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//fixed (maybe)
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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 "weapons.h"
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#include "monsters.h"
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#include "player.h"
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#include "gamerules.h"
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#include "shake.h"
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#include "nodes.h"
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#include "soundent.h"
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enum gauss_e
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{
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SNIPARS_IDLE = 0,
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SNIPARS_DRAW,
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SNIPARS_FIRE,
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SNIPARS_RELOAD
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};
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LINK_ENTITY_TO_CLASS( weapon_snipars, CSnipars );
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int CSnipars::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "snipars";
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p->iMaxAmmo1 = _SNIPARS_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = SNIPARS_MAX_CLIP;
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p->iFlags = 0;
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p->iSlot = 3;
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p->iPosition = 4;
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p->iId = m_iId = WEAPON_SNIPARS;
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p->iWeight = SNIPARS_WEIGHT;
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return 1;
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}
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int CSnipars::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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void CSnipars::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_snipars");
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Precache( );
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m_iId = WEAPON_SNIPARS;
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SET_MODEL(ENT(pev), "models/w_sniper.mdl");
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m_iDefaultAmmo = SNIPARS_DEFAULT_GIVE;
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FallInit();
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}
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void CSnipars::Precache( void )
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{
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PRECACHE_MODEL("models/v_sniper.mdl");
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PRECACHE_MODEL("models/w_sniper.mdl");
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PRECACHE_MODEL("models/p_sniper.mdl");
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PRECACHE_MODEL("models/w_357ammo.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND ("weapons/sniper_shoot1.wav");
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PRECACHE_SOUND ("weapons/sniper_shoot2.wav");
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PRECACHE_SOUND ("weapons/sniper_shoot3.wav");
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PRECACHE_SOUND ("weapons/sniper_shoot4.wav");
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PRECACHE_SOUND ("weapons/sniper_shoot5.wav");
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m_usFireSniper = PRECACHE_EVENT( 1, "events/glock2.sc" );
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}
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BOOL CSnipars::Deploy( )
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{
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return DefaultDeploy( "models/v_sniper.mdl", "models/p_sniper.mdl", SNIPARS_DRAW, "snipars", UseDecrement() );
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}
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void CSnipars::Holster( int skiplocal /* = 0 */ )
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{
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m_fInReload = FALSE;
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if ( m_fInZoom )
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{
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SecondaryAttack();
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}
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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void CSnipars::SecondaryAttack( void )
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{
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if ( m_pPlayer->pev->fov != 0 )
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{
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0;
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m_fInZoom = 0;
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#ifndef CLIENT_DLL UTIL_ScreenFade( m_pPlayer, Vector(0,0,0), 0.5, 0.25, 255, FFADE_IN );
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#endif
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}
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else if ( m_pPlayer->pev->fov != 15 )
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{
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 15;
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m_fInZoom = 1;
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#ifndef CLIENT_DLL UTIL_ScreenFade( m_pPlayer, Vector(0,0,0), 0.5, 0.25, 255, FFADE_IN );
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#endif
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}
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pev->nextthink = UTIL_WeaponTimeBase() + 0.1;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
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}
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void CSnipars::PrimaryAttack( void )
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{
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Shoot( 0.0001, 1.5, TRUE );
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switch( RANDOM_LONG( 0, 3 ) )
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{
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case 0:
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot1.wav", 1, ATTN_NORM );
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break;
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case 1:
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot2.wav", 1, ATTN_NORM );
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break;
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case 2:
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot3.wav", 1, ATTN_NORM );
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break;
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case 3:
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot4.wav", 1, ATTN_NORM );
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break;
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case 4:
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot5.wav", 1, ATTN_NORM );
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break;
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};
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}
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void CSnipars::Shoot( float flSpread , float flCycleTime, BOOL fUseAutoAim )
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{
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if (m_pPlayer->pev->waterlevel == 3)
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{
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/sniper_cock1.wav", 0.8, ATTN_NORM);
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m_flNextPrimaryAttack = 0.15; return;
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}
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if (m_iClip <= 0)
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{
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if (m_fFireOnEmpty)
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{
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
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}
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return;
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}
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m_iClip -= 1;
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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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 flags = 0;
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#endif
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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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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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecAiming;
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if ( fUseAutoAim )
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{
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vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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}
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else
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{
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vecAiming = gpGlobals->v_forward;
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}
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Vector vecDir; vecDir = m_pPlayer->FireBulletsPlayer( 5, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_SNIPARS, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireSniper : m_usFireSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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void CSnipars::Reload( void )
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{
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if ( m_fInZoom )
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{
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SecondaryAttack();
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}
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if ( m_pPlayer->ammo_snipars <= 0 )
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return;
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if ( m_pPlayer->pev->fov != 0 )
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{
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m_fInZoom = FALSE;
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
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}
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if (m_iClip == 0)
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DefaultReload( 5, SNIPARS_FIRE, 1.5 );
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else
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DefaultReload( 5, SNIPARS_FIRE, 1.5 );
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}
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void CSnipars::WeaponIdle( void )
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{
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m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES );
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if ( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
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{
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
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if (flRand <= 0.75)
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{
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if (m_iClip)
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{
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SendWeaponAnim( SNIPARS_IDLE );
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}
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else
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{
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SendWeaponAnim( SNIPARS_IDLE );
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}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 12.0;
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}
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}
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}
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class CSniparsAmmo : 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_sniper.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_357ammo.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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if (pOther->GiveAmmo( AMMO_SNIPARSBOX_GIVE, "snipars", _SNIPARS_MAX_CARRY ) != -1)
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
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return TRUE;
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}
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return FALSE;
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}
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};
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LINK_ENTITY_TO_CLASS( ammo_snipars2, CSniparsAmmo );
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#endif
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