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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 "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "effects.h"
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#include "customentity.h"
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#include "animation.h"
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#include "gamerules.h"
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#include "shock.h"
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#include "shake.h"
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enum shockrifle_e
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{
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SHOCK_IDLE1 = 0,
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SHOCK_FIRE,
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SHOCK_DRAW,
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SHOCK_HOLSTER,
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SHOCK_IDLE3
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};
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LINK_ENTITY_TO_CLASS( weapon_shockrifle, CShockRifle );
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BOOL CShockRifle::IsUseable( void )
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{
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return TRUE;
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}
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void CShockRifle::Spawn( )
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{
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Precache( );
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m_iId = WEAPON_SHOCKRIFLE;
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SET_MODEL(ENT(pev), "models/w_shock_rifle.mdl");
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pev->sequence = 0;
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pev->animtime = gpGlobals->time + 0.1f;
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pev->framerate = 1.0;
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m_iDefaultAmmo = SHOCK_DEFAULT_GIVE;
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m_iFirePhase = 0;
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FallInit();// get ready to fall down.
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}
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void CShockRifle::Precache( void )
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{
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PRECACHE_MODEL("models/v_shock.mdl");
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PRECACHE_MODEL("models/w_shock_rifle.mdl");
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PRECACHE_MODEL("models/p_shock.mdl");
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PRECACHE_SOUND("weapons/shock_draw.wav");
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PRECACHE_SOUND("weapons/shock_fire.wav");
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PRECACHE_SOUND("weapons/shock_impact.wav");
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PRECACHE_SOUND("weapons/shock_recharge.wav");
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PRECACHE_SOUND("weapons/shock_discharge.wav");
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m_iBeam = PRECACHE_MODEL( "sprites/plasma.spr" );
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m_usShockFire = PRECACHE_EVENT ( 1, "events/shock.sc" );
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UTIL_PrecacheOther("shock");
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}
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int CShockRifle::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "shock";
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p->iMaxAmmo1 = SHOCK_MAX_CARRY;
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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 = 4;
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p->iPosition = 3;
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p->iId = m_iId = WEAPON_SHOCKRIFLE;
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p->iFlags = ITEM_FLAG_NOAUTOSWITCHEMPTY | ITEM_FLAG_NOAUTORELOAD;
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p->iWeight = SHOCKRIFLE_WEIGHT;
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p->weaponName = "Unknown Alien Weapon";
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return 1;
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}
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int CShockRifle::AddToPlayer( CBasePlayer *pPlayer )
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{
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if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
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{
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#if !CLIENT_DLL
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if ( g_pGameRules->IsMultiplayer() )
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{
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// in multiplayer, all shockroaches come full.
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pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] = SHOCK_MAX_CARRY;
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}
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#endif
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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 CShockRifle::Deploy( )
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{
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return DefaultDeploy( "models/v_shock.mdl", "models/p_shock.mdl", SHOCK_DRAW, "hive" );
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}
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void CShockRifle::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( SHOCK_HOLSTER );
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//!!!HACKHACK - can't select hornetgun if it's empty! no way to get ammo for it, either.
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if ( !m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] )
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{
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m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] = 1;
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}
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}
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void CShockRifle::PrimaryAttack()
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{
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Reload( );
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// Kill if fire underwater
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if (m_pPlayer->pev->waterlevel == 3)
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{
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TraceResult tr;
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#if !CLIENT_DLL
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m_pPlayer->TakeDamage( VARS(eoNullEntity), VARS(eoNullEntity), 255, DMG_SHOCK );
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UTIL_ScreenFade( m_pPlayer, Vector(201,236,255), 2, 0.5, 128, FFADE_IN );
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#endif
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return;
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}
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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{
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return;
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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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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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// SendWeaponAnim( SHOCK_FIRE );
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//shock event
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flags = 0;
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usShockFire, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, m_iBeam, 0, 0);
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shock_fire.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));
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Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
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UTIL_MakeVectors( anglesAim );
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anglesAim.x = -anglesAim.x;
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Vector vecSrc = m_pPlayer->GetGunPosition( )+ gpGlobals->v_forward * 16 + gpGlobals->v_right * 16 + gpGlobals->v_up * -12;
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#if !CLIENT_DLL
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CBaseEntity *pShock = CBaseEntity::Create( "shock", vecSrc, anglesAim, m_pPlayer->edict() );
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pShock->pev->velocity = gpGlobals->v_forward * 1500;
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m_flRechargeTime = gpGlobals->time + 0.5f;
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#endif
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
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m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.25f;
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if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
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{
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
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}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f;
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}
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void CShockRifle::Reload( void )
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= SHOCK_MAX_CARRY)
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return;
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while (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < SHOCK_MAX_CARRY && m_flRechargeTime < gpGlobals->time)
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{
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/shock_recharge.wav", 1.0, ATTN_NORM, 0, 100);
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++;
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m_flRechargeTime += 0.7f;
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}
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}
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void CShockRifle::WeaponIdle( void )
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{
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Reload( );
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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return;
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int iAnim;
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
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if (flRand <= 0.75f)
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{
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iAnim = SHOCK_IDLE1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;
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}
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else
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{
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iAnim = SHOCK_IDLE3;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 4;
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}
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SendWeaponAnim( iAnim, 1 );
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}
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