216 lines
4.8 KiB
Plaintext
216 lines
4.8 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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enum
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{
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DBS_IDLE1,
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DBS_FIRE1,
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DBS_FIRE2,
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DBS_ADDSHELL,
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DBS_PUMP,
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DBS_START_RELOAD,
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DBS_DRAW,
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DBS_HOLSTER,
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DBS_IDLE2,
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DBS_IDLE3
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};
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void
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w_dbs_precache(void)
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{
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precache_model("models/v_tfc_shotgun.mdl");
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precache_model("models/w_shot2.mdl");
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precache_model("models/p_shot2.mdl");
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precache_sound("weapons/sbarrel1.wav");
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precache_sound("weapons/dbarrel1.wav");
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precache_sound("weapons/reload3.wav");
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precache_sound("weapons/scock1.wav");
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}
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void
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w_dbs_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, pl.mag_dbs, pl.m_iAmmoShells, __NULL__);
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}
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string
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w_dbs_wmodel(void)
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{
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return "models/w_shot2.mdl";
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}
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string
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w_dbs_pmodel(player pl)
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{
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return "models/p_shot2.mdl";
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}
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string
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w_dbs_deathmsg(void)
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{
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return "";
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}
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int
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w_dbs_pickup(player pl, int new, int startammo)
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{
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#ifdef SERVER
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pl.mag_dbs = bound(0, pl.mag_dbs + 16, 16);
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#endif
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return (1);
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}
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void
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w_dbs_draw(player pl)
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{
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Weapons_SetModel("models/v_tfc_shotgun.mdl");
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Weapons_ViewAnimation(pl, DBS_DRAW);
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}
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void
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w_dbs_holster(player pl)
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{
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Weapons_ViewAnimation(pl, DBS_HOLSTER);
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}
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void
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w_dbs_primary(player pl)
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{
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int s;
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if (pl.mag_dbs != 1)
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s = w_baseshotgun_fire(WEAPON_DBS, player::mag_dbs, 14, 4, [0.14, 0.08, 0]);
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else
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s = w_baseshotgun_fire(WEAPON_DBS, player::mag_dbs, 6, 4, [0.14, 0.08, 0]);
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switch (s) {
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case AUTO_FIRE_FAILED:
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return;
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break;
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case AUTO_FIRED:
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pl.mag_dbs--;
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Weapons_ViewAnimation(pl, DBS_FIRE1);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
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pl.w_attack_next = 0.7f;
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break;
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case AUTO_LAST:
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Weapons_ViewAnimation(pl, DBS_FIRE1);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
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pl.w_attack_next = 0.7f;
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break;
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case AUTO_EMPTY:
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//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire_empty");
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pl.w_attack_next = 0.2f;
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break;
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}
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pl.w_idle_next = 1.5f;
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}
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void
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w_dbs_reload(player pl)
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{
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w_baseshotgun_reload(player::mag_dbs, player::m_iAmmoShells, 16);
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}
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void
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w_dbs_release(player pl)
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{
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int s = w_baseshotgun_release(player::mag_dbs, player::m_iAmmoShells, 16);
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switch (s) {
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case SHOTGUN_IDLE:
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int r = (float)input_sequence % 3;
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if (r == 1) {
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Weapons_ViewAnimation(pl, DBS_IDLE1);
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} else if (r == 2) {
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Weapons_ViewAnimation(pl, DBS_IDLE2);
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} else {
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Weapons_ViewAnimation(pl, DBS_IDLE3);
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}
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pl.w_idle_next = 5.0f;
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break;
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case SHOTGUN_BUSY:
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break;
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case SHOTGUN_START_RELOAD:
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Weapons_ViewAnimation(pl, DBS_START_RELOAD);
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break;
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case SHOTGUN_RELOAD:
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Weapons_ViewAnimation(pl, DBS_ADDSHELL);
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break;
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case SHOTGUN_END_RELOAD:
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Weapons_ViewAnimation(pl, DBS_PUMP);
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break;
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}
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}
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void
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w_dbs_crosshair(player pl)
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{
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#ifdef CLIENT
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static vector cross_pos;
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cross_pos = (g_hudres / 2) + [-12,-12];
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drawsubpic(cross_pos, [24,24], "sprites/crosshairs.spr_0.tga", [48/128,24/128], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
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HUD_DrawAmmo1();
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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], "sprites/640hud7.spr_0.tga", [72/256,72/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
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#endif
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}
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float
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w_dbs_aimanim(player pl)
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{
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return self.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN;
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}
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void
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w_dbs_hudpic(player pl, int s, vector pos, float a)
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{
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#ifdef CLIENT
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if (s) {
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drawsubpic(pos, [170,45], "sprites/640hud4.spr_0.tga", [0,180/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
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} else {
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drawsubpic(pos, [170,45], "sprites/640hud1.spr_0.tga", [0,180/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
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}
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#endif
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}
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weapon_t w_dbs =
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{
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.name = "sbs",
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.id = ITEM_DBS,
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.slot = 2,
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.slot_pos = 1,
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.draw = w_dbs_draw,
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.holster = w_dbs_holster,
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.primary = w_dbs_primary,
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.secondary = w_dbs_release,
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.reload = w_dbs_reload,
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.release = w_dbs_release,
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.postdraw = w_dbs_crosshair,
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.precache = w_dbs_precache,
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.pickup = w_dbs_pickup,
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.updateammo = w_dbs_updateammo,
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.wmodel = w_dbs_wmodel,
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.pmodel = w_dbs_pmodel,
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.deathmsg = w_dbs_deathmsg,
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.aimanim = w_dbs_aimanim,
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.hudpic = w_dbs_hudpic
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};
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