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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 python_e
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{
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PYTHON_IDLE1 = 0,
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PYTHON_FIDGET,
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PYTHON_FIRE1,
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PYTHON_RELOAD,
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PYTHON_HOLSTER,
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PYTHON_DRAW,
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PYTHON_IDLE2,
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PYTHON_IDLE3
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};
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LINK_ENTITY_TO_CLASS( weapon_python, CPython )
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LINK_ENTITY_TO_CLASS( weapon_357, CPython )
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int CPython::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 = _357_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = PYTHON_MAX_CLIP;
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p->iFlags = 0;
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p->iSlot = 1;
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p->iPosition = 1;
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p->iId = m_iId = WEAPON_PYTHON;
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p->iWeight = PYTHON_WEIGHT;
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return 1;
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}
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int CPython::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 CPython::Spawn()
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{
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pev->classname = MAKE_STRING( "weapon_357" ); // hack to allow for old names
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Precache();
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m_iId = WEAPON_PYTHON;
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SET_MODEL( ENT( pev ), "models/w_357.mdl" );
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m_iDefaultAmmo = PYTHON_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CPython::Precache( void )
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{
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PRECACHE_MODEL( "models/v_357.mdl" );
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PRECACHE_MODEL( "models/w_357.mdl" );
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PRECACHE_MODEL( "models/p_357.mdl" );
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PRECACHE_MODEL( "models/w_357ammobox.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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m_usFirePython = PRECACHE_EVENT( 1, "events/python.sc" );
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}
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BOOL CPython::Deploy()
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{
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#ifdef 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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// enable laser sight geometry.
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pev->body = 1;
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}
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else
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{
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pev->body = 0;
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}
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return DefaultDeploy( "models/v_357.mdl", "models/p_357.mdl", PYTHON_DRAW, "python", UseDecrement(), pev->body );
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}
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void CPython::Holster( int skiplocal /* = 0 */ )
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{
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m_fInReload = FALSE;// cancel any reload in progress.
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if( m_fInZoom )
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{
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SecondaryAttack();
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}
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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SendWeaponAnim( PYTHON_HOLSTER );
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}
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void CPython::SecondaryAttack( void )
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{
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#ifdef 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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return;
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}
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if( m_pPlayer->pev->fov != 0 )
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{
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m_fInZoom = FALSE;
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
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}
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else if( m_pPlayer->pev->fov != 40 )
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{
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m_fInZoom = TRUE;
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40;
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}
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
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}
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void CPython::PrimaryAttack()
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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 = 0.15;
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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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if( !m_fFireOnEmpty )
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Reload();
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else
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{
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM );
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m_flNextPrimaryAttack = 0.15;
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}
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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;
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 1, 0, 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_usFirePython, 0.0, (float *)&g_vecZero, (float *)&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 = 0.75;
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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 CPython::Reload( void )
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{
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if( m_pPlayer->ammo_357 <= 0 )
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return;
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if( m_pPlayer->pev->fov != 0 )
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{
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m_fInZoom = FALSE;
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
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}
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int bUseScope = FALSE;
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#ifdef CLIENT_DLL
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bUseScope = bIsMultiplayer();
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#else
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bUseScope = g_pGameRules->IsMultiplayer();
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#endif
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if( DefaultReload( 6, PYTHON_RELOAD, 2.0, bUseScope ) )
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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 CPython::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/357_reload1.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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int iAnim;
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0f, 1.0f );
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if( flRand <= 0.5 )
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{
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iAnim = PYTHON_IDLE1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 70.0 / 30.0 );
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}
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else if( flRand <= 0.7 )
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{
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iAnim = PYTHON_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 60.0 / 30.0 );
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}
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else if( flRand <= 0.9 )
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{
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iAnim = PYTHON_IDLE3;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 88.0 / 30.0 );
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}
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else
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{
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iAnim = PYTHON_FIDGET;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 170.0 / 30.0 );
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}
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int bUseScope = FALSE;
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#ifdef CLIENT_DLL
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bUseScope = bIsMultiplayer();
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#else
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bUseScope = g_pGameRules->IsMultiplayer();
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#endif
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SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0, bUseScope );
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}
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class CPythonAmmo : 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_357ammobox.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_357ammobox.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_357BOX_GIVE, "357", _357_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_357, CPythonAmmo )
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#endif
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