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getting jetpack through remote
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parent
3b8c17d9d6
commit
a96ebde93a
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@ -15,10 +15,12 @@ CONSOLE_COMMAND("removeweapon", "i[weapon-id]", CFGFLAG_SERVER|CMDFLAG_TEST, Con
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CONSOLE_COMMAND("shotgun", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConShotgun, this, "Gives a shotgun to you")
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CONSOLE_COMMAND("grenade", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConGrenade, this, "Gives a grenade launcher to you")
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CONSOLE_COMMAND("rifle", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConRifle, this, "Gives a rifle to you")
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CONSOLE_COMMAND("jetpack","", CFGFLAG_SERVER|CMDFLAG_TEST, ConJetpack, this, "Gives jetpack to you")
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CONSOLE_COMMAND("weapons", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConWeapons, this, "Gives all weapons to you")
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CONSOLE_COMMAND("unshotgun", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConUnShotgun, this, "Takes the shotgun from you")
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CONSOLE_COMMAND("ungrenade", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConUnGrenade, this, "Takes the grenade launcher you")
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CONSOLE_COMMAND("unrifle", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConUnRifle, this, "Takes the rifle from you")
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CONSOLE_COMMAND("unjetpack", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConUnJetpack, this, "Takes the jetpack from you")
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CONSOLE_COMMAND("unweapons", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConUnWeapons, this, "Takes all weapons from you")
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CONSOLE_COMMAND("ninja", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConNinja, this, "Makes you a ninja")
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CONSOLE_COMMAND("super", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConSuper, this, "Makes you super")
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@ -166,6 +166,14 @@ void CGameContext::ConRifle(IConsole::IResult *pResult, void *pUserData)
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pSelf->ModifyWeapons(pResult, pUserData, WEAPON_RIFLE, false);
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}
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void CGameContext::ConJetpack(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
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if (pChr)
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pChr->m_Jetpack = true;
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}
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void CGameContext::ConWeapons(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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@ -190,6 +198,14 @@ void CGameContext::ConUnRifle(IConsole::IResult *pResult, void *pUserData)
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pSelf->ModifyWeapons(pResult, pUserData, WEAPON_RIFLE, true);
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}
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void CGameContext::ConUnJetpack(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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CCharacter* pChr = pSelf->GetPlayerChar(pResult->m_ClientID);
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if (pChr)
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pChr->m_Jetpack = false;
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}
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void CGameContext::ConUnWeapons(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *) pUserData;
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@ -212,9 +228,10 @@ void CGameContext::ModifyWeapons(IConsole::IResult *pResult, void *pUserData,
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int Weapon, bool Remove)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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if (!CheckClientID(pResult->m_ClientID))
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CCharacter* pChr = GetPlayerChar(pResult->m_ClientID);
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if (!pChr)
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return;
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int ClientID = pResult->m_ClientID;
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if (clamp(Weapon, -1, NUM_WEAPONS - 1) != Weapon)
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{
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pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info",
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@ -222,47 +239,15 @@ void CGameContext::ModifyWeapons(IConsole::IResult *pResult, void *pUserData,
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return;
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}
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CCharacter* pChr = GetPlayerChar(ClientID);
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if (!pChr)
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return;
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if (Weapon == -1)
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{
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if (Remove
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&& (pChr->GetActiveWeapon() == WEAPON_SHOTGUN
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|| pChr->GetActiveWeapon() == WEAPON_GRENADE
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|| pChr->GetActiveWeapon() == WEAPON_RIFLE))
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pChr->SetActiveWeapon(WEAPON_GUN);
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if (Remove)
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{
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pChr->SetWeaponGot(WEAPON_SHOTGUN, false);
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pChr->SetWeaponGot(WEAPON_GRENADE, false);
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pChr->SetWeaponGot(WEAPON_RIFLE, false);
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}
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else
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pChr->GiveAllWeapons();
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}
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else if (Weapon != WEAPON_NINJA)
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{
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if (Remove && pChr->GetActiveWeapon() == Weapon)
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pChr->SetActiveWeapon(WEAPON_GUN);
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if (Remove)
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pChr->SetWeaponGot(Weapon, false);
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else
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pChr->GiveWeapon(Weapon, -1);
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pChr->GiveWeapon(WEAPON_SHOTGUN);
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pChr->GiveWeapon(WEAPON_GRENADE);
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pChr->GiveWeapon(WEAPON_RIFLE);
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}
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else
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{
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if (Remove)
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{
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pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "info",
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"you can't remove ninja");
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return;
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}
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pChr->GiveNinja();
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pChr->GiveWeapon(Weapon, Remove);
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}
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pChr->m_DDRaceState = DDRACE_CHEAT;
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@ -180,11 +180,7 @@ void CCharacter::HandleNinja()
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if ((Server()->Tick() - m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000))
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{
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// time's up, return
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m_Ninja.m_CurrentMoveTime = 0;
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m_aWeapons[WEAPON_NINJA].m_Got = false;
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m_Core.m_ActiveWeapon = m_LastWeapon;
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SetWeapon(m_Core.m_ActiveWeapon);
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RemoveNinja();
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return;
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}
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@ -650,18 +646,6 @@ void CCharacter::HandleWeapons()
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return;
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}
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bool CCharacter::GiveWeapon(int Weapon, int Ammo)
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{
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if(m_aWeapons[Weapon].m_Ammo < g_pData->m_Weapons.m_aId[Weapon].m_Maxammo || !m_aWeapons[Weapon].m_Got)
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{
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m_aWeapons[Weapon].m_Got = true;
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if(!m_FreezeTime)
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m_aWeapons[Weapon].m_Ammo = min(g_pData->m_Weapons.m_aId[Weapon].m_Maxammo, Ammo);
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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 CCharacter::GiveNinja()
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{
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m_Ninja.m_ActivationTick = Server()->Tick();
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@ -676,6 +660,15 @@ void CCharacter::GiveNinja()
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GameServer()->CreateSound(m_Pos, SOUND_PICKUP_NINJA, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
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}
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void CCharacter::RemoveNinja()
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{
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m_Ninja.m_CurrentMoveTime = 0;
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m_aWeapons[WEAPON_NINJA].m_Got = false;
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m_Core.m_ActiveWeapon = m_LastWeapon;
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SetWeapon(m_Core.m_ActiveWeapon);
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}
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void CCharacter::SetEmote(int Emote, int Tick)
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{
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m_EmoteType = Emote;
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@ -2121,14 +2114,37 @@ bool CCharacter::UnFreeze()
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return false;
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}
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void CCharacter::GiveWeapon(int Weapon, bool Remove)
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{
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if (Weapon == WEAPON_NINJA)
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{
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if (Remove)
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RemoveNinja();
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else
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GiveNinja();
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return;
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}
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if (Remove)
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{
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if (GetActiveWeapon()== Weapon)
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SetActiveWeapon(WEAPON_GUN);
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}
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else
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{
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if (!m_FreezeTime)
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m_aWeapons[Weapon].m_Ammo = -1;
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}
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m_aWeapons[Weapon].m_Got = !Remove;
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}
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void CCharacter::GiveAllWeapons()
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{
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for(int i=WEAPON_GUN;i<NUM_WEAPONS-1;i++)
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{
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m_aWeapons[i].m_Got = true;
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if(!m_FreezeTime) m_aWeapons[i].m_Ammo = -1;
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GiveWeapon(i);
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}
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return;
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}
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void CCharacter::Pause(bool Pause)
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@ -75,8 +75,9 @@ public:
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bool IncreaseHealth(int Amount);
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bool IncreaseArmor(int Amount);
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bool GiveWeapon(int Weapon, int Ammo);
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void GiveWeapon(int Weapon, bool Remove = false);
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void GiveNinja();
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void RemoveNinja();
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void SetEmote(int Emote, int Tick);
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@ -92,8 +92,8 @@ void CPickup::Tick()
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if (m_Subtype >= 0 && m_Subtype < NUM_WEAPONS && (!pChr->GetWeaponGot(m_Subtype) || (pChr->GetWeaponAmmo(m_Subtype) != -1 && !pChr->m_FreezeTime)))
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{
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if(pChr->GiveWeapon(m_Subtype, -1))
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{
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pChr->GiveWeapon(m_Subtype);
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//RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
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if (m_Subtype == WEAPON_GRENADE)
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@ -105,7 +105,7 @@ void CPickup::Tick()
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if (pChr->GetPlayer())
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GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype);
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}
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}
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break;
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@ -246,10 +246,12 @@ private:
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static void ConShotgun(IConsole::IResult *pResult, void *pUserData);
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static void ConGrenade(IConsole::IResult *pResult, void *pUserData);
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static void ConRifle(IConsole::IResult *pResult, void *pUserData);
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static void ConJetpack(IConsole::IResult *pResult, void *pUserData);
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static void ConWeapons(IConsole::IResult *pResult, void *pUserData);
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static void ConUnShotgun(IConsole::IResult *pResult, void *pUserData);
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static void ConUnGrenade(IConsole::IResult *pResult, void *pUserData);
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static void ConUnRifle(IConsole::IResult *pResult, void *pUserData);
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static void ConUnJetpack(IConsole::IResult *pResult, void *pUserData);
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static void ConUnWeapons(IConsole::IResult *pResult, void *pUserData);
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static void ConAddWeapon(IConsole::IResult *pResult, void *pUserData);
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static void ConRemoveWeapon(IConsole::IResult *pResult, void *pUserData);
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@ -560,8 +560,8 @@ void IGameController::OnCharacterSpawn(class CCharacter *pChr)
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pChr->IncreaseHealth(10);
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// give default weapons
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pChr->GiveWeapon(WEAPON_HAMMER, -1);
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pChr->GiveWeapon(WEAPON_GUN, -1);
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pChr->GiveWeapon(WEAPON_HAMMER);
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pChr->GiveWeapon(WEAPON_GUN);
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}
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void IGameController::DoWarmup(int Seconds)
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