2016-10-13 18:45:52 +00:00
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class PlayerPawn : Actor native
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{
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Default
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{
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Health 100;
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Radius 16;
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Height 56;
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Mass 100;
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Painchance 255;
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Speed 1;
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+SOLID
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+SHOOTABLE
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+DROPOFF
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+PICKUP
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+NOTDMATCH
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+FRIENDLY
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+SLIDESONWALLS
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+CANPASS
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+CANPUSHWALLS
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+FLOORCLIP
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+WINDTHRUST
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+TELESTOMP
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+NOBLOCKMONST
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Player.AttackZOffset 8;
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Player.JumpZ 8;
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Player.GruntSpeed 12;
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Player.FallingScreamSpeed 35,40;
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Player.ViewHeight 41;
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Player.UseRange 64;
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Player.ForwardMove 1,1;
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Player.SideMove 1,1;
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Player.ColorRange 0,0;
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Player.SoundClass "player";
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Player.DamageScreenColor "ff 00 00";
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Player.MugShotMaxHealth 0;
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Player.FlechetteType "ArtiPoisonBag3";
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Player.AirCapacity 1;
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2016-10-21 17:31:08 +00:00
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Player.ViewBob 1;
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2016-10-13 18:45:52 +00:00
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Obituary "$OB_MPDEFAULT";
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}
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2016-11-19 12:56:29 +00:00
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virtual void PlayAttacking ()
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{
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if (MissileState != null) SetState (MissileState);
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}
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virtual void PlayAttacking2 ()
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{
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if (MeleeState != null) SetState (MeleeState);
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}
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2016-11-22 11:21:55 +00:00
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virtual void MorphPlayerThink()
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{
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}
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2016-10-13 18:45:52 +00:00
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}
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class PlayerChunk : PlayerPawn native
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{
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Default
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{
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+NOSKIN
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-SOLID
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-SHOOTABLE
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-PICKUP
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-NOTDMATCH
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-FRIENDLY
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-SLIDESONWALLS
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-CANPUSHWALLS
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-FLOORCLIP
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-WINDTHRUST
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-TELESTOMP
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}
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}
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2016-11-19 12:56:29 +00:00
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class PSprite : Object native
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{
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}
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2016-11-22 18:20:31 +00:00
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struct PlayerInfo native // this is what internally is player_t
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2016-11-19 12:56:29 +00:00
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{
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native void SetPsprite(int id, State stat, bool pending = false);
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2016-11-19 15:39:45 +00:00
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native void SetSafeFlash(Weapon weap, State flashstate, int index);
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native PSprite GetPSprite(int id);
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2016-11-22 11:21:55 +00:00
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native PSprite FindPSprite(int id);
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}
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