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/***
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*
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* Copyright (c) 2007-2010, Hammermaps.de All rights reserved.
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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 "soundent.h"
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#include "gamerules.h"
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enum ak47_e
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{
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AK47_LONGIDLE = 0,
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AK47_IDLE1,
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AK47_GRENADE,
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AK47_RELOAD,
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AK47_DEPLOY_1,
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AK47_SHOOT_1,
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AK47_SHOOT_2,
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AK47_SHOOT_3
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};
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LINK_ENTITY_TO_CLASS( weapon_ak47, Cak47 )
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//=========================================================
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//=========================================================
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int Cak47::SecondaryAmmoIndex( void )
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{
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return m_iSecondaryAmmoType;
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}
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void Cak47::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_ak47"); // hack to allow for old names
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Precache( );
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SET_MODEL(ENT(pev), "models/w_ak47.mdl");
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m_iId = WEAPON_AK47;
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m_iDefaultAmmo = AK47_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void Cak47::Precache( void )
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{
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PRECACHE_MODEL("models/v_ak47.mdl");
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PRECACHE_MODEL("models/w_ak47.mdl");
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PRECACHE_MODEL("models/p_ak47.mdl");
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m_iShell = PRECACHE_MODEL ("models/ak47_shell.mdl");// brass shellTE_MODEL
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PRECACHE_MODEL("models/w_ak47clip.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 ("weapons/ak471.wav");
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PRECACHE_SOUND ("weapons/ak472.wav");
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PRECACHE_SOUND ("weapons/ak473.wav");
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PRECACHE_SOUND ("weapons/357_cock1.wav");
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m_usak47 = PRECACHE_EVENT( 1, "events/ak47.sc" );
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}
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int Cak47::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->iMaxClip = AK47_MAX_CLIP;
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p->iSlot = 3;
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p->iPosition = 0;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_AK47;
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p->iWeight = AK47_WEIGHT;
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p->weaponName = "Kalashnikov Automatic 47";
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return 1;
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}
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int Cak47::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 Cak47::Deploy( )
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{
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return DefaultDeploy( "models/v_ak47.mdl", "models/p_ak47.mdl", AK47_DEPLOY_1, "ak47" );
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}
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void Cak47::PrimaryAttack()
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{
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// don't fire underwater
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if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD)
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{
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PlayEmptySound( );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
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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 = UTIL_WeaponTimeBase() + 0.15f;
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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_5DEGREES );
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Vector vecDir;
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#if CLIENT_DLL
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if( bIsMultiplayer() )
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#else
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if( g_pGameRules->IsMultiplayer() )
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#endif
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{
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// optimized multiplayer. Widened to make it easier to hit a moving player
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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}
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else
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{
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// single player spread
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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}
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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(), m_usak47, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
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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_flNextPrimaryAttack = UTIL_WeaponTimeBase() + GetNextAttackDelay( 0.1f );
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if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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void Cak47::SecondaryAttack( void )
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{
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// don't fire underwater
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if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD)
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{
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PlayEmptySound( );
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m_flNextSecondaryAttack = 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_flNextSecondaryAttack = 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_5DEGREES );
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Vector vecDir;
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#if CLIENT_DLL
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if( bIsMultiplayer() )
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#else
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if( g_pGameRules->IsMultiplayer() )
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#endif
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{
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// optimized multiplayer. Widened to make it easier to hit a moving player
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_MP5, 1, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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}
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else
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{
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// single player spread
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_MP5, 1, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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}
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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(), m_usak47, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
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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_flNextSecondaryAttack = GetNextAttackDelay( 0.3f );
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if ( m_flNextSecondaryAttack < UTIL_WeaponTimeBase() )
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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void Cak47::Reload( void )
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{
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == AK47_MAX_CLIP )
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return;
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DefaultReload( AK47_MAX_CLIP, AK47_RELOAD, 2.3 );
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}
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void Cak47::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 > UTIL_WeaponTimeBase() )
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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 = AK47_LONGIDLE;
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break;
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default:
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case 1:
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iAnim = AK47_IDLE1;
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break;
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}
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SendWeaponAnim( iAnim );
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again.
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}
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class Cak47AmmoClip : 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_ak47clip.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_ak47clip.mdl");
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PRECACHE_SOUND("items/9mmclip1.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_AK47CLIP_GIVE, "9mm", _9MM_MAX_CARRY) != -1);
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if (bResult)
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.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_ak47clip, Cak47AmmoClip );
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