Compatibility with VC weapon.dat + new shotguns
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@@ -12,6 +12,7 @@
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// Yeah...
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int32 CWeaponInfo::ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS] = {
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-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
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-1, -1, -1, -1, -1, -1, -1, -1, -1
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};
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CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
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@@ -32,21 +33,29 @@ static char ms_aWeaponNames[][32] = {
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"Chainsaw",
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"Grenade",
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"DetonateGrenade",
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"TearGas",
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"Molotov",
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"Rocket",
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"Colt45",
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"Python",
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"Shotgun",
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"Spas12Shotgun",
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"StubbyShotgun",
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"Tec9",
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"Uzi",
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"SilencedIngram",
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"Mp5",
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"M16",
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"AK47",
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"m4",
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"Ruger",
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"SniperRifle",
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"LaserScope",
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"RocketLauncher",
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"FlameThrower",
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"M60",
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"Minigun",
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"Detonator",
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"HeliCannon",
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"Camera",
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};
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CWeaponInfo*
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@@ -223,9 +232,7 @@ CWeaponInfo::LoadWeaponData(void)
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ms_apWeaponInfos[weaponType].m_nWeaponSlot = weaponSlot;
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// TODO(Miami): Enable once weapons are done
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if (animLoopEnd < 98.0f && weaponType != WEAPONTYPE_FLAMETHROWER && weaponType != WEAPONTYPE_SHOTGUN
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/*&& weaponType != 20 && weaponType != 21*/)
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if (animLoopEnd < 98.0f && weaponType != WEAPONTYPE_FLAMETHROWER && !CWeapon::IsShotgun(weaponType))
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ms_apWeaponInfos[weaponType].m_nFiringRate = ((ms_apWeaponInfos[weaponType].m_fAnimLoopEnd - ms_apWeaponInfos[weaponType].m_fAnimLoopStart) * 900.0f);
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if (weaponType == WEAPONTYPE_DETONATOR || weaponType == WEAPONTYPE_HELICANNON)
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@@ -263,6 +270,7 @@ CWeaponInfo::FindWeaponFireType(char *name)
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if (strcmp(name, "INSTANT_HIT") == 0) return WEAPON_FIRE_INSTANT_HIT;
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if (strcmp(name, "PROJECTILE") == 0) return WEAPON_FIRE_PROJECTILE;
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if (strcmp(name, "AREA_EFFECT") == 0) return WEAPON_FIRE_AREA_EFFECT;
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if (strcmp(name, "CAMERA") == 0) return WEAPON_FIRE_CAMERA;
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Error("Unknown weapon fire type, WeaponInfo.cpp");
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return WEAPON_FIRE_INSTANT_HIT;
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}
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