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236 lines
4.9 KiB
236 lines
4.9 KiB
8 years ago
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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 einar1_e {
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EINAR1_IDLE = 0,
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EINAR1_AIM,
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EINAR1_FIRE,
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EINAR1_DRAW,
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EINAR1_HOLSTER,
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EINAR1_AUTOIDLE,
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EINAR1_AUTOFIRE,
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EINAR1_AUTODRAW,
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EINAR1_AUTOHOLSTER,
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};
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LINK_ENTITY_TO_CLASS(weapon_einar1, CEinar1);
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int CEinar1::GetPrimaryAttackActivity(void)
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{
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return EINAR1_AUTOFIRE;
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}
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int CEinar1::GetZoomedAttackActivity(void)
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{
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return EINAR1_FIRE;
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}
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int CEinar1::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "sniper";
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p->iMaxAmmo1 = SNIPER_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 = 2;
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p->iPosition = 4;
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p->iId = m_iId = WEAPON_EINAR1;
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p->iWeight = SNIPER_WEIGHT;
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return 1;
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}
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void CEinar1::Spawn()
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{
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Precache();
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m_iId = WEAPON_EINAR1;
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SET_MODEL(ENT(pev), "models/w_isotopebox.mdl");
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m_iDefaultAmmo = SNIPER_DEFAULT_GIVE;
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m_fInZoom = FALSE;
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m_fInAttack = 0;
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m_fInSpecialReload = 0;
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FallInit();// get ready to fall down.
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}
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void CEinar1::Precache(void)
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{
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PRECACHE_MODEL("models/v_tfc_sniper.mdl");
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PRECACHE_MODEL("models/w_isotopebox.mdl");
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PRECACHE_MODEL("models/p_sniper.mdl");
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PRECACHE_MODEL("models/w_antidote.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND("weapons/sniper.wav");
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PRECACHE_SOUND("weapons/reload3.wav");
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PRECACHE_SOUND("weapons/357_cock1.wav");
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m_usFireSniper = PRECACHE_EVENT(1, "events/sniper.sc");
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}
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BOOL CEinar1::Deploy()
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{
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return DefaultDeploy("models/v_tfc_sniper.mdl", "models/p_sniper.mdl", EINAR1_AUTODRAW, "einar1");
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}
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void CEinar1::Holster(int skiplocal /* = 0 */)
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{
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CSniper::Holster(skiplocal);
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m_fInZoom = FALSE;
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m_fInAttack = 0;
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m_fInSpecialReload = 0;
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SendWeaponAnim( EINAR1_AUTOHOLSTER );
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}
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void CEinar1::PrimaryAttack()
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{
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if (m_fInSpecialReload != 0)
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return;
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CSniper::PrimaryAttack();
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m_fInAttack = 1;
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m_fInSpecialReload = 0;
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}
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void CEinar1::SecondaryAttack(void)
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{
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if (m_fInSpecialReload != 0)
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return;
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CSniper::SecondaryAttack();
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m_flNextPrimaryAttack = GetNextAttackDelay(1);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5; // idle pretty soon after shooting.
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m_fInAttack = 1;
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m_fInSpecialReload = 0;
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}
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void CEinar1::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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// don't reload until recoil is done
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if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase())
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return;
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if (m_fInZoom)
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{
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SetZoomState(FALSE);
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}
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// check to see if we're ready to reload
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if (m_fInSpecialReload == 0)
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{
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SendWeaponAnim(EINAR1_AUTOHOLSTER);
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m_fInSpecialReload = 1;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.0; // 0.5
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
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m_flNextPrimaryAttack = GetNextAttackDelay(0.6);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.5;
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return;
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}
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else if (m_fInSpecialReload == 1)
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{
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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return;
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// was waiting for gun to move to side
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m_fInSpecialReload = 2;
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0, 0x1f));
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.8;
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}
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else
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{
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DefaultReload( SNIPER_MAX_CLIP, EINAR1_AUTODRAW, 0.5);
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m_fInSpecialReload = 0;
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}
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}
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void CEinar1::WeaponIdle(void)
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{
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CSniper::WeaponIdle();
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if (m_fInSpecialReload == 0 && m_fInAttack == 1 && (gpGlobals->time - m_flLastFireTime) > 0.1f)
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{
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SendWeaponAnim(m_fInZoom ? EINAR1_IDLE : EINAR1_AUTOIDLE);
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m_fInAttack = 0;
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}
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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return;
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if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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Reload();
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}
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else if (m_fInSpecialReload != 0)
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{
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if (m_iClip != SNIPER_MAX_CLIP && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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Reload();
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}
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else
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{
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m_fInSpecialReload = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
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}
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}
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else if (m_fInSpecialReload == 0)
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{
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int iAnim;
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if (m_fInZoom)
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{
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iAnim = EINAR1_IDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (31.0 / 10.0);
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}
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else
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{
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iAnim = EINAR1_AUTOIDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (31.0 / 15.0);
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}
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SendWeaponAnim(iAnim, UseDecrement());
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}
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}
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BOOL CEinar1::ShouldWeaponIdle(void)
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{
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return (m_iClip == 0) || (m_fInSpecialReload != 0);
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}
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