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393
scripting/include/smlib/weapons.inc
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393
scripting/include/smlib/weapons.inc
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#if defined _smlib_weapons_included
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#endinput
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#endif
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#define _smlib_weapons_included
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#include <sourcemod>
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#include <sdktools_functions>
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#include <smlib/entities>
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#define MAX_WEAPON_OFFSET 64
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#define MAX_WEAPON_SLOTS 6 // hud item selection slots
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#define MAX_WEAPON_POSITIONS 20 // max number of items within a slot
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#define MAX_WEAPONS 48 // Max number of weapons availabl
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#define WEAPON_NOCLIP -1 // clip sizes set to this tell the weapon it doesn't use a clip
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#define MAX_AMMO_TYPES 32
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#define MAX_AMMO_SLOTS 32 // not really slots
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#define MAX_WEAPON_STRING 80
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#define MAX_WEAPON_PREFIX 16
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#define MAX_WEAPON_AMMO_NAME 32
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/*
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* Gets the owner (usually a client) of the weapon
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*
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* @param weapon Weapon Entity.
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* @return Owner of the weapon or INVALID_ENT_REFERENCE if the weapon has no owner.
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*/
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stock int Weapon_GetOwner(int weapon)
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{
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return GetEntPropEnt(weapon, Prop_Data, "m_hOwner");
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}
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/*
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* Sets the owner (usually a client) of the weapon
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*
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* @param weapon Weapon Entity.
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* @param entity Entity Index.
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* @noreturn
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*/
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stock void Weapon_SetOwner(int weapon, int entity)
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{
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SetEntPropEnt(weapon, Prop_Data, "m_hOwner", entity);
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}
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/*
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* Checks whether the entity is a valid weapon or not.
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*
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* @param weapon Weapon Entity.
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* @return True if the entity is a valid weapon, false otherwise.
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*/
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stock bool Weapon_IsValid(int weapon)
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{
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if (!IsValidEdict(weapon)) {
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return false;
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}
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return Entity_ClassNameMatches(weapon, "weapon_", true);
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}
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/*
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* Create's a weapon and spawns it in the world at the specified location.
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*
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* @param className Classname String of the weapon to spawn
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* @param absOrigin Absolute Origin Vector where to spawn the weapon.
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* @param absAngles Absolute Angles Vector.
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* @return Weapon Index of the created weapon or INVALID_ENT_REFERENCE on error.
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*/
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stock int Weapon_Create(const char[] className, float absOrigin[3], float absAngles[3])
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{
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int weapon = Entity_Create(className);
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if (weapon == INVALID_ENT_REFERENCE) {
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return INVALID_ENT_REFERENCE;
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}
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Entity_SetAbsOrigin(weapon, absOrigin);
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Entity_SetAbsAngles(weapon, absAngles);
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DispatchSpawn(weapon);
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return weapon;
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}
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/*
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* Create's a weapon and spawns it in the world at the specified location.
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*
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* @param className Classname String of the weapon to spawn
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* @param absOrigin Absolute Origin Vector where to spawn the weapon.
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* @param absAngles Absolute Angles Vector.
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* @return Weapon Index of the created weapon or INVALID_ENT_REFERENCE on error.
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*/
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stock int Weapon_CreateForOwner(int client, const char[] className)
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{
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float absOrigin[3], absAngles[3];
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Entity_GetAbsOrigin(client, absOrigin);
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Entity_GetAbsAngles(client, absAngles);
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int weapon = Weapon_Create(className, absOrigin, absAngles);
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if (weapon == INVALID_ENT_REFERENCE) {
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return INVALID_ENT_REFERENCE;
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}
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Entity_SetOwner(weapon, client);
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return weapon;
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}
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/*
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* Gets the weapon's subtype.
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* The subtype is only used when a player has multiple weapons of the same type.
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*
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* @param weapon Weapon Entity.
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* @return Subtype of the weapon.
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*/
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stock int Weapon_GetSubType(int weapon)
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{
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return GetEntProp(weapon, Prop_Data, "m_iSubType");
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}
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/*
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* Is the weapon currently reloading ?
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*
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* @param weapon Weapon Entity.
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* @return True if weapon is currently reloading, false if not.
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*/
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stock bool Weapon_IsReloading(int weapon)
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{
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return GetEntProp(weapon, Prop_Data, "m_bInReload") != 0;
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}
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/*
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* Weapon m_iState
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*/
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#define WEAPON_IS_ONTARGET 0x40
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#define WEAPON_NOT_CARRIED 0 // Weapon is on the ground
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#define WEAPON_IS_CARRIED_BY_PLAYER 1 // This client is carrying this weapon.
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#define WEAPON_IS_ACTIVE 2 // This client is carrying this weapon and it's the currently held weapon
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/*
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* Get's the state of the weapon.
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* This returns whether the weapon is currently carried by a client,
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* if it is active and if it is on a target.
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*
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* @param weapon Weapon Entity.
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* @return Weapon State.
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*/
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stock int Weapon_GetState(int weapon)
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{
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return GetEntProp(weapon, Prop_Data, "m_iState");
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}
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/*
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* Returns whether the weapon can fire primary ammo under water.
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*
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* @param weapon Weapon Entity.
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* @return True or False.
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*/
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stock bool Weapon_FiresUnderWater(int weapon)
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{
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return GetEntProp(weapon, Prop_Data, "m_bFiresUnderwater") != 0;
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}
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/*
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* Sets if the weapon can fire primary ammo under water.
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*
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* @param weapon Weapon Entity.
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* @param can True or False.
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*/
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stock void Weapon_SetFiresUnderWater(int weapon, bool can=true)
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{
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SetEntProp(weapon, Prop_Data, "m_bFiresUnderwater", can);
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}
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/*
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* Returns whether the weapon can fire secondary ammo under water.
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*
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* @param weapon Weapon Entity.
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* @return True or False.
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*/
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stock bool Weapon_FiresUnderWaterAlt(int weapon)
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{
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return GetEntProp(weapon, Prop_Data, "m_bAltFiresUnderwater") != 0;
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}
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/*
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* Sets if the weapon can fire secondary ammo under water.
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*
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* @param weapon Weapon Entity.
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* @param can True or False.
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*/
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stock void Weapon_SetFiresUnderWaterAlt(int weapon, bool can=true)
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{
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SetEntProp(weapon, Prop_Data, "m_bAltFiresUnderwater", can);
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}
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/*
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* Gets the primary ammo Type (int offset)
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*
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* @param weapon Weapon Entity.
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* @return Primary ammo type value.
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*/
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stock int Weapon_GetPrimaryAmmoType(int weapon)
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{
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return GetEntProp(weapon, Prop_Data, "m_iPrimaryAmmoType");
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}
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/*
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* Sets the primary ammo Type (int offset)
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*
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* @param weapon Weapon Entity.
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* @param type Primary ammo type value.
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*/
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stock void Weapon_SetPrimaryAmmoType(int weapon, int type)
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{
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SetEntProp(weapon, Prop_Data, "m_iPrimaryAmmoType", type);
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}
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/*
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* Gets the secondary ammo Type (int offset)
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*
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* @param weapon Weapon Entity.
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* @return Secondary ammo type value.
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*/
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stock int Weapon_GetSecondaryAmmoType(int weapon)
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{
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return GetEntProp(weapon, Prop_Data, "m_iSecondaryAmmoType");
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}
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/*
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* Sets the secondary ammo Type (int offset)
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*
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* @param weapon Weapon Entity.
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* @param type Secondary ammo type value.
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*/
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stock void Weapon_SetSecondaryAmmoType(int weapon, int type)
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{
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SetEntProp(weapon, Prop_Data, "m_iSecondaryAmmoType", type);
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}
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/*
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* Gets the primary clip count of a weapon.
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*
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* @param weapon Weapon Entity.
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* @return Primary Clip count.
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*/
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stock int Weapon_GetPrimaryClip(int weapon)
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{
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return GetEntProp(weapon, Prop_Data, "m_iClip1");
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}
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/*
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* Sets the primary clip count of a weapon.
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*
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* @param weapon Weapon Entity.
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* @param value Clip Count value.
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*/
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stock void Weapon_SetPrimaryClip(int weapon, int value)
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{
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SetEntProp(weapon, Prop_Data, "m_iClip1", value);
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}
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/*
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* Gets the secondary clip count of a weapon.
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*
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* @param weapon Weapon Entity.
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* @return Secondy Clip count.
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*/
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stock int Weapon_GetSecondaryClip(int weapon)
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{
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return GetEntProp(weapon, Prop_Data, "m_iClip2");
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}
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/*
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* Sets the secondary clip count of a weapon.
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*
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* @param weapon Weapon Entity.
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* @param value Clip Count value.
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*/
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stock void Weapon_SetSecondaryClip(int weapon, int value)
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{
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SetEntProp(weapon, Prop_Data, "m_iClip2", value);
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}
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/*
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* Sets the primary & secondary clip count of a weapon.
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*
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* @param weapon Weapon Entity.
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* @param primary Primary Clip Count value.
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* @param secondary Primary Clip Count value.
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*/
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stock void Weapon_SetClips(int weapon, int primary, int secondary)
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{
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Weapon_SetPrimaryClip(weapon, primary);
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Weapon_SetSecondaryClip(weapon, secondary);
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}
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/*
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* Gets the primary ammo count of a weapon.
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* This is only used when the weapon is not carried
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* by a player to give a player ammo when he picks up
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* the weapon.
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*
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* @param weapon Weapon Entity.
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* @return Primary Ammo Count.
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*/
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stock int Weapon_GetPrimaryAmmoCount(int weapon)
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{
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return GetEntProp(weapon, Prop_Data, "m_iPrimaryAmmoCount");
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}
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/*
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* Sets the primary ammo count of a weapon.
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* This is only used when the weapon is not carried
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* by a player to give a player ammo when he picks up
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* the weapon.
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*
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* @param weapon Weapon Entity.
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* @param value Primary Ammo Count.
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*/
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stock void Weapon_SetPrimaryAmmoCount(int weapon, int value)
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{
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SetEntProp(weapon, Prop_Data, "m_iPrimaryAmmoCount", value);
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}
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/*
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* Gets the secondary ammo count of a weapon.
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* This is only used when the weapon is not carried
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* by a player to give a player ammo when he picks up
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* the weapon.
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*
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* @param weapon Weapon Entity.
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* @return Secondary Ammo Count.
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*/
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stock int Weapon_GetSecondaryAmmoCount(int weapon)
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{
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return GetEntProp(weapon, Prop_Data, "m_iSecondaryAmmoCount");
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}
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/*
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* Sets the secodary ammo count of a weapon.
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* This is only used when the weapon is not carried
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* by a player to give a player ammo when he picks up
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* the weapon.
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*
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* @param weapon Weapon Entity.
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* @param value Secondary Ammo Count.
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*/
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stock void Weapon_SetSecondaryAmmoCount(int weapon, int value)
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{
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SetEntProp(weapon, Prop_Data, "m_iSecondaryAmmoCount", value);
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}
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/*
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* Sets both, the primary & the secondary ammo count of a weapon.
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* This is only used when the weapon is not carried
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* by a player to give a player ammo when he picks up
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* the weapon.
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*
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* @param weapon Weapon Entity.
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* @value primary Primary Ammo Count.
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* @value secondary Secondary Ammo Count.
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*/
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stock void Weapon_SetAmmoCounts(int weapon, int primary, int secondary)
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{
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Weapon_SetPrimaryAmmoCount(weapon, primary);
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Weapon_SetSecondaryAmmoCount(weapon, secondary);
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}
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/*
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* Gets the Model Index of the weapon's view model.
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*
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* @param weapon Weapon Entity.
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* @return View Model Index.
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*/
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stock int Weapon_GetViewModelIndex(int weapon)
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{
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return GetEntProp(weapon, Prop_Data, "m_nViewModelIndex");
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}
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/*
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* Sets the Model Index of the weapon's view model.
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* You can get the Model Index by precaching a model with PrecacheModel().
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*
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* @param weapon Weapon Entity.
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* @param index Model Index.
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* @noreturn
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*/
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stock void Weapon_SetViewModelIndex(int weapon, int index)
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{
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SetEntProp(weapon, Prop_Data, "m_nViewModelIndex", index);
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ChangeEdictState(weapon, FindDataMapInfo(weapon, "m_nViewModelIndex"));
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}
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