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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 "soundent.h"
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#include "gamerules.h"
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enum m41a_e
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{
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M41A_LONGIDLE = 0,
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M41A_IDLE1,
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M41A_LAUNCH,
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M41A_RELOAD,
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M41A_DEPLOY,
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M41A_FIRE1,
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M41A_FIRE2,
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M41A_FIRE3,
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M41A_HOLSTER
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};
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LINK_ENTITY_TO_CLASS( weapon_9mmm41a, CM41A )
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//=========================================================
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//=========================================================
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int CM41A::SecondaryAmmoIndex( void )
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{
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return m_iSecondaryAmmoType;
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}
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void CM41A::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_9mmm41a"); // hack to allow for old names
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Precache( );
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SET_MODEL(ENT(pev), "models/w_9mmm41a.mdl");
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m_iId = WEAPON_M41A;
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m_iDefaultAmmo = MP5_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CM41A::Precache( void )
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{
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PRECACHE_MODEL("models/v_9mmM41A.mdl");
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PRECACHE_MODEL("models/w_9mmM41A.mdl");
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PRECACHE_MODEL("models/p_9mmM41A.mdl");
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m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shellTE_MODEL
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PRECACHE_MODEL("models/grenade.mdl"); // grenade
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PRECACHE_MODEL("models/w_9mmARclip.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND("items/clipinsert1.wav");
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PRECACHE_SOUND("items/cliprelease1.wav");
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PRECACHE_SOUND ("weapons/m41ahks1.wav");// H to the K
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PRECACHE_SOUND( "weapons/m41aglauncher.wav" );
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PRECACHE_SOUND( "weapons/m41aglauncher2.wav" );
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PRECACHE_SOUND ("weapons/357_cock1.wav");
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m_usM41A = PRECACHE_EVENT( 1, "events/m41a.sc" );
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}
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int CM41A::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "9mm";
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p->iMaxAmmo1 = _9MM_MAX_CARRY;
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p->pszAmmo2 = "ARgrenades";
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p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY;
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p->iMaxClip = MP5_MAX_CLIP;
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p->iSlot = 2;
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p->iPosition = 5;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_M41A;
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p->iWeight = M41A_WEIGHT;
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return 1;
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}
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int CM41A::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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BOOL CM41A::Deploy( )
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{
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return DefaultDeploy( "models/v_9mmm41a.mdl", "models/p_9mmm41a.mdl", M41A_DEPLOY, "M41A" );
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}
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void CM41A::Holster( int skiplocal /* = 0 */ )
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{
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DefaultHolster( M41A_HOLSTER, 0.9 );
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}
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void CM41A::PrimaryAttack()
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{
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if( m_pPlayer->m_bIsHolster )
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{
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WeaponIdle();
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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 = UTIL_WeaponTimeBase() + 0.15f;
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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 = UTIL_WeaponTimeBase() + 0.15f;
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return;
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}
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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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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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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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Vector vecDir;
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#if CLIENT_DLL
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if( bIsMultiplayer() )
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#else
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if( g_pGameRules->IsMultiplayer() )
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#endif
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{
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// optimized multiplayer. Widened to make it easier to hit a moving player
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_M41A, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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}
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else
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{
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// single player spread
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_M41A, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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}
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int flags;
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#if 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_usM41A, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 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_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f;
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if( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f;
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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 CM41A::SecondaryAttack( void )
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{
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if( m_pPlayer->m_bIsHolster )
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{
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WeaponIdle();
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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 = UTIL_WeaponTimeBase() + 0.15f;
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return;
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}
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if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0)
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{
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PlayEmptySound( );
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return;
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}
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
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m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
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m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2f;
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m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
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SendWeaponAnim( M41A_LAUNCH );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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// play this sound through BODY channel so we can hear it if player didn't stop firing MP3
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, RANDOM_LONG( 0, 1 ) ? "weapons/m41aglauncher.wav" : "weapons/m41aglauncher2.wav", 0.8, ATTN_NORM );
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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// we don't add in player velocity anymore.
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CGrenade::ShootContact( m_pPlayer->pev,
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m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
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gpGlobals->v_forward * 800, gSkillData.plrDmgM41AGrenade );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0f;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f;// idle pretty soon after shooting.
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if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType])
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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_pPlayer->pev->punchangle.x -= 10;
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}
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void CM41A::Reload( void )
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{
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if( m_pPlayer->m_bIsHolster )
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{
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WeaponIdle();
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return;
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}
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == MP5_MAX_CLIP )
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return;
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DefaultReload( MP5_MAX_CLIP, M41A_RELOAD, 2.0f );
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}
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void CM41A::WeaponIdle( void )
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{
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if( m_pPlayer->m_bIsHolster )
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{
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if( m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() )
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{
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m_pPlayer->m_bIsHolster = FALSE;
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Deploy();
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}
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return;
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}
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ResetEmptySound( );
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m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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return;
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int iAnim;
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switch ( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
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iAnim = M41A_LONGIDLE;
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break;
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default:
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case 1:
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iAnim = M41A_IDLE1;
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break;
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}
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SendWeaponAnim( iAnim );
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again.
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}
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