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https://github.com/YGGverse/hlsdk-portable.git
synced 2025-03-13 05:51:19 +00:00
Merge original "Echoes" source code.
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691661f951
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@ -115,6 +115,8 @@ public:
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static const char *pPainSounds[];
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static const char *pIdleSounds[];
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static const char *pAlertSounds[];
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static const char *pStepSounds[];
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static const char *pFireSounds[];
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BOOL m_fCanHornetAttack;
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float m_flNextHornetAttackCheck;
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@ -193,6 +195,21 @@ const char *CAGrunt::pAlertSounds[] =
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"agrunt/ag_alert5.wav",
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};
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const char *CAGrunt::pStepSounds[] =
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{
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"agrunt/ag_step1.wav",
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"agrunt/ag_step2.wav",
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"agrunt/ag_step3.wav",
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"agrunt/ag_step4.wav",
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};
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const char *CAGrunt::pFireSounds[] =
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{
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"agrunt/ag_fire1.wav",
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"agrunt/ag_fire2.wav",
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"agrunt/ag_fire3.wav",
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};
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//=========================================================
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// IRelationship - overridden because Human Grunts are
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// Alien Grunt's nemesis.
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@ -472,6 +489,13 @@ void CAGrunt::HandleAnimEvent( MonsterEvent_t *pEvent )
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UTIL_MakeVectors ( pHornet->pev->angles );
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pHornet->pev->velocity = gpGlobals->v_forward * 300;
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switch ( RANDOM_LONG ( 0 , 2 ) )
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{
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case 0: EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire1.wav", 1.0, ATTN_NORM, 0, 100 ); break;
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case 1: EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire2.wav", 1.0, ATTN_NORM, 0, 100 ); break;
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case 2: EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire3.wav", 1.0, ATTN_NORM, 0, 100 ); break;
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}
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CBaseMonster *pHornetMonster = pHornet->MyMonsterPointer();
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//LRC - hornets have the same allegiance as their creators
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@ -494,10 +518,10 @@ void CAGrunt::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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// left foot
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case 0:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "player/pl_ladder2.wav", 1, ATTN_NORM, 0, 70 );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "agrunt/ag_step2.wav", 1, ATTN_NORM, 0, 70 );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "player/pl_ladder4.wav", 1, ATTN_NORM, 0, 70 );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "agrunt/ag_step4.wav", 1, ATTN_NORM, 0, 70 );
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break;
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}
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break;
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@ -506,10 +530,10 @@ void CAGrunt::HandleAnimEvent( MonsterEvent_t *pEvent )
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switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "player/pl_ladder1.wav", 1, ATTN_NORM, 0, 70 );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "agrunt/ag_step1.wav", 1, ATTN_NORM, 0, 70 );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "player/pl_ladder3.wav", 1, ATTN_NORM, 0 ,70);
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "agrunt/ag_step3.wav", 1, ATTN_NORM, 0 ,70);
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break;
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}
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break;
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@ -642,6 +666,12 @@ void CAGrunt::Precache()
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for( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
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PRECACHE_SOUND( pAlertSounds[i] );
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for( i = 0; i < ARRAYSIZE( pFireSounds ); i++ )
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PRECACHE_SOUND( pFireSounds[i] );
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for( i = 0; i < ARRAYSIZE( pStepSounds ); i++ )
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PRECACHE_SOUND( pStepSounds[i] );
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PRECACHE_SOUND( "hassault/hw_shoot1.wav" );
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iAgruntMuzzleFlash = PRECACHE_MODEL( "sprites/muz4.spr" );
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@ -49,7 +49,7 @@ extern DLL_GLOBAL int g_iSkillLevel;
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//=========================================================
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// monster-specific DEFINE's
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//=========================================================
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#define GRUNT_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
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#define GRUNT_CLIP_SIZE 30 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
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#define GRUNT_VOL 0.35 // volume of grunt sounds
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#define GRUNT_ATTN ATTN_NORM // attenutation of grunt sentences
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#define HGRUNT_LIMP_HEALTH 20
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@ -1053,7 +1053,7 @@ void CHGrunt::Spawn()
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if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) )
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{
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SetBodygroup( GUN_GROUP, GUN_SHOTGUN );
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m_cClipSize = 8;
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m_cClipSize = 6;
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}
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else
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{
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@ -257,7 +257,7 @@ void CTripmineGrenade::MakeBeam( void )
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m_pBeam = CBeam::BeamCreate( g_pModelNameLaser, 10 );
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m_pBeam->PointEntInit( vecTmpEnd, entindex() );
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m_pBeam->SetColor( 0, 214, 198 );
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m_pBeam->SetColor( 255, 0, 0 );
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m_pBeam->SetScrollRate( 255 );
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m_pBeam->SetBrightness( 64 );
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}
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@ -94,9 +94,9 @@ public:
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#define MP5_WEIGHT 15
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#define SHOTGUN_WEIGHT 15
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#define CROSSBOW_WEIGHT 10
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#define RPG_WEIGHT 20
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#define GAUSS_WEIGHT 20
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#define EGON_WEIGHT 20
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#define RPG_WEIGHT 70
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#define GAUSS_WEIGHT 50
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#define EGON_WEIGHT 70
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#define HORNETGUN_WEIGHT 10
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#define HANDGRENADE_WEIGHT 5
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#define SNARK_WEIGHT 5
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@ -105,27 +105,27 @@ public:
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// weapon clip/carry ammo capacities
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#define URANIUM_MAX_CARRY 100
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#define _9MM_MAX_CARRY 250
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#define _357_MAX_CARRY 36
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#define BUCKSHOT_MAX_CARRY 125
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#define BOLT_MAX_CARRY 50
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#define ROCKET_MAX_CARRY 5
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#define HANDGRENADE_MAX_CARRY 10
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#define SATCHEL_MAX_CARRY 5
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#define TRIPMINE_MAX_CARRY 5
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#define SNARK_MAX_CARRY 15
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#define HORNET_MAX_CARRY 8
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#define M203_GRENADE_MAX_CARRY 10
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#define _9MM_MAX_CARRY 200
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#define _357_MAX_CARRY 24
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#define BUCKSHOT_MAX_CARRY 90
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#define BOLT_MAX_CARRY 15
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#define ROCKET_MAX_CARRY 3
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#define HANDGRENADE_MAX_CARRY 5
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#define SATCHEL_MAX_CARRY 3
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#define TRIPMINE_MAX_CARRY 4
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#define SNARK_MAX_CARRY 20
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#define HORNET_MAX_CARRY 10
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#define M203_GRENADE_MAX_CARRY 4
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// the maximum amount of ammo each weapon's clip can hold
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#define WEAPON_NOCLIP -1
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//#define CROWBAR_MAX_CLIP WEAPON_NOCLIP
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#define GLOCK_MAX_CLIP 17
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#define GLOCK_MAX_CLIP 15
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#define PYTHON_MAX_CLIP 6
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#define MP5_MAX_CLIP 50
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#define MP5_DEFAULT_AMMO 25
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#define SHOTGUN_MAX_CLIP 8
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#define MP5_MAX_CLIP 30
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#define MP5_DEFAULT_AMMO 30
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#define SHOTGUN_MAX_CLIP 6
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#define CROSSBOW_MAX_CLIP 5
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#define RPG_MAX_CLIP 1
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#define GAUSS_MAX_CLIP WEAPON_NOCLIP
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@ -137,21 +137,21 @@ public:
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#define SNARK_MAX_CLIP WEAPON_NOCLIP
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// the default amount of ammo that comes with each gun when it spawns
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#define GLOCK_DEFAULT_GIVE 17
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#define GLOCK_DEFAULT_GIVE 15
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#define PYTHON_DEFAULT_GIVE 6
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#define MP5_DEFAULT_GIVE 25
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#define MP5_DEFAULT_AMMO 25
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#define MP5_DEFAULT_GIVE 30
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#define MP5_DEFAULT_AMMO 30
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#define MP5_M203_DEFAULT_GIVE 0
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#define SHOTGUN_DEFAULT_GIVE 12
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#define SHOTGUN_DEFAULT_GIVE 6
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#define CROSSBOW_DEFAULT_GIVE 5
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#define RPG_DEFAULT_GIVE 1
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#define GAUSS_DEFAULT_GIVE 20
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#define EGON_DEFAULT_GIVE 20
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#define HANDGRENADE_DEFAULT_GIVE 5
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#define HANDGRENADE_DEFAULT_GIVE 1
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#define SATCHEL_DEFAULT_GIVE 1
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#define TRIPMINE_DEFAULT_GIVE 1
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#define SNARK_DEFAULT_GIVE 5
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#define HIVEHAND_DEFAULT_GIVE 8
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#define HIVEHAND_DEFAULT_GIVE 10
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// The amount of ammo given to a player by an ammo item.
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#define AMMO_URANIUMBOX_GIVE 20
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@ -160,7 +160,7 @@ public:
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#define AMMO_MP5CLIP_GIVE MP5_MAX_CLIP
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#define AMMO_CHAINBOX_GIVE 200
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#define AMMO_M203BOX_GIVE 2
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#define AMMO_BUCKSHOTBOX_GIVE 12
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#define AMMO_BUCKSHOTBOX_GIVE 6
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#define AMMO_CROSSBOWCLIP_GIVE CROSSBOW_MAX_CLIP
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#define AMMO_RPGCLIP_GIVE RPG_MAX_CLIP
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#define AMMO_URANIUMBOX_GIVE 20
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