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https://github.com/Pinsplash/halflife2chaos.git
synced 2024-10-29 23:32:38 +01:00
made weapon_cubemap work well as a regular weapon and added it to Give Random Weapon
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sourcemods/ep1chaos/models/shadertest/w_envballs.dx80.vtx
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sourcemods/ep1chaos/models/shadertest/w_envballs.dx80.vtx
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sourcemods/ep1chaos/models/shadertest/w_envballs.dx90.vtx
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sourcemods/ep1chaos/models/shadertest/w_envballs.dx90.vtx
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sourcemods/ep1chaos/models/shadertest/w_envballs.mdl
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sourcemods/ep1chaos/models/shadertest/w_envballs.mdl
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sourcemods/ep1chaos/models/shadertest/w_envballs.phy
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sourcemods/ep1chaos/models/shadertest/w_envballs.phy
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sourcemods/ep1chaos/models/shadertest/w_envballs.sw.vtx
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sourcemods/ep1chaos/models/shadertest/w_envballs.sw.vtx
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sourcemods/ep1chaos/models/shadertest/w_envballs.vvd
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sourcemods/ep1chaos/models/shadertest/w_envballs.vvd
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sourcemods/ep1chaos/scripts/weapon_cubemap.txt
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sourcemods/ep1chaos/scripts/weapon_cubemap.txt
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// Cubemap visualization tool
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WeaponData
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{
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// Weapon data is loaded by both the Game and Client DLLs.
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"printname" "ORBS"
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"viewmodel" "models/shadertest/envballs.mdl"
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"playermodel" "models/shadertest/w_envballs.mdl"
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"anim_prefix" "envballs"
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"bucket" "5"
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"bucket_position" "2"
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"clip_size" "-1"
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"clip2_size" "-1"
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"default_clip" "-1"
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"default_clip2" "-1"
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"primary_ammo" "None"
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"secondary_ammo" "None"
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"weight" "0"
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"item_flags" "0"
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// Weapon Sprite data is loaded by the Client DLL.
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TextureData
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{
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"weapon"
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{
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"font" "WeaponIcons"
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"character" "z"
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}
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"weapon_s"
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{
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"font" "WeaponIconsSelected"
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"character" "z"
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}
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"weapon_small"
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{
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"font" "WeaponIconsSmall"
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"character" "z"
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}
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"ammo"
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{
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"font" "WeaponIconsSmall"
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"character" "z"
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}
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"crosshair"
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{
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"font" "Crosshairs"
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"character" "Q"
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}
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"autoaim"
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{
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"file" "sprites/crosshairs"
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"x" "0"
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"y" "48"
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"width" "24"
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"height" "24"
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}
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}
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}
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sourcemods/ep2chaos/models/shadertest/w_envballs.dx80.vtx
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sourcemods/ep2chaos/models/shadertest/w_envballs.dx80.vtx
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sourcemods/ep2chaos/models/shadertest/w_envballs.dx90.vtx
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sourcemods/ep2chaos/models/shadertest/w_envballs.dx90.vtx
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sourcemods/ep2chaos/models/shadertest/w_envballs.mdl
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sourcemods/ep2chaos/models/shadertest/w_envballs.mdl
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sourcemods/ep2chaos/models/shadertest/w_envballs.phy
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sourcemods/ep2chaos/models/shadertest/w_envballs.phy
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sourcemods/ep2chaos/models/shadertest/w_envballs.sw.vtx
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sourcemods/ep2chaos/models/shadertest/w_envballs.sw.vtx
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sourcemods/ep2chaos/models/shadertest/w_envballs.vvd
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sourcemods/ep2chaos/models/shadertest/w_envballs.vvd
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sourcemods/ep2chaos/scripts/weapon_cubemap.txt
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sourcemods/ep2chaos/scripts/weapon_cubemap.txt
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// Cubemap visualization tool
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WeaponData
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{
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// Weapon data is loaded by both the Game and Client DLLs.
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"printname" "ORBS"
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"viewmodel" "models/shadertest/envballs.mdl"
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"playermodel" "models/shadertest/w_envballs.mdl"
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"anim_prefix" "envballs"
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"bucket" "5"
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"bucket_position" "2"
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"clip_size" "-1"
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"clip2_size" "-1"
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"default_clip" "-1"
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"default_clip2" "-1"
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"primary_ammo" "None"
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"secondary_ammo" "None"
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"weight" "0"
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"item_flags" "0"
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// Weapon Sprite data is loaded by the Client DLL.
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TextureData
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{
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"weapon"
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{
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"font" "WeaponIcons"
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"character" "z"
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}
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"weapon_s"
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{
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"font" "WeaponIconsSelected"
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"character" "z"
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}
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"weapon_small"
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{
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"font" "WeaponIconsSmall"
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"character" "z"
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}
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"ammo"
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{
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"font" "WeaponIconsSmall"
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"character" "z"
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}
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"crosshair"
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{
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"font" "Crosshairs"
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"character" "Q"
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}
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"autoaim"
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{
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"file" "sprites/crosshairs"
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"x" "0"
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"y" "48"
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"width" "24"
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"height" "24"
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}
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}
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}
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BIN
sourcemods/hl2chaos/models/shadertest/w_envballs.dx80.vtx
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sourcemods/hl2chaos/models/shadertest/w_envballs.dx80.vtx
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sourcemods/hl2chaos/models/shadertest/w_envballs.dx90.vtx
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sourcemods/hl2chaos/models/shadertest/w_envballs.dx90.vtx
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sourcemods/hl2chaos/models/shadertest/w_envballs.mdl
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sourcemods/hl2chaos/models/shadertest/w_envballs.mdl
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Binary file not shown.
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sourcemods/hl2chaos/models/shadertest/w_envballs.phy
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sourcemods/hl2chaos/models/shadertest/w_envballs.phy
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sourcemods/hl2chaos/models/shadertest/w_envballs.sw.vtx
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sourcemods/hl2chaos/models/shadertest/w_envballs.sw.vtx
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sourcemods/hl2chaos/models/shadertest/w_envballs.vvd
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sourcemods/hl2chaos/models/shadertest/w_envballs.vvd
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sourcemods/hl2chaos/scripts/weapon_cubemap.txt
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sourcemods/hl2chaos/scripts/weapon_cubemap.txt
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@ -0,0 +1,62 @@
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// Cubemap visualization tool
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WeaponData
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{
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// Weapon data is loaded by both the Game and Client DLLs.
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"printname" "ORBS"
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"viewmodel" "models/shadertest/envballs.mdl"
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"playermodel" "models/shadertest/w_envballs.mdl"
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"anim_prefix" "envballs"
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"bucket" "5"
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"bucket_position" "2"
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"clip_size" "-1"
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"clip2_size" "-1"
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"default_clip" "-1"
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"default_clip2" "-1"
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"primary_ammo" "None"
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"secondary_ammo" "None"
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"weight" "0"
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"item_flags" "0"
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// Weapon Sprite data is loaded by the Client DLL.
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TextureData
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{
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"weapon"
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{
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"font" "WeaponIcons"
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"character" "z"
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}
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"weapon_s"
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{
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"font" "WeaponIconsSelected"
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"character" "z"
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}
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"weapon_small"
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{
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"font" "WeaponIconsSmall"
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"character" "z"
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}
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"ammo"
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{
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"font" "WeaponIconsSmall"
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"character" "z"
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}
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"crosshair"
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{
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"font" "Crosshairs"
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"character" "Q"
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}
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"autoaim"
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{
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"file" "sprites/crosshairs"
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"x" "0"
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"y" "48"
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"width" "24"
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"height" "24"
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}
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}
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}
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@ -6979,10 +6979,10 @@ void CERandomWeaponGive::StartEffect()
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{
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UTIL_GetLocalPlayer()->EquipSuit();
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int nRandom;
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//TODO: harpoon, stunstick, alyxgun, annabelle, citizenpackage, citizensuitcase, cubemap
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//TODO: harpoon, stunstick, alyxgun, annabelle, citizenpackage, citizensuitcase
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for (int iWeaponAttempts = 0; iWeaponAttempts <= 30; iWeaponAttempts++)
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{
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nRandom = chaos_rng1.GetInt() == -1 ? RandomInt(0, 11) : chaos_rng1.GetInt();
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nRandom = chaos_rng1.GetInt() == -1 ? RandomInt(0, 12) : chaos_rng1.GetInt();
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if (nRandom == 0) if (ChaosSpawnWeapon("weapon_crowbar", MAKE_STRING("Give Crowbar"))) return;
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if (nRandom == 1) if (ChaosSpawnWeapon("weapon_physcannon", MAKE_STRING("Give Gravity Gun"))) return;
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if (nRandom == 2) if (ChaosSpawnWeapon("weapon_pistol", MAKE_STRING("Give Pistol"), 255, "Pistol")) return;
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@ -7002,6 +7002,7 @@ void CERandomWeaponGive::StartEffect()
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}
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}
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if (nRandom == 11) if (ChaosSpawnWeapon("weapon_slam", MAKE_STRING("Give S.L.A.M"), 5, "slam")) return;
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if (nRandom == 12) if (ChaosSpawnWeapon("weapon_cubemap", MAKE_STRING("Give Orbs"))) return;
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}
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}
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void CERandomVehicle::StartEffect()
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