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[server] Implement CNetGame::GetWeaponName(...)
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@ -579,7 +579,114 @@ void CNetGame::LoadBanList()
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// TODO: CNetGame::LoadBanList W: 48EAE0 L: 80AF1A0
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}
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//----------------------------------------------------
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DWORD CNetGame::GetTime()
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{
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return (DWORD)RakNet::GetTime();
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}
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//----------------------------------------------------
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const PCHAR CNetGame::GetWeaponName(int iWeaponID)
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{
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switch(iWeaponID) {
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case WEAPON_BRASSKNUCKLE:
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return "Brass Knuckles";
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case WEAPON_GOLFCLUB:
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return "Golf Club";
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case WEAPON_NITESTICK:
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return "Nite Stick";
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case WEAPON_KNIFE:
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return "Knife";
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case WEAPON_BAT:
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return "Baseball Bat";
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case WEAPON_SHOVEL:
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return "Shovel";
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case WEAPON_POOLSTICK:
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return "Pool Cue";
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case WEAPON_KATANA:
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return "Katana";
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case WEAPON_CHAINSAW:
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return "Chainsaw";
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case WEAPON_DILDO:
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return "Dildo";
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case WEAPON_DILDO2:
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return "Dildo";
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case WEAPON_VIBRATOR:
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return "Vibrator";
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case WEAPON_VIBRATOR2:
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return "Vibrator";
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case WEAPON_FLOWER:
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return "Flowers";
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case WEAPON_CANE:
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return "Cane";
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case WEAPON_GRENADE:
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return "Grenade";
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case WEAPON_TEARGAS:
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return "Teargas";
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case WEAPON_MOLTOV:
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return "Molotov Cocktail";
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case WEAPON_COLT45:
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return "Colt 45";
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case WEAPON_SILENCED:
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return "Silenced Pistol";
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case WEAPON_DEAGLE:
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return "Desert Eagle";
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case WEAPON_SHOTGUN:
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return "Shotgun";
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case WEAPON_SAWEDOFF:
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return "Sawn-off Shotgun";
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case WEAPON_SHOTGSPA: // wtf?
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return "Combat Shotgun";
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case WEAPON_UZI:
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return "UZI";
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case WEAPON_MP5:
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return "MP5";
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case WEAPON_AK47:
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return "AK47";
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case WEAPON_M4:
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return "M4";
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case WEAPON_TEC9:
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return "TEC9";
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case WEAPON_RIFLE:
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return "Rifle";
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case WEAPON_SNIPER:
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return "Sniper Rifle";
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case WEAPON_ROCKETLAUNCHER:
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return "Rocket Launcher";
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case WEAPON_HEATSEEKER:
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return "Heat Seaker";
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case WEAPON_FLAMETHROWER:
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return "Flamethrower";
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case WEAPON_MINIGUN:
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return "Minigun";
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case WEAPON_SATCHEL:
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return "Satchel Explosives";
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case WEAPON_BOMB:
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return "Bomb";
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case WEAPON_SPRAYCAN:
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return "Spray Can";
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case WEAPON_FIREEXTINGUISHER:
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return "Fire Extinguisher";
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case WEAPON_CAMERA:
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return "Camera";
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case WEAPON_NIGHTVISION:
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return "Night Vision";
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case WEAPON_INFRARED:
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return "Thermal Goggles";
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case WEAPON_PARACHUTE:
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return "Parachute";
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case WEAPON_VEHICLE:
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return "Vehicle";
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case WEAPON_DROWN:
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return "Drowned";
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case WEAPON_COLLISION:
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return "Splat";
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}
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return "";
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}
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//----------------------------------------------------
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// EOF
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@ -92,7 +92,61 @@ public:
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// CLASS SYSTEM
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int m_iSpawnsAvailable;
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PLAYER_SPAWN_INFO m_AvailableSpawns[MAX_SPAWNS];
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const PCHAR GetWeaponName(int iWeaponID);
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DWORD GetTime();
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};
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//----------------------------------------------------
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#define WEAPON_BRASSKNUCKLE 1
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#define WEAPON_GOLFCLUB 2
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#define WEAPON_NITESTICK 3
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#define WEAPON_KNIFE 4
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#define WEAPON_BAT 5
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#define WEAPON_SHOVEL 6
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#define WEAPON_POOLSTICK 7
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#define WEAPON_KATANA 8
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#define WEAPON_CHAINSAW 9
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#define WEAPON_DILDO 10
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#define WEAPON_DILDO2 11
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#define WEAPON_VIBRATOR 12
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#define WEAPON_VIBRATOR2 13
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#define WEAPON_FLOWER 14
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#define WEAPON_CANE 15
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#define WEAPON_GRENADE 16
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#define WEAPON_TEARGAS 17
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#define WEAPON_MOLTOV 18
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#define WEAPON_COLT45 22
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#define WEAPON_SILENCED 23
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#define WEAPON_DEAGLE 24
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#define WEAPON_SHOTGUN 25
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#define WEAPON_SAWEDOFF 26
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#define WEAPON_SHOTGSPA 27
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#define WEAPON_UZI 28
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#define WEAPON_MP5 29
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#define WEAPON_AK47 30
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#define WEAPON_M4 31
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#define WEAPON_TEC9 32
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#define WEAPON_RIFLE 33
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#define WEAPON_SNIPER 34
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#define WEAPON_ROCKETLAUNCHER 35
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#define WEAPON_HEATSEEKER 36
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#define WEAPON_FLAMETHROWER 37
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#define WEAPON_MINIGUN 38
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#define WEAPON_SATCHEL 39
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#define WEAPON_BOMB 40
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#define WEAPON_SPRAYCAN 41
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#define WEAPON_FIREEXTINGUISHER 42
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#define WEAPON_CAMERA 43
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#define WEAPON_NIGHTVISION 44
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#define WEAPON_INFRARED 45
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#define WEAPON_PARACHUTE 46
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#define WEAPON_VEHICLE 49
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#define WEAPON_DROWN 53
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#define WEAPON_COLLISION 54
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//----------------------------------------------------
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#endif
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