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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 uzi_e
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{
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UZI_LONGIDLE = 0,
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UZI_IDLE1,
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UZI_RELOAD,
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UZI_DEPLOY,
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UZI_FIRE1,
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UZI_FIRE2,
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UZI_FIRE3
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};
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LINK_ENTITY_TO_CLASS( weapon_uzi, CUZI )
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//=========================================================
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//=========================================================
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int CUZI::SecondaryAmmoIndex( void )
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{
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return m_iSecondaryAmmoType;
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}
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void CUZI::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_uzi"); // hack to allow for old names
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Precache( );
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SET_MODEL(ENT(pev), "models/w_uzi.mdl");
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m_iId = WEAPON_UZI;
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m_iDefaultAmmo = UZI_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CUZI::Precache( void )
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{
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PRECACHE_MODEL("models/v_uzi.mdl");
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PRECACHE_MODEL("models/w_uzi.mdl");
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PRECACHE_MODEL("models/p_uzi.mdl");
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m_iShell = PRECACHE_MODEL ("models/9mm_shell.mdl");// brass shellTE_MODEL
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PRECACHE_MODEL("models/w_uziclip.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/uzi1.wav");// H to the K
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PRECACHE_SOUND ("weapons/uzi2.wav");// H to the K
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PRECACHE_SOUND ("weapons/uzi3.wav");// H to the K
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PRECACHE_SOUND ("weapons/357_cock1.wav");
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m_usUZI = PRECACHE_EVENT( 1, "events/uzi.sc" );
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}
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int CUZI::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 = UZI_MAX_CLIP;
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p->iSlot = 1;
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p->iPosition = 3;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_UZI;
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p->iWeight = UZI_WEIGHT;
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p->weaponName = "9mm Uzi";
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return 1;
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}
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int CUZI::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 CUZI::Deploy( )
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{
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return DefaultDeploy( "models/v_uzi.mdl", "models/p_uzi.mdl", UZI_DEPLOY, "uzi" );
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}
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void CUZI::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 = 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_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 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_usUZI, 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 = GetNextAttackDelay( 0.1 );
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if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.01;
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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 CUZI::Reload( void )
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{
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == UZI_MAX_CLIP )
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return;
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DefaultReload( UZI_MAX_CLIP, UZI_RELOAD, 3.0);
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}
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void CUZI::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 = UZI_LONGIDLE;
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break;
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default:
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case 1:
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iAnim = UZI_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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