make backpacks drop keys
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								source/items.qc
									
									
									
									
									
								
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			@ -1,4 +1,32 @@
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const string WEPNAME_AXE = "Axe";
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const string WEPNAME_SHOTGUN = "Shotgun";
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const string WEPNAME_SUPER_SHOTGUN = "Double-barrelled Shotgun";
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const string WEPNAME_NAILGUN = "Nailgun";
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const string WEPNAME_SUPER_NAILGUN = "Super Nailgun";
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const string WEPNAME_GRENADE_LAUNCHER = "Grenade Launcher";
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const string WEPNAME_ROCKET_LAUNCHER = "Rocket Launcher";
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const string WEPNAME_LIGHTNING = "Thunderbolt";
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void() W_SetCurrentAmmo;
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string() Key1Name = {
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	switch(world.worldtype) {
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		case 0: return "silver key";
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		case 1: return "silver runekey";
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		case 2: return "silver keycard";
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		default: return string_null;
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	}
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};
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string() Key2Name = {
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	switch(world.worldtype) {
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		case 0: return "gold key";
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		case 1: return "gold runekey";
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		case 2: return "gold keycard";
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		default: return string_null;
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	}
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};
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/* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD
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BE .8 .3 .4 IN COLOR */
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			@ -497,7 +525,7 @@ void() weapon_supershotgun = {
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	precache_model("progs/g_shot.mdl");
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	setmodel(self, "progs/g_shot.mdl");
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	self.weapon = IT_SUPER_SHOTGUN;
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	self.netname = "Double-barrelled Shotgun";
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	self.netname = WEPNAME_SUPER_SHOTGUN;
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	self.touch = weapon_touch;
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	setsize(self, '-16 -16 0', '16 16 56');
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	StartItem();
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			@ -510,7 +538,7 @@ void() weapon_nailgun = {
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	precache_model("progs/g_nail.mdl");
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	setmodel(self, "progs/g_nail.mdl");
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	self.weapon = IT_NAILGUN;
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	self.netname = "nailgun";
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	self.netname = WEPNAME_NAILGUN;
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	self.touch = weapon_touch;
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	setsize(self, '-16 -16 0', '16 16 56');
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	StartItem();
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			@ -523,7 +551,7 @@ void() weapon_supernailgun = {
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	precache_model("progs/g_nail2.mdl");
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	setmodel(self, "progs/g_nail2.mdl");
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	self.weapon = IT_SUPER_NAILGUN;
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	self.netname = "Super Nailgun";
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	self.netname = WEPNAME_SUPER_NAILGUN;
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	self.touch = weapon_touch;
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	setsize(self, '-16 -16 0', '16 16 56');
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	StartItem();
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			@ -536,7 +564,7 @@ void() weapon_grenadelauncher = {
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	precache_model("progs/g_rock.mdl");
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	setmodel(self, "progs/g_rock.mdl");
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	self.weapon = 3;
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	self.netname = "Grenade Launcher";
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	self.netname = WEPNAME_GRENADE_LAUNCHER;
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	self.touch = weapon_touch;
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	setsize(self, '-16 -16 0', '16 16 56');
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	StartItem();
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			@ -549,7 +577,7 @@ void() weapon_rocketlauncher = {
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	precache_model("progs/g_rock2.mdl");
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	setmodel(self, "progs/g_rock2.mdl");
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	self.weapon = 3;
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	self.netname = "Rocket Launcher";
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	self.netname = WEPNAME_ROCKET_LAUNCHER;
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	self.touch = weapon_touch;
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	setsize(self, '-16 -16 0', '16 16 56');
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	StartItem();
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			@ -563,7 +591,7 @@ void() weapon_lightning = {
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	precache_model("progs/g_light.mdl");
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	setmodel(self, "progs/g_light.mdl");
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	self.weapon = 3;
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	self.netname = "Thunderbolt";
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	self.netname = WEPNAME_LIGHTNING;
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	self.touch = weapon_touch;
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	setsize(self, '-16 -16 0', '16 16 56');
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	StartItem();
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			@ -885,18 +913,20 @@ following:
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*/
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void() item_key1 = {
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	if(world.worldtype == 0) {
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		precache_model("progs/w_s_key.mdl");
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		setmodel(self, "progs/w_s_key.mdl");
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		self.netname = "silver key";
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	} else if(world.worldtype == 1) {
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		precache_model("progs/m_s_key.mdl");
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		setmodel(self, "progs/m_s_key.mdl");
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		self.netname = "silver runekey";
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	} else if(world.worldtype == 2) {
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		precache_model2("progs/b_s_key.mdl");
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		setmodel(self, "progs/b_s_key.mdl");
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		self.netname = "silver keycard";
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	self.netname = Key1Name();
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	switch(world.worldtype) {
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		case 0:
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			precache_model("progs/w_s_key.mdl");
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			setmodel(self, "progs/w_s_key.mdl");
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			break;
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		case 1:
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			precache_model("progs/m_s_key.mdl");
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			setmodel(self, "progs/m_s_key.mdl");
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			break;
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		case 2:
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			precache_model2("progs/b_s_key.mdl");
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			setmodel(self, "progs/b_s_key.mdl");
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			break;
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	}
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	key_setsounds();
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	self.touch = key_touch;
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			@ -917,20 +947,20 @@ following:
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*/
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void() item_key2 = {
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	if(world.worldtype == 0) {
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		precache_model("progs/w_g_key.mdl");
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		setmodel(self, "progs/w_g_key.mdl");
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		self.netname = "gold key";
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	}
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	if(world.worldtype == 1) {
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		precache_model("progs/m_g_key.mdl");
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		setmodel(self, "progs/m_g_key.mdl");
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		self.netname = "gold runekey";
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	}
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	if(world.worldtype == 2) {
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		precache_model2("progs/b_g_key.mdl");
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		setmodel(self, "progs/b_g_key.mdl");
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		self.netname = "gold keycard";
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	self.netname = Key2Name();
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	switch(world.worldtype) {
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		case 0:
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			precache_model("progs/w_g_key.mdl");
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			setmodel(self, "progs/w_g_key.mdl");
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			break;
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		case 1:
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			precache_model("progs/m_g_key.mdl");
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			setmodel(self, "progs/m_g_key.mdl");
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			break;
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		case 2:
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			precache_model2("progs/b_g_key.mdl");
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			setmodel(self, "progs/b_g_key.mdl");
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			break;
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	}
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	key_setsounds();
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	self.touch = key_touch;
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			@ -1167,34 +1197,30 @@ void() BackpackTouch = {
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	local entity stemp;
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	local float acount;
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	if(other.classname != "player") {
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		return;
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	}
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	if(other.health <= 0) {
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	if(other.classname != "player" || other.health <= 0) {
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		return;
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	}
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	acount = 0;
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	sprint(other, "You get ");
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	if(self.items)
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		if((other.items & self.items) == 0) {
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			acount = 1;
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			sprint(other, "the ");
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			sprint(other, self.netname);
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		}
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	if(self.items && (other.items & self.items) == 0) {
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		acount = 1;
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		sprint(other, "the ");
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		sprint(other, self.netname);
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	}
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	// if the player was using his best weapon, change up to the new one if better
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	// if the player was using their best weapon, change up to the new one if better
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	stemp = self;
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	self = other;
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	best = W_BestWeapon();
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	self = stemp;
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	// change weapons
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	other.ammo_shells = other.ammo_shells + self.ammo_shells;
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	other.ammo_nails = other.ammo_nails + self.ammo_nails;
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	other.ammo_shells  = other.ammo_shells  + self.ammo_shells;
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	other.ammo_nails   = other.ammo_nails   + self.ammo_nails;
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	other.ammo_rockets = other.ammo_rockets + self.ammo_rockets;
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	other.ammo_cells = other.ammo_cells + self.ammo_cells;
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	other.ammo_cells   = other.ammo_cells   + self.ammo_cells;
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	new = self.items;
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	if(!new) {
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			@ -1241,6 +1267,20 @@ void() BackpackTouch = {
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		sprint(other, s);
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		sprint(other, " cells");
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	}
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	if(self.items & IT_KEY1) {
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		if(acount) {
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			sprint(other, ", ");
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		}
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		acount = 1;
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		sprint(other, Key1Name());
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	}
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	if(self.items & IT_KEY2) {
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		if(acount) {
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			sprint(other, ", ");
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		}
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		acount = 1;
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		sprint(other, Key2Name());
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	}
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	sprint(other, "\n");
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	// backpack touch sound
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			@ -1266,41 +1306,37 @@ void() BackpackTouch = {
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DropBackpack
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===============
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*/
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void() DropBackpack = {
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entity() DropBackpack = {
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	local entity item;
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	if(!(self.ammo_shells + self.ammo_nails + self.ammo_rockets + self.ammo_cells)) {
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		return; // nothing in it
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	}
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	item = spawn();
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	item.origin = self.origin - '0 0 24';
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	item.items = self.weapon | (self.items & (IT_KEY1 | IT_KEY2));
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	item.items = self.weapon;
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	if(item.items == IT_AXE) {
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		item.netname = "Axe";
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		item.netname = WEPNAME_AXE;
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	} else if(item.items == IT_SHOTGUN) {
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		item.netname = "Shotgun";
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		item.netname = WEPNAME_SHOTGUN;
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	} else if(item.items == IT_SUPER_SHOTGUN) {
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		item.netname = "Double-barrelled Shotgun";
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		item.netname = WEPNAME_SUPER_SHOTGUN;
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	} else if(item.items == IT_NAILGUN) {
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		item.netname = "Nailgun";
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		item.netname = WEPNAME_NAILGUN;
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	} else if(item.items == IT_SUPER_NAILGUN) {
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		item.netname = "Super Nailgun";
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		item.netname = WEPNAME_SUPER_NAILGUN;
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	} else if(item.items == IT_GRENADE_LAUNCHER) {
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		item.netname = "Grenade Launcher";
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		item.netname = WEPNAME_GRENADE_LAUNCHER;
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	} else if(item.items == IT_ROCKET_LAUNCHER) {
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		item.netname = "Rocket Launcher";
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		item.netname = WEPNAME_ROCKET_LAUNCHER;
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	} else if(item.items == IT_LIGHTNING) {
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		item.netname = "Thunderbolt";
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		item.netname = WEPNAME_LIGHTNING;
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	} else {
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		item.netname = "";
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	}
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	item.ammo_shells = self.ammo_shells;
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	item.ammo_nails = self.ammo_nails;
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	item.ammo_shells  = self.ammo_shells;
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	item.ammo_nails   = self.ammo_nails;
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	item.ammo_rockets = self.ammo_rockets;
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	item.ammo_cells = self.ammo_cells;
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	item.ammo_cells   = self.ammo_cells;
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	item.velocity_z = 300;
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	item.velocity_x = -100 + (random() * 200);
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			@ -1315,4 +1351,6 @@ void() DropBackpack = {
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	item.nextthink = time + 120; // remove after 2 minutes
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	item.think = SUB_Remove;
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	return item;
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};
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