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//goldengun.cpp
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//created with Gott`s weapon creator by Cid Highwind www.warineuropemod.com
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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 GOLDENGUN_e
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{
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GOLDENGUN_LONGIDLE = 0,
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GOLDENGUN_IDLE1,
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GOLDENGUN_IDLE2,
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GOLDENGUN_FIRE1,
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GOLDENGUN_FIRE2,
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GOLDENGUN_RELOAD,
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GOLDENGUN_RELOAD2,
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GOLDENGUN_DEPLOY,
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GOLDENGUN_LAUNCH,
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};
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LINK_ENTITY_TO_CLASS( weapon_goldengun, CGOLDENGUN );
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void CGOLDENGUN::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_goldengun");
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Precache( );
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m_iId = WEAPON_GOLDENGUN;
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SET_MODEL(ENT(pev), "models/w_goldengun.mdl");
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m_iDefaultAmmo = GOLDENGUN_MAX_DEFAULT_GIVE;
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FallInit();
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}
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void CGOLDENGUN::Precache( void )
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{
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PRECACHE_MODEL("models/v_goldengun.mdl");
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PRECACHE_MODEL("models/w_goldengun.mdl");
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PRECACHE_MODEL("models/p_goldengun.mdl");
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m_iShell = PRECACHE_MODEL ("models/shell.mdl");
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//PRECACHE_SOUND("items/goldengunclip.wav");
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PRECACHE_SOUND("weapons/ggun_fire.wav");
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m_usFireGOLDENGUN = PRECACHE_EVENT( 1, "events/goldengun.sc" );
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}
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int CGOLDENGUN::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "gold";
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p->iMaxAmmo1 = GOLDENGUN_MAX_CARRY;
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// p->pszAmmo2 = "Nothing";
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// p->iMaxAmmo2 = 0;
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p->iMaxClip = GOLDENGUN_MAX_CLIP;
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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_GOLDENGUN;
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p->iWeight = GOLDENGUN_WEIGHT;
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return 1;
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}
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int CGOLDENGUN::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 CGOLDENGUN::Deploy( )
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{
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return DefaultDeploy( "models/v_goldengun.mdl", "models/p_goldengun.mdl", GOLDENGUN_DEPLOY, "goldengun", 0 );
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}
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void CGOLDENGUN::SecondaryAttack( void )
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{
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//spaceholder
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}
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void CGOLDENGUN::PrimaryAttack( void )
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{
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if (!(m_pPlayer->m_afButtonPressed & IN_ATTACK))
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return;
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GOLDENGUNFire( 0.085,(60/600) , FALSE );
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}
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void CGOLDENGUN::GOLDENGUNFire( float flSpread , float flCycleTime, BOOL fUseAutoAim )
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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 = UTIL_WeaponTimeBase() + 0.2f;
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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 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(), fUseAutoAim ? m_usFireGOLDENGUN : m_usFireGOLDENGUN, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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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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m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_GOLDENGUN, 2 );
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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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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if(m_pPlayer->pev->flags & FL_DUCKING)
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{
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switch (RANDOM_LONG(0,1))
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{
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case 0: m_pPlayer->pev->punchangle.y -= 3; break;
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case 1: m_pPlayer->pev->punchangle.y += 3; break;
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}
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}
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else if (m_pPlayer->pev->velocity.Length() > 0.01f)
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{
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switch (RANDOM_LONG(0,1))
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{
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case 0: m_pPlayer->pev->punchangle.y -= 3; break;
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case 1: m_pPlayer->pev->punchangle.y += 3; break;
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}
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}
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else
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{
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switch (RANDOM_LONG(0,1))
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{
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case 0: m_pPlayer->pev->punchangle.y -= 3; break;
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case 1: m_pPlayer->pev->punchangle.y += 3; break;
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}
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}
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}
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void CGOLDENGUN::Reload( void )
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{
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int iResult;
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == GOLDENGUN_MAX_CLIP )
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return;
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if (m_iClip == 0)
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{
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iResult = DefaultReload( GOLDENGUN_MAX_CLIP, GOLDENGUN_RELOAD, 2.7, 0 );
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}
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else
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{
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iResult = DefaultReload( GOLDENGUN_MAX_CLIP, GOLDENGUN_RELOAD2, 2.7, 0 );
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}
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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 CGOLDENGUN::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_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 <= 0.3f)
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{
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iAnim = GOLDENGUN_IDLE1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1 / 16;
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}
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else if (flRand <= 0.6f)
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{
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iAnim = GOLDENGUN_LONGIDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1 / 16;
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}
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else
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{
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iAnim = GOLDENGUN_IDLE1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1 / 16;
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}
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SendWeaponAnim( iAnim, 1 );
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}
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}
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class CGOLDENGUNAmmoClip : 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_goldengunclip.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_goldengunclip.mdl");
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//PRECACHE_SOUND("items/goldengunclip.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_GOLDENGUNCLIP_GIVE, "gold", GOLDENGUN_MAX_CARRY) != -1);
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if(bResult)
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip2.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_goldengun, CGOLDENGUNAmmoClip );
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