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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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#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 CROWBAR_BODYHIT_VOLUME 128
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//#define CROWBAR_WALLHIT_VOLUME 512
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LINK_ENTITY_TO_CLASS( weapon_jason, CJason );
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enum gauss_e {
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JASON_IDLE = 0,
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JASON_DRAW,
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JASON_HOLSTER,
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JASON_ATTACK1HIT,
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JASON_ATTACK1MISS,
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JASON_ATTACK2MISS,
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JASON_ATTACK2HIT,
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JASON_ATTACK3MISS,
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JASON_ATTACK3HIT
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};
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void CJason::Spawn( )
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{
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Precache( );
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m_iId = WEAPON_JASON;
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SET_MODEL(ENT(pev), "models/w_jason.mdl");
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m_iClip = -1;
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FallInit();// get ready to fall down.
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}
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void CJason::Precache( void )
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{
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PRECACHE_MODEL("models/v_jason.mdl");
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PRECACHE_MODEL("models/w_jason.mdl");
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PRECACHE_MODEL("models/p_jason.mdl");
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m_usJason = PRECACHE_EVENT ( 1, "events/jason.sc" );
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}
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int CJason::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 = WEAPON_NOCLIP;
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p->iSlot = 0;
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p->iPosition = 4;
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p->iId = WEAPON_JASON;
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p->iWeight = JASON_WEIGHT;
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return 1;
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}
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int CJason::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 CJason::Deploy( )
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{
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return DefaultDeploy( "models/v_jason.mdl", "models/p_jason.mdl", JASON_DRAW, "jason" );
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}
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void CJason::Holster( int skiplocal /* = 0 */ )
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
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SendWeaponAnim( JASON_HOLSTER );
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}
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void CJason::PrimaryAttack()
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{
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switch( RANDOM_LONG(0,2) )
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{
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case 0:
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/jason1.wav", 1, ATTN_NORM); break;
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case 1:
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/jason2.wav", 1, ATTN_NORM); break;
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case 2:
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/jason3.wav", 1, ATTN_NORM); break;
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}
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if (g_pGameRules->IsHeavyRain()) // is heavy rain enabled?
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{
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m_pPlayer->AddPoints(1,FALSE);
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}
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
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}
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void CJason::SecondaryAttack()
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{
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switch( RANDOM_LONG(0,2) )
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{
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case 0:
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shaun1.wav", 1, ATTN_NORM); break;
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case 1:
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shaun2.wav", 1, ATTN_NORM); break;
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case 2:
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shaun3.wav", 1, ATTN_NORM); break;
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}
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if (g_pGameRules->IsHeavyRain()) // is heavy rain enabled?
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{
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m_pPlayer->AddPoints(-1,TRUE);
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}
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
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}
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