Merged stillhungry.diff from Xylemon.
This commit is contained in:
parent
8b8b889f95
commit
674f17fad3
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@ -15,7 +15,7 @@
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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 ammo_th_ap9 (0 0 0.8) (-16 -16 0) (16 16 32)
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/*QUAKED ammo_egonclip (0 0 0.8) (-16 -16 0) (16 16 32)
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THEY HUNGER (1999) ENTITY
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@ -83,6 +83,38 @@ void ammo_th_ap9::touch(void)
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}
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}
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/*QUAKED ammo_th_taurus (0 0 0.8) (-16 -16 0) (16 16 32)
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THEY HUNGER (1999) ENTITY
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Ammo for the Taurus Pistol.
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A single ammo_th_taurus will provide 10 bullets.
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*/
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class ammo_th_taurus:item_ammo
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{
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void(void) ammo_th_taurus;
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virtual void(void) touch;
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};
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void ammo_th_taurus::ammo_th_taurus(void)
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{
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model = "models/w_taurusclip.mdl";
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item_ammo::item_ammo();
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}
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void ammo_th_taurus::touch(void)
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{
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if not (other.flags & FL_CLIENT) {
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return;
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}
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if (other.classname == "player") {
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player pl = (player)other;
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if (pl.ammo_taurus < MAX_A_TAURUS) {
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pl.ammo_taurus = bound(0, pl.ammo_taurus + 10, MAX_A_TAURUS);
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item_ammo::touch();
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}
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}
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}
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/*QUAKED ammo_einar1 (0 0 0.8) (-16 -16 0) (16 16 32)
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@ -16,6 +16,7 @@
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var int autocvar_th_medkitstyle = 0;
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var int autocvar_th_shovelstyle = 0;
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var int autocvar_th_rpgstyle = 0;
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void
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HLGameRules::LevelDecodeParms(base_player pp)
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@ -17,10 +17,12 @@
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/*QUAKED item_healthkit (0 0 0.8) (-16 -16 0) (16 16 36)
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HALF-LIFE (1998) ENTITY
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THEY HUNGER (1999) ENTITY
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Healthkit item.
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Adds 20 of health to the player.
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Healthkit item/ammo.
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Adds 20 of health to the player, unless th_medkitstyle is set to 1,
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then it becomes ammo for the Medkit weapon which provides 15 health
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per shot.
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*/
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class item_healthkit:CBaseEntity
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@ -77,9 +79,9 @@ void item_healthkit::Respawn(void)
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{
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SetSolid(SOLID_TRIGGER);
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SetMovetype(MOVETYPE_TOSS);
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SetSize([-16,-16,0],[16,16,16]);
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SetOrigin(m_oldOrigin);
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SetModel(m_oldModel);
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SetSize([-16,-16,0],[16,16,16]);
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//botinfo = BOTINFO_HEALTH;
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think = __NULL__;
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@ -25,7 +25,7 @@ weapons.h
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../../../valve/src/shared/w_handgrenade.qc
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../../../valve/src/shared/w_mp5.qc
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../../../valve/src/shared/w_python.qc
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../../../valve/src/shared/w_rpg.qc
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w_rpg.qc
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../../../valve/src/shared/w_satchel.qc
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../../../valve/src/shared/w_shotgun.qc
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../../../valve/src/shared/w_snark.qc
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@ -67,7 +67,7 @@ w_medkit_pickup(int new, int startammo)
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player pl = (player)self;
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if (new) {
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if (cvar("th_shovelstyle") == 1) {
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if (cvar("th_medkitstyle") == 1) {
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pl.ammo_medkit = 1;
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} else {
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pl.ammo_medkit = 8;
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@ -0,0 +1,363 @@
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/*
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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_rpg (0 0 1) (-16 -16 0) (16 16 32)
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"model" "models/w_rpg.mdl"
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HALF-LIFE (1998) ENTITY
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RPG Weapon
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*/
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enum
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{
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RPG_IDLE,
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RPG_FIDGET,
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RPG_RELOAD,
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RPG_FIRE2,
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RPG_HOLSTER1,
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RPG_DRAW1,
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RPG_HOLSTER2,
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RPG_DRAW_UL,
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RPG_IDLE_UL,
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RPG_FIDGET_UL,
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};
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void w_rpg_precache(void)
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{
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#ifdef SERVER
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Sound_Precache("weapon_rpg.shoot");
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precache_model("models/w_rpg.mdl");
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precache_model("models/rpgrocket.mdl");
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#else
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precache_model("models/v_rpg.mdl");
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precache_model("models/p_rpg.mdl");
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precache_model("sprites/laserdot.spr");
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#endif
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}
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void w_rpg_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, pl.rpg_mag, pl.ammo_rocket, -1);
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}
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string w_rpg_wmodel(void)
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{
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return "models/w_rpg.mdl";
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}
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string w_rpg_pmodel(void)
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{
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return "models/p_rpg.mdl";
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}
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string w_rpg_deathmsg(void)
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{
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return "";
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}
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int w_rpg_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 (new) {
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pl.rpg_mag = 1;
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} else {
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if (pl.ammo_rocket < MAX_A_ROCKET) {
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pl.ammo_rocket = bound(0, pl.ammo_rocket + 1, MAX_A_ROCKET);
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} else {
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return FALSE;
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}
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}
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#endif
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return TRUE;
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}
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void w_rpg_draw(void)
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{
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#ifdef CLIENT
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Weapons_SetModel("models/v_rpg.mdl");
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Weapons_ViewAnimation(RPG_DRAW1);
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#endif
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}
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void w_rpg_holster(void)
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{
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}
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void w_rpg_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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/* Ammo check */
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if (pl.rpg_mag <= 0) {
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return;
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}
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pl.rpg_mag--;
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#ifdef CLIENT
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Weapons_ViewAnimation(RPG_FIRE2);
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Weapons_ViewPunchAngle([-10,0,0]);
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#else
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static void Rocket_Touch(void) {
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float dmg = Skill_GetValue("plr_rpg", 100);
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FX_Explosion(self.origin);
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Damage_Radius(self.origin, self.owner, dmg, dmg * 2.5f, TRUE, WEAPON_RPG);
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sound(self, CHAN_WEAPON, sprintf("weapons/explode%d.wav", floor(random() * 2) + 3), 1, ATTN_NORM);
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remove(self);
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}
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static void Rocket_BuildSpeed(void){
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/* Calculate new direction */
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if (self.weapon) {
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makevectors(self.owner.v_angle);
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traceline(self.owner.origin, self.owner.origin + v_forward * 8096, FALSE, self.owner);
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self.angles = vectoangles(trace_endpos - self.origin);
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}
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/* Increase speed towards it */
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makevectors(self.angles);
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self.velocity += (v_forward * 2000) * frametime;
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self.nextthink = time;
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}
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Weapons_MakeVectors();
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entity rocket = spawn();
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setmodel(rocket, "models/rpgrocket.mdl");
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setorigin(rocket, Weapons_GetCameraPos() + (v_forward * 16));
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rocket.owner = self;
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rocket.movetype = MOVETYPE_FLY;
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rocket.solid = SOLID_BBOX;
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//bolt.flags |= FL_LAGGEDMOVE;
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rocket.gravity = 0.5f;
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rocket.velocity = (v_forward * 250);
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rocket.angles = vectoangles(rocket.velocity);
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rocket.avelocity[2] = 10;
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rocket.touch = Rocket_Touch;
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rocket.think = Rocket_BuildSpeed;
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rocket.nextthink = time + 0.15f;
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rocket.traileffectnum = particleeffectnum("weapon_rpg.trail");
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if (pl.ammo_rpg_state > 0) {
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rocket.weapon = 1;
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}
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setsize(rocket, [0,0,0], [0,0,0]);
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Sound_Play(pl, CHAN_WEAPON, "weapon_rpg.shoot");
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#endif
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pl.w_attack_next =
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pl.w_idle_next = 2.5f;
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}
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void w_rpg_reload(void)
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0) {
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return;
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}
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/* Ammo check */
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if (pl.rpg_mag >= 1) {
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return;
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}
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if (pl.ammo_rocket <= 0) {
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return;
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}
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/* Audio-Visual Bit */
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#ifdef CLIENT
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Weapons_ViewAnimation(RPG_RELOAD);
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#else
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Weapons_ReloadWeapon(pl, player::rpg_mag, player::ammo_rocket, 1);
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#endif
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pl.w_attack_next = 2.25f;
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pl.w_idle_next = 10.0f;
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}
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void w_rpg_release(void)
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{
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player pl = (player)self;
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/* auto-reload if need be */
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if (pl.w_attack_next <= 0.0)
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if (pl.rpg_mag == 0 && pl.ammo_rocket > 0) {
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Weapons_Reload();
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return;
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}
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if (pl.w_idle_next > 0.0) {
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return;
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}
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int r = (float)input_sequence % 3;
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if (pl.a_ammo1 > 0) {
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if (r == 1) {
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Weapons_ViewAnimation(RPG_FIDGET);
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} else {
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Weapons_ViewAnimation(RPG_IDLE);
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}
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} else {
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if (r == 1) {
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Weapons_ViewAnimation(RPG_FIDGET_UL);
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} else {
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Weapons_ViewAnimation(RPG_IDLE_UL);
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}
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}
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pl.w_idle_next = 6.0f;
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}
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void w_rpg_secondary(void)
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{
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/* Another change to spice things up */
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if (serverkeyfloat("th_rpgstyle") != 1) {
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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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/* toggle laser */
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pl.ammo_rpg_state = 1 - pl.ammo_rpg_state;
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pl.w_attack_next = 0.25f;
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w_rpg_release();
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}
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}
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float w_rpg_aimanim(void)
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{
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return self.flags & FL_CROUCHING ? ANIM_CR_AIMRPG : ANIM_AIMRPG;
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}
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void w_rpg_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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vector hud_col;
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if (pl.rpg_mag == 0 && pl.ammo_rocket == 0)
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hud_col = [1,0,0];
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else
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hud_col = g_hud_color;
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if (selected) {
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drawsubpic(pos, [170,45], g_hud5_spr, [0,45/256], [170/256,45/256], hud_col, a, DRAWFLAG_ADDITIVE);
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} else {
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drawsubpic(pos, [170,45], g_hud2_spr, [0,45/256], [170/256,45/256], hud_col, a, DRAWFLAG_ADDITIVE);
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}
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HUD_DrawAmmoBar(pos, pl.ammo_rocket, MAX_A_ROCKET, a);
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#endif
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}
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void w_rpg_hud(void)
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{
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#ifdef CLIENT
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player pl = (player)self;
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vector cross_pos;
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vector aicon_pos;
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/* crosshair/laser */
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if (pl.ammo_rpg_state == 1) {
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float lerp;
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vector jitter;
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Weapons_MakeVectors();
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vector src = pl.origin + pl.view_ofs;
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traceline(src, src + (v_forward * 256), FALSE, pl);
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lerp = Math_Lerp(18,6, trace_fraction);
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jitter[0] = (random(0,2) - 2) * (1 - trace_fraction);
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jitter[1] = (random(0,2) - 2) * (1 - trace_fraction);
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cross_pos = g_hudmins + (g_hudres / 2) + ([-lerp,-lerp] / 2);
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drawsubpic(
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cross_pos + jitter,
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[lerp,lerp],
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g_laser_spr,
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[0,0],
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[1.0, 1.0],
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[1,1,1],
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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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cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
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drawsubpic(
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cross_pos,
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[24,24],
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g_cross_spr,
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[0,0],
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[0.1875, 0.1875],
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[1,1,1],
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1,
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DRAWFLAG_NORMAL
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);
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}
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/* ammo counters */
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HUD_DrawAmmo1();
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HUD_DrawAmmo2();
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/* ammo icon */
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aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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drawsubpic(
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aicon_pos,
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[24,24],
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"sprites/640hud7.spr_0.tga",
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[120/256,72/128],
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[24/256, 24/128],
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g_hud_color,
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pSeat->m_flAmmo2Alpha,
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DRAWFLAG_ADDITIVE
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);
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#endif
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}
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weapon_t w_rpg =
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{
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.name = "rpg_rocket",
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.id = ITEM_RPG,
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.slot = 3,
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.slot_pos = 0,
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.draw = w_rpg_draw,
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.holster = w_rpg_holster,
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.primary = w_rpg_primary,
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.secondary = w_rpg_secondary,
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.reload = w_rpg_reload,
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.release = w_rpg_release,
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.crosshair = w_rpg_hud,
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.precache = w_rpg_precache,
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.pickup = w_rpg_pickup,
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.updateammo = w_rpg_updateammo,
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.wmodel = w_rpg_wmodel,
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.pmodel = w_rpg_pmodel,
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.deathmsg = w_rpg_deathmsg,
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.aimanim = w_rpg_aimanim,
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.hudpic = w_rpg_hudpic
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};
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#ifdef SERVER
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void weapon_rpg(void) {
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Weapons_InitItem(WEAPON_RPG);
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}
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#endif
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@ -41,7 +41,7 @@ enum
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WEAPON_MEDKIT
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};
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/* Medkit ammo is 12 in stock, changed for multiplayer */
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/* Medkit max ammo is 12 in stock, changed for multiplayer */
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#define MAX_A_9MM 250
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#define MAX_A_357 36
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#define MAX_A_AP9 200
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