16 Aug 2012
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a7ce431ab6
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@ -527,6 +527,7 @@ void CCrossbow::WeaponIdle( void )
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SendWeaponAnim( CROSSBOW_FIDGET2 );
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 30.0;
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}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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}
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}
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@ -494,7 +494,7 @@ void CEgon::WeaponIdle( void )
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{
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ResetEmptySound( );
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if ( m_flTimeWeaponIdle > gpGlobals->time )
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if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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return;
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if ( m_fireState != FIRE_OFF )
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@ -583,8 +583,6 @@ void CGauss::WeaponIdle( void )
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iAnim = GAUSS_FIDGET;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
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}
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return;
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SendWeaponAnim( iAnim );
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}
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@ -233,7 +233,7 @@ void CGlock::Reload( void )
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if (m_iClip == 0)
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iResult = DefaultReload( 17, GLOCK_RELOAD, 1.5 );
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else
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iResult = DefaultReload( 18, GLOCK_RELOAD_NOT_EMPTY, 1.5 );
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iResult = DefaultReload( 17, GLOCK_RELOAD_NOT_EMPTY, 1.5 );
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if (iResult)
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{
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@ -249,7 +249,7 @@ void CGlock::WeaponIdle( void )
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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if (m_flTimeWeaponIdle > gpGlobals->time)
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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return;
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// only idle if the slid isn't back
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@ -126,7 +126,7 @@ void CPython::Holster( int skiplocal /* = 0 */ )
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}
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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m_flTimeWeaponIdle = 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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SendWeaponAnim( PYTHON_HOLSTER );
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}
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@ -152,7 +152,7 @@ void CPython::SecondaryAttack( void )
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40;
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}
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m_flNextSecondaryAttack = 0.5;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
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}
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void CPython::PrimaryAttack()
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@ -211,7 +211,7 @@ void CPython::PrimaryAttack()
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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m_flNextPrimaryAttack = 0.75;
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m_flTimeWeaponIdle = 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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}
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@ -257,26 +257,26 @@ void CPython::WeaponIdle( void )
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return;
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int iAnim;
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0f, 1.0f );
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if (flRand <= 0.5)
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{
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iAnim = PYTHON_IDLE1;
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m_flTimeWeaponIdle = (70.0/30.0);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (70.0/30.0);
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}
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else if (flRand <= 0.7)
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{
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iAnim = PYTHON_IDLE2;
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m_flTimeWeaponIdle = (60.0/30.0);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (60.0/30.0);
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}
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else if (flRand <= 0.9)
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{
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iAnim = PYTHON_IDLE3;
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m_flTimeWeaponIdle = (88.0/30.0);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (88.0/30.0);
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}
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else
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{
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iAnim = PYTHON_FIDGET;
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m_flTimeWeaponIdle = (170.0/30.0);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (170.0/30.0);
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}
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int bUseScope = FALSE;
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@ -485,6 +485,7 @@ void CRpg::PrimaryAttack()
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else
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{
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PlayEmptySound( );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
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}
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UpdateSpot( );
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}
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@ -31,7 +31,7 @@ extern byte *r_temppool;
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#define MAX_TEXTURES 4096
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#define MAX_DETAIL_TEXTURES 256
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#define MAX_LIGHTMAPS 128
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#define MAX_LIGHTMAPS 256
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#define SUBDIVIDE_SIZE 64
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#define MAX_MIRRORS 32 // per one frame!
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@ -1301,6 +1301,7 @@ void R_StudioSetupChrome( float *pchrome, int bone, vec3_t normal )
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VectorNormalize( chromeupvec );
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CrossProduct( tmp, chromeupvec, chromerightvec );
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VectorNormalize( chromerightvec );
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VectorNegate( chromeupvec, chromeupvec );
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}
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Matrix3x4_VectorIRotate( g_bonestransform[bone], chromeupvec, g_chromeup[bone] );
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