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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 p228_e {
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P228_IDLE1 = 0,
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P228_IDLE2,
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P228_FIRE1,
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P228_FIRE2,
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P228_FIRE_LOAD,
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P228_RELOAD,
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P228_RELOAD_EMPTY,
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P228_DRAW
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};
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LINK_ENTITY_TO_CLASS( weapon_P228, CP228 );
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void CP228::Spawn( )
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{
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Precache( );
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m_iId = WEAPON_P228;
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SET_MODEL(ENT(pev), "models/w_p228.mdl");
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m_iDefaultAmmo = P228_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CP228::Precache( void )
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{
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PRECACHE_MODEL("models/v_p228.mdl");
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PRECACHE_MODEL("models/w_p228.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/p228_fire.wav");
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PRECACHE_SOUND ("weapons/p228_magin.wav");
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PRECACHE_SOUND ("weapons/p228_magout.wav");
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PRECACHE_SOUND ("weapons/p228_slideforward.wav");
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m_usFireP228 = PRECACHE_EVENT( 1, "events/p228.sc" );
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}
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int CP228::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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int CP228::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 = P228_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = P228_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_P228;
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p->iWeight = P228_WEIGHT;
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return 1;
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}
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BOOL CP228::Deploy( )
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{
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// pev->body = 1;
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return DefaultDeploy( "models/v_p228.mdl", "models/p_9mmhandgun.mdl", P228_DRAW, "P228", /*UseDecrement() ? 1 : 0*/ 0 );
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}
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void CP228::PrimaryAttack( void )
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{
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float flSpread = 0.01;
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if( FBitSet( m_pPlayer->m_afButtonLast, IN_ATTACK ) )
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return;
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if( m_iClip <= 0 || (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) )
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
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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 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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// 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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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( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0, gSkillData.plrDmgP228, m_pPlayer->pev, m_pPlayer->random_seed );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFireP228, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2f;
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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 CP228::Reload( void )
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{
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int iAnim;
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float fTime;
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == P228_MAX_CLIP )
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return;
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if( m_iClip )
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{
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iAnim = P228_RELOAD;
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fTime = 1.93;
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}
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else
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{
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iAnim = P228_RELOAD_EMPTY;
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fTime = 2.1;
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}
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DefaultReload( P228_MAX_CLIP, iAnim, fTime );
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}
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void CP228::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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SendWeaponAnim( P228_IDLE1, 1 );
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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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class CP228Ammo : 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_p228clip.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_p228clip.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_P228CLIP_GIVE, "9mm", P228_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_P228, CP228Ammo );
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