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277 lines
5.7 KiB
277 lines
5.7 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 ap9_e
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{
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AP9_IDLE = 0,
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AP9_RELOAD,
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AP9_DRAW,
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AP9_SHOOT1,
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AP9_SHOOT2,
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AP9_SHOOT3,
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};
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LINK_ENTITY_TO_CLASS(weapon_th_ap9, CAP9);
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void CAP9::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_ap9.mdl");
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m_iId = WEAPON_AP9;
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m_iDefaultAmmo = AP9_DEFAULT_GIVE;
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m_iBurstShots = 0;
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FallInit();// get ready to fall down.
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}
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void CAP9::Precache(void)
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{
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PRECACHE_MODEL("models/v_ap9.mdl");
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PRECACHE_MODEL("models/w_ap9.mdl");
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PRECACHE_MODEL("models/p_ap9.mdl");
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m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL
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PRECACHE_MODEL("models/w_ap9clip.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND("weapons/ap9_bolt.wav");
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PRECACHE_SOUND("weapons/ap9_clipin.wav");
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PRECACHE_SOUND("weapons/ap9_clipout.wav");
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PRECACHE_SOUND("weapons/ap9_fire.wav");
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PRECACHE_SOUND("weapons/357_cock1.wav");
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m_usFireAP9 = PRECACHE_EVENT(1, "events/ap9.sc");
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}
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int CAP9::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "ap9";
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p->iMaxAmmo1 = AP9_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = AP9_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_AP9;
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p->iWeight = AP9_WEIGHT;
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return 1;
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}
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int CAP9::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 CAP9::Deploy()
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{
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BOOL bResult = DefaultDeploy("models/v_ap9.mdl", "models/p_ap9.mdl", AP9_DRAW, "ap9");
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if (bResult)
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.7;
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}
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return bResult;
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}
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void CAP9::PrimaryAttack(void)
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{
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m_fInAttack = 0;
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AP9Fire(0.03, 0.13, TRUE, FALSE);
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}
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void CAP9::SecondaryAttack(void)
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{
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if (m_fInAttack != 0)
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return;
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m_fInAttack = 1;
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m_iBurstShots = 0;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(2.0);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() - 0.1;
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}
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void CAP9::AP9Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim, BOOL fBurstShot)
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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 = GetNextAttackDelay(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_AP9, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireAP9, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, fBurstShot, 0);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
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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 CAP9::Reload(void)
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{
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if (m_pPlayer->ammo_ap9 <= 0)
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return;
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int iResult = DefaultReload(AP9_MAX_CLIP, AP9_RELOAD, 2.9);
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if (iResult)
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{
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m_fInAttack = 0;
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m_iBurstShots = 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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}
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void CAP9::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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if (m_fInAttack != 0)
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{
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if (m_iBurstShots < 3 && m_iClip > 0)
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{
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AP9Fire(0.01, 0.05, FALSE, TRUE);
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m_iBurstShots++;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(2.0f);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.05;
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}
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else
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{
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m_fInAttack = 0;
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m_iBurstShots = 0;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.5f);
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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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else
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{
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SendWeaponAnim(AP9_IDLE);
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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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}
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class CAP9Ammo : 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_ap9clip.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_ap9clip.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_AP9_GIVE, "ap9", AP9_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_th_ap9, CAP9Ammo);
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