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@ -1739,15 +1739,6 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info ) |
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item->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack, -0.001 ); |
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item->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack, -0.001 ); |
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item->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack, -0.001 ); |
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item->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack, -0.001 ); |
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item->m_fInReload = gun->m_fInReload; |
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item->m_fInReload = gun->m_fInReload; |
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item->m_fInSpecialReload = gun->m_fInSpecialReload; |
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item->fuser1 = max( gun->pev->fuser1, -0.001 ); |
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item->fuser2 = gun->m_flStartThrow; |
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item->fuser3 = gun->m_flReleaseThrow; |
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item->iuser1 = gun->m_chargeReady; |
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item->iuser2 = gun->m_fInAttack; |
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item->iuser3 = gun->m_fireState; |
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//item->m_flPumpTime = max( gun->m_flPumpTime, -0.001 );
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} |
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} |
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} |
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} |
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pPlayerItem = pPlayerItem->m_pNext; |
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pPlayerItem = pPlayerItem->m_pNext; |
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@ -1813,16 +1804,6 @@ void UpdateClientData( const struct edict_s *ent, int sendweapons, struct client |
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if( pl ) |
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if( pl ) |
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{ |
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{ |
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cd->m_flNextAttack = pl->m_flNextAttack; |
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cd->m_flNextAttack = pl->m_flNextAttack; |
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cd->fuser2 = pl->m_flNextAmmoBurn; |
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cd->fuser3 = pl->m_flAmmoStartCharge; |
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cd->vuser1.x = pl->ammo_9mm; |
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cd->vuser1.y = pl->ammo_357; |
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cd->vuser1.z = pl->ammo_argrens; |
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cd->ammo_nails = pl->ammo_bolts; |
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cd->ammo_shells = pl->ammo_buckshot; |
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cd->ammo_rockets = pl->ammo_rockets; |
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cd->ammo_cells = pl->ammo_uranium; |
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cd->vuser2.x = pl->ammo_hornets; |
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cd->weapons = pl->m_iQuakeItems; |
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cd->weapons = pl->m_iQuakeItems; |
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if( pl->m_pActiveItem ) |
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if( pl->m_pActiveItem ) |
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@ -1835,11 +1816,6 @@ void UpdateClientData( const struct edict_s *ent, int sendweapons, struct client |
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gun->GetItemInfo( &II ); |
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gun->GetItemInfo( &II ); |
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cd->m_iId = II.iId; |
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cd->m_iId = II.iId; |
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cd->vuser3.z = gun->m_iSecondaryAmmoType; |
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cd->vuser4.x = gun->m_iPrimaryAmmoType; |
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cd->vuser4.y = pl->m_rgAmmo[gun->m_iPrimaryAmmoType]; |
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cd->vuser4.z = pl->m_rgAmmo[gun->m_iSecondaryAmmoType]; |
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} |
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} |
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} |
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} |
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cd->fuser1 = (float)pl->m_iQuakeWeapon; |
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cd->fuser1 = (float)pl->m_iQuakeWeapon; |
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@ -1944,13 +1920,13 @@ int GetHullBounds( int hullnumber, float *mins, float *maxs ) |
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switch( hullnumber ) |
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switch( hullnumber ) |
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{ |
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{ |
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case 0: // Normal player
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case 0: // Normal player
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mins = VEC_HULL_MIN; |
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mins = Vector( -16, -16, -32 ); |
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maxs = VEC_HULL_MAX; |
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maxs = Vector( 16, 16, 32 ); |
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iret = 1; |
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iret = 1; |
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break; |
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break; |
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case 1: // Crouched player
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case 1: // Crouched player
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mins = VEC_DUCK_HULL_MIN; |
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mins = Vector( -16, -16, -32 ); |
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maxs = VEC_DUCK_HULL_MAX; |
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maxs = Vector( 16, 16, 32 ); |
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iret = 1; |
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iret = 1; |
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break; |
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break; |
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case 2: // Point based hull
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case 2: // Point based hull
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