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/***
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*
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* Copyright (c) 1996-2002, 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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#define HANDGRENADE_PRIMARY_VOLUME 450
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enum barneyhandgrenade_e
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{
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BARNEYHANDGRENADE_IDLE = 0,
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BARNEYHANDGRENADE_FIDGET,
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BARNEYHANDGRENADE_PINPULL,
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BARNEYHANDGRENADE_THROW1, // toss
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BARNEYHANDGRENADE_THROW2, // medium
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BARNEYHANDGRENADE_THROW3, // hard
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BARNEYHANDGRENADE_HOLSTER,
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BARNEYHANDGRENADE_DRAW
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};
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LINK_ENTITY_TO_CLASS( weapon_barneyhandgrenade, CBarneyHandGrenade )
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void CBarneyHandGrenade::Spawn()
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{
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Precache();
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m_iId = WEAPON_BARNEYHANDGRENADE;
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SET_MODEL( ENT( pev ), "models/w_grenade.mdl" );
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#if !CLIENT_DLL
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pev->dmg = gSkillData.plrDmgHandGrenade;
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#endif
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m_iDefaultAmmo = HANDGRENADE_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CBarneyHandGrenade::Precache( void )
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{
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PRECACHE_MODEL( "models/v_barneygrenade.mdl" );
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CHandGrenade::Precache();
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}
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int CBarneyHandGrenade::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = "Hand Grenade";
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p->iMaxAmmo1 = HANDGRENADE_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 = 4;
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p->iPosition = 1;
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p->iId = m_iId = WEAPON_BARNEYHANDGRENADE;
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p->iWeight = HANDGRENADE_WEIGHT;
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p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
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return 1;
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}
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BOOL CBarneyHandGrenade::Deploy()
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{
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m_flReleaseThrow = -1;
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return DefaultDeploy( "models/v_barneygrenade.mdl", "models/p_grenade.mdl", BARNEYHANDGRENADE_DRAW, "crowbar" );
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}
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