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/***
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*
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* Copyright (c) 1996-2002, 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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/*
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===== quake_gun.cpp ========================================================
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This is a half-life weapon that fires every one of the quake weapons.
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It's automatically given to all players.
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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 "player.h"
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#include "weapons.h"
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#include "quake_gun.h"
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LINK_ENTITY_TO_CLASS( weapon_quakegun, CQuakeGun );
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//===========================================================
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void CQuakeGun::Spawn( )
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{
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Precache( );
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SET_MODEL(ENT(pev), "models/v_crowbar.mdl");
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m_iDefaultAmmo = GLOCK_DEFAULT_GIVE;
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FallInit();
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}
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void CQuakeGun::Precache( void )
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{
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PRECACHE_MODEL("models/v_crowbar.mdl");
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PRECACHE_MODEL("models/p_9mmhandgun.mdl");
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}
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int CQuakeGun::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = NULL;
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p->iMaxAmmo1 = -1;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = -1;
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p->iSlot = 1;
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p->iPosition = 1;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_GLOCK;
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p->iWeight = GLOCK_WEIGHT;
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return 1;
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}
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void CQuakeGun::DestroyEffect( void )
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{
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#ifndef CLIENT_DLL
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if ( m_pBeam )
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{
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UTIL_Remove( m_pBeam );
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m_pBeam = NULL;
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}
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#endif
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}
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void CQuakeGun::CreateEffect( void )
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{
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#ifndef CLIENT_DLL
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DestroyEffect();
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m_pBeam = CBeam::BeamCreate( "sprites/laserbeam.spr", 40 );
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m_pBeam->PointEntInit( pev->origin, m_pPlayer->entindex() );
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m_pBeam->SetBrightness( 100 );
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m_pBeam->SetEndAttachment( 1 );
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m_pBeam->pev->spawnflags |= SF_BEAM_TEMPORARY; // Flag these to be destroyed on save/restore or level transition
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m_pBeam->pev->flags |= FL_SKIPLOCALHOST;
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m_pBeam->pev->owner = m_pPlayer->edict();
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m_pBeam->SetScrollRate( 110 );
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m_pBeam->SetNoise( 5 );
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#endif
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}
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void CQuakeGun::UpdateEffect( void )
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{
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#if !defined( CLIENT_DLL )
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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Vector vecAiming = gpGlobals->v_forward;
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecDest = vecSrc + vecAiming * 2048;
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edict_t *pentIgnore;
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TraceResult tr;
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pentIgnore = m_pPlayer->edict();
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Vector tmpSrc = vecSrc + gpGlobals->v_up * -8 + gpGlobals->v_right * 3;
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// ALERT( at_console, "." );
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UTIL_TraceLine( vecSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr );
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if (tr.fAllSolid)
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return;
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if ( !m_pBeam )
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{
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CreateEffect();
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}
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m_pBeam->SetStartPos( tr.vecEndPos );
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#endif
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}
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#if !defined( CLIENT_DLL )
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BOOL CQuakeGun::Deploy( )
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{
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m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_crowbar.mdl");
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m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_9mmhandgun.mdl");
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m_pPlayer->m_pszAnimExtention = "onehanded";
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#ifdef CLIENT_DLL
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g_flLightTime = 0.0;
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#endif
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SendWeaponAnim( 0 );
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return TRUE;
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}
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#endif
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// Plays quad sound if needed
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int CQuakeGun::SuperDamageSound()
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{
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if( m_pPlayer->m_flNextQuadSound < gpGlobals->time )
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{
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if( m_pPlayer->m_iQuakeItems & IT_QUAD )
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{
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m_pPlayer->m_flNextQuadSound = gpGlobals->time + 1;
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return ( m_pPlayer->m_iRuneStatus == ITEM_RUNE2_FLAG ) ? 3 : 1;
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}
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else if( m_pPlayer->m_iRuneStatus == ITEM_RUNE2_FLAG )
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{
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m_pPlayer->m_flNextQuadSound = gpGlobals->time + 1;
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return 2;
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}
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else if( m_pPlayer->m_iRuneStatus == ITEM_RUNE3_FLAG )
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{
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m_pPlayer->m_flNextQuadSound = gpGlobals->time + 1;
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return 4;
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}
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}
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return 0;
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}
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// Firing the Quakegun forces the player to fire the appropriate weapon
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void CQuakeGun::PrimaryAttack( void )
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{
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int iQuadSound = 0;
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iQuadSound = SuperDamageSound();
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m_pPlayer->W_Attack( iQuadSound );
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#if !defined( CLIENT_DLL )
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if ( m_pPlayer->m_iQuakeWeapon == IT_LIGHTNING && m_pPlayer->pev->deadflag == DEAD_NO )
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UpdateEffect();
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#endif
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m_bPlayedIdleAnim = FALSE;
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}
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