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310 lines
7.2 KiB
310 lines
7.2 KiB
8 years ago
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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 "gamerules.h"
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#include "pipebomb.h"
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enum pipebomb_e {
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PIPEBOMB_IDLE1 = 0,
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PIPEBOMB_FIDGET1,
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PIPEBOMB_DRAW,
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PIPEBOMB_DROP
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};
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enum pipebomb_watch_e {
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PIPEBOMB_WATCH_IDLE1 = 0,
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PIPEBOMB_WATCH_FIDGET1,
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PIPEBOMB_WATCH_DRAW,
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PIPEBOMB_WATCH_FIRE,
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PIPEBOMB_WATCH_HOLSTER
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};
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LINK_ENTITY_TO_CLASS(weapon_pipebomb, CPipeBomb);
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//=========================================================
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//=========================================================
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int CPipeBomb::AddToPlayer(CBasePlayer *pPlayer)
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{
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int bResult = CBasePlayerItem::AddToPlayer(pPlayer);
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pPlayer->pev->weapons |= (1 << m_iId);
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m_chargeReady = 0;// this satchel charge weapon now forgets that any satchels are deployed by it.
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if (bResult)
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{
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return AddWeapon();
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}
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return FALSE;
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}
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void CPipeBomb::Spawn()
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{
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Precache();
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m_iId = WEAPON_PIPEBOMB;
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SET_MODEL(ENT(pev), "models/w_pipebomb.mdl");
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m_iDefaultAmmo = PIPEBOMB_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CPipeBomb::Precache(void)
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{
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PRECACHE_MODEL("models/v_pipebomb.mdl");
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PRECACHE_MODEL("models/v_pipebomb_watch.mdl");
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PRECACHE_MODEL("models/w_pipebomb.mdl");
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PRECACHE_MODEL("models/p_pipebomb.mdl");
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PRECACHE_MODEL("models/p_pipebomb_watch.mdl");
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UTIL_PrecacheOther("monster_pipebomb");
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m_usReload = PRECACHE_EVENT(1, "events/reload.sc");
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}
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int CPipeBomb::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "Pipe Bombs";
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p->iMaxAmmo1 = PIPEBOMB_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 = 0;
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p->iFlags = ITEM_FLAG_SELECTONEMPTY | ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
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p->iId = m_iId = WEAPON_PIPEBOMB;
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p->iWeight = PIPEBOMB_WEIGHT;
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return 1;
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}
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BOOL CPipeBomb::Deploy()
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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if (m_chargeReady)
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return DefaultDeploy("models/v_pipebomb_watch.mdl", "models/p_pipebomb_watch.mdl", PIPEBOMB_WATCH_DRAW, "hive");
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else
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return DefaultDeploy("models/v_pipebomb.mdl", "models/p_pipebomb.mdl", PIPEBOMB_DRAW, "trip");
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return TRUE;
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}
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void CPipeBomb::Holster(int skiplocal /* = 0 */)
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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if (m_chargeReady)
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{
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SendWeaponAnim(PIPEBOMB_WATCH_HOLSTER);
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}
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else
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{
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SendWeaponAnim(PIPEBOMB_DROP);
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}
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
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if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] && !m_chargeReady)
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{
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m_pPlayer->pev->weapons &= ~(1 << WEAPON_PIPEBOMB);
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SetThink(&CPipeBomb::DestroyItem);
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pev->nextthink = gpGlobals->time + 0.1;
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}
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}
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void CPipeBomb::PrimaryAttack()
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{
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switch (m_chargeReady)
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{
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case 0:
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{
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Throw();
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}
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break;
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case 1:
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{
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SendWeaponAnim(PIPEBOMB_WATCH_FIRE);
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edict_t *pPlayer = m_pPlayer->edict();
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CBaseEntity *pSatchel = NULL;
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while ((pSatchel = UTIL_FindEntityInSphere(pSatchel, m_pPlayer->pev->origin, 4096)) != NULL)
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{
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if (FClassnameIs(pSatchel->pev, "monster_pipebomb"))
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{
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if ( pSatchel->pev->owner == pPlayer || pSatchel->m_thrownByPlayer == 1)
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{
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pSatchel->Use(m_pPlayer, m_pPlayer, USE_ON, 0);
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m_chargeReady = 2;
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}
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}
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}
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m_chargeReady = 2;
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
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break;
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}
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case 2:
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// we're reloading, don't allow fire
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{
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}
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break;
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}
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}
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void CPipeBomb::SecondaryAttack(void)
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{
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if (m_chargeReady != 2)
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{
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Throw();
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}
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}
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void CPipeBomb::Redraw(void)
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{
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#ifndef CLIENT_DLL
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m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_pipebomb.mdl");
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m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_pipebomb.mdl");
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#else
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LoadVModel("models/v_pipebomb.mdl", m_pPlayer);
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#endif
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// SendWeaponAnim(PIPEBOMB_DRAW, 0);
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PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usReload, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, PIPEBOMB_DRAW, 0, 0, 0);
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// use tripmine animations
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strcpy(m_pPlayer->m_szAnimExtention, "trip");
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
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m_chargeReady = 0;
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}
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void CPipeBomb::Throw(void)
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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Vector vecSrc = m_pPlayer->pev->origin;
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Vector vecThrow = gpGlobals->v_forward * 274 + m_pPlayer->pev->velocity;
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#ifndef CLIENT_DLL
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CBaseEntity *pSatchel = Create("monster_pipebomb", vecSrc, Vector(0, 0, 0), m_pPlayer->edict());
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pSatchel->pev->velocity = vecThrow;
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pSatchel->pev->avelocity.y = 400;
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pSatchel->m_thrownByPlayer = 1;
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m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_pipebomb_watch.mdl");
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m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_pipebomb_watch.mdl");
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#else
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LoadVModel("models/v_pipebomb_watch.mdl", m_pPlayer);
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#endif
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// SendWeaponAnim(PIPEBOMB_WATCH_DRAW);
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PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usReload, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, PIPEBOMB_WATCH_DRAW, 0, 0, 0);
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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m_chargeReady = 1;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
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}
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}
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BOOL CPipeBomb::ShouldWeaponIdle(void)
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{
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return FALSE;
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}
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void CPipeBomb::WeaponIdle(void)
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{
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if (m_chargeReady == 2)
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{
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() - 0.1;
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}
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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return;
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switch (m_chargeReady)
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{
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case 0:
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SendWeaponAnim(PIPEBOMB_FIDGET1);
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// use tripmine animations
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strcpy(m_pPlayer->m_szAnimExtention, "trip");
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break;
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case 1:
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SendWeaponAnim(PIPEBOMB_WATCH_FIDGET1);
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// use hivehand animations
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strcpy(m_pPlayer->m_szAnimExtention, "hive");
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break;
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case 2:
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if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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m_chargeReady = 0;
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RetireWeapon();
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return;
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}
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#ifndef CLIENT_DLL
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m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_pipebomb.mdl");
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m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_pipebomb.mdl");
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#else
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LoadVModel("models/v_pipebomb.mdl", m_pPlayer);
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#endif
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// SendWeaponAnim(PIPEBOMB_DRAW, 0);
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PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usReload, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, PIPEBOMB_DRAW, 0, 0, 0);
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// use tripmine animations
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strcpy(m_pPlayer->m_szAnimExtention, "trip");
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
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m_chargeReady = 0;
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break;
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}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);// how long till we do this again.
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}
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