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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 "soundent.h"
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#include "gamerules.h"
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enum mp5_e
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{
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MP5_LONGIDLE = 0,
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MP5_IDLE1,
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MP5_LAUNCH,
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MP5_RELOAD,
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MP5_DEPLOY,
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MP5_FIRE1,
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MP5_FIRE2,
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MP5_FIRE3
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};
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LINK_ENTITY_TO_CLASS( weapon_mp5, CMP5 )
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LINK_ENTITY_TO_CLASS( weapon_9mmAR, CMP5 )
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//=========================================================
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//=========================================================
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int CMP5::SecondaryAmmoIndex( void )
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{
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return m_iSecondaryAmmoType;
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}
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void CMP5::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_9mmAR"); // hack to allow for old names
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Precache( );
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SET_MODEL(ENT(pev), "models/w_9mmAR.mdl");
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m_iId = WEAPON_MP5;
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m_iDefaultAmmo = MP5_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CMP5::Precache( void )
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{
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PRECACHE_MODEL("models/v_9mmAR.mdl");
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PRECACHE_MODEL("models/w_9mmAR.mdl");
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PRECACHE_MODEL("models/p_9mmAR.mdl");
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m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shellTE_MODEL
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PRECACHE_MODEL("models/grenade.mdl"); // grenade
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PRECACHE_MODEL("models/w_9mmARclip.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/hks1.wav");// H to the K
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PRECACHE_SOUND ("weapons/hks2.wav");// H to the K
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PRECACHE_SOUND ("weapons/hks3.wav");// H to the K
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PRECACHE_SOUND( "weapons/glauncher.wav" );
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PRECACHE_SOUND( "weapons/glauncher2.wav" );
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PRECACHE_SOUND ("weapons/357_cock1.wav");
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m_usMP5 = PRECACHE_EVENT( 1, "events/mp5.sc" );
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m_usMP52 = PRECACHE_EVENT( 1, "events/mp52.sc" );
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}
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int CMP5::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->pszAmmo2 = "ARgrenades";
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p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY;
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p->iMaxClip = MP5_MAX_CLIP;
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p->iSlot = 2;
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p->iPosition = 0;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_MP5;
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p->iWeight = MP5_WEIGHT;
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return 1;
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}
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int CMP5::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 CMP5::Deploy( )
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{
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return DefaultDeploy( "models/v_9mmAR.mdl", "models/p_9mmAR.mdl", MP5_DEPLOY, "mp5" );
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}
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void CMP5::PrimaryAttack()
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{
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// don't fire underwater
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if (m_pPlayer->pev->waterlevel == 3)
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{
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PlayEmptySound( );
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m_flNextPrimaryAttack = 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_flNextPrimaryAttack = 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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#ifdef 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_6DEGREES, 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 defined( 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_usMP5, 0.0, (float *)&g_vecZero, (float *)&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() + 0.1;
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if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
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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 CMP5::SecondaryAttack( void )
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{
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// don't fire underwater
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if (m_pPlayer->pev->waterlevel == 3)
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{
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PlayEmptySound( );
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m_flNextPrimaryAttack = 0.15;
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return;
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}
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if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0)
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{
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PlayEmptySound( );
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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 = BRIGHT_GUN_FLASH;
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m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
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m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2;
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m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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// we don't add in player velocity anymore.
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CGrenade::ShootContact( m_pPlayer->pev,
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m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
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gpGlobals->v_forward * 800 );
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int flags;
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#if defined( 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( flags, m_pPlayer->edict(), m_usMP52 );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;// idle pretty soon after shooting.
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if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType])
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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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}
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void CMP5::Reload( void )
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{
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if ( m_pPlayer->ammo_9mm <= 0 )
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return;
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DefaultReload( MP5_MAX_CLIP, MP5_RELOAD, 1.5 );
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}
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void CMP5::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 = MP5_LONGIDLE;
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break;
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default:
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case 1:
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iAnim = MP5_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 CMP5AmmoClip : 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_9mmARclip.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_9mmARclip.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_MP5CLIP_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_mp5clip, CMP5AmmoClip )
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LINK_ENTITY_TO_CLASS( ammo_9mmAR, CMP5AmmoClip )
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class CMP5Chainammo : 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_chainammo.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_chainammo.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_CHAINBOX_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_9mmbox, CMP5Chainammo )
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class CMP5AmmoGrenade : 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_ARgrenade.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_ARgrenade.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_M203BOX_GIVE, "ARgrenades", M203_GRENADE_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_mp5grenades, CMP5AmmoGrenade )
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LINK_ENTITY_TO_CLASS( ammo_ARgrenades, CMP5AmmoGrenade )
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