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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 "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_IDLE1 = 0,
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SNIPER_SHOOT1,
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SNIPER_SHOOT2,
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SNIPER_RELOAD,
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SNIPER_DRAW,
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};
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LINK_ENTITY_TO_CLASS(weapon_sniper, CSniper);
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int CSniper::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "357";
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p->iMaxAmmo1 = _357_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = SNIPER_MAX_CLIP;
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p->iFlags = 0;
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p->iSlot = 3;
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p->iPosition = 1;
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p->iId = m_iId = WEAPON_SNIPER;
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p->iWeight = SNIPER_WEIGHT;
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return 1;
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}
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int CSniper::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 CSniper::Spawn()
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{
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Precache();
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m_iId = WEAPON_SNIPER;
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SET_MODEL(ENT(pev), "models/w_sniper.mdl");
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m_iDefaultAmmo = SNIPER_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CSniper::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_sniperclip.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND("weapons/sniper_fire1.wav");
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PRECACHE_SOUND("weapons/sniper_fire2.wav");
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PRECACHE_SOUND("weapons/sniper_reload1.wav");
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PRECACHE_SOUND("weapons/zoom.wav");
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PRECACHE_SOUND("weapons/scout_bolt.wav");
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PRECACHE_SOUND("weapons/scout_clipin.wav");
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PRECACHE_SOUND("weapons/scout_clipout.wav");
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m_usFireSniper = PRECACHE_EVENT(1, "events/sniper.sc");
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}
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BOOL CSniper::Deploy()
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{
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return DefaultDeploy("models/v_sniper.mdl", "models/p_sniper.mdl", SNIPER_DRAW, "sniper", UseDecrement());
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}
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void CSniper::Holster(int skiplocal /* = 0 */)
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{
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m_fInReload = FALSE;// cancel any reload in progress.
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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() + 0.5;
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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}
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void CSniper::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_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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else if (m_pPlayer->pev->fov != 40)
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{
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m_fInZoom = TRUE;
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40;
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}
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m_flNextSecondaryAttack = 0.75;
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_STATIC, "weapons/zoom.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 100, 150 ) );
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}
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void CSniper::PrimaryAttack()
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{
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if( FBitSet( m_pPlayer->m_afButtonLast, IN_ATTACK ) )
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return;
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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 = m_flNextSecondaryAttack = 0.15;
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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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PlayEmptySound();
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = 0.2;
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return;
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}
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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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m_iClip--;
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
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Vector vecDir;
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_SNIPER, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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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_usFireSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0 || m_iClip > 0 )
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m_flNextPrimaryAttack = 1.5;
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else
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{
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m_flNextPrimaryAttack = 2.75;
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m_flNextSecondaryAttack = 0.75;
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}
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if( m_iClip > 0 )
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m_flTimeWeaponIdle = 2.5;
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else
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m_flTimeWeaponIdle = 1.75;
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}
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void CSniper::Reload(void)
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{
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SNIPER_MAX_CLIP )
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return;
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int iResult = DefaultReload(SNIPER_MAX_CLIP, SNIPER_RELOAD, 2.25);
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if (iResult)
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{
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if( m_fInZoom )
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SecondaryAttack();
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_reload1.wav", RANDOM_FLOAT( 0.9, 1.0 ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 15 ) );
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}
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}
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void CSniper::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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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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SendWeaponAnim(SNIPER_IDLE1, UseDecrement() ? 1 : 0);
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}
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class CSniperAmmoClip : 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_sniperclip.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_sniperclip.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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int bResult = (pOther->GiveAmmo(AMMO_357BOX_GIVE, "357", _357_MAX_CARRY) != -1);
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if (bResult)
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
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}
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return bResult;
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}
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};
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LINK_ENTITY_TO_CLASS(ammo_sniper, CSniperAmmoClip);
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