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/***
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*
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* Copyright (c) 1996-2001, 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 ak47_e
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{
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AK47_LONGIDLE = 0,
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AK47_IDLE1,
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AK47_LAUNCH,
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AK47_RELOAD,
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AK47_DEPLOY,
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AK47_FIRE1,
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AK47_FIRE2,
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AK47_FIRE3,
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};
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LINK_ENTITY_TO_CLASS(weapon_ak47, CAK47);
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void CAK47::Spawn()
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{
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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_9mmAR.mdl");
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m_iShell = PRECACHE_MODEL("models/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/akclipinsert1.wav");
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PRECACHE_SOUND("items/akcliprelease1.wav");
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PRECACHE_SOUND("weapons/ak1.wav");
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PRECACHE_SOUND("weapons/ak2.wav");
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PRECACHE_SOUND("weapons/ak3.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 = "ak47";
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p->iMaxAmmo1 = AK47_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = AK47_MAX_CLIP;
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p->iSlot = 2;
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p->iPosition = 3;
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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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return 1;
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}
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BOOL 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_9mmAR.mdl", AK47_DEPLOY, "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)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = 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 = 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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Vector vecSpread;
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// Allow for higher accuracy when the player is crouching.
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if( m_pPlayer->pev->flags & FL_DUCKING )
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{
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vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 1.6f + 0.01f, m_pPlayer->m_flBulletSpreadCoefficient * 1.4f + 0.01f, 0 );
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if( m_pPlayer->m_flBulletSpreadCoefficient < 0.045f )
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m_pPlayer->m_flBulletSpreadCoefficient += 0.006f;
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}
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else
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{
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if( m_pPlayer->pev->button & IN_JUMP )
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{
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vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 8.0f + 0.3f, m_pPlayer->m_flBulletSpreadCoefficient * 6.0f + 0.2f, 0 );
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if( m_pPlayer->m_flBulletSpreadCoefficient < 0.1f )
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m_pPlayer->m_flBulletSpreadCoefficient += 0.012f;
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}
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else
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{
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vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 2.4f + 0.065f, m_pPlayer->m_flBulletSpreadCoefficient * 2.1f + 0.05f, 0 );
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if( m_pPlayer->m_flBulletSpreadCoefficient < 0.08f )
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m_pPlayer->m_flBulletSpreadCoefficient += 0.009f;
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}
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}
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// single player spread
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, vecSpread, 8192, BULLET_PLAYER_AK47, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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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_usAK47, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
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m_flNextPrimaryAttack = 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::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, 2.0);
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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_AK47_GIVE, "ak47", AK47_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_ak47, CAK47AmmoClip);
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