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/*
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Copyright (c) 1999, Cold Ice Modification.
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This code has been written by SlimShady ( darcuri@optonline.net )
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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 and from the Cold Ice team.
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Please if you use this code in any public form, please give us credit.
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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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#define BOLT_AIR_VELOCITY 2000
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#define BOLT_WATER_VELOCITY 1000
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class CCrossbowBolt : public CBaseEntity
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{
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void Spawn( void );
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void Precache( void );
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int Classify ( void );
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void EXPORT BubbleThink( void );
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void EXPORT BoltTouch( CBaseEntity *pOther );
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public:
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static CCrossbowBolt *BoltCreate( void );
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};
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LINK_ENTITY_TO_CLASS( crossbow_bolt, CCrossbowBolt );
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CCrossbowBolt *CCrossbowBolt::BoltCreate( void )
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{
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CCrossbowBolt *pBolt = GetClassPtr( (CCrossbowBolt *)NULL );
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pBolt->pev->classname = MAKE_STRING("bolt");
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pBolt->Spawn();
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return pBolt;
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}
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void CCrossbowBolt::Spawn( )
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{
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Precache( );
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pev->movetype = MOVETYPE_FLY;
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pev->solid = SOLID_BBOX;
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pev->gravity = 0.5;
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SET_MODEL(ENT(pev), "models/bolt.mdl");
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UTIL_SetOrigin( pev, pev->origin );
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UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
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SetTouch( &CCrossbowBolt::BoltTouch );
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SetThink( &CCrossbowBolt::BubbleThink );
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pev->nextthink = gpGlobals->time + 0.2;
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}
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void CCrossbowBolt::Precache( )
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{
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PRECACHE_MODEL ("models/bolt.mdl");
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PRECACHE_SOUND("weapons/xbow_hitbod1.wav");
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PRECACHE_SOUND("weapons/xbow_hitbod2.wav");
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PRECACHE_SOUND("weapons/xbow_fly1.wav");
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PRECACHE_SOUND("weapons/xbow_hit1.wav");
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}
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int CCrossbowBolt :: Classify ( void )
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{
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return CLASS_NONE;
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}
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void CCrossbowBolt::BoltTouch( CBaseEntity *pOther )
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{
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SetTouch( NULL );
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SetThink( NULL );
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if (pOther->pev->takedamage)
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{
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TraceResult tr = UTIL_GetGlobalTrace( );
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entvars_t *pevOwner;
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pevOwner = VARS( pev->owner );
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ClearMultiDamage( );
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if ( pOther->IsPlayer() )
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{
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pOther->TraceAttack(pevOwner, gSkillData.plrDmgBoltgun, pev->velocity.Normalize(), &tr, DMG_NEVERGIB );
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}
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ApplyMultiDamage( pev, pevOwner );
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UTIL_Remove(this); //remove!
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pev->velocity = Vector( 0, 0, 0 );
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switch( RANDOM_LONG(0,1) )
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{
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case 0:
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM); break;
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case 1:
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM); break;
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}
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if ( !g_pGameRules->IsMultiplayer() )
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{
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Killed( pev, GIB_NEVER );
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}
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}
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else
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/xbow_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7));
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SetThink( &CCrossbowBolt::SUB_Remove );
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pev->nextthink = gpGlobals->time;
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if ( FClassnameIs( pOther->pev, "worldspawn" ) )
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{
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Vector vecDir = pev->velocity.Normalize( );
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UTIL_SetOrigin( pev, pev->origin - vecDir * 12 );
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pev->angles = UTIL_VecToAngles( vecDir );
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pev->solid = SOLID_NOT;
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pev->movetype = MOVETYPE_FLY;
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pev->velocity = Vector( 0, 0, 0 );
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pev->avelocity.z = 0;
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pev->angles.z = RANDOM_LONG(0,360);
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pev->nextthink = gpGlobals->time + .5;
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}
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if (UTIL_PointContents(pev->origin) != CONTENTS_WATER)
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{
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UTIL_Sparks( pev->origin );
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}
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}
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}
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void CCrossbowBolt::BubbleThink( void )
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{
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pev->nextthink = gpGlobals->time + 0.1;
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if (pev->waterlevel == 0)
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{
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return;
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}
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UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 );
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}
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enum boltgun_e {
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CROSSBOW_IDLE1 = 0, // full
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CROSSBOW_IDLE2, // empty
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CROSSBOW_FIDGET1, // full
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CROSSBOW_FIDGET2, // empty
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CROSSBOW_FIRE1, // full
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CROSSBOW_FIRE2, // reload
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CROSSBOW_FIRE3, // empty
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CROSSBOW_RELOAD, // from empty
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CROSSBOW_DRAW1, // full
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CROSSBOW_DRAW2, // empty
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CROSSBOW_HOLSTER1, // full
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CROSSBOW_HOLSTER2, // empty
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};
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class CBoltGun : 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( ) { return 3; }
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int GetItemInfo(ItemInfo *p);
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void FireBolt( void );
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void PrimaryAttack( void );
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int AddToPlayer( CBasePlayer *pPlayer );
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BOOL Deploy( );
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void Holster( );
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void Reload( void );
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void WeaponIdle( void );
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};
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LINK_ENTITY_TO_CLASS( weapon_boltgun, CBoltGun );
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LINK_ENTITY_TO_CLASS( weapon_hornetgun, CBoltGun );
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void CBoltGun::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_boltgun");
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Precache( );
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m_iId = WEAPON_BOLTGUN;
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SET_MODEL(ENT(pev), "models/w_crossbow.mdl");
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m_iDefaultAmmo = BOLTGUN_DEFAULT_GIVE;
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FallInit();
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}
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int CBoltGun::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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void CBoltGun::Precache( void )
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{
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PRECACHE_MODEL("models/w_crossbow.mdl");
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PRECACHE_MODEL("models/v_crossbow.mdl");
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PRECACHE_MODEL("models/p_crossbow.mdl");
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PRECACHE_SOUND("weapons/xbow_reload1.wav");
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PRECACHE_SOUND("weapons/boltgun1.wav");
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UTIL_PrecacheOther( "crossbow_bolt" );
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}
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int CBoltGun::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "bolts";
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p->iMaxAmmo1 = BOLTGUN_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = BOLTGUN_MAX_CLIP;
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p->iSlot = 2;
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p->iPosition = 6;
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p->iId = WEAPON_BOLTGUN;
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p->iFlags = 0;
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p->iWeight = BOLTGUN_WEIGHT;
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return 1;
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}
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BOOL CBoltGun::Deploy( )
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{
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if (m_iClip)
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return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW1, "bow" );
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return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW2, "bow" );
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}
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void CBoltGun::Holster( )
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{
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m_fInReload = FALSE;
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
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if (m_iClip)
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SendWeaponAnim( CROSSBOW_HOLSTER1 );
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else
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SendWeaponAnim( CROSSBOW_HOLSTER2 );
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}
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void CBoltGun::PrimaryAttack( void )
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{
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FireBolt();
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}
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void CBoltGun::FireBolt()
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{
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TraceResult tr;
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if (m_iClip == 0)
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{
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PlayEmptySound( );
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return;
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}
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
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m_iClip--;
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// make twang sound
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/boltgun1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));
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SendWeaponAnim( CROSSBOW_FIRE3 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
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UTIL_MakeVectors( anglesAim );
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anglesAim.x = -anglesAim.x;
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Vector vecSrc = m_pPlayer->GetGunPosition( ) - gpGlobals->v_up * 2;
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Vector vecDir = gpGlobals->v_forward;
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CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate();
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pBolt->pev->origin = vecSrc;
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pBolt->pev->angles = anglesAim;
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pBolt->pev->owner = m_pPlayer->edict();
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if (m_pPlayer->pev->waterlevel == 3)
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{
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pBolt->pev->velocity = vecDir * BOLT_WATER_VELOCITY;
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pBolt->pev->speed = BOLT_WATER_VELOCITY;
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}
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else
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{
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pBolt->pev->velocity = vecDir * BOLT_AIR_VELOCITY;
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pBolt->pev->speed = BOLT_AIR_VELOCITY;
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}
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pBolt->pev->avelocity.z = 10;
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m_flNextPrimaryAttack = gpGlobals->time + 0.1;
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if (m_iClip != 0)
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m_flTimeWeaponIdle = gpGlobals->time + 5.0;
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else
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m_flTimeWeaponIdle = 0.75;
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m_pPlayer->pev->punchangle.x -= 1;
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}
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void CBoltGun::Reload( void )
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{
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if (DefaultReload( 30, CROSSBOW_RELOAD, 4.5 ))
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{
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xbow_reload1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));
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}
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}
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void CBoltGun::WeaponIdle( void )
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{
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m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ); // get the autoaim vector but ignore it; used for autoaim crosshair in DM
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ResetEmptySound( );
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if (m_flTimeWeaponIdle < gpGlobals->time)
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{
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float flRand = RANDOM_FLOAT(0, 1);
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if (flRand <= 0.75)
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{
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if (m_iClip)
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{
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SendWeaponAnim( CROSSBOW_IDLE1 );
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}
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else
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{
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SendWeaponAnim( CROSSBOW_IDLE2 );
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}
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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}
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else
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{
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if (m_iClip)
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{
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SendWeaponAnim( CROSSBOW_FIDGET1 );
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m_flTimeWeaponIdle = gpGlobals->time + 90.0 / 30.0;
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}
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else
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{
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SendWeaponAnim( CROSSBOW_FIDGET2 );
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m_flTimeWeaponIdle = gpGlobals->time + 80.0 / 30.0;
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}
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}
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}
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}
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class CBoltGunAmmo : 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_crossbow_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_crossbow_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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if (pOther->GiveAmmo( AMMO_BOLTGUN_GIVE, "bolts", BOLTGUN_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_boltgun, CBoltGunAmmo );
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