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288 lines
6.0 KiB
288 lines
6.0 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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enum eagle_e {
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EAGLE_IDLE1 = 0,
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EAGLE_IDLE2,
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EAGLE_IDLE3,
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EAGLE_IDLE4,
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EAGLE_IDLE5,
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EAGLE_SHOOT,
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EAGLE_SHOOT_EMPTY,
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EAGLE_RELOAD,
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EAGLE_RELOAD_NOT_EMPTY,
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EAGLE_DRAW,
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EAGLE_HOLSTER,
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};
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LINK_ENTITY_TO_CLASS(weapon_eagle, CEagle);
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void CEagle::Spawn()
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{
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Precache();
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m_iId = WEAPON_EAGLE;
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SET_MODEL(ENT(pev), "models/w_desert_eagle.mdl");
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m_iDefaultAmmo = EAGLE_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CEagle::Precache(void)
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{
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PRECACHE_MODEL("models/v_desert_eagle.mdl");
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PRECACHE_MODEL("models/w_desert_eagle.mdl");
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PRECACHE_MODEL("models/p_desert_eagle.mdl");
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m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shell
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PRECACHE_SOUND("weapons/desert_eagle_fire.wav");
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PRECACHE_SOUND("weapons/desert_eagle_reload.wav");
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PRECACHE_SOUND("weapons/desert_eagle_sight.wav");
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PRECACHE_SOUND("weapons/desert_eagle_sight2.wav");
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m_usFireEagle = PRECACHE_EVENT(1, "events/eagle.sc");
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}
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int CEagle::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "357";
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p->iMaxAmmo1 = _357_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = EAGLE_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_EAGLE;
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p->iWeight = EAGLE_WEIGHT;
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return 1;
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}
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BOOL CEagle::Deploy()
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{
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return DefaultDeploy("models/v_desert_eagle.mdl", "models/p_desert_eagle.mdl", EAGLE_DRAW, "eagle", UseDecrement());
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}
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void CEagle::Holster(int skiplocal /* = 0 */)
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{
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m_fInReload = FALSE;// cancel any reload in progress.
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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SendWeaponAnim(EAGLE_HOLSTER);
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#ifndef CLIENT_DLL
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if (m_pSpot)
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{
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m_pSpot->Killed(NULL, GIB_NEVER);
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m_pSpot = NULL;
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}
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#endif
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}
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void CEagle::SecondaryAttack(void)
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{
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m_fSpotActive = !m_fSpotActive;
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#ifndef CLIENT_DLL
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if (!m_fSpotActive && m_pSpot)
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{
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m_pSpot->Killed(NULL, GIB_NORMAL);
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m_pSpot = NULL;
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}
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#endif
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if (m_fSpotActive)
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight.wav", 1, ATTN_NORM);
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else
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight2.wav", 1, ATTN_NORM);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2;
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}
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void CEagle::PrimaryAttack(void)
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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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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecAiming;
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const Vector& vecSpread = VECTOR_CONE_2DEGREES;
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float flCycleTime;
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if (!m_fSpotActive)
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{
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vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
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flCycleTime = 0.25f;
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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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flCycleTime = 0.5f;
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}
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Vector vecDir;
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, (m_fSpotActive) ? VECTOR_CONE_1DEGREES : VECTOR_CONE_10DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireEagle, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, (m_iClip == 0) ? 1 : 0, 0);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
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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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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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UpdateSpot();
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}
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void CEagle::Reload(void)
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{
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if (m_pPlayer->ammo_357 <= 0)
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return;
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if (m_fSpotActive)
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{
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SecondaryAttack();
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}
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int iResult;
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if (m_iClip == 0)
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iResult = DefaultReload(EAGLE_MAX_CLIP, EAGLE_RELOAD, 1.5);
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else
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iResult = DefaultReload(EAGLE_MAX_CLIP, EAGLE_RELOAD_NOT_EMPTY, 1.5);
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if (iResult)
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{
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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 CEagle::WeaponIdle(void)
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{
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UpdateSpot();
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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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// only idle if the slid isn't back
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if (m_iClip != 0)
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{
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int iAnim;
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float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0.0, 1.0);
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if (flRand <= 0.2)
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{
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iAnim = EAGLE_IDLE1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
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}
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else if (flRand <= 0.4)
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{
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iAnim = EAGLE_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
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}
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else if (flRand <= 0.6)
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{
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iAnim = EAGLE_IDLE3;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.6f;
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}
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else if (flRand <= 0.8)
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{
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iAnim = EAGLE_IDLE4;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
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}
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else
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{
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iAnim = EAGLE_IDLE5;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
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}
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SendWeaponAnim(iAnim, 1);
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}
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}
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void CEagle::UpdateSpot(void)
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{
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#ifndef CLIENT_DLL
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if (m_fSpotActive)
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{
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if (!m_pSpot)
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{
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m_pSpot = CLaserSpot::CreateSpot();
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}
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UTIL_MakeVectors(m_pPlayer->pev->v_angle);
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecAiming = gpGlobals->v_forward;
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TraceResult tr;
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UTIL_TraceLine(vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr);
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UTIL_SetOrigin(m_pSpot->pev, tr.vecEndPos);
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}
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#endif
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}
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