELOAD_RIFLE,
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ANIM_CROUCH_AIM_MP5,
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ANIM_CROUCH_SHOOT_MP5,
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ANIM_CROUCH_RELOAD_MP5,
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ANIM_AIM_MP5,
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ANIM_SHOOT_MP5,
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ANIM_RELOAD_MP5,
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ANIM_CROUCH_AIM_SHOTGUN,
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ANIM_CROUCH_SHOOT_SHOTGUN,
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ANIM_CROUCH_RELOAD_SHOTGUN,
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ANIM_AIM_SHOTGUN,
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ANIM_SHOOT_SHOTGUN,
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ANIM_RELOAD_SHOTGUN,
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ANIM_CROUCH_AIM_PARA,
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ANIM_CROUCH_SHOOT_PARA,
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ANIM_CROUCH_RELOAD_PARA,
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ANIM_AIM_PARA,
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ANIM_SHOOT_PARA,
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ANIM_RELOAD_PARA,
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ANIM_DUMMY2,
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ANIM_DUMMY3,
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ANIM_AIM_GRENADE,
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ANIM_SHOOT_GRENADE,
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ANIM_CROUCH_AIM_GRENADE,
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ANIM_CROUCH_SHOOT_GRENADE,
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ANIM_CROUCH_AIM_C4,
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ANIM_CROUCH_SHOOT_C4,
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ANIM_AIM_C4,
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ANIM_SHOOT_C4,
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ANIM_RELOAD_C4,
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ANIM_DUPLICATE1,
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ANIM_DUPLICATE2,
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ANIM_DUPLICATE3,
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ANIM_DUPLICATE4,
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ANIM_DUPLICATE5,
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ANIM_DUPLICATE6,
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ANIM_DUPLICATE7,
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ANIM_DUPLICATE8,
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ANIM_CROUCH_AIM_KNIFE,
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ANIM_CROUCH_SHOOT_KNIFE,
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ANIM_AIM_KNIFE,
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ANIM_SHOOT_KNIFE,
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ANIM_CROUCH_AIM_AK47,
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ANIM_CROUCH_SHOOT_AK47,
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ANIM_CROUCH_RELOAD_AK47,
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ANIM_AIM_AK47,
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ANIM_SHOOT_AK47,
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ANIM_RELOAD_AK47,
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ANIM_GUT_FLINCH,
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ANIM_HEAD_FLINCH,
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ANIM_DEATH1,
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ANIM_DEATH2,
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ANIM_DEATH3,
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ANIM_DIE_HEAD,
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ANIM_DIE_GUT,
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ANIM_DIE_LEFT,
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ANIM_DIE_BACK,
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ANIM_DIE_RIGHT,
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ANIM_DIE_FORWARD,
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ANIM_CROUCH_DIE
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};
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void Animation_Print( string sWow ) {
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#ifdef CSQC
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print( sprintf( "[DEBUG] %s", sWow ) );
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#else
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bprint( sprintf( "SSQC: %s", sWow ) );
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#endif
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}
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/*
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=================
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Animation_PlayerUpdate
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Called every frame to update the animation sequences
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depending on what the player is doing
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=================
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*/
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void Animation_PlayerUpdate( void ) {
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self.basebone = 40;
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// TODO: Make this faster
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if ( self.baseframe_time < time ) {
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switch ( Weapon_GetAnimType( self.weapon ) ) {
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case ATYPE_AK47:
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self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_AK47 : ANIM_AIM_AK47;
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break;
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case ATYPE_C4:
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self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_C4 : ANIM_AIM_C4;
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break;
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case ATYPE_CARBINE:
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self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_CARBINE : ANIM_AIM_CARBINE;
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break;
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case ATYPE_DUALPISTOLS:
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self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_DUALPISTOLS : ANIM_AIM_DUALPISTOLS;
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break;
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case ATYPE_GRENADE:
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self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_GRENADE : ANIM_AIM_GRENADE;
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break;
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case ATYPE_KNIFE:
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self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_KNIFE : ANIM_AIM_KNIFE;
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break;
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case ATYPE_MP5:
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self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_MP5 : ANIM_AIM_MP5;
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break;
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case ATYPE_ONEHAND:
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self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_ONEHAND : ANIM_AIM_ONEHAND;
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break;
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case ATYPE_PARA:
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self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_PARA : ANIM_AIM_PARA;
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break;
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case ATYPE_RIFLE:
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self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_RIFLE : ANIM_AIM_RIFLE;
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break;
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case ATYPE_SHOTGUN:
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self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_SHOTGUN : ANIM_AIM_SHOTGUN;
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break;
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}
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self.baseframe_old = self.baseframe;
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}
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if ( !( self.flags & FL_ONGROUND ) ) {
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self.frame = ANIM_JUMP;
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} else if ( vlen( self.velocity ) == 0 ) {
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if ( self.flags & FL_CROUCHING ) {
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self.frame = ANIM_IDLE_CROUCH;
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} else {
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self.frame = ANIM_IDLE;
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}
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} else if ( vlen( self.velocity ) < 150 ) {
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if ( self.flags & FL_CROUCHING ) {
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self.frame = ANIM_RUN_CROUCH;
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} else {
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self.frame = ANIM_WALK;
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}
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} else if ( vlen( self.velocity ) > 150 ) {
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if ( self.flags & FL_CROUCHING ) {
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self.frame = ANIM_RUN_CROUCH;
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} else {
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self.frame = ANIM_RUN;
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}
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}
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#ifdef CSQC
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// Lerp it down!
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if ( self.lerpfrac > 0 ) {
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self.lerpfrac -= frametime * 5;
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if ( self.lerpfrac < 0 ) {
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self.lerpfrac = 0;
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}
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}
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if ( self.baselerpfrac > 0 ) {
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self.baselerpfrac -= frametime * 5;
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if ( self.baselerpfrac < 0 ) {
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self.baselerpfrac = 0;
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}
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}
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if ( self.frame != self.frame_last ) {
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//Animation_Print( sprintf( "New Frame: %d, Last Frame: %d\n", self.frame, self.frame_last ));
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// Move everything over to frame 2
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self.frame2time = self.frame1time;
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self.frame2 = self.frame_last;
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// Set frame_last to avoid this being called again
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self.frame_last = self.frame;
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self.lerpfrac = 1.0f;
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self.frame1time = 0.0f;
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}
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if ( self.baseframe != self.baseframe_last ) {
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//Animation_Print( sprintf( "New Baseframe: %d, Last Baseframe: %d\n", self.baseframe, self.baseframe_last ) );
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// Move everything over to frame 2
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self.baseframe2time = self.baseframe1time;
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self.baseframe2 = self.baseframe_last;
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// Set frame_last to avoid this being called again
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self.baseframe_last = self.baseframe;
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self.baselerpfrac = 1.0f;
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self.baseframe1time = 0.0f;
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}
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self.bonecontrol1 = self.angles_x;
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#endif
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self.angles_x = self.angles_z = 0;
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if ( !( self.flags & FL_ONGROUND ) ) {
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self.frame = ANIM_JUMP;
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}
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// Force the code above to update if we switched positions
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if ( self.fWasCrouching != ( self.flags & FL_CROUCHING ) ) {
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self.baseframe_old = 0;
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self.baseframe_time = 0;
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self.fWasCrouching = ( self.flags & FL_CROUCHING );
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}
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#ifdef CSQC
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// Fix the angle (this is REALLY expensive, probably. But how else would one do it without skeletal objects?)
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vector v1, v2;
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self.eGunModel.angles = self.angles; // Set it to something consistent
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gettaginfo( self, self.fWeaponBoneID ); // Updates the v_ globals for the player hand bone angle
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v1 = vectoangles( v_right, v_up ); // Create angles from the v_ matrix
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gettaginfo( self.eGunModel, self.eGunModel.fWeaponBoneID ); // Updates the v_ globals for the weapon hand bone angle
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v2 = vectoangles( v_right, v_up );
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self.eGunModel.angles = self.angles + ( v1 - v2 ); // The difference is applied
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// Fix the origin
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setorigin( self.eGunModel, self.origin ); // Set it to something consistent
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vector vOffset = gettaginfo( self.eGunModel, self.eGunModel.fWeaponBoneID ) - gettaginfo( self, self.fWeaponBoneID );
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setorigin( self.eGunModel, self.origin - vOffset );
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#else
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// On the CSQC it's done in Player.c
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self.subblend2frac = self.v_angle_x / 90;
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#endif
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}
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/*
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=================
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Animation_PlayerTop
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Changes the animation sequence for the upper body part
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=================
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*/
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void Animation_PlayerTop( float fFrame ) {
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self.baseframe = fFrame;
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self.baseframe_old = fFrame;
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}
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void Animation_PlayerTopTemp( float fFrame, float fTime ) {
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self.baseframe = fFrame;
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self.baseframe_time = time + fTime;
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}
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void Animation_ShootWeapon( entity ePlayer ) {
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switch ( Weapon_GetAnimType( ePlayer.weapon ) ) {
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case ATYPE_AK47:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_AK47 : ANIM_SHOOT_AK47;
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break;
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case ATYPE_C4:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_C4 : ANIM_SHOOT_C4;
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break;
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case ATYPE_CARBINE:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_CARBINE : ANIM_SHOOT_CARBINE;
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break;
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case ATYPE_DUALPISTOLS:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_DUALPISTOLS : ANIM_SHOOT_DUALPISTOLS;
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break;
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case ATYPE_GRENADE:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_GRENADE : ANIM_SHOOT_GRENADE;
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break;
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case ATYPE_KNIFE:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_KNIFE : ANIM_SHOOT_KNIFE;
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break;
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case ATYPE_MP5:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_MP5 : ANIM_SHOOT_MP5;
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break;
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case ATYPE_ONEHAND:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_ONEHAND : ANIM_SHOOT_ONEHAND;
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break;
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case ATYPE_PARA:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_PARA : ANIM_SHOOT_PARA;
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break;
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case ATYPE_RIFLE:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_RIFLE : ANIM_SHOOT_RIFLE;
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break;
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case ATYPE_SHOTGUN:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_SHOTGUN : ANIM_SHOOT_SHOTGUN;
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break;
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}
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ePlayer.baseframe_time = time + Weapon_GetFireRate( ePlayer.weapon );
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}
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void Animation_ReloadWeapon( entity ePlayer ) {
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switch ( Weapon_GetAnimType( ePlayer.weapon ) ) {
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case ATYPE_AK47:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_AK47 : ANIM_RELOAD_AK47;
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break;
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case ATYPE_C4:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_C4 : ANIM_AIM_C4;
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break;
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case ATYPE_CARBINE:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_CARBINE : ANIM_RELOAD_CARBINE;
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break;
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case ATYPE_DUALPISTOLS:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_DUALPISTOLS : ANIM_RELOAD_DUALPISTOLS;
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break;
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case ATYPE_GRENADE:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_GRENADE : ANIM_AIM_GRENADE;
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break;
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case ATYPE_KNIFE:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_KNIFE : ANIM_AIM_KNIFE;
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break;
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case ATYPE_MP5:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_MP5 : ANIM_RELOAD_MP5;
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break;
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case ATYPE_ONEHAND:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_ONEHAND : ANIM_RELOAD_ONEHAND;
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break;
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case ATYPE_PARA:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_PARA : ANIM_RELOAD_PARA;
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break;
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case ATYPE_RIFLE:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_RIFLE : ANIM_RELOAD_RIFLE;
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break;
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case ATYPE_SHOTGUN:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_SHOTGUN : ANIM_RELOAD_SHOTGUN;
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break;
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}
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ePlayer.baseframe_time = time + Weapon_GetReloadTime( ePlayer.weapon );
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}
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