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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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#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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#define HANDGRENADE_PRIMARY_VOLUME 450
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enum handgrenade_e
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{
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HANDGRENADE_IDLE = 0,
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HANDGRENADE_FIDGET,
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HANDGRENADE_PINPULL,
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HANDGRENADE_THROW1, // toss
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HANDGRENADE_THROW2, // medium
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HANDGRENADE_THROW3, // hard
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HANDGRENADE_HOLSTER,
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HANDGRENADE_DRAW
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};
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LINK_ENTITY_TO_CLASS( weapon_handgrenade, CHandGrenade )
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void CHandGrenade::Spawn()
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{
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Precache();
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m_iId = WEAPON_HANDGRENADE;
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SET_MODEL( ENT( pev ), "models/w_grenade.mdl" );
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#ifndef CLIENT_DLL
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pev->dmg = gSkillData.plrDmgHandGrenade;
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#endif
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m_iDefaultAmmo = HANDGRENADE_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CHandGrenade::Precache( void )
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{
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PRECACHE_MODEL( "models/w_grenade.mdl" );
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PRECACHE_MODEL( "models/v_grenade.mdl" );
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PRECACHE_MODEL( "models/p_grenade.mdl" );
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}
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int CHandGrenade::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = "Hand Grenade";
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p->iMaxAmmo1 = HANDGRENADE_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 = 4;
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p->iPosition = 0;
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p->iId = m_iId = WEAPON_HANDGRENADE;
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p->iWeight = HANDGRENADE_WEIGHT;
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p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
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return 1;
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}
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BOOL CHandGrenade::Deploy()
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{
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m_flReleaseThrow = -1;
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return DefaultDeploy( "models/v_grenade.mdl", "models/p_grenade.mdl", HANDGRENADE_DRAW, "crowbar" );
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}
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BOOL CHandGrenade::CanHolster( void )
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{
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// can only holster hand grenades when not primed!
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return ( m_flStartThrow == 0 );
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}
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void CHandGrenade::Holster( int skiplocal /* = 0 */ )
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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( HANDGRENADE_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(&CHandGrenade:: DestroyItem );
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SetNextThink( 0.1 );
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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 CHandGrenade::PrimaryAttack()
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{
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if( !m_flStartThrow && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0 )
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{
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m_flStartThrow = gpGlobals->time;
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m_flReleaseThrow = 0;
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SendWeaponAnim( HANDGRENADE_PINPULL );
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
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}
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}
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void CHandGrenade::WeaponIdle( void )
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{
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if( m_flReleaseThrow == 0 && m_flStartThrow )
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m_flReleaseThrow = gpGlobals->time;
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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return;
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if( m_flStartThrow )
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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 ) * 4;
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if( flVel > 500 )
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flVel = 500;
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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 = m_flStartThrow - gpGlobals->time + 3.0;
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if( time < 0 )
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time = 0;
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CGrenade::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow, time );
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if( flVel < 500 )
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{
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SendWeaponAnim( HANDGRENADE_THROW1 );
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}
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else if( flVel < 1000 )
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{
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SendWeaponAnim( HANDGRENADE_THROW2 );
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}
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else
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{
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SendWeaponAnim( HANDGRENADE_THROW3 );
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}
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_flReleaseThrow = 0;
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m_flStartThrow = 0;
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 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 = GetNextAttackDelay( 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_flReleaseThrow > 0 )
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{
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// we've finished the throw, restart.
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m_flStartThrow = 0;
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
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{
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SendWeaponAnim( HANDGRENADE_DRAW );
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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 = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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m_flReleaseThrow = -1;
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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 = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
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if( flRand <= 0.75 )
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{
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iAnim = HANDGRENADE_IDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );// 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 = HANDGRENADE_FIDGET;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 75.0 / 30.0;
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}
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SendWeaponAnim( iAnim );
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}
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}
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