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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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#include "gamerules.h"
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#define NEEDLE_BODYHIT_VOLUME 128
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#define NEEDLE_WALLHIT_VOLUME 512
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class CNeedle : 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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int iItemSlot( void ) { return 1; }
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int GetItemInfo(ItemInfo *p);
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void PrimaryAttack( void );
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BOOL Deploy( void );
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void Holster( int skiplocal = 0 );
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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private:
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};
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LINK_ENTITY_TO_CLASS( weapon_needle, CNeedle )
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enum needle_e
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{
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NEEDLE_IDLE1,
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NEEDLE_GIVESHOT,
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NEEDLE_DRAW
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};
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void CNeedle::Spawn( )
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{
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Precache();
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m_iId = WEAPON_NEEDLE;
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SET_MODEL( ENT( pev ), "models/w_needle.mdl" );
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m_iClip = -1;
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FallInit();// get ready to fall down.
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}
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void CNeedle::Precache( void )
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{
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PRECACHE_MODEL( "models/v_needle.mdl" );
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PRECACHE_MODEL( "models/w_needle.mdl" );
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PRECACHE_MODEL( "models/p_needle.mdl" );
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PRECACHE_SOUND( "weapons/needleshot.wav" );
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}
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int CNeedle::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = NULL;
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p->iMaxAmmo1 = -1;
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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 = 0;
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p->iPosition = 1;
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p->iId = WEAPON_NEEDLE;
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p->iWeight = CROWBAR_WEIGHT;
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return 1;
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}
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BOOL CNeedle::Deploy()
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{
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return DefaultDeploy( "models/v_needle.mdl", "models/p_needle.mdl", NEEDLE_DRAW, "needle" );
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}
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void CNeedle::Holster( int skiplocal /* = 0 */ )
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{
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m_pPlayer->m_flNextAttack = gpGlobals->time + 1;
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SendWeaponAnim( NEEDLE_IDLE1 );
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}
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void CNeedle::PrimaryAttack()
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{
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SendWeaponAnim( NEEDLE_GIVESHOT );
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "weapons/needleshot.wav", 1, ATTN_NORM );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 8;
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}
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