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257 lines
5.3 KiB
257 lines
5.3 KiB
2 years ago
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/******************************************
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* *
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* Fichier fgrenade, par Julien *
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* *
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* code de la grenade
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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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int iFgTrail;
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enum fgrenade_e
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{
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FGRENADE_IDLE = 0,
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FGRENADE_FIDGET,
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FGRENADE_PINPULL,
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FGRENADE_THROW1, // toss
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FGRENADE_THROW2, // medium
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FGRENADE_THROW3, // hard
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FGRENADE_HOLSTER,
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FGRENADE_DEPLOY
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};
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class CFGrenade : 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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void PrimaryAttack( void );
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BOOL CanHolster( void );
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void Holster( int skiplocal = 0 );
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void WeaponIdle( void );
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BOOL Deploy( void );
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int GetItemInfo(ItemInfo *p);
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int iItemSlot( void ) { return 5; } //position de l'arme dans le hud
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float m_flThrowFg;
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int AddToPlayer( CBasePlayer *pPlayer );
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};
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LINK_ENTITY_TO_CLASS( weapon_fgrenade , CFGrenade );
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//============================================
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//
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//============================================
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void CFGrenade::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_fgrenade");
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Precache();
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SET_MODEL(ENT(pev), "models/w_fgrenade.mdl");
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m_iId = WEAPON_FGRENADE;
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m_iDefaultAmmo = FGRENADE_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CFGrenade::Precache( void )
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{
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PRECACHE_MODEL("models/v_fg.mdl");
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PRECACHE_MODEL("models/w_fgrenade.mdl");
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PRECACHE_MODEL("models/p_9mmAR.mdl");
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PRECACHE_MODEL("models/w_frag.mdl");
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iFgTrail = PRECACHE_MODEL("sprites/laserbeam.spr");
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}
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int CFGrenade::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "Fragmentation grenades";
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p->iMaxAmmo1 = FGRENADE_MAX_CARRY;
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p->iMaxClip = FGRENADE_MAX_CLIP;
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p->iSlot = 4;
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p->iPosition = 1;
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p->iId = m_iId = WEAPON_FGRENADE;
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p->iWeight = FGRENADE_WEIGHT;
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p->iFlags = 0;
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return 1;
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}
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int CFGrenade::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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m_pPlayer->TextAmmo( TA_FRAG );
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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 CFGrenade :: Deploy( )
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{
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return DefaultDeploy( "models/v_fg.mdl", "models/p_9mmAR.mdl", FGRENADE_DEPLOY, "crowbar" );
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}
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BOOL CFGrenade :: CanHolster( void )
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{
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// can only holster hand grenades when not primed!
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return ( m_flThrowFg != 1 );
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}
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void CFGrenade::Holster( int skiplocal )
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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SendWeaponAnim( FGRENADE_HOLSTER );
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}
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else
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{
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// no more grenades!
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m_pPlayer->pev->weapons &= ~(1<<WEAPON_HANDGRENADE);
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/*SetThink( &CFGrenade::DestroyItem );
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pev->nextthink = gpGlobals->time + 0.1;*/
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DestroyItem();
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}
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
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}
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void CFGrenade::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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m_flThrowFg = 1;
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SendWeaponAnim( FGRENADE_PINPULL );
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m_flTimeWeaponIdle = gpGlobals->time + 0.5;
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m_flNextPrimaryAttack = gpGlobals->time + 0xFF;
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}
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void CFGrenade::WeaponIdle( void )
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{
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if (m_flTimeWeaponIdle > gpGlobals->time)
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return;
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if (m_flThrowFg == 1)
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{
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Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
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if (angThrow.x < 0)
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angThrow.x = -10 + angThrow.x * ((90 - 10) / 90.0);
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else
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angThrow.x = -10 + angThrow.x * ((90 + 10) / 90.0);
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float flVel = (90 - angThrow.x) * 6;
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if (flVel > 1000)
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flVel = 1000;
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UTIL_MakeVectors( angThrow );
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Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16;
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Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity;
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// alway explode 3 seconds after the pin was pulled
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float time = 3.0;
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if (time < 0)
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time = 0;
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CGrenade::ShootFrag( m_pPlayer->pev, vecSrc, vecThrow, 1 );
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SendWeaponAnim( FGRENADE_THROW1 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_flThrowFg = 2;
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m_flNextPrimaryAttack = gpGlobals->time + 0.5;
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m_flTimeWeaponIdle = gpGlobals->time + 0.5;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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if ( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
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{
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// just threw last grenade
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// set attack times in the future, and weapon idle in the future so we can see the whole throw
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// animation, weapon idle will automatically retire the weapon for us.
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m_flTimeWeaponIdle = m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->time + 0.5;// ensure that the animation can finish playing
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}
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return;
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}
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else if (m_flThrowFg == 2)
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{
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// we've finished the throw, restart.
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m_flThrowFg = 0;
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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SendWeaponAnim( FGRENADE_DEPLOY );
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}
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else
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{
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RetireWeapon();
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return;
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}
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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return;
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}
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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int iAnim;
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float flRand = RANDOM_FLOAT(0, 1);
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if (flRand <= 0.75)
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{
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iAnim = FGRENADE_IDLE;
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m_flTimeWeaponIdle = gpGlobals->time + 21 / 5.0;// how long till we do this again.
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}
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else
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{
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iAnim = FGRENADE_FIDGET;
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m_flTimeWeaponIdle = gpGlobals->time + 7 / 6.0;
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}
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SendWeaponAnim( iAnim );
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}
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}
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