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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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#include "effects.h"
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class CBlasterBeam : public CBaseEntity
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{
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void Spawn( void );
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void Precache( void );
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int Classify ( void );
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void EXPORT BubbleThink( void );
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void EXPORT PulseTouch( CBaseEntity *pOther );
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CBeam *m_pBeam;
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int m_iGlow;
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int m_iTrail;
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int m_iBalls;
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Vector beamendpos;
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public:
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static CBlasterBeam *Fire( void );
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};
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LINK_ENTITY_TO_CLASS( blaster_beam, CBlasterBeam );
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CBlasterBeam *CBlasterBeam::Fire( void )
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{
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CBlasterBeam *pPulse = GetClassPtr( (CBlasterBeam *)NULL );
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pPulse->pev->classname = MAKE_STRING("blaster_beam");
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pPulse->Spawn();
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return pPulse;
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}
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void CBlasterBeam::Spawn( )
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{
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Precache( );
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pev->movetype = MOVETYPE_FLY;
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pev->solid = SOLID_BBOX;
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pev->gravity = 0.3;
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SET_MODEL(ENT(pev), "sprites/blueflare2.spr");
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pev->rendermode = kRenderGlow;
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pev->renderfx = kRenderFxNoDissipation;
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pev->renderamt = 255;
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UTIL_SetOrigin( pev, pev->origin );
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UTIL_SetSize( pev, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ) );
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SetTouch( &CBlasterBeam::PulseTouch );
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SetThink( &CBlasterBeam::BubbleThink );
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pev->nextthink = gpGlobals->time + 0.1;
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}
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void CBlasterBeam::Precache( )
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{
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PRECACHE_MODEL ("sprites/blueflare2.spr");
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PRECACHE_SOUND("weapons/xbow_hitbod1.wav");
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PRECACHE_SOUND("weapons/xbow_hitbod2.wav");
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PRECACHE_SOUND("weapons/xbow_fly1.wav");
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PRECACHE_SOUND("fvox/beep.wav");
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m_iGlow = PRECACHE_MODEL( "sprites/blueflare1.spr" );
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m_iBalls = PRECACHE_MODEL( "sprites/blueflare1.spr" );
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m_iTrail = PRECACHE_MODEL( "sprites/streak.spr" );
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}
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int CBlasterBeam :: Classify ( void )
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{
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return CLASS_NONE;
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}
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void CBlasterBeam::PulseTouch( CBaseEntity *pOther )
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{
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SetTouch( NULL );
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SetThink( NULL );
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if (pOther->pev->takedamage)
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{
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TraceResult tr = UTIL_GetGlobalTrace( );
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entvars_t *pevOwner;
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pevOwner = VARS( pev->owner );
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ClearMultiDamage( );
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if ( pOther->IsPlayer() )
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{
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pOther->TraceAttack(pevOwner, 20, pev->velocity.Normalize(), &tr, DMG_BLAST|DMG_ALWAYSGIB);
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}
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else
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{
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pOther->TraceAttack(pevOwner, 20, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_NEVERGIB );
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}
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ApplyMultiDamage( pev, pevOwner );
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pev->velocity = Vector( 0, 0, 0 );
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//EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hblaster_hit.wav", 1, ATTN_NORM);
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Killed( pev, GIB_NEVER );
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}
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else
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{
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//EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/hblaster_hit.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7));
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SetThink( &CBlasterBeam::SUB_Remove );
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pev->nextthink = gpGlobals->time;
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if ( FClassnameIs( pOther->pev, "worldspawn" ) )
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{
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MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_GLOWSPRITE );
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WRITE_COORD( pev->origin.x); // pos
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WRITE_COORD( pev->origin.y);
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WRITE_COORD( pev->origin.z);
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WRITE_SHORT( m_iGlow ); // model
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WRITE_BYTE( 4 ); // life * 10
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WRITE_BYTE( RANDOM_LONG( 1, 4 ) ); // size * 10
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WRITE_BYTE( 150 ); // brightness
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MESSAGE_END();
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_SPRITETRAIL );
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WRITE_COORD( pev->origin.x );
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WRITE_COORD( pev->origin.y );
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WRITE_COORD( pev->origin.z );
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WRITE_COORD( pev->origin.x );
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WRITE_COORD( pev->origin.y );
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WRITE_COORD( pev->origin.z );
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WRITE_SHORT( m_iBalls ); // model
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WRITE_BYTE( 4 ); // count
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WRITE_BYTE( .5 ); // life * 10
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WRITE_BYTE( RANDOM_LONG( 1, 3 ) ); // size * 10
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WRITE_BYTE( 10 ); // amplitude * 0.1
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WRITE_BYTE( 20 ); // speed * 100
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MESSAGE_END();
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}
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Killed(pev,GIB_NEVER);
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}
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}
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void CBlasterBeam::BubbleThink( void )
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{
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pev->nextthink = gpGlobals->time + 0.1;
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if (pev->waterlevel == 0)
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{
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
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WRITE_BYTE( TE_BEAMFOLLOW );
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WRITE_SHORT(entindex()); // entity
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WRITE_SHORT( m_iTrail ); // model
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WRITE_BYTE( 3 ); // life
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WRITE_BYTE( 1 ); // width
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WRITE_BYTE( 0 ); // r, g, b
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WRITE_BYTE( 113 ); // r, g, b
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WRITE_BYTE( 230 ); // r, g, b
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WRITE_BYTE( 200 ); // brightness
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MESSAGE_END();
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return;
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}
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UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 );
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}
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//=========================================================
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//=========================================================
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enum pulserifle_e {
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GAUSS_IDLE = 0,
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GAUSS_IDLE2,
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GAUSS_FIDGET,
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GAUSS_SPINUP,
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GAUSS_SPIN,
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GAUSS_FIRE,
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GAUSS_FIRE2,
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GAUSS_HOLSTER,
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GAUSS_DRAW
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};
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class CPulseRifle : public CBasePlayerWeapon
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{
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public:
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 4; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer( CBasePlayer *pPlayer );
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BOOL Deploy( void );
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void Holster( void );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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void WeaponIdle( void );
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void StartFire( void );
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void Fire( Vector vecOrigSrc, Vector vecDirShooting, float flDamage );
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};
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LINK_ENTITY_TO_CLASS( weapon_pulserifle, CPulseRifle );
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//=========================================================
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//=========================================================
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void CPulseRifle::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_pulserifle");
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Precache( );
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m_iId = WEAPON_PULSERIFLE;
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SET_MODEL(ENT(pev), "models/wmodels/w_pulsegun.mdl");
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m_iDefaultAmmo = PULSERIFLE_DEFAULT_GIVE;
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FallInit();
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}
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void CPulseRifle::Precache( void )
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{
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PRECACHE_SOUND( "weapons/pulse1.wav" );
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PRECACHE_MODEL( "models/vmodels/v_pulsegun.mdl" );
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PRECACHE_MODEL( "models/wmodels/w_pulsegun.mdl" );
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PRECACHE_MODEL( "models/pmodels/p_pulsegun.mdl" );
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UTIL_PrecacheOther("blaster_beam");
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}
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int CPulseRifle::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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int CPulseRifle::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "pulse";
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p->iMaxAmmo1 = PULSERIFLE_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 = 3;
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p->iPosition = 3;
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p->iId = m_iId = WEAPON_PULSERIFLE;
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p->iFlags = 0;
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p->iWeight = PULSERIFLE_WEIGHT;
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return 1;
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}
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BOOL CPulseRifle::Deploy( )
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{
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return DefaultDeploy( "models/vmodels/v_pulsegun.mdl", "models/pmodels/p_pulsegun.mdl", GAUSS_DRAW, "gauss" );
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}
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void CPulseRifle::Holster( )
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{
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
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SendWeaponAnim( GAUSS_HOLSTER );
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}
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void CPulseRifle::PrimaryAttack()
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{
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if (m_pPlayer->pev->waterlevel == 3)
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{
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PlayEmptySound( );
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->time + 0.15;
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return;
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}
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 2)
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{
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PlayEmptySound( );
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
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return;
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}
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0)
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{
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PlayEmptySound( );
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
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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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SendWeaponAnim( GAUSS_FIRE );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 2;
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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Vector vecAiming = gpGlobals->v_forward;
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Vector vecSrc = m_pPlayer->GetGunPosition( )+gpGlobals->v_up * -8 + gpGlobals->v_right * 4;
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pulse1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7));
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CBlasterBeam *m_pBeam = CBlasterBeam::Fire();
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m_pBeam->pev->origin = vecSrc;
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m_pBeam->pev->owner = m_pPlayer->edict();
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m_pBeam->pev->velocity = gpGlobals->v_forward * 2000;
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m_pBeam->pev->angles = UTIL_VecToAngles( m_pBeam->pev->velocity );
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m_flTimeWeaponIdle = gpGlobals->time + 1.0;
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m_flNextPrimaryAttack = gpGlobals->time + .09;
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}
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void CPulseRifle::SecondaryAttack()
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{
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}
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void CPulseRifle::WeaponIdle( void )
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{
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ResetEmptySound( );
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if (m_flTimeWeaponIdle > gpGlobals->time)
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return;
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int iAnim;
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float flRand = RANDOM_FLOAT(0, 1);
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if (flRand <= 0.5)
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{
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iAnim = GAUSS_IDLE;
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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}
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else if (flRand <= 0.75)
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{
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iAnim = GAUSS_IDLE2;
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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}
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else
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{
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iAnim = GAUSS_FIDGET;
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m_flTimeWeaponIdle = gpGlobals->time + 3;
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}
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return;
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SendWeaponAnim( iAnim );
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}
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/*
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enum gauss_e {
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GAUSS_IDLE = 0,
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GAUSS_IDLE2,
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GAUSS_FIDGET,
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GAUSS_SPINUP,
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GAUSS_SPIN,
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GAUSS_FIRE,
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GAUSS_FIRE2,
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GAUSS_HOLSTER,
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GAUSS_DRAW
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};
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class CPulseRifle : public CBasePlayerWeapon
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{
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public:
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 2; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer( CBasePlayer *pPlayer );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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BOOL Deploy( void );
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void Holster( void );
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void Reload( void );
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void WeaponIdle( void );
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float m_flSoundDelay;
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int m_iShell;
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int fire_phase;
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int m_iBeam;
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};
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LINK_ENTITY_TO_CLASS( weapon_pulserifle, CPulseRifle );
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int CPulseRifle::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "pulse";
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p->iMaxAmmo1 = PULSERIFLE_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 = 1;
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p->iPosition = 1;
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p->iId = m_iId = WEAPON_PULSERIFLE;
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p->iFlags = 0;
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p->iWeight = PULSERIFLE_WEIGHT;
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return 1;
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}
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int CPulseRifle::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 CPulseRifle::Spawn( )
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{
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Precache( );
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m_iId = WEAPON_PULSERIFLE;
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SET_MODEL(ENT(pev), "models/w_gauss.mdl");
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m_iDefaultAmmo = 40;
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FallInit();
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}
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void CPulseRifle::Precache( void )
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{
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m_iBeam = PRECACHE_MODEL( "sprites/smoke.spr" );
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UTIL_PrecacheOther("blaster_beam");
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PRECACHE_MODEL("models/w_gauss.mdl");
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PRECACHE_MODEL("models/vmodels/v_pulsegun.mdl");
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}
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BOOL CPulseRifle::Deploy( )
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{
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return DefaultDeploy( "models/vmodels/v_pulsegun.mdl", "models/pmodels/p_railgun.mdl", GAUSS_DRAW, "gauss" );
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}
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void CPulseRifle::Holster( )
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{
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
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SendWeaponAnim( GAUSS_HOLSTER );
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}
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void CPulseRifle::SecondaryAttack( )
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{
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}
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void CPulseRifle::PrimaryAttack()
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0)
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return;
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if (m_pPlayer->pev->waterlevel == 3)
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{
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 0.5;
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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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SendWeaponAnim( GAUSS_FIRE );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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//EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/hblaster_fire.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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Vector vecAiming = gpGlobals->v_forward;
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Vector vecSrc = m_pPlayer->GetGunPosition( )+gpGlobals->v_up * -8 + gpGlobals->v_right * 4;
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CBlasterBeam *m_pBeam = CBlasterBeam::Fire();
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m_pBeam->pev->origin = vecSrc;
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m_pBeam->pev->owner = m_pPlayer->edict();
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m_pBeam->pev->velocity = gpGlobals->v_forward * 1000;
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m_pBeam->pev->angles = UTIL_VecToAngles( m_pBeam->pev->velocity );
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m_flNextPrimaryAttack = gpGlobals->time + 0.1;
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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}
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void CPulseRifle::Reload( void )
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{
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}
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void CPulseRifle::WeaponIdle( void )
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{
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ResetEmptySound( );
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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int iAnim;
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float flRand = RANDOM_FLOAT(0, 1);
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if (flRand <= 0.5)
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{
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iAnim = GAUSS_IDLE;
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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}
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else if (flRand <= 0.75)
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{
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iAnim = GAUSS_IDLE2;
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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}
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else
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{
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iAnim = GAUSS_FIDGET;
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m_flTimeWeaponIdle = gpGlobals->time + 3;
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}
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SendWeaponAnim( iAnim );
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}
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*/
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