273 lines
4.8 KiB
Plaintext
273 lines
4.8 KiB
Plaintext
/*
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* Copyright (c) 2024 Vera Visions LLC.
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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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void
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NSItem::NSItem(void)
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{
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#ifdef SERVER
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m_iClip = -1;
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m_iWasDropped = 0i;
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m_iInvItem = 0i;
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m_sndAcquire = __NULL__;
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m_sndRespawn = __NULL__;
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m_bFloating = false;
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m_bSpins = false;
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#endif
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}
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#ifdef SERVER
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void
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NSItem::Spawned(void)
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{
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super::Spawned();
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Sound_Precache(m_sndAcquire);
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Sound_Precache(m_sndRespawn);
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}
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void
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NSItem::Respawn(void)
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{
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/* we need to delay the DropToFloor() by at least a frame.
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otherwise they may just fall through an entity (func_wall, func_train etc.)
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that came after this entity in the lump. */
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static void AdjustSpawnPos(void) {
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RestoreAngles();
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SetOrigin(GetSpawnOrigin());
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if (!m_bFloating) {
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DropToFloor();
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SetMovetype(MOVETYPE_TOSS);
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}
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}
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SetSolid(SOLID_TRIGGER);
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SetOrigin(GetSpawnOrigin());
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botinfo = BOTINFO_WEAPON;
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if (m_bSpins)
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modelflags = MF_ROTATE;
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else
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modelflags &= ~MF_ROTATE;
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/* At some points, the item id might not yet be set */
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if (GetSpawnModel()) {
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SetModel(GetSpawnModel());
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}
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SetSize([-16,-16,0], [16,16,16]);
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ScheduleThink(AdjustSpawnPos, 0.0f);
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}
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void
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NSItem::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "inv_weapon":
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m_strInvWeapon = ReadString(strValue);
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break;
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case "inv_item":
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m_iInvItem = ReadInt(strValue);
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break;
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case "snd_acquire":
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m_sndAcquire = ReadString(strValue);
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break;
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case "snd_respawn":
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m_sndRespawn = ReadString(strValue);
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break;
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case "modelflags":
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modelflags = ReadFloat(strValue);
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break;
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case "spin":
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m_bSpins = ReadBool(strValue);
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break;
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case "frame":
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frame = ReadFloat(strValue);
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break;
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case "body":
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m_iBody = ReadInt(strValue);
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break;
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default:
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super::SpawnKey(strKey, strValue);
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break;
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}
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}
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void
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NSItem::Save(float handle)
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{
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super::Save(handle);
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SaveInt(handle, "m_iClip", m_iClip);
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SaveInt(handle, "m_iWasDropped", m_iWasDropped);
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SaveInt(handle, "m_iInvItem", m_iInvItem);
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SaveString(handle, "m_sndAcquire", m_sndAcquire);
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SaveString(handle, "m_sndRespawn", m_sndRespawn);
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SaveBool(handle, "m_bFloating", m_bFloating);
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SaveBool(handle, "m_bSpins", m_bSpins);
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SaveString(handle, "m_strInvWeapon", m_strInvWeapon);
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}
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void
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NSItem::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_iClip":
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m_iClip = ReadInt(strValue);
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break;
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case "m_iWasDropped":
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m_iWasDropped = ReadInt(strValue);
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break;
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case "m_iInvItem":
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m_iInvItem = ReadInt(strValue);
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break;
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case "m_sndAcquire":
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m_sndAcquire = ReadString(strValue);
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break;
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case "m_sndRespawn":
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m_sndRespawn = ReadString(strValue);
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break;
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case "m_bFloating":
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m_bFloating = ReadBool(strValue);
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break;
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case "m_bSpins":
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m_bSpins = ReadBool(strValue);
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break;
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case "m_strInvWeapon":
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m_strInvWeapon = ReadString(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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break;
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}
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}
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void
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NSItem::Touch(entity eToucher)
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{
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NSClientPlayer pl = (NSClientPlayer)eToucher;
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if (eToucher.classname != "player") {
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return;
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}
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#if 0
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/* don't remove if AddItem fails */
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if (pl.GiveWeapon(m_strInvWeapon) == false) {
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return;
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}
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#endif
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Logging_Pickup(eToucher, this, __NULL__);
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StartSoundDef(m_sndAcquire, CHAN_ITEM, true);
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UseTargets(eToucher, TRIG_TOGGLE, m_flDelay);
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if (real_owner || m_iWasDropped == 1 || cvar("sv_playerslots") == 1) {
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Destroy();
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} else {
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Disappear();
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ScheduleThink(PickupRespawn, 30.0f);
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}
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}
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void
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NSItem::SetItem(int i)
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{
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m_iInvItem = i;
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m_oldModel = Weapons_GetWorldmodel(m_iInvItem);
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SetModel(GetSpawnModel());
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SetSize([-16,-16,0], [16,16,16]);
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}
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int
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NSItem::GetItem(void)
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{
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return m_iInvItem;
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}
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void NSItem::SetFloating(int i)
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{
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m_bFloating = i ? true : false;
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}
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bool
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NSItem::GetFloating(void)
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{
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return m_bFloating;
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}
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void
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NSItem::SetSpinning(bool value)
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{
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m_bSpins = value;
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}
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bool
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NSItem::GetSpinning(void)
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{
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return m_bSpins;
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}
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void
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NSItem::PickupRespawn(void)
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{
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Respawn();
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StartSoundDef(m_sndRespawn, CHAN_ITEM, true);
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}
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void
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NSItem::Draw(void)
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{
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}
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void
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NSItem::Holster(void)
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{
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}
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void
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NSItem::PrimaryAttack(void)
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{
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}
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void
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NSItem::SecondaryAttack(void)
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{
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}
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void
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NSItem::Reload(void)
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{
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}
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void
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NSItem::Release(void)
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{
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}
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void
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NSItem::OnPickup(void)
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{
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}
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void
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NSItem::OnInventoryUse(void)
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{
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}
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#endif
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