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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 "nail.h"
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enum bradnailer_e {
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BRADNAILER_IDLE1 = 0,
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BRADNAILER_IDLE2,
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BRADNAILER_IDLE3,
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BRADNAILER_SHOOT,
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BRADNAILER_SHOOT_EMPTY,
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BRADNAILER_RELOAD,
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BRADNAILER_RELOAD_NOT_EMPTY,
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BRADNAILER_DRAW,
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BRADNAILER_HOLSTER,
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BRADNAILER_ADD_SILENCER,
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BRADNAILER_UPRIGHT_TO_TILT,
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BRADNAILER_TILT_TO_UPRIGHT,
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BRADNAILER_FASTSHOOT,
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};
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LINK_ENTITY_TO_CLASS(weapon_bradnailer, CBradnailer);
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void CBradnailer::Spawn()
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{
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Precache();
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m_iId = WEAPON_BRADNAILER;
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SET_MODEL(ENT(pev), "models/w_bradnailer.mdl");
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m_iDefaultAmmo = BRADNAILER_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CBradnailer::Precache(void)
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{
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PRECACHE_MODEL("models/v_bradnailer.mdl");
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PRECACHE_MODEL("models/w_bradnailer.mdl");
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PRECACHE_MODEL("models/p_bradnailer.mdl");
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m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shell
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND("items/9mmclip2.wav");
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PRECACHE_SOUND("weapons/bradnailer.wav");
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m_usFireBradnailer = PRECACHE_EVENT(1, "events/bradnailer.sc");
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m_usReload = PRECACHE_EVENT(1, "events/reload.sc");
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UTIL_PrecacheOther( "nail" );
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}
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int CBradnailer::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "nails";
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p->iMaxAmmo1 = NAILS_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = BRADNAILER_MAX_CLIP;
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p->iSlot = 1;
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p->iPosition = 0;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_BRADNAILER;
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p->iWeight = BRADNAILER_WEIGHT;
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return 1;
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}
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BOOL CBradnailer::Deploy()
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{
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return DefaultDeploy("models/v_bradnailer.mdl", "models/p_bradnailer.mdl", BRADNAILER_DRAW, "bradnailer", 0);
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}
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BOOL CBradnailer::CanHolster(void)
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{
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return (m_fInAttack == 0);
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}
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void CBradnailer::Holster(int skiplocal /*= 0*/)
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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() + 0.5;
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SendWeaponAnim(BRADNAILER_HOLSTER);
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m_fInAttack = 0;
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}
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void CBradnailer::SecondaryAttack(void)
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{
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if (m_iClip <= 0)
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{
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Reload();
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m_flNextSecondaryAttack = 0.15f;
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return;
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}
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if (m_flNextSecondaryAttack > UTIL_WeaponTimeBase())
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return;
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if (m_fInAttack == 0)
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{
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#ifndef CLIENT_DLL
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//ALERT(at_console, "BRADNAILER_UPRIGHT_TO_TILT\n" );
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#endif
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SendWeaponAnim(BRADNAILER_UPRIGHT_TO_TILT, UseDecrement());
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m_fInAttack = 1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.7;
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m_flNextSecondaryAttack = GetNextAttackDelay(0.7);
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 2.0;
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return;
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}
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else if (m_fInAttack == 1)
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{
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if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
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{
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#ifndef CLIENT_DLL
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//ALERT(at_console, "Fire\n");
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#endif
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Fire(0.05, 0.2, FALSE, TRUE);
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m_fInAttack = 1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.2f;
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
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}
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}
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}
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void CBradnailer::PrimaryAttack(void)
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{
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if (m_fInAttack != 0)
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{
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
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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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Reload();
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m_flNextPrimaryAttack = 0.15f;
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return;
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}
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Fire(0.01f, 0.3f, TRUE, FALSE);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.3f);
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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 CBradnailer::Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim, BOOL fFastShoot)
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{
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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 = NORMAL_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
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UTIL_MakeVectors(anglesAim);
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anglesAim.x = -anglesAim.x;
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// Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2;
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Vector vecSrc;
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Vector vecAiming;
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if (fFastShoot)
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{
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vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 2 + gpGlobals->v_up * -2;
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}
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else
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{
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vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 8 + gpGlobals->v_right * 3 + gpGlobals->v_up * -2;
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}
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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;
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_NAIL1, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usFireBradnailer, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, fFastShoot, 0);
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#ifndef CLIENT_DLL
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CNail *pNail = CNail::NailCreate();
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pNail->pev->origin = vecSrc;
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pNail->pev->angles = anglesAim;
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pNail->pev->owner = m_pPlayer->edict();
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if (m_pPlayer->pev->waterlevel == 3)
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{
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pNail->pev->velocity = vecAiming * NAIL_WATER_VELOCITY;
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pNail->pev->speed = NAIL_WATER_VELOCITY;
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}
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else
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{
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pNail->pev->velocity = vecAiming * NAIL_AIR_VELOCITY;
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pNail->pev->speed = NAIL_AIR_VELOCITY;
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}
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pNail->pev->avelocity.z = 10;
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#endif
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}
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void CBradnailer::Reload(void)
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{
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if (m_fInAttack != 0)
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return;
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if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase())
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return;
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if (m_pPlayer->ammo_nails <= 0)
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return;
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int iAnim = (m_iClip == 0) ? BRADNAILER_RELOAD : BRADNAILER_RELOAD_NOT_EMPTY;
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int iResult = DefaultReload(BRADNAILER_MAX_CLIP, iAnim, 2.3);
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if (iResult)
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{
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m_fInAttack = 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, iAnim, 0, 0, 0);
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}
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}
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BOOL CBradnailer::ShouldWeaponIdle(void)
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{
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return (m_iClip == 0) || ((m_fInAttack != 0) && (m_pPlayer->pev->button & IN_ATTACK));
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}
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void CBradnailer::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_fInAttack != 0)
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{
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#ifndef CLIENT_DLL
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//ALERT(at_console, "BRADNAILER_TILT_TO_UPRIGHT\n");
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#endif
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SendWeaponAnim(BRADNAILER_TILT_TO_UPRIGHT, UseDecrement());
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m_fInAttack = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.5f);
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}
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else
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{
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// only idle if the slid isn't back
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if (m_iClip != 0)
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{
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int iAnim;
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float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0.0, 1.0);
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if (flRand <= 0.3 + 0 * 0.75)
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{
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iAnim = BRADNAILER_IDLE3;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16;
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}
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else if (flRand <= 0.6 + 0 * 0.875)
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{
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iAnim = BRADNAILER_IDLE1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
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}
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else
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{
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iAnim = BRADNAILER_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
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}
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SendWeaponAnim(iAnim, 1);
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}
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}
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}
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