243 lines
5.7 KiB
C
243 lines
5.7 KiB
C
#include "g_local.h"
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/*
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==============================
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Needler
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==============================
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*/
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int needles=1;
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void fire_needle(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread)
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{
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trace_t tr;
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vec3_t dir;
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vec3_t forward, right, up;
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vec3_t end;
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float r;
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float u;
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vec3_t water_start;
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qboolean water = false;
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int content_mask = MASK_SHOT | MASK_WATER;
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tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
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if (!(tr.fraction < 1.0))
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{
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vectoangles (aimdir, dir);
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AngleVectors (dir, forward, right, up);
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r = crandom()*hspread;
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u = crandom()*vspread;
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VectorMA (start, 8192, forward, end);
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VectorMA (end, r, right, end);
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VectorMA (end, u, up, end);
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if (gi.pointcontents (start) & MASK_WATER)
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{
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water = true;
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VectorCopy (start, water_start);
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content_mask &= ~MASK_WATER;
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}
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tr = gi.trace (start, NULL, NULL, end, self, content_mask);
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// see if we hit water
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if (tr.contents & MASK_WATER)
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{
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//int color;
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water = true;
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VectorCopy (tr.endpos, water_start);
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if (!VectorCompare (start, tr.endpos))
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{
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//Doesn't need to splash does it really
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/*if (tr.contents & CONTENTS_WATER)
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{
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if (strcmp(tr.surface->name, "*brwater") == 0)
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color = SPLASH_BROWN_WATER;
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else
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color = SPLASH_BLUE_WATER;
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}
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else if (tr.contents & CONTENTS_SLIME)
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color = SPLASH_SLIME;
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else if (tr.contents & CONTENTS_LAVA)
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color = SPLASH_LAVA;
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else
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color = SPLASH_UNKNOWN;
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if (color != SPLASH_UNKNOWN)
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{
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_SPLASH);
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gi.WriteByte (7);
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gi.WritePosition (tr.endpos);
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gi.WriteDir (tr.plane.normal);
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gi.WriteByte (color);
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gi.multicast (tr.endpos, MULTICAST_PVS);
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}*/
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// change bullet's course when it enters water
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VectorSubtract (end, start, dir);
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vectoangles (dir, dir);
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AngleVectors (dir, forward, right, up);
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r = crandom()*hspread*2;
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u = crandom()*vspread*2;
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VectorMA (water_start, 8192, forward, end);
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VectorMA (end, r, right, end);
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VectorMA (end, u, up, end);
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}
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// re-trace ignoring water this time
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tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
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}
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}
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// send gun puff / flash
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if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
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{
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if (tr.fraction < 1.0)
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{
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if (tr.ent->takedamage)
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{
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T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, MOD_NEEDLER);
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (te_impact);
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gi.WritePosition (tr.endpos);
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gi.WriteDir (tr.plane.normal);
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gi.multicast (tr.endpos, MULTICAST_PVS);
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}
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else
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{
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if (strncmp (tr.surface->name, "sky", 3) != 0)
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{
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (te_impact);
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gi.WritePosition (tr.endpos);
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gi.WriteDir (tr.plane.normal);
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gi.multicast (tr.endpos, MULTICAST_PVS);
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if (self->client)
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PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
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}
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}
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}
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}
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gi.WriteByte (svc_temp_entity);
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if (needles)
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{
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gi.WriteByte (TE_BUBBLETRAIL2);
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needles=0;
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}
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else
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{
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gi.WriteByte (TE_BUBBLETRAIL);
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needles=1;
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}
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gi.WritePosition (start);
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gi.WritePosition (tr.endpos);
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gi.multicast (start, MULTICAST_PVS);
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// if went through water, determine where the end and make a bubble trail
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//JR This will just slow it down not needed
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/*if (water)
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{
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vec3_t pos;
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VectorSubtract (tr.endpos, water_start, dir);
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VectorNormalize (dir);
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VectorMA (tr.endpos, -2, dir, pos);
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if (gi.pointcontents (pos) & MASK_WATER)
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VectorCopy (pos, tr.endpos);
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else
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tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
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VectorAdd (water_start, tr.endpos, pos);
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VectorScale (pos, 0.5, pos);
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_BUBBLETRAIL);
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gi.WritePosition (water_start);
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gi.WritePosition (tr.endpos);
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gi.multicast (pos, MULTICAST_PVS);
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}*/
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gi.sound(self, CHAN_VOICE, gi.soundindex("needle.wav"), 1, ATTN_NORM, 0);
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}
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void Weapon_Needler_Fire (edict_t *ent)
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{
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vec3_t forward, right,start;
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vec3_t offset;
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int damage,kick;
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int xspread;
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int yspread;
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if (!(ent->client->buttons & BUTTON_ATTACK))
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{
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ent->client->ps.gunframe++;
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return;
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}
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if (!(ent->client->pers.inventory[ent->client->ammo_index]))
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{
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ent->client->ps.gunframe++;
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return;
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}
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damage = wf_game.weapon_damage[WEAPON_NEEDLER];
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xspread = 125;
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yspread = 125;
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kick = 2 + (((int)(random()*1000)) % 8);
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if (is_quad)
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{
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damage *= 4;
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xspread *=2.5;
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yspread *=2.5;
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kick *=4;
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}
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AngleVectors (ent->client->v_angle, forward, right, NULL);
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VectorScale (forward, -2, ent->client->kick_origin);
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ent->client->kick_angles[0] = -2;
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VectorSet(offset, 0, 8, ent->viewheight-8);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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//VWEAP STUFF
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ent->client->anim_priority = ANIM_ATTACK;
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if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
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{
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ent->s.frame = FRAME_crattak1 - 1;
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ent->client->anim_end = FRAME_crattak9;
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}
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else
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{
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ent->s.frame = FRAME_attack1 - 1;
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ent->client->anim_end = FRAME_attack8;
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}
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//VWEAP STUFF
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ent->ShotNumber++;
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if (ent->client->ping >500)
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{
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if (ent->ShotNumber>1)
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{
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ent->ShotNumber=0;
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fire_needle(ent, start, forward, damage*2, kick*2, TE_BLASTER, xspread, yspread);
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}
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}
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else
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{
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ent->ShotNumber=0;
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fire_needle(ent, start, forward, damage, kick, TE_BLASTER, xspread, yspread);
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}
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if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
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ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
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}
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void Weapon_Needler (edict_t *ent)
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{
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static int pause_frames[] = {19, 32, 0};
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static int fire_frames[] = {5, 0};
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Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Needler_Fire);
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} |