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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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enum glock_e {
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GLOCK_IDLE1 = 0,
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GLOCK_IDLE2,
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GLOCK_IDLE3,
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GLOCK_SHOOT,
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GLOCK_SHOOT_EMPTY,
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GLOCK_RELOAD,
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GLOCK_RELOAD_NOT_EMPTY,
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GLOCK_DRAW,
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GLOCK_HOLSTER,
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GLOCK_ADD_SILENCER
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};
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LINK_ENTITY_TO_CLASS( weapon_glock, CGlock )
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LINK_ENTITY_TO_CLASS( weapon_9mmhandgun, CGlock )
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void CGlock::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_9mmhandgun"); // hack to allow for old names
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Precache( );
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m_iId = WEAPON_GLOCK;
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SET_MODEL(ENT(pev), "models/w_9mmhandgun.mdl");
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m_iDefaultAmmo = GLOCK_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CGlock::Precache( void )
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{
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PRECACHE_MODEL("models/v_9mmhandgun.mdl");
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PRECACHE_MODEL("models/w_9mmhandgun.mdl");
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PRECACHE_MODEL("models/p_9mmhandgun.mdl");
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m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND("items/9mmclip2.wav");
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PRECACHE_SOUND ("weapons/pl_gun1.wav");//silenced handgun
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PRECACHE_SOUND ("weapons/pl_gun2.wav");//silenced handgun
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PRECACHE_SOUND ("weapons/pl_gun3.wav");//handgun
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m_usFireGlock1 = PRECACHE_EVENT( 1, "events/glock1.sc" );
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m_usFireGlock2 = PRECACHE_EVENT( 1, "events/glock2.sc" );
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}
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int CGlock::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "9mm";
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p->iMaxAmmo1 = _9MM_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = GLOCK_MAX_CLIP;
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p->iSlot = 1;
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p->iPosition = 0;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_GLOCK;
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p->iWeight = GLOCK_WEIGHT;
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return 1;
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}
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BOOL CGlock::Deploy( )
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{
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// pev->body = 1;
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return DefaultDeploy( "models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 );
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}
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void CGlock::SecondaryAttack( void )
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{
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GlockFire( 0.1, 0.2, FALSE );
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}
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void CGlock::PrimaryAttack( void )
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{
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GlockFire( 0.01, 0.3, TRUE );
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}
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void CGlock::GlockFire( float flSpread , float flCycleTime, BOOL fUseAutoAim )
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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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{
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PlayEmptySound();
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
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}
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return;
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}
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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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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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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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// silenced
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if (pev->body == 1)
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{
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
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}
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else
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{
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// non-silenced
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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}
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecAiming;
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if ( fUseAutoAim )
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{
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vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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}
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else
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{
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vecAiming = gpGlobals->v_forward;
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}
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Vector vecDir;
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireGlock1 : m_usFireGlock2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
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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_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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void CGlock::Reload( void )
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{
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if ( m_pPlayer->ammo_9mm <= 0 )
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return;
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int iResult;
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if (m_iClip == 0)
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iResult = DefaultReload( 17, GLOCK_RELOAD, 1.5 );
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else
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iResult = DefaultReload( 17, GLOCK_RELOAD_NOT_EMPTY, 1.5 );
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if (iResult)
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{
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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}
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void CGlock::WeaponIdle( void )
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{
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ResetEmptySound( );
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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return;
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// only idle if the slid isn't back
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if (m_iClip != 0)
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{
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int iAnim;
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
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if (flRand <= 0.3 + 0 * 0.75)
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{
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iAnim = GLOCK_IDLE3;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16;
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}
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else if (flRand <= 0.6 + 0 * 0.875)
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{
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iAnim = GLOCK_IDLE1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
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}
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else
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{
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iAnim = GLOCK_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
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}
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SendWeaponAnim( iAnim, 1 );
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}
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}
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class CGlockAmmo : 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_9mmclip.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_9mmclip.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_GLOCKCLIP_GIVE, "9mm", _9MM_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_glockclip, CGlockAmmo )
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LINK_ENTITY_TO_CLASS( ammo_9mmclip, CGlockAmmo )
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