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/***
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*AR2 Impulse Rifle from HALF-LIFE 2 , rewritten to hlsdk by Solexid.
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*Uses custom models and sounds
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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 "customentity.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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#define AR2_BEAM_SPRITE "sprites/xbeam1.spr"
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#define WEAPON_AR2 19
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enum AR2_e
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{
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AR2_LONGIDLE = 0,
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AR2_IDLE1,
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AR2_LAUNCH,
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AR2_RELOAD,
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AR2_DEPLOY,
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AR2_FIRE1,
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AR2_FIRE2,
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AR2_FIRE3,
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};
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class CAR2 : public CBasePlayerWeapon
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{
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public:
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void Spawn(void);
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void Precache(void);
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int iItemSlot(void) { return 3; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer(CBasePlayer *pPlayer);
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CBeam* m_pBeam1;
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void PrimaryAttack(void);
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void Cleaner(void);
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void SecondaryAttack(void);
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int SecondaryAmmoIndex(void);
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BOOL Deploy(void);
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void Holster(int skiplocal);
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void MyAnim(int iAnim);
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void Reload(void);
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void WeaponIdle(void);
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float m_flNextAnimTime;
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int m_iShell;
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virtual BOOL UseDecrement(void)
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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(weapon_ar2, CAR2);
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class CAR2Ball: public CGrenade
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{
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public:
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static CAR2Ball *AR2Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time);
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void AR2Touch(CBaseEntity *pOther);
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void Spawn();
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virtual float TouchGravGun( CBaseEntity *attacker, int stage )
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{
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pev->owner = attacker->edict();
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if( stage == 3 )
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pev->dmgtime = gpGlobals->time + 5 ;
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if( stage == 2 && gpGlobals->time - pev->dmgtime > 15 )
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pev->dmgtime = gpGlobals->time + 15 ;
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if( stage == 1 )
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pev->dmgtime = gpGlobals->time + 15 ;
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return 1600;
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}
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};
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LINK_ENTITY_TO_CLASS(ar2grenade, CAR2Ball);
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//=========================================================
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//=========================================================
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int CAR2::SecondaryAmmoIndex(void)
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{
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return m_iSecondaryAmmoType;
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}
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void CAR2::Spawn()
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{
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pev->classname = MAKE_STRING("weapon_ar2"); // hack to allow for old names
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Precache();
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SET_MODEL(ENT(pev), "models/w_ar2.mdl");
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m_iId = WEAPON_AR2;
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m_iDefaultAmmo = 30;
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FallInit();// get ready to fall down.
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}
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void CAR2::Precache(void)
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{
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PRECACHE_MODEL("models/v_ar2.mdl");
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PRECACHE_MODEL("models/w_ar2.mdl");
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PRECACHE_MODEL("models/p_ar2.mdl");
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m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL
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PRECACHE_MODEL("models/ar2grenade.mdl"); // grenade
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PRECACHE_MODEL("models/w_9mmARclip.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND("items/clipinsert1.wav");
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PRECACHE_SOUND("items/cliprelease1.wav");
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PRECACHE_SOUND("ar2s1.wav");// H to the K
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PRECACHE_SOUND("ar2launch.wav");
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PRECACHE_SOUND("weapons/357_cock1.wav");
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}
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int CAR2::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 = "ARgrenades";
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p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY;
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p->iMaxClip = 30;
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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_AR2;
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p->iWeight = 25;
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return 1;
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}
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int CAR2::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 CAR2::Deploy()
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{
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Cleaner();
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return DefaultDeploy("models/v_ar2.mdl", "models/p_ar2.mdl", AR2_DEPLOY, "MP5");
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}
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void CAR2::Holster(int skiplocal /* = 0 */)
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{
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Cleaner();
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MyAnim(AR2_DEPLOY);
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}
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void CAR2::MyAnim(int iAnim)
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{
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m_pPlayer->pev->weaponanim = iAnim;
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MESSAGE_BEGIN(MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev);
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WRITE_BYTE(iAnim); // sequence number
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WRITE_BYTE(pev->body); // weaponmodel bodygroup.
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MESSAGE_END();
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}
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void CAR2::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 =gpGlobals->time+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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PlayEmptySound();
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m_flNextPrimaryAttack = gpGlobals->time + 0.15;
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return;
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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--;
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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_10DEGREES);
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Vector vecDir;
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vecDir = m_pPlayer->FireBulletsPlayer(5, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 0, 15, m_pPlayer->pev, m_pPlayer->random_seed);
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int iAnim;
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switch (RANDOM_LONG(0, 2))
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{
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case 0:
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iAnim = AR2_FIRE1;
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break;
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default:
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case 1:
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iAnim = AR2_FIRE2;
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break;
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case 2:
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iAnim = AR2_FIRE3;
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break;
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}
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MyAnim(iAnim);
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if( !m_pBeam1 )
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{
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m_pBeam1 = CBeam::BeamCreate(AR2_BEAM_SPRITE, 40);
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m_pBeam1->PointEntInit(pev->origin, m_pPlayer->entindex());
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m_pBeam1->SetFlags(BEAM_FSINE);
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m_pBeam1->pev->spawnflags |= SF_BEAM_TEMPORARY;
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m_pBeam1->pev->owner = m_pPlayer->edict();
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m_pBeam1->SetEndAttachment(1);
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m_pBeam1->SetStartPos( gpGlobals->trace_endpos );
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//meam1->SetEndPos(this->pev->origin + pev->view_ofs +gpGlobals->v_up*20+gpGlobals->v_right*5+gpGlobals->v_forward*30);
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m_pBeam1->SetWidth(15);
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m_pBeam1->SetBrightness(255);
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SetThink(&CAR2::Cleaner);
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pev->nextthink = gpGlobals->time + 0.05;
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}
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2s1.wav", 1, ATTN_NORM);
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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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SetThink(&CAR2::Cleaner);
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m_flNextPrimaryAttack = gpGlobals->time + 0.1;
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m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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}
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void CAR2::Cleaner(void) {
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if( m_pBeam1 )
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UTIL_Remove(m_pBeam1);
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m_pBeam1 = NULL;
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SetThink( NULL );
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}
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void CAR2::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 = gpGlobals->time + 0.15;
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return;
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}
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if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 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 = NORMAL_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
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m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
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m_pPlayer->m_flStopExtraSoundTime = gpGlobals->time + 0.7;
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m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
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CAR2Ball::AR2Shoot(m_pPlayer->pev,
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m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
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gpGlobals->v_forward * 1600,5);
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2launch.wav", 0.75, ATTN_NORM);
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MyAnim(AR2_LAUNCH);
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m_flNextPrimaryAttack = gpGlobals->time + 1;
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m_flNextSecondaryAttack = gpGlobals->time + 2;
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m_flTimeWeaponIdle = gpGlobals->time + + 5;// idle pretty soon after shooting.
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if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType])
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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}
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void CAR2::Reload(void)
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{
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;
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if (m_pPlayer->ammo_9mm <= 0)
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return;
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DefaultReload(30, AR2_RELOAD, 1.0);
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}
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void CAR2::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 >gpGlobals->time)
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return;
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int iAnim;
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switch (RANDOM_LONG(0, 1))
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{
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case 0:
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iAnim = AR2_LONGIDLE;
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break;
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default:
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case 1:
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iAnim = AR2_IDLE1;
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break;
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}
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MyAnim(iAnim);
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m_flTimeWeaponIdle = gpGlobals->time+UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again.
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}
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void CAR2Ball::Spawn()
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{
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pev->movetype = MOVETYPE_BOUNCE;
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pev->solid = SOLID_SLIDEBOX;
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UTIL_SetOrigin(pev, pev->origin);
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SetTouch(&CAR2Ball::AR2Touch); // Bounce if touched
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SetThink(&CAR2Ball::TumbleThink);
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pev->nextthink = gpGlobals->time + 0.1;
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pev->dmgtime = gpGlobals->time + 99999;
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pev->sequence = RANDOM_LONG(3, 6);
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pev->framerate = 1.0;
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pev->effects = EF_LIGHT;
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pev->rendermode = kRenderTransAdd;
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pev->renderamt = 256;
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pev->gravity = 0.0005;
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pev->friction = 0;
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SET_MODEL(ENT(pev), "models/ar2grenade.mdl");
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pev->dmg = 30;
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m_fRegisteredSound = FALSE;
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UTIL_SetSize(pev, Vector(-16, -16, -16), Vector(16, 16, 16));
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UTIL_SetOrigin(pev, pev->origin);
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pev->avelocity.x = RANDOM_LONG(-1000, 1000);
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pev->avelocity.y = RANDOM_LONG(-1000, 1000);
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}
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CAR2Ball * CAR2Ball::AR2Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time)
|
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{
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|
CAR2Ball *pGrenade = (CAR2Ball *)CBaseEntity::Create( "ar2grenade", vecStart, vecVelocity, ENT(pevOwner) );
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pGrenade->Spawn();
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UTIL_SetOrigin(pGrenade->pev, vecStart);
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pGrenade->pev->velocity = vecVelocity;
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pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
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|
pGrenade->pev->owner = ENT(pevOwner);
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pGrenade->pev->dmgtime = gpGlobals->time + time;
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if (time < 0.1)
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|
|
{
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|
pGrenade->pev->nextthink = gpGlobals->time;
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|
|
pGrenade->pev->velocity = Vector(0, 0, 0);
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|
}
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|
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return pGrenade;
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|
|
}
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|
|
|
|
|
void CAR2Ball::AR2Touch(CBaseEntity *pOther)
|
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|
|
{
|
|
|
|
// don't hit the guy that launched this sphere
|
|
|
|
if (pOther->edict() == pev->owner)
|
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|
|
return;
|
|
|
|
|
|
|
|
if( ( pev->velocity.Length() >= 500 ) && (pev->dmgtime - gpGlobals->time > 5 ) )
|
|
|
|
{
|
|
|
|
ALERT( at_console, "Slow detonate\n");
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|
|
|
pev->dmgtime = gpGlobals->time + 5 ;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( pev->velocity.Length() >= 100 )
|
|
|
|
{
|
|
|
|
ALERT( at_console, "Decreasing dmgtime %f\n", pev->dmg - gpGlobals->time );
|
|
|
|
pev->dmgtime -= pev->velocity.Length() / 5000;
|
|
|
|
}
|
|
|
|
|
|
|
|
// only do damage if we're moving fairly fast
|
|
|
|
if (m_flNextAttack < gpGlobals->time )
|
|
|
|
{
|
|
|
|
entvars_t *pevOwner = VARS(pev->owner);
|
|
|
|
if( !pevOwner )
|
|
|
|
pevOwner = pev;
|
|
|
|
TraceResult tr = UTIL_GetGlobalTrace();
|
|
|
|
ClearMultiDamage();
|
|
|
|
pOther->TraceAttack(pevOwner, 250, gpGlobals->v_forward, &tr, DMG_CLUB);
|
|
|
|
if( pOther->IsPlayer() || pOther->IsMoving() )
|
|
|
|
pev->velocity = gpGlobals->v_forward.Normalize() * 1600;
|
|
|
|
ApplyMultiDamage(pev, pevOwner);
|
|
|
|
m_flNextAttack = gpGlobals->time + 0.03; // debounce
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !pev->velocity.Length() )
|
|
|
|
pev->velocity.z += 100;
|
|
|
|
|
|
|
|
Vector vecTestVelocity;
|
|
|
|
vecTestVelocity = pev->velocity;
|
|
|
|
|
|
|
|
if (!m_fRegisteredSound && vecTestVelocity.Length() <= 60)
|
|
|
|
{
|
|
|
|
CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin, pev->dmg / 0.4, 0.3);
|
|
|
|
m_fRegisteredSound = TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
// play bounce sound
|
|
|
|
switch (RANDOM_LONG(0, 2))
|
|
|
|
{
|
|
|
|
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM); break;
|
|
|
|
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM); break;
|
|
|
|
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM); break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
pev->framerate = pev->velocity.Length() / 200.0;
|
|
|
|
|
|
|
|
}
|