Make HouseHold Death compile against latest Nuclide animation changes.
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cc6e441f2d
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@ -24,3 +24,11 @@ ClientGame_EntityUpdate(float id, float new)
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return TRUE;
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}
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void
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ClientGame_EntityRemove(void)
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{
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if (self.classname == "player")
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Player_DestroyWeaponModel((base_player) self);
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}
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@ -212,97 +212,6 @@ void
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HHDMultiplayerRules::PlayerPostFrame(base_player pp)
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{
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player pl = (player)pp;
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Animation_PlayerUpdate();
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if (autocvar_sv_playerkeepalive)
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pl.SendFlags |= PLAYER_KEEPALIVE;
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if (pl.old_modelindex != pl.modelindex)
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pl.SendFlags |= PLAYER_MODELINDEX;
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if (pl.old_origin[0] != pl.origin[0])
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pl.SendFlags |= PLAYER_ORIGIN;
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if (pl.old_origin[1] != pl.origin[1])
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pl.SendFlags |= PLAYER_ORIGIN;
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if (pl.old_origin[2] != pl.origin[2])
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pl.SendFlags |= PLAYER_ORIGIN_Z;
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if (pl.old_angles[0] != pl.v_angle[0])
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pl.SendFlags |= PLAYER_ANGLES_X;
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if (pl.old_angles[1] != pl.angles[1])
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pl.SendFlags |= PLAYER_ANGLES_Y;
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if (pl.old_angles[2] != pl.angles[2])
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pl.SendFlags |= PLAYER_ANGLES_Z;
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if (pl.old_velocity[0] != pl.velocity[0])
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pl.SendFlags |= PLAYER_VELOCITY;
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if (pl.old_velocity[1] != pl.velocity[1])
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pl.SendFlags |= PLAYER_VELOCITY;
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if (pl.old_velocity[2] != pl.velocity[2])
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pl.SendFlags |= PLAYER_VELOCITY_Z;
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if (pl.old_flags != pl.flags)
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pl.SendFlags |= PLAYER_FLAGS;
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if (pl.old_activeweapon != pl.activeweapon)
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pl.SendFlags |= PLAYER_WEAPON;
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if (pl.old_items != pl.g_items)
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pl.SendFlags |= PLAYER_ITEMS;
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if (pl.old_health != pl.health)
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pl.SendFlags |= PLAYER_HEALTH;
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if (pl.old_armor != pl.armor)
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pl.SendFlags |= PLAYER_ARMOR;
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if (pl.old_movetype != pl.movetype)
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pl.SendFlags |= PLAYER_MOVETYPE;
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if (pl.old_viewofs != pl.view_ofs[2])
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pl.SendFlags |= PLAYER_VIEWOFS;
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if (pl.old_baseframe != pl.baseframe)
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pl.SendFlags |= PLAYER_BASEFRAME;
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if (pl.old_frame != pl.frame)
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pl.SendFlags |= PLAYER_FRAME;
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if (pl.old_a_ammo1 != pl.a_ammo1)
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pl.SendFlags |= PLAYER_AMMO1;
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if (pl.old_a_ammo2 != pl.a_ammo2)
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pl.SendFlags |= PLAYER_AMMO2;
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if (pl.old_a_ammo3 != pl.a_ammo3)
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pl.SendFlags |= PLAYER_AMMO3;
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pl.old_modelindex = pl.modelindex;
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pl.old_origin = pl.origin;
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pl.old_angles = pl.angles;
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pl.old_angles[0] = pl.v_angle[0];
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pl.old_velocity = pl.velocity;
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pl.old_flags = pl.flags;
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pl.old_activeweapon = pl.activeweapon;
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pl.old_items = pl.g_items;
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pl.old_health = pl.health;
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pl.old_armor = pl.armor;
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pl.old_movetype = pl.movetype;
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pl.old_viewofs = pl.view_ofs[2];
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pl.old_baseframe = pl.baseframe;
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pl.old_frame = pl.frame;
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pl.old_a_ammo1 = pl.a_ammo1;
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pl.old_a_ammo2 = pl.a_ammo2;
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pl.old_a_ammo3 = pl.a_ammo3;
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/* Almost all powerups are on a timer */
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pl.powerup_time = bound(0.0f, pl.powerup_time - frametime, pl.powerup_time);
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/* and remove when time runs out ;) */
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@ -13,7 +13,7 @@ pmove.qc
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../../../valve/src/shared/fx_breakmodel.qc
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../../../valve/src/shared/fx_explosion.qc
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../../../valve/src/shared/fx_gibhuman.qc
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../../../valve/src/shared/fx_spark.qc
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../../../base/src/shared/fx_spark.qc
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../../../valve/src/shared/fx_impact.qc
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fx_lego.qc
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fx_legopiece.qc
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@ -33,8 +33,8 @@ enumflags
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PLAYER_ARMOR,
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PLAYER_MOVETYPE,
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PLAYER_VIEWOFS,
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PLAYER_BASEFRAME,
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PLAYER_FRAME,
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PLAYER_TOPFRAME,
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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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@ -53,6 +53,12 @@ class player:base_player
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int ammo_soda; int ammo_soda_net;
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int ammo_spray; int ammo_spray_net;
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float anim_top; float anim_top_net;
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float anim_top_time; float anim_top_time_net;
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float anim_top_delay; float anim_top_delay_net;
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float anim_bottom; float anim_bottom_net;
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float anim_bottom_time; float anim_bottom_time_net;
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#ifdef CLIENT
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/* External model */
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entity p_model;
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@ -60,7 +66,6 @@ class player:base_player
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int p_model_bone;
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float lastweapon;
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virtual void(void) gun_offset;
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virtual void(void) draw;
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virtual float() predraw;
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virtual void(void) postdraw;
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@ -138,12 +143,16 @@ player::ReceiveEntity(float new)
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movetype = readbyte();
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if (fl & PLAYER_VIEWOFS)
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view_ofs[2] = readfloat();
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if (fl & PLAYER_BASEFRAME)
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baseframe = readbyte();
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if (fl & PLAYER_FRAME) {
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frame = readbyte();
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frame1time = 0.0f;
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frame2time = 0.0f;
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/* animation */
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if (fl & PLAYER_TOPFRAME) {
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anim_top = readbyte();
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anim_top_time = readfloat();
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anim_top_delay = readfloat();
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}
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if (fl & PLAYER_BOTTOMFRAME) {
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anim_bottom = readbyte();
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anim_bottom_time = readfloat();
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}
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if (fl & PLAYER_AMMO1) {
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@ -184,6 +193,12 @@ player::PredictPreFrame(void)
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ammo_legos_net = ammo_legos;
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ammo_soda_net = ammo_soda;
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ammo_spray_net = ammo_spray;
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anim_top_net = anim_top;
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anim_top_delay_net = anim_top_delay;
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anim_top_time_net = anim_top_time;
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anim_bottom_net = anim_bottom;
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anim_bottom_time_net = anim_bottom_time;
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}
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/*
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@ -202,6 +217,12 @@ player::PredictPostFrame(void)
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ammo_legos = ammo_legos_net;
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ammo_soda = ammo_soda_net;
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ammo_spray = ammo_spray_net;
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anim_top = anim_top_net;
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anim_top_delay = anim_top_delay_net;
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anim_top_time = anim_top_time_net;
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anim_bottom = anim_bottom_net;
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anim_bottom_time = anim_bottom_time_net;
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}
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#else
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@ -264,12 +285,6 @@ player::EvaluateEntity(void)
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if (old_viewofs != view_ofs[2])
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SendFlags |= PLAYER_VIEWOFS;
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if (old_baseframe != baseframe)
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SendFlags |= PLAYER_BASEFRAME;
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if (old_frame != frame)
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SendFlags |= PLAYER_FRAME;
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old_modelindex = modelindex;
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old_origin = origin;
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old_angles = angles;
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@ -305,6 +320,18 @@ player::EvaluateEntity(void)
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ammo_legos_net = ammo_legos;
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ammo_soda_net = ammo_soda;
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ammo_spray_net = ammo_spray;
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/* animation */
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if (anim_bottom_net != anim_bottom || anim_bottom_time != anim_bottom_time_net)
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SendFlags |= PLAYER_BOTTOMFRAME;
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if (anim_top_net != anim_top || anim_top_time != anim_top_time_net || anim_top_delay != anim_top_delay_net)
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SendFlags |= PLAYER_TOPFRAME;
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anim_top_net = anim_top;
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anim_top_delay_net = anim_top_delay;
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anim_top_time_net = anim_top_time;
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anim_bottom_net = anim_bottom;
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anim_bottom_time_net = anim_bottom_time;
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}
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/*
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@ -373,10 +400,16 @@ player::SendEntity(entity ePEnt, float fChanged)
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WriteByte(MSG_ENTITY, movetype);
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if (fChanged & PLAYER_VIEWOFS)
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WriteFloat(MSG_ENTITY, view_ofs[2]);
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if (fChanged & PLAYER_BASEFRAME)
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WriteByte(MSG_ENTITY, baseframe);
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if (fChanged & PLAYER_FRAME)
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WriteByte(MSG_ENTITY, frame);
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if (fChanged & PLAYER_TOPFRAME) {
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WriteByte(MSG_ENTITY, anim_top);
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WriteFloat(MSG_ENTITY, anim_top_time);
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WriteFloat(MSG_ENTITY, anim_top_delay);
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}
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if (fChanged & PLAYER_BOTTOMFRAME) {
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WriteByte(MSG_ENTITY, anim_bottom);
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WriteFloat(MSG_ENTITY, anim_bottom_time);
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}
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if (fChanged & PLAYER_AMMO1) {
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}
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@ -117,13 +117,14 @@ w_broom_primary(void)
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Weapons_ViewAnimation(trace_fraction >= 1 ? BROOM_ATTACK3MISS:BROOM_ATTACK3HIT);
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}
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#ifdef SERVER
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if (pl.flags & FL_CROUCHING) {
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Animation_PlayerTopTemp(ANIM_SHOOTCROWBAR, 0.5f);
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Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
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} else {
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Animation_PlayerTopTemp(ANIM_CR_SHOOTCROWBAR, 0.42f);
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Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.42f);
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}
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#ifdef SERVER
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Sound_Play(self, CHAN_WEAPON, "weapon_broom.miss");
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if (trace_fraction >= 1.0) {
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@ -122,13 +122,14 @@ w_forks_primary(void)
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Weapons_ViewAnimation(FORKS_STAB);
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#ifdef SERVER
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if (pl.flags & FL_CROUCHING) {
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Animation_PlayerTopTemp(ANIM_SHOOTCROWBAR, 0.5f);
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Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
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} else {
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Animation_PlayerTopTemp(ANIM_CR_SHOOTCROWBAR, 0.42f);
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Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.42f);
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}
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#ifdef SERVER
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if (trace_fraction >= 1.0) {
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return;
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}
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@ -95,13 +95,14 @@ w_fryingpan_primary(void)
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Weapons_ViewAnimation(FRYINGPAN_HIT1);
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#ifdef SERVER
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if (pl.flags & FL_CROUCHING) {
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Animation_PlayerTopTemp(ANIM_SHOOTCROWBAR, 0.5f);
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Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
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} else {
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Animation_PlayerTopTemp(ANIM_CR_SHOOTCROWBAR, 0.42f);
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Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.42f);
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}
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#ifdef SERVER
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Sound_Play(self, CHAN_WEAPON, "weapon_fryingpan.miss");
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if (trace_fraction >= 1.0) {
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@ -147,13 +148,13 @@ w_fryingpan_secondary(void)
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Weapons_ViewAnimation(FRYINGPAN_HIT2);
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#ifdef SERVER
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if (pl.flags & FL_CROUCHING) {
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Animation_PlayerTopTemp(ANIM_SHOOTCROWBAR, 0.5f);
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Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
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} else {
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Animation_PlayerTopTemp(ANIM_CR_SHOOTCROWBAR, 0.42f);
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Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.42f);
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}
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#ifdef SERVER
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Sound_Play(self, CHAN_WEAPON, "weapon_fryingpan.miss");
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if (trace_fraction >= 1.0) {
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@ -150,13 +150,14 @@ w_glove_primary(void)
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break;
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}
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#ifdef SERVER
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if (pl.flags & FL_CROUCHING) {
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Animation_PlayerTopTemp(ANIM_SHOOTCROWBAR, 0.5f);
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Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
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} else {
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Animation_PlayerTopTemp(ANIM_CR_SHOOTCROWBAR, 0.42f);
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Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.42f);
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}
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#ifdef SERVER
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Sound_Play(self, CHAN_WEAPON, "weapon_glove.miss");
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if (trace_fraction >= 1.0) {
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@ -134,11 +134,6 @@ w_legolauncher_shootlego(void)
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lego.avelocity[2] = 10;
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lego.touch = Lego_Touch;
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setsize(lego, [0,0,0], [0,0,0]);
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if (self.flags & FL_CROUCHING)
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Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
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else
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Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
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}
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#endif
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@ -172,6 +167,11 @@ w_legolauncher_primary(void)
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Weapons_ViewAnimation(LEGOLAUNCHER_SHOOT);
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#endif
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if (self.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.45f);
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else
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Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.45f);
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pl.w_attack_next = 0.15f;
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pl.w_idle_next = 5.0f;
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}
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@ -107,13 +107,14 @@ w_machette_primary(void)
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Weapons_ViewAnimation(MACHETTE_THROW);
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#ifdef SERVER
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if (pl.flags & FL_CROUCHING) {
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Animation_PlayerTopTemp(ANIM_SHOOTCROWBAR, 0.5f);
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Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
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} else {
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Animation_PlayerTopTemp(ANIM_CR_SHOOTCROWBAR, 0.42f);
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Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.42f);
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}
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#ifdef SERVER
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if (trace_fraction >= 1.0) {
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return;
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}
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@ -173,11 +174,6 @@ w_machette_throw(void)
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machette.avelocity[2] = 10;
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machette.touch = Machette_Touch;
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setsize(machette, [0,0,0], [0,0,0]);
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if (self.flags & FL_CROUCHING)
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Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
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else
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Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
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}
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#endif
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@ -199,6 +195,11 @@ w_machette_secondary(void)
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Weapons_ViewAnimation(MACHETTE_THROW);
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#endif
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if (self.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.45f);
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else
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Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.45f);
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pl.w_attack_next = 0.5f;
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pl.w_idle_next = 5.0f;
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}
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