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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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// special deathmatch shotgun spreads
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#define VECTOR_CONE_DM_SHOTGUN Vector( 0.08716, 0.04362, 0.00 )// 10 degrees by 5 degrees
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#define VECTOR_CONE_DM_DOUBLESHOTGUN Vector( 0.17365, 0.04362, 0.00 ) // 20 degrees by 5 degrees
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#define WEAPON_ROCK 20
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enum shotgun_e
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{
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PEPSIGUN_IDLE = 0,
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PEPSIGUN_THROW,
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PEPSIGUN_DRAW,
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PEPSIGUN_FIDGET
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};
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class CRock : public CBasePlayerWeapon
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{
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public:
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 4; }
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int GetItemInfo(ItemInfo *p);
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void PrimaryAttack( void );
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BOOL Deploy( void );
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void WeaponIdle( void );
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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};
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LINK_ENTITY_TO_CLASS( weapon_rock, CRock )
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void CRock::Spawn()
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{
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Precache();
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m_iId = WEAPON_ROCK;
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SET_MODEL( ENT( pev ), "models/w_rock.mdl" );
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m_iDefaultAmmo = PEPSIGUN_DEFAULT_GIVE;
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FallInit();// get ready to fall
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}
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void CRock::Precache( void )
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{
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PRECACHE_MODEL( "models/v_rock.mdl" );
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PRECACHE_MODEL( "models/w_rock.mdl" );
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PRECACHE_MODEL( "models/p_rock.mdl" );
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}
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int CRock::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 = HANDGRENADE_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = 8;
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p->iSlot = 4;
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p->iPosition = 4;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_ROCK;
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p->iWeight = 16;
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return 1;
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}
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BOOL CRock::Deploy()
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{
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return DefaultDeploy( "models/v_rock.mdl", "models/p_rock.mdl", PEPSIGUN_DRAW, "PEPSIGUN" );
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}
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void CRock::PrimaryAttack()
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{
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Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
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if( angThrow.x < 0 )
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angThrow.x = -10 + angThrow.x * ( ( 90 - 10 ) / 90.0 );
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else
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angThrow.x = -10 + angThrow.x * ( ( 90 + 10 ) / 90.0 );
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float flVel = ( 90 - angThrow.x ) * 4;
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if( flVel > 500 )
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flVel = 1300;
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UTIL_MakeVectors( angThrow );
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Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16;
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Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity;
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CGrenadeRock::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow * 1.5, 300000000000 );
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SendWeaponAnim( PEPSIGUN_THROW );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
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m_fInSpecialReload = 0;
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}
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void CRock::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_flPumpTime && m_flPumpTime < gpGlobals->time )
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{
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m_flPumpTime = 0;
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}
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
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{
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if( m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
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{
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Reload();
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}
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else if( m_fInSpecialReload != 0 )
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{
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if( m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
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{
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Reload();
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}
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else
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{
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m_fInSpecialReload = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
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}
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}
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else
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{
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int iAnim;
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
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iAnim = PEPSIGUN_IDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 );
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SendWeaponAnim( iAnim );
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}
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}
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}
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