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https://github.com/YGGverse/hlsdk-portable.git
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Lol
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@ -121,8 +121,6 @@ m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
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void CSnipars::PrimaryAttack( void )
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{
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if(m_iClip > 0)
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{
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Shoot( 0.0001, 1.5, TRUE );
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switch( RANDOM_LONG( 0, 3 ) )
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{
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@ -143,7 +141,6 @@ Shoot( 0.0001, 1.5, TRUE );
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break;
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};
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}
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}
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void CSnipars::Shoot( float flSpread , float flCycleTime, BOOL fUseAutoAim )
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{
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@ -160,8 +157,7 @@ m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
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}
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return;
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}
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SendWeaponAnim( SNIPARS_FIRE );
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m_iClip--;
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m_iClip -= 1;
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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@ -216,9 +212,9 @@ m_fInZoom = FALSE;
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
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}
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if (m_iClip == 0)
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DefaultReload( 5, SNIPARS_RELOAD, 1.5 );
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DefaultReload( 5, SNIPARS_FIRE, 1.5 );
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else
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DefaultReload( 5, SNIPARS_RELOAD, 1.5 );
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DefaultReload( 5, SNIPARS_FIRE, 1.5 );
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}
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void CSnipars::WeaponIdle( void )
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@ -1084,37 +1084,7 @@ public:
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private:
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unsigned short m_usNeedle;
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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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{
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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_usCrossbow22;
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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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