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233 lines
5.2 KiB
233 lines
5.2 KiB
8 years ago
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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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enum glock_e
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{
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GLOCK_IDLE1 = 0,
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GLOCK_IDLE2,
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GLOCK_IDLE3,
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GLOCK_SHOOT,
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GLOCK_SHOOT_EMPTY,
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GLOCK_RELOAD,
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GLOCK_RELOAD_NOT_EMPTY,
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GLOCK_DRAW,
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GLOCK_HOLSTER,
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GLOCK_ADD_SILENCER
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};
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LINK_ENTITY_TO_CLASS( weapon_glock2, CGlock2 )
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void CGlock2::Spawn()
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{
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pev->classname = MAKE_STRING( "weapon_glock2" ); // hack to allow for old names
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Precache();
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m_iId = WEAPON_GLOCK2;
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SET_MODEL( ENT( pev ), "models/w_9mmhandgun.mdl" );
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m_iDefaultAmmo = GLOCK_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CGlock2::Precache( void )
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{
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PRECACHE_MODEL( "models/v_9mmhandgun.mdl" );
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PRECACHE_MODEL( "models/w_9mmhandgun.mdl" );
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PRECACHE_MODEL( "models/p_9mmhandgun.mdl" );
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m_iShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shell
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PRECACHE_SOUND( "items/9mmclip1.wav" );
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PRECACHE_SOUND( "items/9mmclip2.wav" );
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PRECACHE_SOUND( "weapons/pl_gun1.wav" );//silenced handgun
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PRECACHE_SOUND( "weapons/pl_gun2.wav" );//silenced handgun
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PRECACHE_SOUND( "weapons/pl_gun3.wav" );//handgun
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m_usFireGlock1 = PRECACHE_EVENT( 1, "events/glock1.sc" );
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m_usFireGlock2 = PRECACHE_EVENT( 1, "events/glock2.sc" );
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}
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int CGlock2::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = "snipars";
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p->iMaxAmmo1 = _9MM_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = GLOCK_MAX_CLIP;
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p->iSlot = 1;
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p->iPosition = 2;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_GLOCK2;
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p->iWeight = GLOCK_WEIGHT;
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return 1;
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}
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BOOL CGlock2::Deploy()
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{
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// pev->body = 1;
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return DefaultDeploy( "models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 );
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}
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void CGlock2::SecondaryAttack( void )
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{
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GlockFire( 0.1, 0.2, FALSE );
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}
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void CGlock2::PrimaryAttack( void )
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{
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GlockFire( 0.01, 0.3, TRUE );
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}
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void CGlock2::GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
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{
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if( m_iClip <= 0 )
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{
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if( m_fFireOnEmpty )
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
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}
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return;
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}
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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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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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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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// silenced
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if( pev->body == 1 )
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{
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
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}
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else
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{
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// non-silenced
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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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}
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecAiming;
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if( fUseAutoAim )
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{
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vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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}
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else
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{
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vecAiming = gpGlobals->v_forward;
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}
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Vector vecDir;
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireGlock1 : m_usFireGlock2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
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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_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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void CGlock2::Reload( void )
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{
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if( m_pPlayer->ammo_snipars <= 0 )
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return;
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int iResult;
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if( m_iClip == 0 )
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iResult = DefaultReload( 17, GLOCK_RELOAD, 1.5 );
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else
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iResult = DefaultReload( 17, GLOCK_RELOAD_NOT_EMPTY, 1.5 );
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if( iResult )
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{
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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}
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void CGlock2::WeaponIdle( void )
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{
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ResetEmptySound();
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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return;
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// only idle if the slid isn't back
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if( m_iClip != 0 )
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{
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int iAnim;
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
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if( flRand <= 0.3 + 0 * 0.75 )
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{
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iAnim = GLOCK_IDLE3;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16;
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}
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else if( flRand <= 0.6 + 0 * 0.875 )
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{
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iAnim = GLOCK_IDLE1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
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}
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else
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{
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iAnim = GLOCK_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
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}
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SendWeaponAnim( iAnim, 1 );
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}
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}
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class CGlock2Ammo : 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_9mmclip.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_9mmclip.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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if( pOther->GiveAmmo( AMMO_GLOCKCLIP_GIVE, "9mm", _9MM_MAX_CARRY ) != -1 )
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{
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
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return TRUE;
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}
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return FALSE;
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}
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};
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LINK_ENTITY_TO_CLASS( ammo_snipars, CGlock2Ammo )
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