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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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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
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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 revolver_e {
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REVOLVER_IDLE = 0,
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REVOLVER_SHOOT1,
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REVOLVER_SHOOT2,
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REVOLVER_SHOOT_EMPTY,
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REVOLVER_RELOAD,
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REVOLVER_DRAW
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};
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LINK_ENTITY_TO_CLASS( weapon_revolver, CRevolver );
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LINK_ENTITY_TO_CLASS( weapon_357, CRevolver );
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int CRevolver::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "357";
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p->iMaxAmmo1 = REVOLVER_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = REVOLVER_MAX_CLIP;
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p->iFlags = 0;
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p->iSlot = 3;
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p->iPosition = 0;
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p->iId = m_iId = WEAPON_REVOLVER;
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p->iWeight = REVOLVER_WEIGHT;
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return 1;
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}
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int CRevolver::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 CRevolver::Spawn( )
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{
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Precache( );
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m_iId = WEAPON_REVOLVER;
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SET_MODEL(ENT(pev), "models/w_revolver.mdl");
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m_iDefaultAmmo = REVOLVER_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CRevolver::Precache( void )
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{
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PRECACHE_MODEL("models/v_revolver.mdl");
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PRECACHE_MODEL("models/w_revolver.mdl");
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PRECACHE_MODEL("models/p_357.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND ("weapons/357_reload1.wav");
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PRECACHE_SOUND ("weapons/357_cock1.wav");
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PRECACHE_SOUND ("weapons/357_shot1.wav");
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PRECACHE_SOUND ("weapons/357_shot2.wav");
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PRECACHE_SOUND ("weapons/revolver_draw.wav");
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PRECACHE_SOUND ("weapons/revolver_fire.wav");
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PRECACHE_SOUND ("weapons/revolver_reload.wav");
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m_usFireRevolver = PRECACHE_EVENT( 1, "events/deagle1.sc" );
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}
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BOOL CRevolver::Deploy( )
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{
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pev->body = 0;
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/revolver_draw.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
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return DefaultDeploy( "models/v_revolver.mdl", "models/p_357.mdl", REVOLVER_DRAW, "Revolver", UseDecrement(), pev->body );
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}
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void CRevolver::PrimaryAttack()
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{
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if( m_iClip <= 0 ||
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( m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD ) ) // don't fire underwater
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{
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PlayEmptySound( );
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m_flNextPrimaryAttack = 0.15;
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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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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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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0, gSkillData.plrDmgRevolver, m_pPlayer->pev, m_pPlayer->random_seed );
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int flags;
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#if defined( 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_usFireRevolver, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
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m_flNextPrimaryAttack = 0.9;
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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void CRevolver::Reload( void )
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{
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == REVOLVER_MAX_CLIP )
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return;
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if (DefaultReload( REVOLVER_MAX_CLIP, REVOLVER_RELOAD, 2.76))
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{
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m_flSoundDelay = 1.5;
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}
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}
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void CRevolver::WeaponIdle( void )
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{
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ResetEmptySound( );
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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// ALERT( at_console, "%.2f\n", gpGlobals->time - m_flSoundDelay );
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if (m_flSoundDelay != 0 && m_flSoundDelay <= UTIL_WeaponTimeBase() )
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{
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/revolver_reload.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
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m_flSoundDelay = 0;
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}
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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return;
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SendWeaponAnim( REVOLVER_IDLE, 1 );
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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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class CRevolverAmmo : public CBasePlayerAmmo
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{
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void Spawn( void )
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{
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Precache( );
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SET_MODEL(ENT(pev), "models/w_weaponclips/w_revolverrounds.mdl");
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CBasePlayerAmmo::Spawn( );
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}
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void Precache( void )
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{
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PRECACHE_MODEL ("models/w_weaponclips/w_revolverrounds.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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}
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BOOL AddAmmo( CBaseEntity *pOther )
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{
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if (pOther->GiveAmmo( AMMO_REVOLVERBOX_GIVE, "357", REVOLVER_MAX_CARRY ) != -1)
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
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return TRUE;
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}
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return FALSE;
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}
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};
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LINK_ENTITY_TO_CLASS( ammo_revolver, CRevolverAmmo );
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#endif
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