626 lines
17 KiB
C++
626 lines
17 KiB
C++
/*
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* Copyright (c) 2016-2021 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#ifdef CLIENT
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/* Here's a list of bone names that we are aware of on HL player models.
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Usually we'd use skeletalobjects to share the same skeleton/anim with
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another model - but because FTEQW does not support that for HLMDL we
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are forced to manually position the bones of our attachnment
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by iterating over them and manually setting their position in 3D-space.
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*/
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string g_pbones[] =
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{
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"Bip01",
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"Bip01 Footsteps",
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"Bip01 Pelvis",
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"Bip01 L Leg",
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"Bip01 L Leg1",
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"Bip01 L Foot",
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"Bip01 L Toe0",
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"Bip01 L Toe01",
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"Bip01 L Toe02",
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"Dummy16",
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"Bip01 R Leg",
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"Bip01 R Leg1",
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"Bip01 R Foot",
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"Bip01 R Toe0",
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"Bip01 R Toe01",
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"Bip01 R Toe02",
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"Dummy11",
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"Bip01 Spine",
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"Bip01 Spine1",
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"Bip01 Spine2",
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"Bip01 Spine3",
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"Bip01 Neck",
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"Bip01 Head",
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"Dummy21",
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"Dummy08",
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"Bone02",
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"Bone03",
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"Bone04",
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"Dummy05",
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"Bone09",
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"Bone10",
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"Dummy04",
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"Bone05",
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"Bone06",
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"Dummy03",
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"Bone07",
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"Bone08",
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"Dummy09",
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"Bone11",
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"Bone12",
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"Dummy10",
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"Bone13",
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"Bone14",
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"Bone15",
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"Bip01 L Arm",
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"Bip01 L Arm1",
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"Bip01 L Arm2",
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"Bip01 L Hand",
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"Bip01 L Finger0",
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"Bip01 L Finger01",
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"Bip01 L Finger02",
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"Dummy06",
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"Bip01 L Finger1",
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"Bip01 L Finger11",
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"Bip01 L Finger12",
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"Dummy07",
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"Bip01 R Arm",
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"Bip01 R Arm1",
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"Bip01 R Arm2",
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"Bip01 R Hand",
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"Bip01 R Finger0",
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"Bip01 R Finger01",
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"Bip01 R Finger02",
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"Dummy01",
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"Bip01 R Finger1",
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"Bip01 R Finger11",
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"Bip01 R Finger12",
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"Dummy02",
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"Box02",
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"Bone08",
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"Bone15"
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};
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#endif
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/* all potential SendFlags bits we can possibly send */
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enumflags
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{
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PLAYER_TOPFRAME = PLAYER_CUSTOMFIELDSTART,
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PLAYER_BOTTOMFRAME,
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PLAYER_AMMO1,
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PLAYER_AMMO2,
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PLAYER_AMMO3,
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PLAYER_CSTIMERS
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};
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class player:NSClientPlayer
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{
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int ingame;
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PREDICTED_INT(usp45_mag)
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PREDICTED_INT(glock18_mag)
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PREDICTED_INT(deagle_mag)
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PREDICTED_INT(p228_mag)
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PREDICTED_INT(elites_mag)
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PREDICTED_INT(fiveseven_mag)
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PREDICTED_INT(m3_mag)
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PREDICTED_INT(xm1014_mag)
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PREDICTED_INT(mp5_mag)
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PREDICTED_INT(p90_mag)
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PREDICTED_INT(ump45_mag)
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PREDICTED_INT(mac10_mag)
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PREDICTED_INT(tmp_mag)
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PREDICTED_INT(ak47_mag)
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PREDICTED_INT(sg552_mag)
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PREDICTED_INT(m4a1_mag)
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PREDICTED_INT(aug_mag)
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PREDICTED_INT(scout_mag)
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PREDICTED_INT(awp_mag)
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PREDICTED_INT(g3sg1_mag)
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PREDICTED_INT(sg550_mag)
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PREDICTED_INT(para_mag)
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PREDICTED_INT(ammo_50ae)
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PREDICTED_INT(ammo_762mm)
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PREDICTED_INT(ammo_556mm)
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PREDICTED_INT(ammo_556mmbox)
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PREDICTED_INT(ammo_338mag)
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PREDICTED_INT(ammo_9mm)
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PREDICTED_INT(ammo_buckshot)
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PREDICTED_INT(ammo_45acp)
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PREDICTED_INT(ammo_357sig)
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PREDICTED_INT(ammo_57mm)
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PREDICTED_INT(ammo_hegrenade)
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PREDICTED_INT(ammo_fbgrenade)
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PREDICTED_INT(ammo_smokegrenade)
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PREDICTED_INT(mode_usp45)
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PREDICTED_INT(mode_m4a1)
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PREDICTED_INT(mode_glock18)
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PREDICTED_INT(mode_temp)
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PREDICTED_INT(cs_shotmultiplier)
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PREDICTED_FLOAT(cs_shottime)
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PREDICTED_FLOAT(anim_top)
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PREDICTED_FLOAT(anim_top_time)
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PREDICTED_FLOAT(anim_top_delay)
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PREDICTED_FLOAT(anim_bottom)
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PREDICTED_FLOAT(anim_bottom_time)
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virtual float(void) Physics_MaxSpeed;
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virtual void(float) Physics_Fall;
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virtual void(void) Physics_Jump;
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virtual void(void) Physics_InputPostMove;
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virtual void UpdatePlayerAnimation(float);
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#ifdef CLIENT
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int playertype;
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int cs_cross_mindist;
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int cs_cross_deltadist;
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float cs_crosshairdistance;
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virtual void UpdatePlayerAttachments(bool);
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virtual void ReceiveEntity(float, float);
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virtual void PredictPreFrame(void);
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virtual void PredictPostFrame(void);
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#else
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virtual void RunClientCommand(void);
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virtual void EvaluateEntity(void);
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virtual float SendEntity(entity, float);
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int charmodel;
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int money;
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float progress;
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#endif
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};
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void
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player::Physics_InputPostMove(void)
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{
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super::Physics_InputPostMove();
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#ifdef SERVER
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if (g_cs_gamestate == GAME_FREEZE) {
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#else
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if (getstati(STAT_GAMESTATE) == GAME_FREEZE) {
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#endif
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flags |= FL_FROZEN;
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}
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}
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void Animation_PlayerUpdate(player);
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void Animation_TimerUpdate(player, float);
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void
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player::UpdatePlayerAnimation(float timelength)
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{
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/* calculate our skeletal progression */
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Animation_PlayerUpdate(this);
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/* advance animation timers */
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Animation_TimerUpdate(this, timelength);
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}
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#ifdef CLIENT
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.string oldmodel;
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string Weapons_GetPlayermodel(player, int);
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void
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player::UpdatePlayerAttachments(bool visible)
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{
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/* draw the flashlight */
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if (gflags & GF_FLASHLIGHT) {
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vector src;
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vector ang;
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if (entnum != player_localentnum) {
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src = origin + view_ofs;
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ang = v_angle;
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} else {
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src = pSeat->m_vecPredictedOrigin + [0,0,-8];
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ang = view_angles;
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}
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makevectors(ang);
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traceline(src, src + (v_forward * 8096), MOVE_NORMAL, this);
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if (serverkeyfloat("*bspversion") == BSPVER_HL) {
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dynamiclight_add(trace_endpos + (v_forward * -2), 128, [1,1,1]);
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} else {
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float p = dynamiclight_add(src, 512, [1,1,1], 0, "textures/flashlight");
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dynamiclight_set(p, LFIELD_ANGLES, ang);
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dynamiclight_set(p, LFIELD_FLAGS, 3);
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}
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}
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/* FIXME: this needs to be incorporated and simplified, now that we can handle it all in-class */
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if (!visible)
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return;
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/* what's the current weapon model supposed to be anyway? */
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p_model.oldmodel = Weapons_GetPlayermodel(this, activeweapon);
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/* we changed weapons, update skeletonindex */
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if (p_model.model != p_model.oldmodel) {
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/* free memory */
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if (p_model.skeletonindex)
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skel_delete(p_model.skeletonindex);
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/* set the new model and mark us updated */
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setmodel(p_model, p_model.oldmodel);
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p_model.model = p_model.oldmodel;
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/* set the new skeletonindex */
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p_model.skeletonindex = skel_create(p_model.modelindex);
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/* hack this thing in here FIXME: this should be done when popping in/out of a pvs */
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if (autocvar(cl_himodels, 1, "Use high-quality thisayer models over lower-definition ones"))
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setcustomskin(this, "", "geomset 0 2\n");
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else
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setcustomskin(this, "", "geomset 0 1\n");
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}
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/* follow thisayer at all times */
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setorigin(p_model, origin);
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p_model.angles = angles;
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skel_build(p_model.skeletonindex, p_model, p_model.modelindex,0, 0, -1);
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/* we have to loop through all valid bones of the weapon model and match them
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* to the thisayer one */
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for (float i = 0; i < g_pbones.length; i++) {
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vector bpos;
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float pbone = gettagindex(this, g_pbones[i]);
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float wbone = gettagindex(p_model, g_pbones[i]);
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/* if the bone doesn't ignore in either skeletal mesh, ignore */
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if (wbone <= 0 || pbone <= 0)
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continue;
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bpos = gettaginfo(this, pbone);
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/* the most expensive bit */
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skel_set_bone_world(p_model, wbone, bpos, v_forward, v_right, v_up);
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}
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}
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void Weapons_AmmoUpdate(entity);
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void HUD_AmmoNotify_Check(player pl);
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/*
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=================
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player::ReceiveEntity
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=================
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*/
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void
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player::ReceiveEntity(float flIsNew, float flChanged)
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{
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NSClientPlayer::ReceiveEntity(flIsNew, flChanged);
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/* animation */
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READENTITY_BYTE(anim_top, PLAYER_TOPFRAME)
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READENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME)
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READENTITY_FLOAT(anim_top_delay, PLAYER_TOPFRAME)
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READENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
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READENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
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READENTITY_BYTE(usp45_mag, PLAYER_AMMO1)
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READENTITY_BYTE(glock18_mag, PLAYER_AMMO1)
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READENTITY_BYTE(deagle_mag, PLAYER_AMMO1)
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READENTITY_BYTE(p228_mag, PLAYER_AMMO1)
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READENTITY_BYTE(elites_mag, PLAYER_AMMO1)
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READENTITY_BYTE(fiveseven_mag, PLAYER_AMMO1)
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READENTITY_BYTE(m3_mag, PLAYER_AMMO1)
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READENTITY_BYTE(xm1014_mag, PLAYER_AMMO1)
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READENTITY_BYTE(mp5_mag, PLAYER_AMMO1)
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READENTITY_BYTE(p90_mag, PLAYER_AMMO1)
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READENTITY_BYTE(ump45_mag, PLAYER_AMMO1)
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READENTITY_BYTE(mac10_mag, PLAYER_AMMO1)
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READENTITY_BYTE(tmp_mag, PLAYER_AMMO1)
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READENTITY_BYTE(ak47_mag, PLAYER_AMMO1)
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READENTITY_BYTE(sg552_mag, PLAYER_AMMO1)
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READENTITY_BYTE(m4a1_mag, PLAYER_AMMO1)
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READENTITY_BYTE(aug_mag, PLAYER_AMMO1)
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READENTITY_BYTE(scout_mag, PLAYER_AMMO1)
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READENTITY_BYTE(awp_mag, PLAYER_AMMO1)
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READENTITY_BYTE(g3sg1_mag, PLAYER_AMMO1)
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READENTITY_BYTE(sg550_mag, PLAYER_AMMO1)
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READENTITY_BYTE(para_mag, PLAYER_AMMO1)
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READENTITY_BYTE(ammo_50ae, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_762mm, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_556mm, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_556mmbox, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_338mag, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_9mm, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_buckshot, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_45acp, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_357sig, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_57mm, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_hegrenade, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_fbgrenade, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_smokegrenade, PLAYER_AMMO2)
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READENTITY_BYTE(mode_usp45, PLAYER_AMMO3)
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READENTITY_BYTE(mode_m4a1, PLAYER_AMMO3)
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READENTITY_BYTE(mode_glock18, PLAYER_AMMO3)
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READENTITY_BYTE(mode_temp, PLAYER_AMMO3)
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READENTITY_BYTE(cs_shotmultiplier, PLAYER_CSTIMERS)
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READENTITY_FLOAT(cs_shottime, PLAYER_CSTIMERS)
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if (flChanged & PLAYER_AMMO1 || flChanged & PLAYER_AMMO2 || flChanged & PLAYER_AMMO3) {
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Weapons_AmmoUpdate(this);
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HUD_AmmoNotify_Check(this);
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}
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setorigin(this, origin);
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}
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/*
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=================
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player::PredictPostFrame
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Save the last valid server values away in the _net variants of each field
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so we can roll them back later.
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=================
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*/
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void
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player::PredictPreFrame(void)
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{
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NSClientPlayer::PredictPreFrame();
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SAVE_STATE(usp45_mag)
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SAVE_STATE(glock18_mag)
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SAVE_STATE(deagle_mag)
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SAVE_STATE(p228_mag)
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SAVE_STATE(elites_mag)
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SAVE_STATE(fiveseven_mag)
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SAVE_STATE(m3_mag)
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SAVE_STATE(xm1014_mag)
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SAVE_STATE(mp5_mag)
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SAVE_STATE(p90_mag)
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SAVE_STATE(ump45_mag)
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SAVE_STATE(mac10_mag)
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SAVE_STATE(tmp_mag)
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SAVE_STATE(ak47_mag)
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SAVE_STATE(sg552_mag)
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SAVE_STATE(m4a1_mag)
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SAVE_STATE(aug_mag)
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SAVE_STATE(scout_mag)
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SAVE_STATE(awp_mag)
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SAVE_STATE(g3sg1_mag)
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SAVE_STATE(sg550_mag)
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SAVE_STATE(para_mag)
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SAVE_STATE(ammo_50ae)
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SAVE_STATE(ammo_762mm)
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SAVE_STATE(ammo_556mm)
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SAVE_STATE(ammo_556mmbox)
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SAVE_STATE(ammo_338mag)
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SAVE_STATE(ammo_9mm)
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SAVE_STATE(ammo_buckshot)
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SAVE_STATE(ammo_45acp)
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SAVE_STATE(ammo_357sig)
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SAVE_STATE(ammo_57mm)
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SAVE_STATE(ammo_hegrenade)
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SAVE_STATE(ammo_fbgrenade)
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SAVE_STATE(ammo_smokegrenade)
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SAVE_STATE(mode_usp45)
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SAVE_STATE(mode_m4a1)
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SAVE_STATE(mode_glock18)
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SAVE_STATE(mode_temp)
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SAVE_STATE(cs_shotmultiplier)
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SAVE_STATE(cs_shottime)
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SAVE_STATE(anim_top)
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SAVE_STATE(anim_top_time)
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SAVE_STATE(anim_top_delay)
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SAVE_STATE(anim_bottom)
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SAVE_STATE(anim_bottom_time)
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}
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/*
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=================
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player::PredictPostFrame
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Where we roll back our values to the ones last sent/verified by the server.
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=================
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*/
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void
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player::PredictPostFrame(void)
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{
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NSClientPlayer::PredictPostFrame();
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ROLL_BACK(usp45_mag)
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ROLL_BACK(glock18_mag)
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ROLL_BACK(deagle_mag)
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ROLL_BACK(p228_mag)
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ROLL_BACK(elites_mag)
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ROLL_BACK(fiveseven_mag)
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ROLL_BACK(m3_mag)
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ROLL_BACK(xm1014_mag)
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ROLL_BACK(mp5_mag)
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ROLL_BACK(p90_mag)
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ROLL_BACK(ump45_mag)
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ROLL_BACK(mac10_mag)
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ROLL_BACK(tmp_mag)
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ROLL_BACK(ak47_mag)
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ROLL_BACK(sg552_mag)
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ROLL_BACK(m4a1_mag)
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ROLL_BACK(aug_mag)
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ROLL_BACK(scout_mag)
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ROLL_BACK(awp_mag)
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ROLL_BACK(g3sg1_mag)
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ROLL_BACK(sg550_mag)
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ROLL_BACK(para_mag)
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ROLL_BACK(ammo_50ae)
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ROLL_BACK(ammo_762mm)
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ROLL_BACK(ammo_556mm)
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ROLL_BACK(ammo_556mmbox)
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ROLL_BACK(ammo_338mag)
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ROLL_BACK(ammo_9mm)
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ROLL_BACK(ammo_buckshot)
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ROLL_BACK(ammo_45acp)
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ROLL_BACK(ammo_357sig)
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ROLL_BACK(ammo_57mm)
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ROLL_BACK(ammo_hegrenade)
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ROLL_BACK(ammo_fbgrenade)
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ROLL_BACK(ammo_smokegrenade)
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ROLL_BACK(mode_usp45)
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ROLL_BACK(mode_m4a1)
|
|
ROLL_BACK(mode_glock18)
|
|
ROLL_BACK(mode_temp)
|
|
ROLL_BACK(cs_shotmultiplier)
|
|
ROLL_BACK(cs_shottime)
|
|
ROLL_BACK(anim_top)
|
|
ROLL_BACK(anim_top_time)
|
|
ROLL_BACK(anim_top_delay)
|
|
ROLL_BACK(anim_bottom)
|
|
ROLL_BACK(anim_bottom_time)
|
|
}
|
|
|
|
#else
|
|
void
|
|
player::RunClientCommand(void)
|
|
{
|
|
gflags &= ~GF_BUYZONE;
|
|
gflags &= ~GF_RESCUEZONE;
|
|
gflags &= ~GF_BOMBZONE;
|
|
}
|
|
|
|
void
|
|
player::EvaluateEntity(void)
|
|
{
|
|
NSClientPlayer::EvaluateEntity();
|
|
|
|
EVALUATE_FIELD(anim_top, PLAYER_TOPFRAME)
|
|
EVALUATE_FIELD(anim_top_time, PLAYER_TOPFRAME)
|
|
EVALUATE_FIELD(anim_top_delay, PLAYER_TOPFRAME)
|
|
EVALUATE_FIELD(anim_bottom, PLAYER_BOTTOMFRAME)
|
|
EVALUATE_FIELD(anim_bottom_time, PLAYER_BOTTOMFRAME)
|
|
EVALUATE_FIELD(usp45_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(glock18_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(deagle_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(p228_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(elites_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(fiveseven_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(m3_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(xm1014_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(mp5_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(p90_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(ump45_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(mac10_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(tmp_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(ak47_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(sg552_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(m4a1_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(aug_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(scout_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(awp_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(g3sg1_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(sg550_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(para_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(ammo_50ae, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_762mm, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_556mm, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_556mmbox, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_338mag, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_9mm, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_buckshot, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_45acp, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_357sig, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_57mm, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_hegrenade, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_fbgrenade, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_smokegrenade, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(mode_usp45, PLAYER_AMMO3)
|
|
EVALUATE_FIELD(mode_m4a1, PLAYER_AMMO3)
|
|
EVALUATE_FIELD(mode_glock18, PLAYER_AMMO3)
|
|
EVALUATE_FIELD(mode_temp, PLAYER_AMMO3)
|
|
EVALUATE_FIELD(cs_shotmultiplier, PLAYER_CSTIMERS)
|
|
EVALUATE_FIELD(cs_shottime, PLAYER_CSTIMERS)
|
|
}
|
|
|
|
/*
|
|
=================
|
|
player::SendEntity
|
|
=================
|
|
*/
|
|
float
|
|
player::SendEntity(entity ePEnt, float flChanged)
|
|
{
|
|
/* don't broadcast invisible players */
|
|
if (IsFakeSpectator() && ePEnt != this)
|
|
return (0);
|
|
if (!GetModelindex() && ePEnt != this)
|
|
return (0);
|
|
|
|
flChanged = OptimiseChangedFlags(ePEnt, flChanged);
|
|
|
|
WriteByte(MSG_ENTITY, ENT_PLAYER);
|
|
WriteFloat(MSG_ENTITY, flChanged);
|
|
|
|
NSClientPlayer::SendEntity(ePEnt, flChanged);
|
|
|
|
SENDENTITY_BYTE(anim_top, PLAYER_TOPFRAME)
|
|
SENDENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME)
|
|
SENDENTITY_FLOAT(anim_top_delay, PLAYER_TOPFRAME)
|
|
SENDENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
|
|
SENDENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
|
|
SENDENTITY_BYTE(usp45_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(glock18_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(deagle_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(p228_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(elites_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(fiveseven_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(m3_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(xm1014_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(mp5_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(p90_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(ump45_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(mac10_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(tmp_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(ak47_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(sg552_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(m4a1_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(aug_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(scout_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(awp_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(g3sg1_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(sg550_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(para_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(ammo_50ae, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_762mm, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_556mm, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_556mmbox, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_338mag, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_9mm, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_buckshot, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_45acp, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_357sig, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_57mm, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_hegrenade, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_fbgrenade, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_smokegrenade, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(mode_usp45, PLAYER_AMMO3)
|
|
SENDENTITY_BYTE(mode_m4a1, PLAYER_AMMO3)
|
|
SENDENTITY_BYTE(mode_glock18, PLAYER_AMMO3)
|
|
SENDENTITY_BYTE(mode_temp, PLAYER_AMMO3)
|
|
SENDENTITY_BYTE(cs_shotmultiplier, PLAYER_CSTIMERS)
|
|
SENDENTITY_FLOAT(cs_shottime, PLAYER_CSTIMERS)
|
|
|
|
return (1);
|
|
}
|
|
#endif
|