1 void() railgun_ready_01;
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2 void() railgun_fire1_01;
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3 void() railgun_deselect_01;
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4 void() railgun_select_01;
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6 float() railgun_check =
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8 if (self.ammo_shells >= 5)
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13 void(float req) w_railgun =
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17 else if (req == WR_FIRE1)
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18 weapon_prepareattack(railgun_check, railgun_check, railgun_fire1_01, .5/*cvar("g_balance_nex_refire")*/);
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19 else if (req == WR_RAISE)
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20 railgun_select_01();
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21 else if (req == WR_UPDATECOUNTS)
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22 self.currentammo = floor(self.ammo_shells/* / 5*/);
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23 else if (req == WR_DROP)
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24 railgun_deselect_01();
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25 else if (req == WR_SETUP)
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26 weapon_setup(WEP_RAILGUN, "w_railgun.zym", IT_SHELLS);
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27 else if (req == WR_CHECKAMMO)
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28 weapon_hasammo = railgun_check();
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32 void W_RailGun_Attack (void)
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38 sound (self, CHAN_WEAPON, "weapons/RailGunfire.wav", 1, ATTN_NORM);
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39 self.punchangle_x = -5;
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40 org = self.origin + self.view_ofs + v_forward * 5 + v_right * 14 + v_up * -7;
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41 end = self.origin + self.view_ofs + v_forward * 4096;
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43 // FireRailgunBullet (org, end, cvar("g_balance_railgun_damage"), WEP_RAILGUN);
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44 FireRailgunBullet (org, end, 35, WEP_RAILGUN); //temp -- i want to add area damage
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46 // trace as if shot started inside gun
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47 traceline (org, end, TRUE, self);
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48 // show as if shot started outside of gun
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49 org = self.origin + self.view_ofs + v_forward * 28 + v_right * 14 + v_up * -7;
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50 // muzzleflash light
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51 te_smallflash (org);
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53 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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54 WriteByte (MSG_BROADCAST, 76);
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55 WriteCoord (MSG_BROADCAST, org_x);
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56 WriteCoord (MSG_BROADCAST, org_y);
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57 WriteCoord (MSG_BROADCAST, org_z);
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58 WriteCoord (MSG_BROADCAST, trace_endpos_x);
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59 WriteCoord (MSG_BROADCAST, trace_endpos_y);
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60 WriteCoord (MSG_BROADCAST, trace_endpos_z);
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61 WriteCoord (MSG_BROADCAST, 0);
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62 WriteCoord (MSG_BROADCAST, 0);
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63 WriteCoord (MSG_BROADCAST, 0);
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64 // flash and burn the wall
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65 te_plasmaburn (trace_endpos);
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67 // flame effect at impact
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68 dir = trace_plane_normal * 100;
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69 WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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70 WriteByte (MSG_BROADCAST, TE_FLAMEJET);
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71 WriteCoord (MSG_BROADCAST, trace_endpos_x);
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72 WriteCoord (MSG_BROADCAST, trace_endpos_y);
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73 WriteCoord (MSG_BROADCAST, trace_endpos_z);
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74 WriteCoord (MSG_BROADCAST, dir_x);
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75 WriteCoord (MSG_BROADCAST, dir_y);
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76 WriteCoord (MSG_BROADCAST, dir_z);
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77 WriteByte (MSG_BROADCAST, 255);
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80 PointSound (trace_endpos, "weapons/RailGunimpact.wav", 1, ATTN_NORM);
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82 if (cvar("g_instagib") == 0)
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83 // self.ammo_cells = self.ammo_cells - 5;
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84 self.ammo_shells = self.ammo_shells - 5;
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87 org = self.origin + self.view_ofs + v_forward * 33 + v_right * 14 + v_up * -7;
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88 setorigin (flash, org);
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89 setmodel (flash, "models/nexflash.md3");
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90 flash.velocity = v_forward * 20;
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91 flash.angles = vectoangles (flash.velocity);
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92 SUB_SetFade (flash, time, 0.4);
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93 flash.effects = flash.effects | EF_ADDITIVE | EF_FULLBRIGHT;
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97 void() railgun_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, railgun_ready_01); self.weaponentity.state = WS_READY;};
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98 void() railgun_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
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99 void() railgun_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
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100 void() railgun_fire1_01 =
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102 weapon_doattack(railgun_check, railgun_check, W_RailGun_Attack);
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103 // weapon_thinkf(WFRAME_FIRE1, 0.3, railgun_ready_01);
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104 weapon_thinkf(WFRAME_FIRE1, 0.9, railgun_ready_01);
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