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@ -849,27 +849,30 @@ void CHGrunt::HandleAnimEvent( MonsterEvent_t *pEvent )
@@ -849,27 +849,30 @@ void CHGrunt::HandleAnimEvent( MonsterEvent_t *pEvent )
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{ |
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case HGRUNT_AE_DROP_GUN: |
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{ |
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Vector vecGunPos; |
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Vector vecGunAngles; |
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if ( GetBodygroup( GUN_GROUP ) != GUN_NONE ) |
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{ |
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Vector vecGunPos; |
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Vector vecGunAngles; |
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GetAttachment( 0, vecGunPos, vecGunAngles ); |
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GetAttachment( 0, vecGunPos, vecGunAngles ); |
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// switch to body group with no gun.
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SetBodygroup( GUN_GROUP, GUN_NONE ); |
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// switch to body group with no gun.
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SetBodygroup( GUN_GROUP, GUN_NONE ); |
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// now spawn a gun.
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if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) ) |
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{ |
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DropItem( "weapon_shotgun", vecGunPos, vecGunAngles ); |
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} |
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else |
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{ |
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DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles ); |
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} |
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// now spawn a gun.
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if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) ) |
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{ |
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DropItem( "weapon_shotgun", vecGunPos, vecGunAngles ); |
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} |
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else |
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{ |
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DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles ); |
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} |
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if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) ) |
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{ |
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DropItem( "ammo_ARgrenades", BodyTarget( pev->origin ), vecGunAngles ); |
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if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) ) |
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{ |
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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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break; |
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