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/*
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Здесь был rainbow
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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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#define HANDGRENADE_PRIMARY_VOLUME 450
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#define WEAPON_PEPSIGUN 22
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enum handgrenade_e
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{
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HANDGRENADE_IDLE = 0,
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HANDGRENADE_FIRE,
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HANDGRENADE_OPEN,
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HANDGRENADE_INSERT,
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HANDGRENADE_CLOSE,
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HANDGRENADE_DRAW
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};
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class CPepsigun : public CBasePlayerWeapon
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{
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public:
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 4; }
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int GetItemInfo(ItemInfo *p);
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void PrimaryAttack( void );
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void Reload( void );
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BOOL Deploy( void );
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BOOL CanHolster( void );
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void Holster( int skiplocal = 0 );
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void WeaponIdle( void );
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int m_fInReload;
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float m_flNextReload;
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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}
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LINK_ENTITY_TO_CLASS( weapon_pepsigun, CPepsigun )
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LINK_ENTITY_TO_CLASS( ammo_pepsi, CPepsigun )
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void CPepsigun::Spawn()
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{
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Precache();
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m_iId = WEAPON_PEPSIGUN;
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SET_MODEL( ENT( pev ), "models/w_pepsigun.mdl" );
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#ifndef CLIENT_DLL
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pev->dmg = 80;
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#endif
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m_iDefaultAmmo = 100;
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FallInit();// get ready to fall down.
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}
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void CPepsigun::Precache( void )
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{
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PRECACHE_MODEL( "models/w_pepsigun.mdl" );
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PRECACHE_MODEL( "models/v_pepsigun.mdl" );
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PRECACHE_MODEL( "models/p_pepsigun.mdl" );
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PRECACHE_SOUND( "weapons/pepsigun_shoot.wav");
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}
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int CPepsigun::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = "pepsi";
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p->iMaxAmmo1 = 20000;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = 8;
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p->iSlot = 2;
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p->iPosition = 4;
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p->iId = m_iId = WEAPON_PEPSIGUN;
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p->iWeight = 10;
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p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
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return 1;
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}
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BOOL CPepsigun::Deploy()
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{
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m_flReleaseThrow = -1;
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return DefaultDeploy( "models/v_pepsigun.mdl", "models/p_pepsigun.mdl", HANDGRENADE_DRAW, "crowbar" );
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}
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BOOL CPepsigun::CanHolster( void )
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{
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// can only holster hand grenades when not primed!
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return ( m_flStartThrow == 0 );
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}
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void CPepsigun::Holster( int skiplocal /* = 0 */ )
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
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{
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}
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else
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{
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// no more grenades!
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m_pPlayer->pev->weapons &= ~( 1 << WEAPON_PEPSIGUN );
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SetThink( &CBasePlayerItem::DestroyItem );
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pev->nextthink = gpGlobals->time + 0.1;
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}
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM );
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}
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void CPepsigun::PrimaryAttack()
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{
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if(m_iClip > 0)
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{
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m_flStartThrow = gpGlobals->time;
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m_flReleaseThrow = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.25;
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}
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}
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void CPepsigun::Reload( void )
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{
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUN_MAX_CLIP )
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return;
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// don't reload until recoil is done
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if( m_flNextPrimaryAttack > UTIL_WeaponTimeBase() )
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return;
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// check to see if we're ready to reload
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if( m_fInSpecialReload == 0 )
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{
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SendWeaponAnim( HANDGRENADE_OPEN );
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m_fInSpecialReload = 1;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
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return;
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}
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else if( m_fInSpecialReload == 1 )
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{
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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return;
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// was waiting for gun to move to side
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m_fInSpecialReload = 2;
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if( RANDOM_LONG( 0, 1 ) )
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) );
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else
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) );
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SendWeaponAnim( HANDGRENADE_INSERT );
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m_flNextReload = UTIL_WeaponTimeBase() + 0.5;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
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}
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else
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{
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// Add them to the clip
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m_iClip += 1;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
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m_fInSpecialReload = 1;
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}
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}
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void CPepsigun::WeaponIdle( void )
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{
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if( m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
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{
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Reload();
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}
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else if( m_fInSpecialReload != 0 )
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{
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if( m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
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{
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Reload();
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}
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else
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{
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// reload debounce has timed out
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SendWeaponAnim( HANDGRENADE_CLOSE );
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m_fInSpecialReload = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
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}
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}
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if( m_flReleaseThrow == 0 && m_flStartThrow )
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m_flReleaseThrow = gpGlobals->time;
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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return;
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if( m_flStartThrow )
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{
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Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
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if( angThrow.x < 0 )
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angThrow.x = -10 + angThrow.x * ( ( 90 - 10 ) / 90.0 );
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else
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angThrow.x = -10 + angThrow.x * ( ( 90 + 10 ) / 90.0 );
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float flVel = ( 90 - angThrow.x ) * 4;
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if( flVel > 500 )
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flVel = 1400;
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UTIL_MakeVectors( angThrow );
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Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16;
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Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity;
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// alway explode 3 seconds after the pin was pulled
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float time = m_flStartThrow - gpGlobals->time + 3.0;
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if( time < 0 )
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time = 0;
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CGrenade::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow, time );
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m_iClip--;
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if( flVel < 500 )
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{
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM );
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SendWeaponAnim( HANDGRENADE_FIRE );
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}
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else if( flVel < 1000 )
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{
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM );
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SendWeaponAnim( HANDGRENADE_FIRE );
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}
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else
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{
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM );
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SendWeaponAnim( HANDGRENADE_FIRE );
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}
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_flReleaseThrow = 0;
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m_flStartThrow = 0;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
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if( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
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{
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// just threw last grenade
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// set attack times in the future, and weapon idle in the future so we can see the whole throw
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// animation, weapon idle will automatically retire the weapon for us.
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m_flTimeWeaponIdle = m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;// ensure that the animation can finish playing
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}
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return;
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}
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else if( m_flReleaseThrow > 0 )
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{
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// we've finished the throw, restart.
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m_flStartThrow = 0;
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
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{
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SendWeaponAnim( HANDGRENADE_DRAW );
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}
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else
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{
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RetireWeapon();
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return;
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}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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m_flReleaseThrow = -1;
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return;
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}
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
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{
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int iAnim;
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
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if( flRand <= 0.75 )
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{
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iAnim = HANDGRENADE_IDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );// how long till we do this again.
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}
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else
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{
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 75.0 / 30.0;
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}
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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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}
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}
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