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Merge branch 'poke646' into poke646_vendetta

poke646_vendetta
Night Owl 6 years ago
parent
commit
da936aa50c
  1. 3
      cl_dll/health.cpp
  2. 2
      cl_dll/hud.h
  3. 1
      dlls/Android.mk
  4. 4
      dlls/gauss.cpp
  5. 2
      dlls/glock.cpp
  6. 545
      dlls/poke646/xensquasher.cpp
  7. 4
      dlls/satchel.cpp
  8. 2
      dlls/weapons.h

3
cl_dll/health.cpp

@ -170,7 +170,8 @@ void CHudHealth::GetPainColor( int &r, int &g, int &b )
#else #else
if( m_iHealth <= 0 ) if( m_iHealth <= 0 )
{ {
UnpackRGB( r, g, b, RGB_REDISH ); r = 250;
g = b = 0;
} }
else if( m_iHealth > 15 ) else if( m_iHealth > 15 )
{ {

2
cl_dll/hud.h

@ -24,7 +24,7 @@
#define HUD_H #define HUD_H
#define RGB_YELLOWISH 0x00C1CFCB //193,207,203 #define RGB_YELLOWISH 0x00C1CFCB //193,207,203
#define RGB_WHITEISH 0x00FAFAFA //250,250,250 #define RGB_WHITEISH 0x00FAFAFA //250,250,250
#define RGB_REDISH 0x00FA0000 //250,0,0 #define RGB_REDISH 0x00FF1010 //255,16,16
#define RGB_GREENISH 0x0000A000 //0,160,0 #define RGB_GREENISH 0x0000A000 //0,160,0
#include "wrect.h" #include "wrect.h"

1
dlls/Android.mk

@ -78,6 +78,7 @@ LOCAL_SRC_FILES := agrunt.cpp airtank.cpp \
leech.cpp \ leech.cpp \
lights.cpp \ lights.cpp \
maprules.cpp \ maprules.cpp \
mp5.cpp \
monstermaker.cpp \ monstermaker.cpp \
monsters.cpp \ monsters.cpp \
monsterstate.cpp \ monsterstate.cpp \

4
dlls/gauss.cpp

@ -150,7 +150,7 @@ void CXS::PrimaryAttack()
if( m_pPlayer->pev->waterlevel == 3 ) if( m_pPlayer->pev->waterlevel == 3 )
{ {
PlayEmptySound(); PlayEmptySound();
m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay( 0.15 ); m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
return; return;
} }
@ -188,7 +188,7 @@ void CXS::SecondaryAttack()
PlayEmptySound(); PlayEmptySound();
} }
m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 ); m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
return; return;
} }

2
dlls/glock.cpp

@ -205,7 +205,7 @@ void CGlock::GlockFire( float flCycleTime, BOOL fUseAutoAim )
pNail->pev->speed = 1600.0f; pNail->pev->speed = 1600.0f;
pNail->pev->avelocity.z = 10; pNail->pev->avelocity.z = 10;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay( flCycleTime ); m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
if( m_fInAttack ) if( m_fInAttack )
{ {

545
dlls/poke646/xensquasher.cpp

@ -1,545 +0,0 @@
/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "soundent.h"
#include "shake.h"
#include "gamerules.h"
#include "xenspit.h"
#define XS_PRIMARY_CHARGE_VOLUME 256 // how loud xen squasher is while charging
#define XS_PRIMARY_FIRE_VOLUME 450 // how loud xen squasher is when discharged
enum xensquasher_e {
XS_IDLE = 0,
XS_IDLE2,
XS_FIDGET,
XS_SPINUP,
XS_SPIN,
XS_FIRE,
XS_FIRE2,
XS_HOLSTER,
XS_DRAW,
XS_RELOAD
};
LINK_ENTITY_TO_CLASS(weapon_xs, CXenSquasher);
float CXenSquasher::GetFullChargeTime(void)
{
return 4;
}
#ifdef CLIENT_DLL
extern int g_irunninggausspred;
#endif
void CXenSquasher::Spawn()
{
Precache();
m_iId = WEAPON_XS;
SET_MODEL(ENT(pev), "models/w_xs.mdl");
m_iDefaultAmmo = XS_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CXenSquasher::Precache(void)
{
PRECACHE_MODEL("models/w_xs.mdl");
PRECACHE_MODEL("models/v_xs.mdl");
PRECACHE_MODEL("models/p_xs.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/xs_moan1.wav");
PRECACHE_SOUND("weapons/xs_moan2.wav");
PRECACHE_SOUND("weapons/xs_moan3.wav");
PRECACHE_SOUND("weapons/xs_reload.wav");
PRECACHE_SOUND("weapons/xs_shot.wav");
PRECACHE_SOUND("weapons/xs_windup.wav");
m_usXSSpin = PRECACHE_EVENT(1, "events/xsspin.sc");
PRECACHE_MODEL("sprites/glow02.spr");
UTIL_PrecacheOther("xs_beam");
}
int CXenSquasher::AddToPlayer(CBasePlayer *pPlayer)
{
if (CBasePlayerWeapon::AddToPlayer(pPlayer))
{
MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
WRITE_BYTE(m_iId);
MESSAGE_END();
return TRUE;
}
return FALSE;
}
int CXenSquasher::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "xencandy";
p->iMaxAmmo1 = XENCANDY_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = XS_MAX_CLIP;
p->iSlot = 3;
p->iPosition = 0;
p->iId = m_iId = WEAPON_XS;
p->iFlags = 0;
p->iWeight = XS_WEIGHT;
return 1;
}
BOOL CXenSquasher::Deploy()
{
m_pPlayer->m_flPlayAftershock = 0.0;
return DefaultDeploy("models/v_xs.mdl", "models/p_xs.mdl", XS_DRAW, "xensquasher");
}
void CXenSquasher::Holster(int skiplocal /* = 0 */)
{
m_fInReload = FALSE;
PLAYBACK_EVENT_FULL(FEV_RELIABLE | FEV_GLOBAL, m_pPlayer->edict(), m_usXSFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1);
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
SendWeaponAnim(XS_HOLSTER);
m_fInAttack = 0;
}
void CXenSquasher::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.15);
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
return;
}
m_pPlayer->m_iWeaponVolume = XS_PRIMARY_FIRE_VOLUME;
m_fPrimaryFire = TRUE;
m_iClip--;
StartFire();
m_fInAttack = 0;
m_flTimeWeaponIdle = gpGlobals->time + 1.0;
// m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.2;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.45;
}
void CXenSquasher::SecondaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
if (m_fInAttack != 0)
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan2.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 0x3f));
SendWeaponAnim(XS_IDLE);
m_fInAttack = 0;
}
else
{
PlayEmptySound();
}
m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
return;
}
if (m_fInAttack == 0)
{
if (m_iClip <= 0)
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
return;
}
m_fPrimaryFire = FALSE;
m_iClip--;// take one ammo just to start the spin
m_pPlayer->m_flNextAmmoBurn = gpGlobals->time;
// spin up
m_pPlayer->m_iWeaponVolume = XS_PRIMARY_CHARGE_VOLUME;
SendWeaponAnim(XS_SPINUP);
m_fInAttack = 1;
m_flTimeWeaponIdle = gpGlobals->time + 0.5;
m_pPlayer->m_flStartCharge = gpGlobals->time;
m_pPlayer->m_flAmmoStartCharge = gpGlobals->time + GetFullChargeTime();
PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usXSSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 110, 0, 0, 0);
m_iSoundState = SND_CHANGE_PITCH;
}
else if (m_fInAttack == 1)
{
if (m_flTimeWeaponIdle < gpGlobals->time)
{
SendWeaponAnim(XS_SPIN);
m_fInAttack = 2;
}
}
else
{
// during the charging process, eat one bit of ammo every once in a while
if (gpGlobals->time >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000)
{
m_iClip--;
m_pPlayer->m_flNextAmmoBurn = gpGlobals->time + 0.3;
}
if (m_iClip <= 0)
{
// out of ammo! force the gun to fire
StartFire();
m_fInAttack = 0;
m_flTimeWeaponIdle = gpGlobals->time + 1.0;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
return;
}
if (gpGlobals->time >= m_pPlayer->m_flAmmoStartCharge)
{
// don't eat any more ammo after gun is fully charged.
m_pPlayer->m_flNextAmmoBurn = 1000;
}
int pitch = (gpGlobals->time - m_pPlayer->m_flStartCharge) * (150 / GetFullChargeTime()) + 100;
if (pitch > 250)
pitch = 250;
// ALERT( at_console, "%d %d %d\n", m_fInAttack, m_iSoundState, pitch );
if (m_iSoundState == 0)
ALERT(at_console, "sound state %d\n", m_iSoundState);
PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usXSSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, pitch, 0, (m_iSoundState == SND_CHANGE_PITCH) ? 1 : 0, 0);
m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
m_pPlayer->m_iWeaponVolume = XS_PRIMARY_CHARGE_VOLUME;
// m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1;
if (m_pPlayer->m_flStartCharge < gpGlobals->time - 10)
{
// Player charged up too long. Zap him.
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan1.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 0x3f));
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xs_moan3.wav", 1.0, ATTN_NORM, 0, 75 + RANDOM_LONG(0, 0x3f));
m_fInAttack = 0;
m_flTimeWeaponIdle = gpGlobals->time + 1.0;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
#ifndef CLIENT_DLL
m_pPlayer->TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), 50, DMG_POISON);
UTIL_ScreenFade(m_pPlayer, Vector(161, 188, 0), 2, 0.5, 128, FFADE_IN);
#endif
SendWeaponAnim(XS_IDLE);
// Player may have been killed and this weapon dropped, don't execute any more code after this!
return;
}
}
}
//=========================================================
// StartFire- since all of this code has to run and then
// call Fire(), it was easier at this point to rip it out
// of weaponidle() and make its own function then to try to
// merge this into Fire(), which has some identical variable names
//=========================================================
void CXenSquasher::StartFire(void)
{
float flDamage;
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16;
if (gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime())
{
flDamage = 200;
}
else
{
flDamage = 200 * ((gpGlobals->time - m_pPlayer->m_flStartCharge) / GetFullChargeTime());
}
if (m_fPrimaryFire)
{
// fixed damage on primary attack
#ifdef CLIENT_DLL
flDamage = 20;
#else
flDamage = gSkillData.plrDmgGauss;
#endif
}
if (m_fInAttack != 3)
{
//ALERT ( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage );
#ifndef CLIENT_DLL
float flZVel = m_pPlayer->pev->velocity.z;
if (!m_fPrimaryFire)
{
m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * flDamage * 5;
}
if (!g_pGameRules->IsMultiplayer())
{
// in deathmatch, gauss can pop you up into the air. Not in single play.
m_pPlayer->pev->velocity.z = flZVel;
}
#endif
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
}
// time until aftershock 'static discharge' sound
m_pPlayer->m_flPlayAftershock = gpGlobals->time + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0.3, 0.8);
Fire(vecSrc, vecAiming, flDamage);
}
void CXenSquasher::Fire(Vector vecOrigSrc, Vector vecDir, float flDamage)
{
m_pPlayer->m_iWeaponVolume = XS_PRIMARY_FIRE_VOLUME;
Vector vecSrc = vecOrigSrc;
Vector vecDest = vecSrc + vecDir * 8192;
edict_t *pentIgnore;
TraceResult tr, beam_tr;
float flMaxFrac = 1.0;
int nTotal = 0;
int fHasPunched = 0;
int fFirstBeam = 1;
int nMaxHits = 10;
pentIgnore = ENT(m_pPlayer->pev);
#ifdef CLIENT_DLL
if (m_fPrimaryFire == false)
g_irunninggausspred = true;
#endif
// The main firing event is sent unreliably so it won't be delayed.
PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usXSFire, 0.0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0);
// This reliable event is used to stop the spinning sound
// It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client
// It's sent reliably anyway, which could lead to other delays
PLAYBACK_EVENT_FULL(0 | FEV_RELIABLE, m_pPlayer->edict(), m_usXSFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1);
/*ALERT( at_console, "%f %f %f\n%f %f %f\n",
vecSrc.x, vecSrc.y, vecSrc.z,
vecDest.x, vecDest.y, vecDest.z );*/
// ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac );
#ifndef CLIENT_DLL
if (m_fPrimaryFire)
{
CXenSmallSpit::ShootStraight(m_pPlayer->pev, vecSrc, m_pPlayer->pev->v_angle, vecDir * 800);
}
else
{
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
CXenLargeSpit* pLargeSpit = CXenLargeSpit::Shoot(m_pPlayer->pev, vecSrc, m_pPlayer->pev->v_angle, gpGlobals->v_forward);
pLargeSpit->pev->velocity = gpGlobals->v_forward * 800;
pLargeSpit->pev->scale = 0.2f;
int iNumProjectiles = Q_max(1, flDamage * XENSPIT_MAX_PROJECTILES / 200);
float cycle = 0;
float cycleGap = 1.0f / (float)iNumProjectiles;
cycle = cycleGap;
CXenSmallSpit* pSpit = NULL;
for (int i = 0; i < iNumProjectiles; i++)
{
pSpit = CXenSmallSpit::ShootCycle(m_pPlayer->pev, vecSrc, m_pPlayer->pev->v_angle, gpGlobals->v_forward, pLargeSpit, cycle);
pSpit->pev->velocity = g_vecZero;
pSpit->pev->scale = 0.25f;
pLargeSpit->m_pChildren[i] = pSpit;
pLargeSpit->m_iChildCount++;
cycle += cycleGap;
}
}
#endif
// ALERT( at_console, "%d bytes\n", nTotal );
}
void CXenSquasher::Reload(void)
{
if (m_pPlayer->ammo_xencandy <= 0)
return;
int iAnim = XS_RELOAD;
int iResult = DefaultReload(XS_MAX_CLIP, iAnim, 4.0);
if (iResult)
{
PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usReload, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iAnim, 0, 0, 0);
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_reload.wav", 0.8, ATTN_NORM);
}
}
void CXenSquasher::WeaponIdle(void)
{
ResetEmptySound();
// play aftershock static discharge
if (m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time)
{
switch (RANDOM_LONG(0, 3))
{
case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan1.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan2.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan3.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
case 3: break; // no sound
}
m_pPlayer->m_flPlayAftershock = 0.0;
}
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
if (m_fInAttack != 0)
{
StartFire();
m_fInAttack = 0;
m_flTimeWeaponIdle = gpGlobals->time + 2.0;
}
else
{
int iAnim;
float flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.5)
{
iAnim = XS_IDLE;
m_flTimeWeaponIdle = gpGlobals->time + (63.0f / 15.0f);
}
else if (flRand <= 0.75)
{
iAnim = XS_IDLE2;
m_flTimeWeaponIdle = gpGlobals->time + (63.0f / 15.0f);
}
else
{
iAnim = XS_FIDGET;
m_flTimeWeaponIdle = gpGlobals->time + (93.0f / 30.0f);
}
//return;
SendWeaponAnim(iAnim);
}
}
class CXenCandyAmmo : public CBasePlayerAmmo
{
void Spawn(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_xencandy.mdl");
CBasePlayerAmmo::Spawn();
SetThink(&CXenCandyAmmo::FallThink);
pev->nextthink = gpGlobals->time + 0.1;
}
void Precache(void)
{
PRECACHE_MODEL("models/w_xencandy.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("items/weapondrop1.wav");
}
BOOL AddAmmo(CBaseEntity *pOther)
{
if (pOther->GiveAmmo(AMMO_XENCANDY_GIVE, "xencandy", XENCANDY_MAX_CARRY) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
void EXPORT FallThink(void)
{
pev->nextthink = gpGlobals->time + 0.1;
if (pev->flags & FL_ONGROUND)
{
// clatter if we have an owner (i.e., dropped by someone)
// don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!)
if (!FNullEnt(pev->owner))
{
int pitch = 95 + RANDOM_LONG(0, 29);
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "items/weapondrop1.wav", 1, ATTN_NORM, 0, pitch);
}
// lie flat
pev->angles.x = 0;
pev->angles.z = 0;
UTIL_SetOrigin(pev, pev->origin);// link into world.
SetThink(NULL);
}
}
};
LINK_ENTITY_TO_CLASS(ammo_xencandy, CXenCandyAmmo);

4
dlls/satchel.cpp

@ -309,9 +309,9 @@ BOOL CPipebomb::Deploy()
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
if( m_chargeReady ) if( m_chargeReady )
return DefaultDeploy( "models/w_pipebomb_watch.mdl", "models/p_pipebomb_watch.mdl", SATCHEL_RADIO_DRAW, "hive" ); return DefaultDeploy( "models/v_pipebomb_watch.mdl", "models/p_pipebomb_watch.mdl", SATCHEL_RADIO_DRAW, "hive" );
else else
return DefaultDeploy( "models/v_pipebomb.mdl", "models/w_pipebomb.mdl", SATCHEL_DRAW, "trip" ); return DefaultDeploy( "models/v_pipebomb.mdl", "models/p_pipebomb.mdl", SATCHEL_DRAW, "trip" );
return TRUE; return TRUE;
} }

2
dlls/weapons.h

@ -127,7 +127,7 @@ public:
#define AMMO_MP5CLIP_GIVE MP5_MAX_CLIP #define AMMO_MP5CLIP_GIVE MP5_MAX_CLIP
#define AMMO_BUCKSHOTBOX_GIVE 12 #define AMMO_BUCKSHOTBOX_GIVE 12
#define AMMO_CROSSBOWCLIP_GIVE CROSSBOW_MAX_CLIP #define AMMO_CROSSBOWCLIP_GIVE CROSSBOW_MAX_CLIP
#define AMMO_URANIUMBOX_GIVE XS_MAX_CLIP #define AMMO_URANIUMBOX_GIVE 20
#define AMMO_PAR21CLIP_GIVE PAR21_MAX_CLIP #define AMMO_PAR21CLIP_GIVE PAR21_MAX_CLIP
#define AMMO_M203BOX_GIVE 2 #define AMMO_M203BOX_GIVE 2

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