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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 "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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enum sniper_e {
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SNIPER_DRAW = 0,
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SNIPER_SLOWIDLE,
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SNIPER_FIRE,
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SNIPER_FIRELASTROUND,
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SNIPER_RELOAD1,
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SNIPER_RELOAD2,
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SNIPER_RELOAD3,
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SNIPER_SLOWIDLE2,
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SNIPER_HOLSTER,
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};
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LINK_ENTITY_TO_CLASS( weapon_sniperrifle, CSniperrifle )
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void CSniperrifle::Spawn( )
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{
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Precache( );
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m_iId = WEAPON_SNIPERRIFLE;
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SET_MODEL(ENT(pev), "models/w_m40a1.mdl");
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m_iDefaultAmmo = SNIPERRIFLE_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CSniperrifle::Precache( void )
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{
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PRECACHE_MODEL("models/v_m40a1.mdl");
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PRECACHE_MODEL("models/w_m40a1.mdl");
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PRECACHE_MODEL("models/p_m40a1.mdl");
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PRECACHE_SOUND ("weapons/sniper_bolt1.wav");
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PRECACHE_SOUND ("weapons/sniper_bolt2.wav");
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PRECACHE_SOUND ("weapons/sniper_fire.wav");
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PRECACHE_SOUND ("weapons/sniper_reload_first_seq.wav");
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PRECACHE_SOUND ("weapons/sniper_reload_second_seq.wav");
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PRECACHE_SOUND ("weapons/sniper_reload3.wav");
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PRECACHE_SOUND ("weapons/sniper_zoom.wav");
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m_usSniper = PRECACHE_EVENT( 1, "events/sniper.sc" );
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}
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int CSniperrifle::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "762";
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p->iMaxAmmo1 = _762_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = 5;
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p->iSlot = 5;
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p->iPosition = 2;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_SNIPERRIFLE;
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p->iWeight = 10;
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return 1;
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}
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BOOL CSniperrifle::Deploy( )
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{
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return DefaultDeploy( "models/v_m40a1.mdl", "models/p_m40a1.mdl", SNIPER_DRAW, "bow", 0 );
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}
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int CSniperrifle::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 CSniperrifle::Holster( int skiplocal )
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{
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m_fInReload = FALSE;// cancel any reload in progress.
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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SendWeaponAnim( SNIPER_HOLSTER );
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if ( m_fInZoom )
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{
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SecondaryAttack( );
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}
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}
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void CSniperrifle::SecondaryAttack()
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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; // 0 means reset to default fov
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m_fInZoom = FALSE;
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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 = TRUE;
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}
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/sniper_zoom.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
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}
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void CSniperrifle::PrimaryAttack()
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{
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if ( m_fInSpecialReload )
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return;
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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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PlayEmptySound();
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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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// 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 = 0.15;
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return;
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}
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float flSpread = 0.001;
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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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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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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecAiming;
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vecAiming = gpGlobals->v_forward;
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Vector vecDir;
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_762, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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m_flNextPrimaryAttack = 1.75;
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, ( m_iClip == 0 ) ? 1 : 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_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 68.0 / 38.0;
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}
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void CSniperrifle::Reload( void )
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SNIPERRIFLE_MAX_CLIP)
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return;
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int iResult;
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if ( m_pPlayer->pev->fov != 0 )
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{
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SecondaryAttack();
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}
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if (m_iClip == 0)
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{
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iResult = DefaultReload( 5, SNIPER_RELOAD1, 80.0 / 34 );
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m_fInSpecialReload = 1;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 2.25;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.25;
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}
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else
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{
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iResult = DefaultReload( SNIPERRIFLE_MAX_CLIP, SNIPER_RELOAD3, 2.25 );
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}
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}
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void CSniperrifle::WeaponIdle( void )
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{
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ResetEmptySound( );
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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return;
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if ( m_fInSpecialReload )
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{
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m_fInSpecialReload = 0;
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SendWeaponAnim( SNIPER_RELOAD2 );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 49.0 / 27.0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 27.0;
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}
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else
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{
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int iAnim;
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if (m_iClip <= 0)
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{
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iAnim = SNIPER_SLOWIDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 16.0;
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}
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else
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{
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iAnim = SNIPER_SLOWIDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 67.5 / 16;
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}
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SendWeaponAnim( iAnim, 1 );
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}
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}
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class CSniperAmmo : 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_m40a1clip.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_m40a1clip.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_762BOX_GIVE, "762", _762_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_762, CSniperAmmo)
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#endif
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