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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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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
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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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enum shockrifle_e {
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SHOCK_IDLE1 = 0,
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SHOCK_FIRE,
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SHOCK_DRAW,
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SHOCK_HOLSTER,
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SHOCK_IDLE3,
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};
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LINK_ENTITY_TO_CLASS(weapon_shockrifle, CShockrifle);
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void CShockrifle::Spawn()
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{
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Precache();
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m_iId = WEAPON_SHOCKRIFLE;
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SET_MODEL(ENT(pev), "models/w_shock.mdl");
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m_iDefaultAmmo = SHOCKRIFLE_DEFAULT_GIVE;
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m_iFirePhase = 0;
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FallInit();// get ready to fall down.
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m_fShouldUpdateEffects = FALSE;
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m_flBeamLifeTime = 0.0f;
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}
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void CShockrifle::Precache(void)
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{
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PRECACHE_MODEL("models/v_shock.mdl");
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PRECACHE_MODEL("models/w_shock.mdl");
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PRECACHE_MODEL("models/p_shock.mdl");
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PRECACHE_SOUND("weapons/shock_discharge.wav");
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PRECACHE_SOUND("weapons/shock_draw.wav");
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PRECACHE_SOUND("weapons/shock_fire.wav");
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PRECACHE_SOUND("weapons/shock_impact.wav");
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PRECACHE_SOUND("weapons/shock_recharge.wav");
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PRECACHE_MODEL("sprites/lgtning.spr");
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PRECACHE_MODEL("sprites/flare3.spr");
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m_usShockFire = PRECACHE_EVENT(1, "events/shock.sc");
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UTIL_PrecacheOther("shock_beam");
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}
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int CShockrifle::AddToPlayer(CBasePlayer *pPlayer)
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{
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if (CBasePlayerWeapon::AddToPlayer(pPlayer))
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{
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#ifndef CLIENT_DLL
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if (g_pGameRules->IsMultiplayer())
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{
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// in multiplayer, all hivehands come full.
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pPlayer->m_rgAmmo[PrimaryAmmoIndex()] = SHOCK_MAX_CARRY;
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}
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#endif
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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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int CShockrifle::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "Shocks";
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p->iMaxAmmo1 = SHOCK_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 = 6;
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p->iPosition = 1;
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p->iId = m_iId = WEAPON_SHOCKRIFLE;
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p->iFlags = ITEM_FLAG_NOAUTOSWITCHEMPTY | ITEM_FLAG_NOAUTORELOAD;
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p->iWeight = HORNETGUN_WEIGHT;
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return 1;
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}
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BOOL CShockrifle::Deploy()
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{
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return DefaultDeploy("models/v_shock.mdl", "models/p_shock.mdl", SHOCK_DRAW, "shockrifle");
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}
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void CShockrifle::Holster(int skiplocal /* = 0 */)
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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SendWeaponAnim(SHOCK_HOLSTER);
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//!!!HACKHACK - can't select hornetgun if it's empty! no way to get ammo for it, either.
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if (!m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()])
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{
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m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] = 1;
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}
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}
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void CShockrifle::PrimaryAttack()
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{
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Reload();
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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{
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return;
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}
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if (m_pPlayer->pev->waterlevel == 3)
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{
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#ifndef CLIENT_DLL
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RadiusDamage(m_pPlayer->pev->origin, m_pPlayer->pev, m_pPlayer->pev, 300, 144, CLASS_NONE, DMG_SHOCK | DMG_ALWAYSGIB );
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#endif
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return;
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}
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#ifndef CLIENT_DLL
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Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
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anglesAim.x = -anglesAim.x;
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UTIL_MakeVectors(m_pPlayer->pev->v_angle);
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Vector vecSrc;
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vecSrc = m_pPlayer->GetGunPosition();
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vecSrc = vecSrc + gpGlobals->v_forward * 8;
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vecSrc = vecSrc + gpGlobals->v_right * 8;
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vecSrc = vecSrc + gpGlobals->v_up * -12;
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CBaseEntity *pShock = CBaseEntity::Create("shock_beam", vecSrc, anglesAim, m_pPlayer->edict());
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pShock->pev->velocity = gpGlobals->v_forward * 2000;
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m_flRechargeTime = gpGlobals->time + 0.5;
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#endif
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
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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_usShockFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0);
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if (!m_fShouldUpdateEffects)
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{
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// Toggle need to show effects.
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m_fShouldUpdateEffects = TRUE;
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m_flBeamLifeTime = gpGlobals->time + 1.0f;
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}
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else
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{
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UpdateEffects();
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m_flBeamLifeTime = gpGlobals->time + 0.5f;
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}
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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m_flNextPrimaryAttack = GetNextAttackDelay(0.2);
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if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
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{
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
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}
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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 CShockrifle::SecondaryAttack(void)
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{
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}
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void CShockrifle::Reload(void)
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= SHOCK_MAX_CARRY)
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return;
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while (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < SHOCK_MAX_CARRY && m_flRechargeTime < gpGlobals->time)
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{
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shock_recharge.wav", 1, ATTN_NORM);
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++;
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m_flRechargeTime += 0.5;
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}
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}
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void CShockrifle::WeaponIdle(void)
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{
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Reload();
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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return;
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int iAnim;
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float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1);
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if (flRand <= 0.5)
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{
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iAnim = SHOCK_IDLE1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.3f;
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}
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else
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{
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iAnim = SHOCK_IDLE3;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.4f;
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}
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SendWeaponAnim(iAnim);
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}
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void CShockrifle::UpdateEffects()
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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(
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flags,
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m_pPlayer->edict(),
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m_usShockFire,
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0.0,
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(float *)&g_vecZero,
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(float *)&g_vecZero,
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0.0,
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0.0,
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TRUE,
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0,
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0,
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0);
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}
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void CShockrifle::ItemPostFrame(void)
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{
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CBasePlayerWeapon::ItemPostFrame();
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if (!m_pPlayer->pev->button & IN_ATTACK)
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{
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if (m_fShouldUpdateEffects)
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{
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if (gpGlobals->time <= m_flBeamLifeTime)
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{
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UpdateEffects();
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}
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else
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{
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m_fShouldUpdateEffects = FALSE;
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m_flBeamLifeTime = 0.0f;
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}
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}
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}
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}
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#endif
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