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@ -1084,37 +1084,7 @@ public: |
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private: |
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private: |
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unsigned short m_usNeedle; |
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unsigned short m_usNeedle; |
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}; |
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}; |
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class CSnipars : public CBasePlayerWeapon |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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int iItemSlot( void ) { return 2; } |
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int GetItemInfo(ItemInfo *p); |
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int AddToPlayer( CBasePlayer *pPlayer ); |
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void PrimaryAttack( void ); |
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void SecondaryAttack( void ); |
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BOOL Deploy( void ); |
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void Holster( int skiplocal = 0 ); |
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void Reload( void ); |
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void WeaponIdle( void ); |
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void Shoot( float flSpread, float flCycleTime, BOOL fUseAutoAim ); |
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float m_flSoundDelay; |
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BOOL m_fInZoom;// don't save this.
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virtual BOOL UseDecrement( void ) |
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{ |
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#if defined( CLIENT_WEAPONS ) |
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return TRUE; |
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#else |
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return FALSE; |
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#endif |
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} |
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private: |
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unsigned short m_usFireSniper; |
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}; |
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class CGlock2 : public CBasePlayerWeapon |
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class CGlock2 : public CBasePlayerWeapon |
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{ |
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{ |
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public: |
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public: |
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@ -1250,6 +1220,32 @@ private: |
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unsigned short m_usCrossbow12; |
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unsigned short m_usCrossbow12; |
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unsigned short m_usCrossbow22; |
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unsigned short m_usCrossbow22; |
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}; |
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}; |
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class CSnipars : public CBasePlayerWeapon |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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int iItemSlot( void ) { return 2; } |
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int GetItemInfo(ItemInfo *p); |
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int AddToPlayer( CBasePlayer *pPlayer ); |
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void PrimaryAttack( void ); |
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void SecondaryAttack( void ); |
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BOOL Deploy( void ); |
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void Holster( int skiplocal = 0 ); |
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void Reload( void ); |
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void WeaponIdle( void ); |
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void Shoot( float flSpread, float flCycleTime, BOOL fUseAutoAim ); |
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float m_flSoundDelay; |
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BOOL m_fInZoom;// don't save this.
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virtual BOOL UseDecrement( void ) |
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{ |
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return false; |
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} |
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private: |
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unsigned short m_usFireSniper; |
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}; |
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#endif // WEAPONS_H
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#endif // WEAPONS_H
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