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276 lines
6.0 KiB
276 lines
6.0 KiB
8 years ago
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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "player.h"
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#include "soundent.h"
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#include "gamerules.h"
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enum m249_e
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{
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M249_SLOWIDLE = 0,
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M249_IDLE2,
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M249_LAUNCH,
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M249_RELOAD1,
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M249_HOLSTER,
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M249_DEPLOY,
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M249_SHOOT1,
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M249_SHOOT2,
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M249_SHOOT3,
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};
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LINK_ENTITY_TO_CLASS(weapon_m249, CM249);
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//=========================================================
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//=========================================================
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void CM249::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_saw.mdl");
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m_iId = WEAPON_M249;
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m_iDefaultAmmo = M249_DEFAULT_GIVE;
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m_iReloadState = RELOAD_STATE_NONE;
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FallInit();// get ready to fall down.
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}
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void CM249::Precache(void)
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{
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PRECACHE_MODEL("models/v_saw.mdl");
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PRECACHE_MODEL("models/w_saw.mdl");
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PRECACHE_MODEL("models/p_saw.mdl");
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m_iShell = PRECACHE_MODEL("models/saw_shell.mdl");// brass shellTE_MODEL
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PRECACHE_MODEL("models/w_saw_clip.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND("weapons/saw_fire1.wav");
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PRECACHE_SOUND("weapons/saw_fire2.wav");
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PRECACHE_SOUND("weapons/saw_fire3.wav");
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PRECACHE_SOUND("weapons/saw_reload.wav");
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PRECACHE_SOUND("weapons/saw_reload2.wav");
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PRECACHE_SOUND("weapons/357_cock1.wav");
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m_usM249 = PRECACHE_EVENT(1, "events/m249.sc");
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}
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int CM249::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "556";
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p->iMaxAmmo1 = _556_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = M249_MAX_CLIP;
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p->iSlot = 5;
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p->iPosition = 0;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_M249;
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p->iWeight = M249_WEIGHT;
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return 1;
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}
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int CM249::AddToPlayer(CBasePlayer *pPlayer)
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{
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if (CBasePlayerWeapon::AddToPlayer(pPlayer))
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{
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MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
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WRITE_BYTE(m_iId);
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MESSAGE_END();
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return TRUE;
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}
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return FALSE;
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}
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BOOL CM249::Deploy()
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{
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return DefaultDeploy("models/v_saw.mdl", "models/p_saw.mdl", M249_DEPLOY, "m249");
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}
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void CM249::PrimaryAttack()
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{
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// don't fire underwater
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if (m_pPlayer->pev->waterlevel == 3)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = 0.15;
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return;
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}
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if (m_iClip <= 0)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = 0.15;
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return;
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}
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m_pPlayer->pev->punchangle.x = RANDOM_FLOAT( 1.0f, 1.5f );
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m_pPlayer->pev->punchangle.y = RANDOM_FLOAT( -0.5f, -0.2f );
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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m_iClip--;
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
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Vector vecDir;
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#ifdef CLIENT_DLL
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if (!bIsMultiplayer())
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#else
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if (!g_pGameRules->IsMultiplayer())
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#endif
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{
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// optimized multiplayer. Widened to make it easier to hit a moving player
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_556, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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}
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else
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{
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// single player spread
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_556, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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}
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int flags;
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#if defined( CLIENT_WEAPONS )
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flags = FEV_NOTHOST;
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#else
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usM249, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
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#ifndef CLIENT_DLL
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// Add inverse impulse, but only if we are on the ground.
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// This is mainly to avoid too-high air velocity.
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if (m_pPlayer->pev->flags & FL_ONGROUND)
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{
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float flZVel = m_pPlayer->pev->velocity.z;
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m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * (40 + (RANDOM_LONG(1, 2) * 2));
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// Add backward velocity
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m_pPlayer->pev->velocity.z = flZVel;
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}
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#endif
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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m_flNextPrimaryAttack = GetNextAttackDelay(0.1);
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if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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}
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void CM249::Reload(void)
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{
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if (m_pPlayer->ammo_556 <= 0)
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return;
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DefaultReload(M249_MAX_CLIP, M249_RELOAD1, 1.5);
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}
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void CM249::WeaponIdle(void)
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{
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ResetEmptySound();
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m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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return;
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int iAnim;
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switch (RANDOM_LONG(0, 1))
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{
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case 0:
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iAnim = M249_SLOWIDLE;
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break;
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default:
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case 1:
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iAnim = M249_IDLE2;
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break;
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}
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SendWeaponAnim(iAnim);
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again.
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}
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void CM249::ReloadStart(void)
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{
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SendWeaponAnim(M249_RELOAD1, UseDecrement());
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}
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void CM249::ReloadInsert(void)
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{
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SendWeaponAnim(M249_RELOAD1, UseDecrement());
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}
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class CM249AmmoClip : public CBasePlayerAmmo
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{
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void Spawn(void)
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_saw_clip.mdl");
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CBasePlayerAmmo::Spawn();
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}
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void Precache(void)
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{
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PRECACHE_MODEL("models/w_saw_clip.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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}
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BOOL AddAmmo(CBaseEntity *pOther)
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{
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int bResult = (pOther->GiveAmmo(AMMO_556CLIP_GIVE, "556", _556_MAX_CARRY) != -1);
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if (bResult)
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
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}
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return bResult;
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}
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};
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LINK_ENTITY_TO_CLASS(ammo_556, CM249AmmoClip);
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