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@ -155,26 +155,28 @@ void CMassn::HandleAnimEvent(MonsterEvent_t *pEvent) |
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Vector vecGunPos; |
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Vector vecGunPos; |
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Vector vecGunAngles; |
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Vector vecGunAngles; |
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GetAttachment(0, vecGunPos, vecGunAngles); |
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if(GetBodygroup(GUN_GROUP) != GUN_NONE) |
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{ |
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GetAttachment(0, vecGunPos, vecGunAngles); |
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// switch to body group with no gun.
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// switch to body group with no gun.
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SetBodygroup(GUN_GROUP, GUN_NONE); |
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SetBodygroup(GUN_GROUP, GUN_NONE); |
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// now spawn a gun.
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// now spawn a gun.
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if (FBitSet(pev->weapons, MASSN_SNIPERRIFLE)) |
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if (FBitSet(pev->weapons, MASSN_SNIPERRIFLE)) |
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{ |
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{ |
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DropItem("weapon_sniperrifle", vecGunPos, vecGunAngles); |
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DropItem("weapon_sniperrifle", vecGunPos, vecGunAngles); |
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} |
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} |
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else |
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else |
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{ |
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{ |
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DropItem("weapon_9mmAR", vecGunPos, vecGunAngles); |
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DropItem("weapon_9mmAR", vecGunPos, vecGunAngles); |
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} |
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} |
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if (FBitSet(pev->weapons, MASSN_GRENADELAUNCHER)) |
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if (FBitSet(pev->weapons, MASSN_GRENADELAUNCHER)) |
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{ |
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{ |
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DropItem("ammo_ARgrenades", BodyTarget(pev->origin), vecGunAngles); |
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DropItem("ammo_ARgrenades", BodyTarget(pev->origin), vecGunAngles); |
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} |
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} |
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} |
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} |
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} |
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break; |
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break; |
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