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Weapon fixes
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@ -2312,13 +2312,15 @@ CWeapon::BlowUpExplosiveThings(CEntity *thing)
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bool
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CWeapon::HasWeaponAmmoToBeUsed(void)
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{
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switch (m_eWeaponType) {
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case WEAPONTYPE_UNARMED:
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case WEAPONTYPE_BASEBALLBAT:
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return true;
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default:
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return m_nAmmoTotal != 0;
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}
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// FIX: This is better (not bug tho)
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#if 0
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if (m_eWeaponType <= WEAPONTYPE_CHAINSAW)
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#else
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if (CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_eWeaponFire == WEAPON_FIRE_MELEE)
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#endif
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return true;
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else
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return m_nAmmoTotal != 0;
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}
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bool
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@ -16,8 +16,8 @@ class CWeapon
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public:
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eWeaponType m_eWeaponType;
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eWeaponState m_eWeaponState;
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uint32 m_nAmmoInClip;
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uint32 m_nAmmoTotal;
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int32 m_nAmmoInClip;
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int32 m_nAmmoTotal;
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uint32 m_nTimer;
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bool m_bAddRotOffset;
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@ -14,7 +14,7 @@ public:
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float m_fRange;
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uint32 m_nFiringRate;
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uint32 m_nReload;
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uint32 m_nAmountofAmmunition;
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int32 m_nAmountofAmmunition;
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uint32 m_nDamage;
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float m_fSpeed;
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float m_fRadius;
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