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@ -53,13 +53,6 @@ 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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CHeaterPipe g_HeaterPipe; |
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CCmlwbr g_Cmlwbr; |
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CShotgun g_Shotgun; |
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CPipeBomb g_PipeBomb; |
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CBradnailer g_Bradnailer; |
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CNailgun g_Nailgun; |
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CXenSquasher g_Xs; |
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/*
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/*
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====================== |
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====================== |
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AlertMessage |
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AlertMessage |
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@ -594,13 +587,6 @@ 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_HeaterPipe, &player ); |
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HUD_PrepEntity( &g_Shotgun, &player ); |
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HUD_PrepEntity( &g_Cmlwbr, &player ); |
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HUD_PrepEntity( &g_PipeBomb, &player ); |
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HUD_PrepEntity( &g_Bradnailer, &player ); |
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HUD_PrepEntity( &g_Nailgun, &player ); |
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HUD_PrepEntity( &g_Xs, &player ); |
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} |
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} |
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/*
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/*
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@ -662,30 +648,6 @@ 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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{ |
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case WEAPON_HEATERPIPE: |
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pWeapon = &g_HeaterPipe; |
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break; |
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case WEAPON_SHOTGUN: |
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pWeapon = &g_Shotgun; |
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break; |
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case WEAPON_CMLWBR: |
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pWeapon = &g_Cmlwbr; |
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break; |
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case WEAPON_PIPEBOMB: |
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pWeapon = &g_PipeBomb; |
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break; |
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case WEAPON_BRADNAILER: |
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pWeapon = &g_Bradnailer; |
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break; |
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case WEAPON_NAILGUN: |
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pWeapon = &g_Nailgun; |
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break; |
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case WEAPON_XS: |
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pWeapon = &g_Xs; |
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break; |
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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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