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https://github.com/mapbase-source/source-sdk-2013.git
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Shadow Walker: Fixed bug that replaced custom weapons with crowbars upon loading a saved game
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22
sp/game/mod_episodic/scripts/weapon_custommelee.txt
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22
sp/game/mod_episodic/scripts/weapon_custommelee.txt
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@ -0,0 +1,22 @@
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// Custom melee weapon - used by npc_shadow_walker for weapon model overrides
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WeaponData
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{
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// This will be replaced in code
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"playermodel" "models/weapons/w_crowbar.mdl"
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"anim_prefix" "crowbar"
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"clip_size" "-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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// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
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SoundData
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{
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"melee_hit_world" "Weapon_Crowbar.Melee_HitWorld"
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}
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}
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24
sp/game/mod_episodic/scripts/weapon_manifest.txt
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sp/game/mod_episodic/scripts/weapon_manifest.txt
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weapon_manifest
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{
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"file" "scripts/weapon_357.txt"
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"file" "scripts/weapon_alyxgun.txt"
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"file" "scripts/weapon_annabelle.txt"
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"file" "scripts/weapon_ar2.txt"
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"file" "scripts/weapon_bugbait.txt"
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"file" "scripts/weapon_citizenpackage.txt"
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"file" "scripts/weapon_citizensuitcase.txt"
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"file" "scripts/weapon_crossbow.txt"
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"file" "scripts/weapon_crowbar.txt"
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"file" "scripts/weapon_cubemap.txt"
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"file" "scripts/weapon_frag.txt"
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"file" "scripts/weapon_physcannon.txt"
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"file" "scripts/weapon_physgun.txt"
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"file" "scripts/weapon_pistol.txt"
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"file" "scripts/weapon_rpg.txt"
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"file" "scripts/weapon_shotgun.txt"
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"file" "scripts/weapon_smg1.txt"
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"file" "scripts/weapon_stunstick.txt"
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// Custom
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"file" "scripts/weapon_custommelee.txt"
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}
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@ -127,12 +127,13 @@ void CNPC_ShadowWalker::FixupWeapon()
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// If no weapons supplied, give a crowbar
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// If no weapons supplied, give a crowbar
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CBaseCombatWeapon *pWeapon = GetActiveWeapon();
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CBaseCombatWeapon *pWeapon = GetActiveWeapon();
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if (pWeapon == NULL) {
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if (pWeapon == NULL) {
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CWeaponCustomMelee * pMeleeWeapon = (CWeaponCustomMelee *)CREATE_UNSAVED_ENTITY(CWeaponCustomMelee, "weapon_crowbar");
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CWeaponCustomMelee *pMeleeWeapon = (CWeaponCustomMelee*)CreateEntityByName("weapon_custommelee");
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// Apply weapon model override
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// Apply weapon model override
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if (&m_iszWeaponModelName && m_iszWeaponModelName != MAKE_STRING("")) {
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if (&m_iszWeaponModelName && m_iszWeaponModelName != MAKE_STRING("")) {
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pMeleeWeapon->m_iszWeaponModelName = this->m_iszWeaponModelName;
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pMeleeWeapon->m_iszWeaponModelName = this->m_iszWeaponModelName;
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}
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}
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// Default custom weapon model
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else {
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else {
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pMeleeWeapon->m_iszWeaponModelName = MAKE_STRING("models/props_canal/mattpipe.mdl");
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pMeleeWeapon->m_iszWeaponModelName = MAKE_STRING("models/props_canal/mattpipe.mdl");
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}
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}
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@ -15,14 +15,21 @@ class CWeaponCustomMelee : public CWeaponCrowbar
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DECLARE_CLASS(CWeaponCustomMelee, CWeaponCrowbar);
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DECLARE_CLASS(CWeaponCustomMelee, CWeaponCrowbar);
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const char *GetWorldModel() const { return m_iszWeaponModelName.ToCStr(); }
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const char *GetWorldModel() const { return m_iszWeaponModelName.ToCStr(); }
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void SetPickupTouch(void) { /* do nothing */ }
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virtual void Drop(const Vector &vecVelocity);
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public:
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public:
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string_t m_iszWeaponModelName;
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string_t m_iszWeaponModelName;
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DECLARE_DATADESC();
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DECLARE_DATADESC();
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};
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};
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void CWeaponCustomMelee::Drop(const Vector &vecVelocity)
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{
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BaseClass::Drop(vecVelocity);
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AddSpawnFlags(SF_WEAPON_NO_PLAYER_PICKUP);
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}
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LINK_ENTITY_TO_CLASS(weapon_custommelee, CWeaponCustomMelee);
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BEGIN_DATADESC(CWeaponCustomMelee)
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BEGIN_DATADESC(CWeaponCustomMelee)
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DEFINE_FIELD(m_iszWeaponModelName, FIELD_STRING)
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DEFINE_FIELD(m_iszWeaponModelName, FIELD_STRING)
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END_DATADESC()
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END_DATADESC()
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