280 lines
6.5 KiB
Plaintext
280 lines
6.5 KiB
Plaintext
/*
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* Copyright (c) 2016-2021 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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HANDGRENADE_IDLE,
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HANDGRENADE_FIDGET,
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HANDGRENADE_PULLPIN,
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HANDGRENADE_THROW1,
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HANDGRENADE_THROW2,
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HANDGRENADE_THROW3,
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HANDGRENADE_HOLSTER,
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HANDGRENADE_DRAW
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};
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void w_handgrenade_precache(void)
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{
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#ifdef SERVER
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Sound_Precache("weapon_handgrenade.bounce");
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precache_model("models/w_grenade.mdl");
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particleeffectnum("fx_explosion.main");
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precache_model("sprites/fexplo.spr");
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#else
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precache_model("models/v_grenade.mdl");
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precache_model("models/p_grenade.mdl");
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#endif
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}
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void w_handgrenade_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, -1, pl.ammo_handgrenade, -1);
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}
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string w_handgrenade_wmodel(void)
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{
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return "models/w_grenade.mdl";
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}
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string w_handgrenade_pmodel(player pl)
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{
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return "models/p_grenade.mdl";
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}
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string w_handgrenade_deathmsg(void)
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{
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return "";
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}
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int w_handgrenade_pickup(player pl, int new, int startammo)
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{
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#ifdef SERVER
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int addAmmo = (startammo == -1) ? 1 : startammo;
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if (pl.ammo_handgrenade < MAX_A_HANDGRENADE) {
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pl.ammo_handgrenade = bound(0, pl.ammo_handgrenade + addAmmo, MAX_A_HANDGRENADE);
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} else {
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if (!new)
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return (0);
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}
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#endif
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return (1);
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}
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#ifdef SERVER
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void w_handgrenade_throw(player pl)
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{
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static void WeaponFrag_Throw_Explode(void)
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{
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float dmg = Skill_GetValue("plr_hand_grenade", 150);
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pointparticles(particleeffectnum("fx_explosion.main"), self.origin, [0,0,0], 1);
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Damage_Radius(self.origin, self.owner, dmg, dmg * 2.5f, TRUE, WEAPON_HANDGRENADE);
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Sound_Play(self, CHAN_VOICE, "fx.explosion");
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remove(self);
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}
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static void WeaponFrag_Throw_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_HANDGRENADE, DMG_BLUNT);
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} else {
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Sound_Play(self, CHAN_BODY, "weapon_handgrenade.bounce");
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}
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self.frame = 0;
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}
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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 = WeaponFrag_Throw_Explode;
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eGrenade.touch = WeaponFrag_Throw_Touch;
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eGrenade.nextthink = time + 4.0f;
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setmodel(eGrenade, "models/w_grenade.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 w_handgrenade_draw(player pl)
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{
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pl.mode_tempstate = 0;
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Weapons_SetModel("models/v_grenade.mdl");
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Weapons_ViewAnimation(pl, HANDGRENADE_DRAW);
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}
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void w_handgrenade_holster(player pl)
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{
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}
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void w_handgrenade_primary(player pl)
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{
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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_tempstate > 0) {
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return;
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}
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/* Ammo check */
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if (pl.ammo_handgrenade <= 0) {
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return;
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}
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Weapons_ViewAnimation(pl, HANDGRENADE_PULLPIN);
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pl.mode_tempstate = 1;
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pl.w_attack_next = 0.5f;
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pl.w_idle_next = 0.5f;
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}
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void w_handgrenade_hud(player pl)
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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, [48/256,96/128], [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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void w_handgrenade_release(player pl)
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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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if (pl.mode_tempstate == 1) {
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Weapons_ViewAnimation(pl, HANDGRENADE_THROW1);
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#ifdef SERVER
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w_handgrenade_throw(pl);
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#endif
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pl.ammo_handgrenade--;
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pl.mode_tempstate = 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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if (pl.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
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} else if (pl.mode_tempstate == 2) {
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Weapons_ViewAnimation(pl, HANDGRENADE_DRAW);
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#ifdef SERVER
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if (!pl.ammo_handgrenade) {
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Weapons_RemoveItem(pl, WEAPON_HANDGRENADE);
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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_tempstate = 0;
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} else {
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int r = floor(pseudorandom() * 8.0f);
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if (r == 1) {
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Weapons_ViewAnimation(pl, HANDGRENADE_FIDGET);
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pl.w_idle_next = 2.5f;
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} else {
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Weapons_ViewAnimation(pl, HANDGRENADE_IDLE);
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pl.w_idle_next = 3.0f;
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}
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}
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}
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float
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w_handgrenade_aimanim(player pl)
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{
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return pl.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
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}
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void
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w_handgrenade_hudpic(player pl, int selected, vector pos, float a)
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{
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#ifdef CLIENT
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if (selected) {
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drawsubpic(pos, [170,45], g_hud6_spr, [0,0], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
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} else {
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drawsubpic(pos, [170,45], g_hud3_spr, [0,0], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
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}
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HUD_DrawAmmoBar(pos, pl.ammo_handgrenade, MAX_A_HANDGRENADE, a);
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#endif
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}
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int
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w_handgrenade_isempty(player pl)
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{
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if (pl.ammo_handgrenade <= 0)
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return 1;
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return 0;
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}
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weapontype_t
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w_handgrenade_type(player pl)
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{
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return WPNTYPE_THROW;
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}
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weapon_t w_handgrenade =
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{
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.name = "grenade",
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.id = ITEM_HANDGRENADE,
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.slot = 4,
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.slot_pos = 0,
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.weight = 5,
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.draw = w_handgrenade_draw,
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.holster = w_handgrenade_holster,
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.primary = w_handgrenade_primary,
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.secondary = __NULL__,
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.reload = __NULL__,
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.release = w_handgrenade_release,
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.postdraw = w_handgrenade_hud,
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.precache = w_handgrenade_precache,
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.pickup = w_handgrenade_pickup,
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.updateammo = w_handgrenade_updateammo,
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.wmodel = w_handgrenade_wmodel,
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.pmodel = w_handgrenade_pmodel,
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.deathmsg = w_handgrenade_deathmsg,
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.aimanim = w_handgrenade_aimanim,
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.isempty = w_handgrenade_isempty,
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.type = w_handgrenade_type,
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.hudpic = w_handgrenade_hudpic
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}; |