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Add ammo_m40a1 and weapon_eagle implementations. Fix drop from monsters.
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@ -538,12 +538,18 @@ class CCrossbowAmmo : public CBasePlayerAmmo
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void Spawn( void )
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/w_crossbow_clip.mdl" );
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if( FClassnameIs( pev, "ammo_m40a1" ) )
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SET_MODEL( ENT( pev ), "models/w_m40a1.mdl" );
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else
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SET_MODEL( ENT( pev ), "models/w_crossbow_clip.mdl" );
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CBasePlayerAmmo::Spawn();
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}
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void Precache( void )
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{
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PRECACHE_MODEL( "models/w_crossbow_clip.mdl" );
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if( FClassnameIs( pev, "ammo_m40a1" ) )
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PRECACHE_MODEL( "models/w_m40a1.mdl" );
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else
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PRECACHE_MODEL( "models/w_crossbow_clip.mdl" );
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PRECACHE_SOUND( "items/9mmclip1.wav" );
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}
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BOOL AddAmmo( CBaseEntity *pOther )
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@ -558,4 +564,5 @@ class CCrossbowAmmo : public CBasePlayerAmmo
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};
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LINK_ENTITY_TO_CLASS( ammo_crossbow, CCrossbowAmmo )
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LINK_ENTITY_TO_CLASS( ammo_m40a1, CCrossbowAmmo )
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#endif
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@ -286,17 +286,23 @@ class CPythonAmmo : public CBasePlayerAmmo
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void Spawn( void )
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{
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Precache();
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SET_MODEL( ENT(pev), "models/w_357ammobox.mdl" );
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if( FClassnameIs( pev, "weapon_eagle" ) )
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SET_MODEL( ENT(pev), "models/w_desert_eagle.mdl" );
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else
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SET_MODEL( ENT(pev), "models/w_357ammobox.mdl" );
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CBasePlayerAmmo::Spawn();
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}
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void Precache( void )
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{
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PRECACHE_MODEL( "models/w_357ammobox.mdl" );
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if( FClassnameIs( pev, "weapon_eagle" ) )
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PRECACHE_MODEL( "models/w_desert_eagle.mdl" );
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else
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PRECACHE_MODEL( "models/w_357ammobox.mdl" );
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PRECACHE_SOUND( "items/9mmclip1.wav" );
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}
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BOOL AddAmmo( CBaseEntity *pOther )
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{
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if( pOther->GiveAmmo( AMMO_357BOX_GIVE, "357", _357_MAX_CARRY ) != -1 )
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if( pOther->GiveAmmo( FClassnameIs( pev, "weapon_eagle" ) ? ( AMMO_357BOX_GIVE + 1 ) : AMMO_357BOX_GIVE, "357", _357_MAX_CARRY ) != -1 )
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{
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
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return TRUE;
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@ -306,4 +312,5 @@ class CPythonAmmo : public CBasePlayerAmmo
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};
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LINK_ENTITY_TO_CLASS( ammo_357, CPythonAmmo )
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LINK_ENTITY_TO_CLASS( weapon_eagle, CPythonAmmo )
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#endif
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@ -178,7 +178,7 @@ void CMassn::HandleAnimEvent(MonsterEvent_t *pEvent)
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// now spawn a gun.
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if (FBitSet(pev->weapons, MASSN_SNIPERRIFLE))
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{
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//DropItem("weapon_sniperrifle", vecGunPos, vecGunAngles);
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DropItem("ammo_m40a1", vecGunPos, vecGunAngles);
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}
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else
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{
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@ -228,11 +228,11 @@ void CNGrunt::HandleAnimEvent( MonsterEvent_t *pEvent )
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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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DropItem( "ammo_m40a1", 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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DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles );
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}
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if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) )
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@ -100,8 +100,6 @@ void COtis::AlertSound(void)
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}
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}
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//=========================================================
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// BarneyFirePistol - shoots one round from the pistol at
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// the enemy otis is facing.
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@ -127,7 +125,7 @@ void COtis::BarneyFirePistol(void)
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pitchShift = 0;
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else
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pitchShift -= 5;
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/desert_eagle_fire.wav", 1, ATTN_NORM, 0, 100 + pitchShift);
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/de_shot1.wav", 1, ATTN_NORM, 0, 100 + pitchShift);
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CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 384, 0.3);
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@ -220,7 +218,7 @@ void COtis::Precache()
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{
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PRECACHE_MODEL("models/otis.mdl");
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PRECACHE_SOUND("weapons/desert_eagle_fire.wav");
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PRECACHE_SOUND("weapons/de_shot1.wav");
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PRECACHE_SOUND("otis/ot_pain1.wav");
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PRECACHE_SOUND("otis/ot_pain2.wav");
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@ -401,7 +399,7 @@ void COtis::Killed(entvars_t *pevAttacker, int iGib)
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GetAttachment(0, vecGunPos, vecGunAngles);
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CBaseEntity *pGun = DropItem("weapon_glock", vecGunPos, vecGunAngles);
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CBaseEntity *pGun = DropItem("weapon_eagle", vecGunPos, vecGunAngles);
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}
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SetUse(NULL);
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@ -327,6 +327,7 @@ void W_Precache( void )
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// python
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UTIL_PrecacheOtherWeapon( "weapon_357" );
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UTIL_PrecacheOther( "ammo_357" );
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UTIL_PrecacheOther( "weapon_eagle" );
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// gauss
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UTIL_PrecacheOtherWeapon( "weapon_gauss" );
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@ -339,6 +340,7 @@ void W_Precache( void )
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// crossbow
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UTIL_PrecacheOtherWeapon( "weapon_crossbow" );
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UTIL_PrecacheOther( "ammo_crossbow" );
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UTIL_PrecacheOther( "ammo_m40a1" );
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// egon
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UTIL_PrecacheOtherWeapon( "weapon_egon" );
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