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Alternate between shell and link ejection in M249
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@ -1984,7 +1984,8 @@ void EV_FireM249( event_args_t *args )
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AngleVectors( angles, forward, right, up );
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shell = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/saw_shell.mdl" );// brass shell
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const bool bAlternatingEject = args->bparam1 != 0;
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shell = bAlternatingEject ? gEngfuncs.pEventAPI->EV_FindModelIndex("models/saw_link.mdl") : gEngfuncs.pEventAPI->EV_FindModelIndex( "models/saw_shell.mdl" );// brass shell
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if( EV_IsLocal( idx ) )
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{
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@ -51,6 +51,7 @@ void CM249::Spawn()
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m_iDefaultAmmo = M249_DEFAULT_GIVE;
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m_fInSpecialReload = 0;
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m_bAlternatingEject = false;
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FallInit();// get ready to fall down.
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}
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@ -63,6 +64,7 @@ void CM249::Precache(void)
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PRECACHE_MODEL("models/p_saw.mdl");
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m_iShell = PRECACHE_MODEL("models/saw_shell.mdl");// brass shellTE_MODEL
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m_iLink = PRECACHE_MODEL("models/saw_link.mdl");
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PRECACHE_MODEL("models/w_saw_clip.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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@ -146,6 +148,7 @@ void CM249::PrimaryAttack()
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m_iClip--;
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UpdateTape();
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m_bAlternatingEject = !m_bAlternatingEject;
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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// player "shoot" animation
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@ -177,7 +180,7 @@ void CM249::PrimaryAttack()
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usM249, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, pev->body, 0, 0);
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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usM249, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, pev->body, m_bAlternatingEject ? 1 : 0, 0);
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#if !CLIENT_DLL
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@ -1252,6 +1252,8 @@ public:
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virtual BOOL ShouldWeaponIdle(void) { return TRUE; }
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float m_flNextAnimTime;
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int m_iShell;
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int m_iLink;
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bool m_bAlternatingEject;
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virtual BOOL UseDecrement(void)
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{
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