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/***
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*
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* Copyright (c) 1996-2002, 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 "gamerules.h"
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// special deathmatch shotgun spreads
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#define VECTOR_CONE_DM_SAWNOFF Vector( 1, 0.9, 0.00 )// 10 degrees by 5 degrees
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#define VECTOR_CONE_DM_DOUBLESAWNOFF Vector( 1, 0.9, 0.00 ) // 20 degrees by 5 degre
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enum sawnoff_e
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{
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SAWNOFF_IDLE = 0,
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SAWNOFF_FIRE,
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SAWNOFF_FIRE2,
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SAWNOFF_RELOAD,
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SAWNOFF_PUMP,
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SAWNOFF_START_RELOAD,
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SAWNOFF_DRAW,
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SAWNOFF_HOLSTER,
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SAWNOFF_IDLE4,
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SAWNOFF_IDLE_DEEP
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};
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LINK_ENTITY_TO_CLASS( weapon_sawnoff, CSawnoff )
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void CSawnoff::Spawn()
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{
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Precache();
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m_iId = WEAPON_SAWNOFF;
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SET_MODEL( ENT( pev ), "models/w_sawnoff.mdl" );
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m_iDefaultAmmo = SAWNOFF_DEFAULT_GIVE;
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FallInit();// get ready to fall
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}
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void CSawnoff::Precache( void )
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{
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PRECACHE_MODEL( "models/v_sawnoff.mdl" );
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PRECACHE_MODEL( "models/w_sawnoff.mdl" );
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PRECACHE_MODEL( "models/p_sawnoff.mdl" );
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m_iShell = PRECACHE_MODEL( "models/shotgunshell.mdl" );// shotgun shell
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PRECACHE_SOUND( "items/9mmclip1.wav" );
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PRECACHE_SOUND( "weapons/dbarrel1.wav" );//shotgun
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PRECACHE_SOUND( "weapons/sbarrel1.wav" );//shotgun
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PRECACHE_SOUND( "weapons/reload1.wav" ); // shotgun reload
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PRECACHE_SOUND( "weapons/reload3.wav" ); // shotgun reload
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//PRECACHE_SOUND( "weapons/sshell1.wav" ); // shotgun reload - played on client
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//PRECACHE_SOUND( "weapons/sshell3.wav" ); // shotgun reload - played on client
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PRECACHE_SOUND( "weapons/357_cock1.wav" ); // gun empty sound
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PRECACHE_SOUND( "weapons/scock1.wav" ); // cock gun
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m_usSingleFire = PRECACHE_EVENT( 1, "events/shotgun1.sc" );
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m_usDoubleFire = PRECACHE_EVENT( 1, "events/shotgun2.sc" );
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}
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int CSawnoff::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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int CSawnoff::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = "BUCKSHOT";
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p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = SAWNOFF_MAX_CLIP;
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p->iSlot = 2;
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p->iPosition = 3;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_SAWNOFF;
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p->iWeight = SAWNOFF_WEIGHT;
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return 1;
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}
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BOOL CSawnoff::Deploy()
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{
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return DefaultDeploy( "models/v_sawnoff.mdl", "models/p_sawnoff.mdl", SAWNOFF_DRAW, "shotgun" );
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}
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void CSawnoff::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 = UTIL_WeaponTimeBase() + 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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Reload();
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if( m_iClip == 0 )
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PlayEmptySound();
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return;
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}
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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m_iClip--;
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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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m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH;
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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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vecDir = m_pPlayer->FireBulletsPlayer( 30, vecSrc, vecAiming, VECTOR_CONE_DM_SAWNOFF, 2048, BULLET_PLAYER_BUCKSHOT, 0, 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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// regular old, untouched spread.
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vecDir = m_pPlayer->FireBulletsPlayer( 30, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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}
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSingleFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
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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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if( m_iClip != 0 )
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m_flPumpTime = gpGlobals->time + 0.5;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;
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if( m_iClip != 0 )
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0;
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else
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
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m_fInSpecialReload = 0;
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}
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void CSawnoff::SecondaryAttack( void )
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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 = UTIL_WeaponTimeBase() + 0.15;
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return;
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}
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if( m_iClip <= 1 )
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{
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Reload();
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PlayEmptySound();
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return;
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}
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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m_iClip -= 2;
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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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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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// tuned for deathmatch
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vecDir = m_pPlayer->FireBulletsPlayer( 60, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESAWNOFF, 2048, BULLET_PLAYER_BUCKSHOT, 0, 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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// untouched default single player
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vecDir = m_pPlayer->FireBulletsPlayer( 60, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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}
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usDoubleFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
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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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if( m_iClip != 0 )
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m_flPumpTime = gpGlobals->time + 0.95;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.5;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.5;
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if( m_iClip != 0 )
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 6.0;
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else
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m_flTimeWeaponIdle = 1.5;
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m_fInSpecialReload = 0;
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}
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void CSawnoff::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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DefaultReload( SAWNOFF_MAX_CLIP, SAWNOFF_RELOAD, 1.5 );
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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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}
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void CSawnoff::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_flPumpTime && m_flPumpTime < gpGlobals->time )
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{
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// play pumping sound
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG( 0, 0x1f ) );
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m_flPumpTime = 0;
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}
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
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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( SAWNOFF_PUMP );
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// play cocking sound
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG( 0, 0x1f ) );
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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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else
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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 <= 0.8 )
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{
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iAnim = SAWNOFF_IDLE_DEEP;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 60.0 / 12.0 );// * RANDOM_LONG( 2, 5 );
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}
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else if( flRand <= 0.95 )
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{
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iAnim = SAWNOFF_IDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 );
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}
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else
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{
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iAnim = SAWNOFF_IDLE4;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 );
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}
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SendWeaponAnim( iAnim );
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}
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}
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}
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class CSawnoffAmmo : 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_shotbox.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_shotbox.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_BUCKSHOTBOX_GIVE, "BUCKSHOT", BUCKSHOT_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_cockshot, CSawnoffAmmo )
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