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@ -54,12 +54,6 @@ int g_irunninggausspred = 0; |
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vec3_t previousorigin; |
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vec3_t previousorigin; |
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// HLDM Weapon placeholder entities.
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// HLDM Weapon placeholder entities.
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CGlock g_Glock; |
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CWeaponEinarAP9 g_AP9; |
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CWeaponEinarTaurus g_Taurus; |
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CWeaponEinarSniper g_Sniper; |
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CWeaponEinarTFCSniper g_TFCSniper; |
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CWeaponEinarChaingun g_Chaingun; |
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/*
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/*
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====================== |
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====================== |
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@ -595,12 +589,6 @@ void HUD_InitClientWeapons( void ) |
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HUD_PrepEntity( &player, NULL ); |
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HUD_PrepEntity( &player, NULL ); |
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// Allocate slot(s) for each weapon that we are going to be predicting
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// Allocate slot(s) for each weapon that we are going to be predicting
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HUD_PrepEntity( &g_Glock, &player ); |
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HUD_PrepEntity( &g_AP9, &player ); |
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HUD_PrepEntity( &g_Taurus, &player ); |
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HUD_PrepEntity( &g_Sniper, &player ); |
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HUD_PrepEntity( &g_TFCSniper, &player ); |
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HUD_PrepEntity( &g_Chaingun, &player ); |
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} |
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} |
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/*
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/*
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@ -662,7 +650,7 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm |
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// Fill in data based on selected weapon
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// Fill in data based on selected weapon
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// FIXME, make this a method in each weapon? where you pass in an entity_state_t *?
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// FIXME, make this a method in each weapon? where you pass in an entity_state_t *?
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switch( from->client.m_iId ) |
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/* switch( from->client.m_iId )
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{ |
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{ |
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case WEAPON_GLOCK: |
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case WEAPON_GLOCK: |
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pWeapon = &g_Glock; |
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pWeapon = &g_Glock; |
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@ -682,7 +670,7 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm |
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case WEAPON_CHAINGUN: |
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case WEAPON_CHAINGUN: |
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pWeapon = &g_Chaingun; |
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pWeapon = &g_Chaingun; |
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break; |
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break; |
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} |
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}*/ |
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// Store pointer to our destination entity_state_t so we can get our origin, etc. from it
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// Store pointer to our destination entity_state_t so we can get our origin, etc. from it
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// for setting up events on the client
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// for setting up events on the client
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@ -829,9 +817,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm |
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{ |
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{ |
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int body = 2; |
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int body = 2; |
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if( pWeapon == &g_Glock && bIsMultiplayer() ) |
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body = 1; |
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// Force a fixed anim down to viewmodel
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// Force a fixed anim down to viewmodel
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HUD_SendWeaponAnim( to->client.weaponanim, body, 1 ); |
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HUD_SendWeaponAnim( to->client.weaponanim, body, 1 ); |
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} |
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} |
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