mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-03-12 05:22:55 +00:00
#ifdef->#if.
This commit is contained in:
parent
810b8b11d8
commit
d069212e0f
@ -938,7 +938,7 @@ void _DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s
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{
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{
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g_runfuncs = runfuncs;
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g_runfuncs = runfuncs;
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#if defined( CLIENT_WEAPONS )
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#if CLIENT_WEAPONS
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if( cl_lw && cl_lw->value )
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if( cl_lw && cl_lw->value )
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{
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{
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HUD_WeaponsPostThink( from, to, cmd, time, random_seed );
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HUD_WeaponsPostThink( from, to, cmd, time, random_seed );
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@ -54,7 +54,7 @@ void CGlock::Spawn()
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Precache();
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Precache();
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m_iId = WEAPON_GLOCK;
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m_iId = WEAPON_GLOCK;
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#ifdef CLIENT_DLL
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#if CLIENT_DLL
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if( bIsMultiplayer() )
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if( bIsMultiplayer() )
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#else
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#else
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if( g_pGameRules->IsMultiplayer() )
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if( g_pGameRules->IsMultiplayer() )
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@ -137,7 +137,7 @@ void CGlock::Holster( int skiplocal /*= 0*/ )
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void CGlock::SecondaryAttack()
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void CGlock::SecondaryAttack()
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{
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{
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#ifdef CLIENT_DLL
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#if CLIENT_DLL
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if( bIsMultiplayer() )
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if( bIsMultiplayer() )
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#else
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#else
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if( g_pGameRules->IsMultiplayer() )
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if( g_pGameRules->IsMultiplayer() )
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@ -132,7 +132,7 @@ void CWeaponEinarAP9::AP9Fire( float flSpread, float flCycleTime, BOOL fUseAutoA
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int flags;
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int flags;
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#if defined( CLIENT_WEAPONS )
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#if CLIENT_WEAPONS
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flags = FEV_NOTHOST;
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flags = FEV_NOTHOST;
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#else
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#else
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flags = 0;
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flags = 0;
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@ -156,7 +156,7 @@ void CWeaponEinarAP9::AP9Fire( float flSpread, float flCycleTime, BOOL fUseAutoA
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vecAiming = gpGlobals->v_forward;
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vecAiming = gpGlobals->v_forward;
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}
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}
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#ifdef CLIENT_DLL
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#if CLIENT_DLL
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if( bIsMultiplayer() )
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if( bIsMultiplayer() )
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#else
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#else
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if( g_pGameRules->IsMultiplayer() )
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if( g_pGameRules->IsMultiplayer() )
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@ -184,7 +184,7 @@ void CWeaponEinarAP9::Reload()
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if( DefaultReload( AP9_MAX_CLIP, AP9_RELOAD, 1.8 ) )
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if( DefaultReload( AP9_MAX_CLIP, AP9_RELOAD, 1.8 ) )
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{
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{
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#ifdef CLIENT_DLL
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#if CLIENT_DLL
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if( !bIsMultiplayer() )
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if( !bIsMultiplayer() )
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#else
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#else
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if( !g_pGameRules->IsMultiplayer() )
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if( !g_pGameRules->IsMultiplayer() )
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@ -142,7 +142,7 @@ void CWeaponEinarChaingun::PrimaryAttack()
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{
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{
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if( m_flNextPrimaryAttack <= UTIL_WeaponTimeBase() )
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if( m_flNextPrimaryAttack <= UTIL_WeaponTimeBase() )
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{
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{
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#ifdef CLIENT_DLL
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#if CLIENT_DLL
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if( !bIsMultiplayer() )
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if( !bIsMultiplayer() )
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#else
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#else
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if( !g_pGameRules->IsMultiplayer() )
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if( !g_pGameRules->IsMultiplayer() )
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@ -142,7 +142,7 @@ int CWeaponEinarShovel::Swing( int fFirst )
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
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#ifndef CLIENT_DLL
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#if !CLIENT_DLL
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if( tr.flFraction >= 1.0f )
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if( tr.flFraction >= 1.0f )
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{
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{
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UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
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UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
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@ -180,7 +180,7 @@ int CWeaponEinarShovel::Swing( int fFirst )
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// player "shoot" animation
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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#ifdef CROWBAR_IDLE_ANIM
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#if CROWBAR_IDLE_ANIM
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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#endif
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#endif
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 0xF ) );
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 0xF ) );
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@ -204,7 +204,7 @@ int CWeaponEinarShovel::Swing( int fFirst )
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// player "shoot" animation
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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#ifndef CLIENT_DLL
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#if !CLIENT_DLL
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// hit
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// hit
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fDidHit = TRUE;
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fDidHit = TRUE;
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@ -320,13 +320,13 @@ int CWeaponEinarShovel::Swing( int fFirst )
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SetThink( &CWeaponEinarShovel::Smack );
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SetThink( &CWeaponEinarShovel::Smack );
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pev->nextthink = UTIL_WeaponTimeBase() + 0.2f;
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pev->nextthink = UTIL_WeaponTimeBase() + 0.2f;
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}
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}
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#ifdef CROWBAR_IDLE_ANIM
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#if CROWBAR_IDLE_ANIM
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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#endif
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#endif
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return fDidHit;
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return fDidHit;
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}
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}
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#ifdef CROWBAR_IDLE_ANIM
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#if CROWBAR_IDLE_ANIM
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void CWeaponEinarShovel::WeaponIdle( void )
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void CWeaponEinarShovel::WeaponIdle( void )
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{
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{
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
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@ -119,7 +119,7 @@ void CWeaponEinarSniper::SecondaryAttack()
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m_fInZoom = 1;
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m_fInZoom = 1;
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SetBits( iFadeFlags, FFADE_OUT | FFADE_STAYOUT );
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SetBits( iFadeFlags, FFADE_OUT | FFADE_STAYOUT );
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}
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}
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#ifndef CLIENT_DLL
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#if !CLIENT_DLL
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UTIL_ScreenFade( m_pPlayer, Vector( 0, 255, 0 ), 0.0, 0.0, 70, iFadeFlags );
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UTIL_ScreenFade( m_pPlayer, Vector( 0, 255, 0 ), 0.0, 0.0, 70, iFadeFlags );
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#endif
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#endif
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pev->nextthink = UTIL_WeaponTimeBase() + 0.11f;
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pev->nextthink = UTIL_WeaponTimeBase() + 0.11f;
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@ -159,7 +159,7 @@ void CWeaponEinarSniper::PrimaryAttack()
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecAiming = gpGlobals->v_forward;
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Vector vecAiming = gpGlobals->v_forward;
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#ifdef CLIENT_DLL
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#if CLIENT_DLL
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if( bIsMultiplayer() )
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if( bIsMultiplayer() )
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#else
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#else
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if( g_pGameRules->IsMultiplayer() )
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if( g_pGameRules->IsMultiplayer() )
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@ -192,7 +192,7 @@ void CWeaponEinarSniper::PrimaryAttack()
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Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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int flags;
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int flags;
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#if defined( CLIENT_WEAPONS )
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#if CLIENT_WEAPONS
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flags = FEV_NOTHOST;
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flags = FEV_NOTHOST;
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#else
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#else
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flags = 0;
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flags = 0;
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@ -137,7 +137,7 @@ int CWeaponEinarSpanner::Swing( int fFirst )
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
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#ifndef CLIENT_DLL
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#if !CLIENT_DLL
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if( tr.flFraction >= 1.0f )
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if( tr.flFraction >= 1.0f )
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{
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{
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UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
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UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
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@ -171,7 +171,7 @@ int CWeaponEinarSpanner::Swing( int fFirst )
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.4f;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.4f;
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 0xF ) );
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 0xF ) );
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#ifdef CROWBAR_IDLE_ANIM
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#if CROWBAR_IDLE_ANIM
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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#endif
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#endif
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// player "shoot" animation
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// player "shoot" animation
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@ -192,7 +192,7 @@ int CWeaponEinarSpanner::Swing( int fFirst )
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// player "shoot" animation
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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#ifndef CLIENT_DLL
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#if !CLIENT_DLL
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// hit
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// hit
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fDidHit = TRUE;
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fDidHit = TRUE;
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CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
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CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
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@ -306,13 +306,13 @@ int CWeaponEinarSpanner::Swing( int fFirst )
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SetThink( &CWeaponEinarSpanner::Smack );
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SetThink( &CWeaponEinarSpanner::Smack );
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pev->nextthink = UTIL_WeaponTimeBase() + 0.2f;
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pev->nextthink = UTIL_WeaponTimeBase() + 0.2f;
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}
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}
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#ifdef CROWBAR_IDLE_ANIM
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#if CROWBAR_IDLE_ANIM
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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#endif
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#endif
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return fDidHit;
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return fDidHit;
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}
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}
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#ifdef CROWBAR_IDLE_ANIM
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#if CROWBAR_IDLE_ANIM
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void CWeaponEinarSpanner::WeaponIdle()
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void CWeaponEinarSpanner::WeaponIdle()
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{
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{
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
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@ -124,7 +124,7 @@ void CWeaponEinarTaurus::TaurusFire( float flSpread, float flCycleTime, BOOL fUs
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m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH;
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m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH;
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int flags;
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int flags;
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#if defined( CLIENT_WEAPONS )
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#if CLIENT_WEAPONS
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flags = FEV_NOTHOST;
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flags = FEV_NOTHOST;
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#else
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#else
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flags = 0;
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flags = 0;
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@ -143,7 +143,7 @@ void CWeaponEinarTFCSniper::PrimaryAttack()
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecAiming = gpGlobals->v_forward;
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Vector vecAiming = gpGlobals->v_forward;
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#ifdef CLIENT_DLL
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#if CLIENT_DLL
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if( bIsMultiplayer() )
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if( bIsMultiplayer() )
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#else
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#else
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if( g_pGameRules->IsMultiplayer() )
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if( g_pGameRules->IsMultiplayer() )
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@ -176,7 +176,7 @@ void CWeaponEinarTFCSniper::PrimaryAttack()
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Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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int flags;
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int flags;
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#if defined( CLIENT_WEAPONS )
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#if CLIENT_WEAPONS
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flags = FEV_NOTHOST;
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flags = FEV_NOTHOST;
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#else
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#else
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flags = 0;
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flags = 0;
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@ -215,7 +215,7 @@ void CWeaponEinarTFCSniper::SecondaryAttack()
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m_fInZoom = 1;
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m_fInZoom = 1;
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SetBits( iFadeFlags, FFADE_OUT | FFADE_STAYOUT );
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SetBits( iFadeFlags, FFADE_OUT | FFADE_STAYOUT );
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}
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}
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#ifndef CLIENT_DLL
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#if !CLIENT_DLL
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UTIL_ScreenFade( m_pPlayer, Vector( 0, 255, 0 ), 0.0, 0.0, 70, iFadeFlags );
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UTIL_ScreenFade( m_pPlayer, Vector( 0, 255, 0 ), 0.0, 0.0, 70, iFadeFlags );
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#endif
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#endif
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pev->nextthink = UTIL_WeaponTimeBase() + 0.11f;
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pev->nextthink = UTIL_WeaponTimeBase() + 0.11f;
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@ -381,7 +381,7 @@ void W_Precache( void )
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UTIL_PrecacheOtherWeapon( "weapon_th_taurus" );
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UTIL_PrecacheOtherWeapon( "weapon_th_taurus" );
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UTIL_PrecacheOther( "ammo_th_taurus" );
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UTIL_PrecacheOther( "ammo_th_taurus" );
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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
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#if !OEM_BUILD && !HLDEMO_BUILD
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if( g_pGameRules->IsDeathmatch() )
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if( g_pGameRules->IsDeathmatch() )
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{
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{
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UTIL_PrecacheOther( "weaponbox" );// container for dropped deathmatch weapons
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UTIL_PrecacheOther( "weaponbox" );// container for dropped deathmatch weapons
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@ -571,7 +571,7 @@ public:
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void Holster( int skiplocal = 0 );
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void Holster( int skiplocal = 0 );
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void Reload( void );
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void Reload( void );
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void WeaponIdle( void );
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void WeaponIdle( void );
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#ifndef CLIENT_DLL
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#if !CLIENT_DLL
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int Save( CSave &save );
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int Save( CSave &save );
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int Restore( CRestore &restore );
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int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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static TYPEDESCRIPTION m_SaveData[];
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@ -1015,7 +1015,7 @@ public:
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int Swing( int fFirst );
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int Swing( int fFirst );
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BOOL Deploy();
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BOOL Deploy();
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void Holster( int skiplocal = 0 );
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void Holster( int skiplocal = 0 );
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#ifdef CROWBAR_IDLE_ANIM
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#if CROWBAR_IDLE_ANIM
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void WeaponIdle();
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void WeaponIdle();
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#endif
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#endif
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int m_iSwing;
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int m_iSwing;
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@ -1023,7 +1023,7 @@ public:
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virtual BOOL UseDecrement()
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virtual BOOL UseDecrement()
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{
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{
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#if defined( CLIENT_WEAPONS )
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#if CLIENT_WEAPONS
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return TRUE;
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return TRUE;
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#else
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#else
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return FALSE;
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return FALSE;
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@ -1046,7 +1046,7 @@ public:
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int Swing( int fFirst );
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int Swing( int fFirst );
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BOOL Deploy();
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BOOL Deploy();
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void Holster( int skiplocal = 0 );
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void Holster( int skiplocal = 0 );
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#ifdef CROWBAR_IDLE_ANIM
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#if CROWBAR_IDLE_ANIM
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void WeaponIdle();
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void WeaponIdle();
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#endif
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#endif
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int m_iSwing;
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int m_iSwing;
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@ -1054,7 +1054,7 @@ public:
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virtual BOOL UseDecrement( void )
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virtual BOOL UseDecrement( void )
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{
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{
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#if defined( CLIENT_WEAPONS )
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#if CLIENT_WEAPONS
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return TRUE;
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return TRUE;
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#else
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#else
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return FALSE;
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return FALSE;
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@ -1065,7 +1065,7 @@ public:
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class CWeaponEinarAP9 : public CBasePlayerWeapon
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class CWeaponEinarAP9 : public CBasePlayerWeapon
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{
|
{
|
||||||
public:
|
public:
|
||||||
#ifndef CLIENT_DLL
|
#if !CLIENT_DLL
|
||||||
int Save( CSave &save );
|
int Save( CSave &save );
|
||||||
int Restore( CRestore &restore );
|
int Restore( CRestore &restore );
|
||||||
static TYPEDESCRIPTION m_SaveData[];
|
static TYPEDESCRIPTION m_SaveData[];
|
||||||
@ -1087,7 +1087,7 @@ public:
|
|||||||
|
|
||||||
virtual BOOL UseDecrement()
|
virtual BOOL UseDecrement()
|
||||||
{
|
{
|
||||||
#if defined( CLIENT_WEAPONS )
|
#if CLIENT_WEAPONS
|
||||||
return TRUE;
|
return TRUE;
|
||||||
#else
|
#else
|
||||||
return FALSE;
|
return FALSE;
|
||||||
@ -1115,7 +1115,7 @@ public:
|
|||||||
|
|
||||||
virtual BOOL UseDecrement()
|
virtual BOOL UseDecrement()
|
||||||
{
|
{
|
||||||
#if defined( CLIENT_WEAPONS )
|
#if CLIENT_WEAPONS
|
||||||
return TRUE;
|
return TRUE;
|
||||||
#else
|
#else
|
||||||
return FALSE;
|
return FALSE;
|
||||||
@ -1130,7 +1130,7 @@ private:
|
|||||||
class CWeaponEinarSniper : public CBasePlayerWeapon
|
class CWeaponEinarSniper : public CBasePlayerWeapon
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
#ifndef CLIENT_DLL
|
#if !CLIENT_DLL
|
||||||
int Save( CSave &save );
|
int Save( CSave &save );
|
||||||
int Restore( CRestore &restore );
|
int Restore( CRestore &restore );
|
||||||
static TYPEDESCRIPTION m_SaveData[];
|
static TYPEDESCRIPTION m_SaveData[];
|
||||||
@ -1149,7 +1149,7 @@ public:
|
|||||||
|
|
||||||
virtual BOOL UseDecrement()
|
virtual BOOL UseDecrement()
|
||||||
{
|
{
|
||||||
#if defined( CLIENT_WEAPONS )
|
#if CLIENT_WEAPONS
|
||||||
return TRUE;
|
return TRUE;
|
||||||
#else
|
#else
|
||||||
return FALSE;
|
return FALSE;
|
||||||
@ -1163,7 +1163,7 @@ private:
|
|||||||
class CWeaponEinarTFCSniper : public CBasePlayerWeapon
|
class CWeaponEinarTFCSniper : public CBasePlayerWeapon
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
#ifndef CLIENT_DLL
|
#if !CLIENT_DLL
|
||||||
int Save( CSave &save );
|
int Save( CSave &save );
|
||||||
int Restore( CRestore &restore );
|
int Restore( CRestore &restore );
|
||||||
static TYPEDESCRIPTION m_SaveData[];
|
static TYPEDESCRIPTION m_SaveData[];
|
||||||
@ -1182,7 +1182,7 @@ public:
|
|||||||
|
|
||||||
virtual BOOL UseDecrement()
|
virtual BOOL UseDecrement()
|
||||||
{
|
{
|
||||||
#if defined( CLIENT_WEAPONS )
|
#if CLIENT_WEAPONS
|
||||||
return TRUE;
|
return TRUE;
|
||||||
#else
|
#else
|
||||||
return FALSE;
|
return FALSE;
|
||||||
@ -1196,7 +1196,7 @@ private:
|
|||||||
class CWeaponEinarChaingun : public CBasePlayerWeapon
|
class CWeaponEinarChaingun : public CBasePlayerWeapon
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
#ifndef CLIENT_DLL
|
#if !CLIENT_DLL
|
||||||
int Save( CSave &save );
|
int Save( CSave &save );
|
||||||
int Restore( CRestore &restore );
|
int Restore( CRestore &restore );
|
||||||
static TYPEDESCRIPTION m_SaveData[];
|
static TYPEDESCRIPTION m_SaveData[];
|
||||||
@ -1216,7 +1216,7 @@ public:
|
|||||||
|
|
||||||
virtual BOOL UseDecrement()
|
virtual BOOL UseDecrement()
|
||||||
{
|
{
|
||||||
#if defined( CLIENT_WEAPONS )
|
#if CLIENT_WEAPONS
|
||||||
return TRUE;
|
return TRUE;
|
||||||
#else
|
#else
|
||||||
return FALSE;
|
return FALSE;
|
||||||
@ -1238,7 +1238,7 @@ private:
|
|||||||
class CWeaponEinarMedkit : public CBasePlayerWeapon
|
class CWeaponEinarMedkit : public CBasePlayerWeapon
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
#ifndef CLIENT_DLL
|
#if !CLIENT_DLL
|
||||||
int Save( CSave &save );
|
int Save( CSave &save );
|
||||||
int Restore( CRestore &restore );
|
int Restore( CRestore &restore );
|
||||||
static TYPEDESCRIPTION m_SaveData[];
|
static TYPEDESCRIPTION m_SaveData[];
|
||||||
@ -1261,7 +1261,7 @@ public:
|
|||||||
|
|
||||||
virtual BOOL UseDecrement()
|
virtual BOOL UseDecrement()
|
||||||
{
|
{
|
||||||
#if defined( CLIENT_WEAPONS )
|
#if CLIENT_WEAPONS
|
||||||
return TRUE;
|
return TRUE;
|
||||||
#else
|
#else
|
||||||
return FALSE;
|
return FALSE;
|
||||||
|
Loading…
x
Reference in New Issue
Block a user