293 lines
5.8 KiB
Plaintext
293 lines
5.8 KiB
Plaintext
/*
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* Copyright (c) 2016-2021 Marco Hladik <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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/*QUAKED weapon_flashbang (0 0 1) (-16 -16 0) (16 16 32)
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"model" "models/w_flashbang.mdl"
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COUNTER-STRIKE (1999) ENTITY
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Concussion (Flashbang) Grenade Weapon
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When thrown, nearby players become blinded temporarily from the blast.
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- Buy Menu -
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Price: $200
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*/
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enum
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{
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FLASHBANG_IDLE,
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FLASHBANG_PULLPIN,
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FLASHBANG_THROW,
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FLASHBANG_DRAW,
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};
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void
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w_flashbang_precache(void)
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{
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#ifdef SERVER
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Sound_Precache("weapon_flashbang.bounce");
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Sound_Precache("weapon_flashbang.explode");
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precache_model("models/w_flashbang.mdl");
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#else
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precache_model("models/v_flashbang.mdl");
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precache_model("models/p_flashbang.mdl");
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#endif
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}
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void
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w_flashbang_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, -1, pl.ammo_fbgrenade, pl.mode_temp);
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}
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int
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w_flashbang_pickup(int new, int startammo)
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{
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#ifdef SERVER
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player pl = (player)self;
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if (pl.ammo_fbgrenade < AMMO_MAX_FLASHBANG) {
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pl.ammo_fbgrenade = bound(0, pl.ammo_fbgrenade + 1, AMMO_MAX_FLASHBANG);
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} else {
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return FALSE;
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}
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#endif
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return TRUE;
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}
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string
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w_flashbang_wmodel(void)
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{
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return "models/w_flashbang.mdl";
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}
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string
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w_flashbang_pmodel(void)
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{
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return "models/p_flashbang.mdl";
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}
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string
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w_flashbang_deathmsg(void)
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{
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return "";
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}
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void
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w_flashbang_draw(void)
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{
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player pl = (player)self;
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Weapons_SetModel("models/v_flashbang.mdl");
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Weapons_ViewAnimation(FLASHBANG_DRAW);
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pl.mode_temp = 0;
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}
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#ifdef SERVER
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void w_flashbang_throw(void)
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{
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static void flashbang_explode(void)
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{
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FX_Flashbang(self.origin);
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Sound_Play(self, CHAN_BODY, "weapon_flashbang.explode");
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remove(self);
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}
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static void flashbang_touch(void)
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{
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if (other.takedamage == DAMAGE_YES) {
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Damage_Apply(other, self.owner, 15, WEAPON_FLASHBANG, DMG_BLUNT);
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} else {
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Sound_Play(self, CHAN_BODY, "weapon_flashbang.bounce");
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}
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self.frame = 0;
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}
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player pl = (player)self;
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vector vPLAngle = pl.v_angle;
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if (vPLAngle[0] < 0) {
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vPLAngle[0] = -10 + vPLAngle[0] * ((90 - 10) / 90.0);
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} else {
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vPLAngle[0] = -10 + vPLAngle[0] * ((90 + 10) / 90.0);
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}
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float flVel = (90 - vPLAngle[0]) * 5;
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if (flVel > 1000) {
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flVel = 1000;
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}
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makevectors(vPLAngle);
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vector vecSrc = pl.origin + pl.view_ofs + v_forward * 16;
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vector vecThrow = v_forward * flVel + pl.velocity;
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entity eGrenade = spawn();
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eGrenade.owner = pl;
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eGrenade.classname = "remove_me";
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eGrenade.solid = SOLID_BBOX;
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eGrenade.frame = 1;
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eGrenade.velocity = vecThrow;
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eGrenade.movetype = MOVETYPE_BOUNCE;
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eGrenade.think = flashbang_explode;
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eGrenade.touch = flashbang_touch;
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eGrenade.nextthink = time + 4.0f;
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setmodel(eGrenade, "models/w_flashbang.mdl");
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setsize(eGrenade, [0,0,0], [0,0,0]);
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setorigin(eGrenade, vecSrc);
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}
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#endif
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void
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w_flashbang_primary(void)
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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return;
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}
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/* We're abusing this network variable for the holding check */
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if (pl.mode_temp > 0) {
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return;
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}
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/* Ammo check */
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if (pl.ammo_fbgrenade <= 0) {
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return;
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}
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Weapons_ViewAnimation(FLASHBANG_PULLPIN);
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pl.mode_temp = 1;
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pl.w_attack_next = 0.975f;
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pl.w_idle_next = pl.w_attack_next;
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}
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void
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w_flashbang_release(void)
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{
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player pl = (player)self;
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if (pl.w_idle_next > 0.0) {
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return;
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}
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if (pl.mode_temp == 1) {
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pl.ammo_fbgrenade--;
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#ifdef CLIENT
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Weapons_ViewAnimation(FLASHBANG_THROW);
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#else
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w_flashbang_throw();
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#endif
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pl.mode_temp = 2;
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pl.w_attack_next = 1.0f;
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pl.w_idle_next = 0.5f;
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} else if (pl.mode_temp == 2) {
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#ifdef CLIENT
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Weapons_ViewAnimation(FLASHBANG_DRAW);
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#else
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if (!pl.ammo_fbgrenade) {
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Weapons_RemoveItem(pl, WEAPON_FLASHBANG);
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}
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#endif
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pl.w_attack_next = 0.5f;
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pl.w_idle_next = 0.5f;
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pl.mode_temp = 0;
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}
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}
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float
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w_flashbang_aimanim(void)
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{
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return self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_GRENADE : ANIM_AIM_GRENADE;
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}
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void
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w_flashbang_hud(void)
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{
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#ifdef CLIENT
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HUD_DrawAmmo2();
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vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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drawsubpic(aicon_pos, [24,24], g_hud7_spr, [48/256,96/256], [24/256, 24/256], g_hud_color, pSeat->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
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#endif
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}
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void
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w_flashbang_hudpic(int selected, vector pos, float a)
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{
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#ifdef CLIENT
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player pl = (player)self;
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HUD_DrawAmmoBar(pos, pl.ammo_fbgrenade, AMMO_MAX_FLASHBANG, a);
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if (selected) {
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drawsubpic(
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pos,
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[170,45],
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g_hud6_spr,
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[0,90/256],
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[170/256,45/256],
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g_hud_color,
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1.0f,
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DRAWFLAG_ADDITIVE
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);
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} else {
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drawsubpic(
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pos,
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[170,45],
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g_hud3_spr,
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[0,90/256],
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[170/256,45/256],
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g_hud_color,
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1.0f,
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DRAWFLAG_ADDITIVE
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);
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}
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#endif
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}
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weapon_t w_flashbang =
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{
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.name = "flashbang",
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.id = ITEM_FLASHBANG,
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.slot = 3,
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.slot_pos = 1,
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.allow_drop = FALSE,
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.draw = w_flashbang_draw,
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.holster = __NULL__,
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.primary = w_flashbang_primary,
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.secondary = __NULL__,
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.reload = __NULL__,
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.release = w_flashbang_release,
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.crosshair = w_flashbang_hud,
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.precache = w_flashbang_precache,
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.pickup = w_flashbang_pickup,
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.updateammo = w_flashbang_updateammo,
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.wmodel = w_flashbang_wmodel,
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.pmodel = w_flashbang_pmodel,
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.deathmsg = w_flashbang_deathmsg,
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.aimanim = w_flashbang_aimanim,
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.hudpic = w_flashbang_hudpic
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};
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#ifdef SERVER
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void
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weapon_flashbang(void)
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{
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Weapons_InitItem(WEAPON_FLASHBANG);
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}
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#endif
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