Fix the code to compile against the latest Nuclide SDK
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@ -24,3 +24,10 @@ 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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@ -19,7 +19,6 @@
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void
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HLGameRules::PlayerPostFrame(base_player pp)
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{
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Animation_PlayerUpdate();
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}
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void
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@ -11,7 +11,7 @@ player.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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items.h
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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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@ -59,6 +59,12 @@ class player:base_player
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int ammo_xencandy; int ammo_xencandy_net;
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int ammo_satchel; int ammo_satchel_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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@ -66,7 +72,6 @@ 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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@ -142,12 +147,16 @@ 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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@ -199,6 +208,12 @@ player::PredictPreFrame(void)
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ammo_bolts_net = ammo_bolts;
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ammo_xencandy_net = ammo_xencandy;
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ammo_satchel_net = ammo_satchel;
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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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@ -223,6 +238,12 @@ player::PredictPostFrame(void)
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ammo_bolts = ammo_bolts_net;
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ammo_xencandy = ammo_xencandy_net;
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ammo_satchel = ammo_satchel_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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@ -285,11 +306,17 @@ 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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/* 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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if (old_frame != frame)
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SendFlags |= PLAYER_FRAME;
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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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old_modelindex = modelindex;
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old_origin = origin;
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@ -411,10 +438,16 @@ 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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WriteByte(MSG_ENTITY, bradnailer_mag);
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@ -115,9 +115,9 @@ w_bradnailer_shootnail(void)
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setsize(nail, [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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Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.45f);
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else
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Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
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Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.45f);
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Sound_Play(pl, CHAN_WEAPON, "weapon_bradnailer.fire");
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}
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@ -72,12 +72,12 @@ w_nailgun_primary(void)
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if (other.takedamage == DAMAGE_YES) {
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Damage_Apply(other, self.owner, 15, WEAPON_NAILGUN, DMG_GENERIC);
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if (random() < 0.5) {
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Weapons_PlaySound(self, CHAN_WEAPON, "weapons/brad_hit1.wav", 1, ATTN_NORM);
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sound(self, CHAN_WEAPON, "weapons/brad_hit1.wav", 1, ATTN_NORM);
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} else {
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Weapons_PlaySound(self, CHAN_WEAPON, "weapons/brad_hit2.wav", 1, ATTN_NORM);
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sound(self, CHAN_WEAPON, "weapons/brad_hit2.wav", 1, ATTN_NORM);
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}
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} else {
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Weapons_PlaySound(self, CHAN_WEAPON, "weapons/xbow_hit1.wav", 1, ATTN_NORM);
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sound(self, CHAN_WEAPON, "weapons/xbow_hit1.wav", 1, ATTN_NORM);
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}
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remove(self);
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}
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@ -96,11 +96,11 @@ w_nailgun_primary(void)
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setsize(nail, [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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Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.45f);
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else
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Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
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Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.45f);
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Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/nailgun.wav", 1, ATTN_NORM);
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sound(pl, CHAN_WEAPON, "weapons/nailgun.wav", 1, ATTN_NORM);
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#else
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@ -124,7 +124,7 @@ void w_shotgun_primary(void)
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} else {
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TraceAttack_FireBullets(4, pl.origin + pl.view_ofs, 5, [0.08716,0.04362], WEAPON_SHOTGUN);
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}
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Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/dbarrel1.wav", 1, ATTN_NORM);
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sound(pl, CHAN_WEAPON, "weapons/dbarrel1.wav", 1, ATTN_NORM);
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pl.shotgun_mag--;
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Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_buckshot, __NULL__);
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#else
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