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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 "gamerules.h"
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#define CHAINGUN_BULLETS_PER_SHOT 2
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enum chaingun_e {
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CHAINGUN_IDLE = 0,
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CHAINGUN_IDLE2,
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CHAINGUN_SPINUP,
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CHAINGUN_SPINDOWN,
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CHAINGUN_FIRE,
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CHAINGUN_DRAW,
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CHAINGUN_HOLSTER,
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};
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LINK_ENTITY_TO_CLASS(weapon_th_chaingun, CChaingun);
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void CChaingun::Spawn()
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{
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Precache();
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m_iId = WEAPON_CHAINGUN;
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SET_MODEL(ENT(pev), "models/w_tfac.mdl");
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m_iDefaultAmmo = CHAINGUN_DEFAULT_GIVE;
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m_fInAttack = 0;
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m_fInSpecialReload = 0;
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FallInit();// get ready to fall down.
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}
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void CChaingun::Precache(void)
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{
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PRECACHE_MODEL("models/v_tfac.mdl");
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PRECACHE_MODEL("models/w_tfac.mdl");
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PRECACHE_MODEL("models/p_tfac.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("weapons/reload3.wav");
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PRECACHE_SOUND("weapons/asscan1.wav");
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PRECACHE_SOUND("weapons/asscan2.wav");
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PRECACHE_SOUND("weapons/asscan3.wav");
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PRECACHE_SOUND("weapons/asscan4.wav");
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m_usFireChaingun1 = PRECACHE_EVENT(1, "events/chaingun1.sc");
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m_usFireChaingun2 = PRECACHE_EVENT(1, "events/chaingun2.sc");
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}
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int CChaingun::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "9mm";
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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 = CHAINGUN_MAX_CLIP;
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p->iSlot = 3;
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p->iPosition = 3;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_CHAINGUN;
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p->iWeight = CHAINGUN_WEIGHT;
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return 1;
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}
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BOOL CChaingun::Deploy()
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{
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// pev->body = 1;
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return DefaultDeploy("models/v_tfac.mdl", "models/p_tfac.mdl", CHAINGUN_DRAW, "chaingun", UseDecrement());
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}
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void CChaingun::Holster(int skiplocal /*= 0*/)
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{
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m_fInReload = FALSE;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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SendWeaponAnim(CHAINGUN_HOLSTER);
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// Stop chaingun sounds.
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StopSounds();
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m_fInAttack = 0;
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m_fInSpecialReload = 0;
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}
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void CChaingun::PrimaryAttack(void)
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{
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// Don't fire while in reload.
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if (m_fInSpecialReload != 0)
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{
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WeaponIdle();
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return;
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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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if (m_fInAttack != 0)
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{
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// spin down
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SpinDown();
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
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}
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else
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{
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PlayEmptySound();
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}
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
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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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if (m_fInAttack == 0)
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{
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// Spin up
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SpinUp();
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}
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else if (m_fInAttack == 1)
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{
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if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
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{
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// fire
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SendWeaponAnim(CHAINGUN_FIRE);
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m_fInAttack = 2;
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}
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}
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else
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{
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// Spin
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Spin();
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}
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m_fInSpecialReload = 0;
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}
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void CChaingun::SecondaryAttack(void)
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{
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WeaponIdle();
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}
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void CChaingun::Reload(void)
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == CHAINGUN_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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if (m_fInAttack != 0)
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return;
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// Stop sounds.
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StopSounds();
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// Stop spin up or firing.
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m_fInAttack = 0;
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// Restore player speed.
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PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usFireChaingun2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, FALSE, 0);
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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(CHAINGUN_HOLSTER);
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m_fInSpecialReload = 1;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
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m_flNextPrimaryAttack = GetNextAttackDelay(0.6);
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m_flNextSecondaryAttack = GetNextAttackDelay(1.5);
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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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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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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.8;
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}
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else
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{
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if ( DefaultReload(SNIPER_MAX_CLIP, CHAINGUN_DRAW, 0.53 ))
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{
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m_fInSpecialReload = 3;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() - 0.1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
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}
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}
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}
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void CChaingun::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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if (m_fInAttack != 0)
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{
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// Spin down
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SpinDown();
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
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}
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else
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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 != CHAINGUN_MAX_CLIP && 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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m_fInSpecialReload = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.0);
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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 <= 0.5)
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{
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iAnim = CHAINGUN_IDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (41.0 / 10.0);
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}
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else
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{
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iAnim = CHAINGUN_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (51.0 / 10.0);
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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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BOOL CChaingun::ShouldWeaponIdle(void)
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{
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return m_iClip == 0 || m_fInSpecialReload != 0;
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}
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void CChaingun::SpinUp(void)
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{
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// spin up
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
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SendWeaponAnim(CHAINGUN_SPINUP);
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// Slowdown player.
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PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usFireChaingun2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, TRUE, 0);
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m_fInAttack = 1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/asscan1.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 0x3f));
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}
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void CChaingun::SpinDown(void)
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{
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// Spin down
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
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SendWeaponAnim(CHAINGUN_SPINDOWN);
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// Restore player speed.
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PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usFireChaingun2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, FALSE, 0);
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/asscan3.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 0x3f));
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m_fInAttack = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
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}
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void CChaingun::Spin(void)
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{
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// out of ammo!
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if (m_iClip <= 0)
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{
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// Spin down
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SpinDown();
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
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return;
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}
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m_fInAttack = 2;
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// Spin sound.
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/asscan4.wav", 0.8, ATTN_NORM);
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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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// single player spread
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Fire(0.1, 0.1, FALSE);
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}
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else
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{
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// optimized multiplayer. Widened to make it easier to hit a moving player
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Fire(0.2, 0.1, FALSE);
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}
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}
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void CChaingun::Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
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{
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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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m_iClip -= CHAINGUN_BULLETS_PER_SHOT;
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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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vecDir = m_pPlayer->FireBulletsPlayer(CHAINGUN_BULLETS_PER_SHOT, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_CHAINGUN, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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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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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireChaingun1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
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m_flNextPrimaryAttack = GetNextAttackDelay(flCycleTime);
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if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1;
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}
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void CChaingun::StopSounds(void)
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{
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STOP_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/asscan1.wav");
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STOP_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/asscan2.wav");
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STOP_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/asscan3.wav");
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STOP_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/asscan4.wav");
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}
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