mirror of https://github.com/FWGS/hlsdk-xash3d
563 lines
13 KiB
C++
563 lines
13 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#if !OEM_BUILD && !HLDEMO_BUILD
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "player.h"
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#include "gamerules.h"
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#if !CLIENT_DLL
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#define BOLT_AIR_VELOCITY 2000
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#define BOLT_WATER_VELOCITY 1000
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extern BOOL g_fIsXash3D;
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// UNDONE: Save/restore this? Don't forget to set classname and LINK_ENTITY_TO_CLASS()
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//
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// OVERLOADS SOME ENTVARS:
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//
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// speed - the ideal magnitude of my velocity
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class CCrossbowBolt : public CBaseEntity
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{
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void Spawn( void );
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void Precache( void );
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int Classify( void );
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void EXPORT BubbleThink( void );
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void EXPORT BoltTouch( CBaseEntity *pOther );
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void EXPORT ExplodeThink( void );
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int m_iTrail;
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public:
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static CCrossbowBolt *BoltCreate( void );
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};
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LINK_ENTITY_TO_CLASS( crossbow_bolt, CCrossbowBolt )
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CCrossbowBolt *CCrossbowBolt::BoltCreate( void )
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{
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// Create a new entity with CCrossbowBolt private data
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CCrossbowBolt *pBolt = GetClassPtr( (CCrossbowBolt *)NULL );
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pBolt->pev->classname = MAKE_STRING( "crossbow_bolt" ); // g-cont. enable save\restore
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pBolt->Spawn();
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return pBolt;
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}
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void CCrossbowBolt::Spawn()
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{
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Precache();
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pev->movetype = MOVETYPE_FLY;
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pev->solid = SOLID_BBOX;
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pev->gravity = 0.5f;
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SET_MODEL( ENT( pev ), "models/crossbow_bolt.mdl" );
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UTIL_SetOrigin( pev, pev->origin );
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UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
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SetTouch( &CCrossbowBolt::BoltTouch );
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SetThink( &CCrossbowBolt::BubbleThink );
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pev->nextthink = gpGlobals->time + 0.2f;
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}
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void CCrossbowBolt::Precache()
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{
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PRECACHE_MODEL( "models/crossbow_bolt.mdl" );
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PRECACHE_SOUND( "weapons/xbow_hitbod1.wav" );
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PRECACHE_SOUND( "weapons/xbow_hitbod2.wav" );
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PRECACHE_SOUND( "weapons/xbow_fly1.wav" );
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PRECACHE_SOUND( "weapons/xbow_hit1.wav" );
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PRECACHE_SOUND( "fvox/beep.wav" );
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m_iTrail = PRECACHE_MODEL( "sprites/streak.spr" );
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}
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int CCrossbowBolt::Classify( void )
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{
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return CLASS_NONE;
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}
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void CCrossbowBolt::BoltTouch( CBaseEntity *pOther )
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{
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SetTouch( NULL );
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SetThink( NULL );
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if( pOther->pev->takedamage )
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{
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TraceResult tr = UTIL_GetGlobalTrace();
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entvars_t *pevOwner;
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pevOwner = VARS( pev->owner );
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// UNDONE: this needs to call TraceAttack instead
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ClearMultiDamage();
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if( pOther->IsPlayer() )
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{
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pOther->TraceAttack( pevOwner, gSkillData.plrDmgCrossbowClient, pev->velocity.Normalize(), &tr, DMG_NEVERGIB );
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}
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else
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{
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pOther->TraceAttack( pevOwner, gSkillData.plrDmgCrossbowMonster, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_NEVERGIB );
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}
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ApplyMultiDamage( pev, pevOwner );
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pev->velocity = Vector( 0, 0, 0 );
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// play body "thwack" sound
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switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
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EMIT_SOUND( ENT( pev ), CHAN_BODY, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM );
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break;
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case 1:
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EMIT_SOUND( ENT( pev ), CHAN_BODY, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM );
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break;
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}
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if( !g_pGameRules->IsMultiplayer() )
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{
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Killed( pev, GIB_NEVER );
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}
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}
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else
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{
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "weapons/xbow_hit1.wav", RANDOM_FLOAT( 0.95f, 1.0f ), ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 7 ) );
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SetThink( &CBaseEntity::SUB_Remove );
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pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit.
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if( FClassnameIs( pOther->pev, "worldspawn" ) )
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{
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// if what we hit is static architecture, can stay around for a while.
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Vector vecDir = pev->velocity.Normalize();
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UTIL_SetOrigin( pev, pev->origin - vecDir * 12.0f );
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pev->angles = UTIL_VecToAngles( vecDir );
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pev->solid = SOLID_NOT;
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pev->movetype = MOVETYPE_FLY;
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pev->velocity = Vector( 0, 0, 0 );
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pev->avelocity.z = 0;
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pev->angles.z = RANDOM_LONG( 0, 360 );
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pev->nextthink = gpGlobals->time + 10.0f;
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}
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else if( pOther->pev->movetype == MOVETYPE_PUSH || pOther->pev->movetype == MOVETYPE_PUSHSTEP )
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{
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Vector vecDir = pev->velocity.Normalize();
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UTIL_SetOrigin( pev, pev->origin - vecDir * 12.0f );
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pev->angles = UTIL_VecToAngles( vecDir );
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pev->solid = SOLID_NOT;
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pev->velocity = Vector( 0, 0, 0 );
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pev->avelocity.z = 0;
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pev->angles.z = RANDOM_LONG( 0, 360 );
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pev->nextthink = gpGlobals->time + 10.0f;
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if( g_fIsXash3D )
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{
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// g-cont. Setup movewith feature
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pev->movetype = MOVETYPE_COMPOUND; // set movewith type
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pev->aiment = ENT( pOther->pev ); // set parent
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}
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}
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if( UTIL_PointContents( pev->origin ) != CONTENTS_WATER )
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{
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UTIL_Sparks( pev->origin );
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}
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}
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if( g_pGameRules->IsMultiplayer() )
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{
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SetThink( &CCrossbowBolt::ExplodeThink );
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pev->nextthink = gpGlobals->time + 0.1f;
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}
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}
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void CCrossbowBolt::BubbleThink( void )
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{
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pev->nextthink = gpGlobals->time + 0.1f;
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if( pev->waterlevel == 0 )
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return;
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UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1f, pev->origin, 1 );
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}
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void CCrossbowBolt::ExplodeThink( void )
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{
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int iContents = UTIL_PointContents( pev->origin );
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int iScale;
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pev->dmg = 40;
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iScale = 10;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_EXPLOSION );
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WRITE_COORD( pev->origin.x );
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WRITE_COORD( pev->origin.y );
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WRITE_COORD( pev->origin.z );
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if( iContents != CONTENTS_WATER )
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{
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WRITE_SHORT( g_sModelIndexFireball );
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}
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else
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{
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WRITE_SHORT( g_sModelIndexWExplosion );
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}
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WRITE_BYTE( iScale ); // scale * 10
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WRITE_BYTE( 15 ); // framerate
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WRITE_BYTE( TE_EXPLFLAG_NONE );
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MESSAGE_END();
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entvars_t *pevOwner;
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if( pev->owner )
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pevOwner = VARS( pev->owner );
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else
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pevOwner = NULL;
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pev->owner = NULL; // can't traceline attack owner if this is set
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::RadiusDamage( pev->origin, pev, pevOwner, pev->dmg, 128, CLASS_NONE, DMG_BLAST | DMG_ALWAYSGIB );
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UTIL_Remove( this );
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}
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#endif
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enum crossbow_e
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{
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CROSSBOW_IDLE1 = 0, // full
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CROSSBOW_IDLE2, // empty
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CROSSBOW_FIDGET1, // full
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CROSSBOW_FIDGET2, // empty
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CROSSBOW_FIRE1, // full
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CROSSBOW_FIRE2, // reload
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CROSSBOW_FIRE3, // empty
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CROSSBOW_RELOAD, // from empty
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CROSSBOW_DRAW1, // full
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CROSSBOW_DRAW2, // empty
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CROSSBOW_HOLSTER1, // full
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CROSSBOW_HOLSTER2 // empty
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};
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LINK_ENTITY_TO_CLASS( weapon_crossbow, CCrossbow )
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void CCrossbow::Spawn()
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{
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Precache();
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m_iId = WEAPON_CROSSBOW;
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SET_MODEL( ENT( pev ), "models/w_crossbow.mdl" );
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m_iDefaultAmmo = CROSSBOW_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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int CCrossbow::AddToPlayer( CBasePlayer *pPlayer )
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{
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if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
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WRITE_BYTE( m_iId );
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MESSAGE_END();
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return TRUE;
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}
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return FALSE;
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}
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void CCrossbow::Precache( void )
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{
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PRECACHE_MODEL( "models/w_crossbow.mdl" );
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PRECACHE_MODEL( "models/v_crossbow.mdl" );
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PRECACHE_MODEL( "models/p_crossbow.mdl" );
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PRECACHE_SOUND( "weapons/xbow_fire1.wav" );
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PRECACHE_SOUND( "weapons/xbow_reload1.wav" );
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UTIL_PrecacheOther( "crossbow_bolt" );
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m_usCrossbow = PRECACHE_EVENT( 1, "events/crossbow1.sc" );
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m_usCrossbow2 = PRECACHE_EVENT( 1, "events/crossbow2.sc" );
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}
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int CCrossbow::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = "bolts";
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p->iMaxAmmo1 = BOLT_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = CROSSBOW_MAX_CLIP;
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p->iSlot = 2;
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p->iPosition = 2;
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p->iId = WEAPON_CROSSBOW;
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p->iFlags = 0;
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p->iWeight = CROSSBOW_WEIGHT;
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return 1;
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}
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BOOL CCrossbow::Deploy()
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{
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if( m_iClip )
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return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW1, "bow" );
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return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW2, "bow" );
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}
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void CCrossbow::Holster( int skiplocal /* = 0 */ )
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{
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m_fInReload = FALSE;// cancel any reload in progress.
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if( m_fInZoom )
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{
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SecondaryAttack();
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}
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
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if( m_iClip )
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SendWeaponAnim( CROSSBOW_HOLSTER1 );
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else
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SendWeaponAnim( CROSSBOW_HOLSTER2 );
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}
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void CCrossbow::PrimaryAttack( void )
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{
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#if CLIENT_DLL
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if( m_fInZoom && bIsMultiplayer() )
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#else
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if( m_fInZoom && g_pGameRules->IsMultiplayer() )
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#endif
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{
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FireSniperBolt();
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return;
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}
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FireBolt();
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}
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// this function only gets called in multiplayer
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void CCrossbow::FireSniperBolt()
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{
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.75f );
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if( m_iClip == 0 )
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{
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PlayEmptySound();
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return;
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}
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TraceResult tr;
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
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m_iClip--;
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int flags;
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#if CLIENT_WEAPONS
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flags = FEV_NOTHOST;
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#else
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow2, 0.0f, g_vecZero, g_vecZero, 0, 0, m_iClip, 0, 0, 0 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
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UTIL_MakeVectors( anglesAim );
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Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2.0f;
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Vector vecDir = gpGlobals->v_forward;
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UTIL_TraceLine( vecSrc, vecSrc + vecDir * 8192, dont_ignore_monsters, m_pPlayer->edict(), &tr );
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#if !CLIENT_DLL
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if( tr.pHit->v.takedamage )
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{
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ClearMultiDamage();
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CBaseEntity::Instance( tr.pHit )->TraceAttack( m_pPlayer->pev, 120, vecDir, &tr, DMG_BULLET | DMG_NEVERGIB );
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ApplyMultiDamage( pev, m_pPlayer->pev );
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}
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#endif
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}
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void CCrossbow::FireBolt()
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{
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TraceResult tr;
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if( m_iClip == 0 )
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{
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PlayEmptySound();
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return;
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}
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
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m_iClip--;
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int flags;
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#if CLIENT_WEAPONS
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flags = FEV_NOTHOST;
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#else
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow, 0.0f, g_vecZero, g_vecZero, 0, 0, m_iClip, 0, 0, 0 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
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UTIL_MakeVectors( anglesAim );
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anglesAim.x = -anglesAim.x;
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#if !CLIENT_DLL
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Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2.0f;
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Vector vecDir = gpGlobals->v_forward;
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CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate();
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pBolt->pev->origin = vecSrc;
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pBolt->pev->angles = anglesAim;
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pBolt->pev->owner = m_pPlayer->edict();
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if( m_pPlayer->pev->waterlevel == 3 )
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{
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pBolt->pev->velocity = vecDir * BOLT_WATER_VELOCITY;
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pBolt->pev->speed = BOLT_WATER_VELOCITY;
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}
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else
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{
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pBolt->pev->velocity = vecDir * BOLT_AIR_VELOCITY;
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pBolt->pev->speed = BOLT_AIR_VELOCITY;
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}
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pBolt->pev->avelocity.z = 10.0f;
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#endif
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if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.75f );
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75f;
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if( m_iClip != 0 )
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f;
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else
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75f;
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}
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void CCrossbow::SecondaryAttack()
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{
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if( m_pPlayer->pev->fov != 0 )
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{
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
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m_fInZoom = 0;
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}
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else if( m_pPlayer->pev->fov != 20 )
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{
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 20;
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m_fInZoom = 1;
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}
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pev->nextthink = UTIL_WeaponTimeBase() + 0.1f;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f;
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}
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void CCrossbow::Reload( void )
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{
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == CROSSBOW_MAX_CLIP )
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return;
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if( m_pPlayer->pev->fov != 0 )
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{
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SecondaryAttack();
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}
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if( DefaultReload( CROSSBOW_MAX_CLIP, CROSSBOW_RELOAD, 4.5f ) )
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{
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/xbow_reload1.wav", RANDOM_FLOAT( 0.95f, 1.0f ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0xF ) );
|
|
}
|
|
}
|
|
|
|
void CCrossbow::WeaponIdle( void )
|
|
{
|
|
m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ); // get the autoaim vector but ignore it; used for autoaim crosshair in DM
|
|
|
|
ResetEmptySound();
|
|
|
|
if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
|
|
{
|
|
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
|
|
if( flRand <= 0.75f )
|
|
{
|
|
if( m_iClip )
|
|
{
|
|
SendWeaponAnim( CROSSBOW_IDLE1 );
|
|
}
|
|
else
|
|
{
|
|
SendWeaponAnim( CROSSBOW_IDLE2 );
|
|
}
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
|
}
|
|
else
|
|
{
|
|
if( m_iClip )
|
|
{
|
|
SendWeaponAnim( CROSSBOW_FIDGET1 );
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 90.0f / 30.0f;
|
|
}
|
|
else
|
|
{
|
|
SendWeaponAnim( CROSSBOW_FIDGET2 );
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0f / 30.0f;
|
|
}
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
|
}
|
|
}
|
|
}
|
|
|
|
class CCrossbowAmmo : public CBasePlayerAmmo
|
|
{
|
|
void Spawn( void )
|
|
{
|
|
Precache();
|
|
SET_MODEL( ENT( pev ), "models/w_crossbow_clip.mdl" );
|
|
CBasePlayerAmmo::Spawn();
|
|
}
|
|
void Precache( void )
|
|
{
|
|
PRECACHE_MODEL( "models/w_crossbow_clip.mdl" );
|
|
PRECACHE_SOUND( "items/9mmclip1.wav" );
|
|
}
|
|
BOOL AddAmmo( CBaseEntity *pOther )
|
|
{
|
|
if( pOther->GiveAmmo( AMMO_CROSSBOWCLIP_GIVE, "bolts", BOLT_MAX_CARRY ) != -1 )
|
|
{
|
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( ammo_crossbow, CCrossbowAmmo )
|
|
#endif
|