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//=========================================================
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// Opposing Forces Weapon Desert eagle (use Python ammo)
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//
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// Made by Demiurge
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//
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//FGD weapon_deserteagle
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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 desert_e
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{
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EAGLE_IDLE1,
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EAGLE_IDLE2,
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EAGLE_IDLE3,
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EAGLE_IDLE4,
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EAGLE_IDLE5,
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EAGLE_FIRE,
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EAGLE_FIRE_EMPTY,
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EAGLE_RELOAD,
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EAGLE_RELOAD_EMPTY,
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EAGLE_HOLSTER,
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EAGLE_DRAW,
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};
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LINK_ENTITY_TO_CLASS( weapon_eagle, CEagle );
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//-----------------------------\// SPAWN FUNCTION OF EAGLE
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void CEagle::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_eagle"); // hack to allow for old names
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Precache( );
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m_iId = WEAPON_EAGLE;
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SET_MODEL(ENT(pev), "models/w_desert_eagle.mdl");
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m_iDefaultAmmo = EAGLE_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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//-------------------------------\// DESERT
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void CEagle::Precache( void )
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{
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PRECACHE_MODEL("models/v_desert_eagle.mdl");
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PRECACHE_MODEL("models/w_desert_eagle.mdl");
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PRECACHE_MODEL("models/p_desert_eagle.mdl");
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PRECACHE_MODEL("sprites/laserdot_e.spr");
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PRECACHE_SOUND ("weapons/desert_eagle_fire.wav");//silenced handgun
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PRECACHE_SOUND ("weapons/desert_eagle_reload.wav");//silenced handgun
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PRECACHE_SOUND ("weapons/desert_eagle_sight.wav");//handgun
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PRECACHE_SOUND ("weapons/desert_eagle_sight2.wav");//handgun
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m_usFireEagle = PRECACHE_EVENT( 1, "events/eagle.sc" );
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}
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int CEagle::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 = _EAGLE_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = EAGLE_MAX_CLIP;
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p->iSlot = 1;
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p->iPosition = 2;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_EAGLE;
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p->iWeight = EAGLE_WEIGHT;
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return 1;
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}
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BOOL CEagle::Deploy( )
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{
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pev->body = 1;
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return DefaultDeploy( "models/v_desert_eagle.mdl", "models/p_desert_eagle.mdl", EAGLE_DRAW, "357" );
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}
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int CEagle::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 CEagle::SecondaryAttack( void )
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{
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m_fDotActive = ! m_fDotActive;
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#ifndef CLIENT_DLL
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if (!m_fDotActive && m_pDot)
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{
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m_pDot->Killed( NULL, GIB_NORMAL );
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m_pDot = NULL;
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}
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#endif
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if (!m_fDotActive)
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{
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/desert_eagle_sight2.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
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}
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else
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{
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/desert_eagle_sight.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
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}
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2;
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}
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void CEagle::Holster( int skiplocal /* = 0 */ )
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{
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m_fInReload = FALSE;// cancel any reload in progress.
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#ifndef CLIENT_DLL
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if (m_pDot)
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{
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m_pDot->Killed( NULL, GIB_NEVER );
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m_pDot = NULL;
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}
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#endif
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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m_flTimeWeaponIdle = gpGlobals->time + 10 + RANDOM_FLOAT ( 0, 5 );
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SendWeaponAnim( EAGLE_HOLSTER );
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}
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void CEagle::PrimaryAttack( void )
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{
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if (!m_fDotActive)
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{
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EagleFire( 0.3, TRUE );
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}
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else
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{
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EagleFire( 0.4, FALSE );
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}
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}
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void CEagle::EagleFire( 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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#if defined ( OLD_WEAPONS )
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if (m_iClip != 0)
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SendWeaponAnim( EAGLE_FIRE );
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else
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SendWeaponAnim( EAGLE_FIRE_EMPTY );
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#endif
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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(), fUseAutoAim ? m_usFireEagle : m_usFireEagle, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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#if defined ( OLD_WEAPONS )
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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UTIL_Ricochet( ptr->vecStartPos, 1.0 );
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UTIL_Ricochet( ptr->vecEndPos, 2.0 ); // ADDED RICHOSHET MODE
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+ gpGlobals->v_right * RANDOM_FLOAT(9999,100)
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Vector vecShellVelocity = m_pPlayer->pev->velocity
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+ gpGlobals->v_right * RANDOM_FLOAT(999,300)
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+ gpGlobals->v_up * RANDOM_FLOAT(450,150)
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+ gpGlobals->v_forward * 9999;
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#endif
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if (pev->body == 0)
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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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#if defined ( OLD_WEAPONS )
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/desert_eagle_fire.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
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#endif
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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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if (!m_fDotActive)
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{
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m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_15DEGREES, 8192, BULLET_PLAYER_357, 0 );
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}
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else
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{
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m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0 );
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}
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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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UpdateDot( );
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#if defined ( OLD_WEAPONS )
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m_pPlayer->pev->punchangle.x -= 2;
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#endif
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}
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void CEagle::Reload( void )
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{
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int iResult;
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if (m_iClip == 0)
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iResult = DefaultReload( 17, EAGLE_RELOAD_EMPTY, 1.5 );
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else
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iResult = DefaultReload( 18, EAGLE_RELOAD, 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 CEagle::WeaponIdle( void )
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{
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UpdateDot( );
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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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}
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else
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switch (RANDOM_LONG (0, 4))
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{
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case 0:
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iAnim = EAGLE_IDLE1 ;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
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SendWeaponAnim( iAnim, 1 );
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break;
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case 1:
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iAnim = EAGLE_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
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SendWeaponAnim( iAnim, 1 );
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break;
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case 2:
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iAnim = EAGLE_IDLE3;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
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SendWeaponAnim( iAnim, 1 );
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break;
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case 3:
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iAnim = EAGLE_IDLE4;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
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SendWeaponAnim( iAnim, 1 );
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break;
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case 4:
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iAnim = EAGLE_IDLE5;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
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SendWeaponAnim( iAnim, 1 );
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break;
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}
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}
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}
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void CEagle::UpdateDot( void )
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{
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#ifndef CLIENT_DLL
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if (m_fDotActive)
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{
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if (!m_pDot)
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{
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m_pDot = CLaserDot::CreateDot();
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}
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UTIL_MakeVectors( m_pPlayer->pev->v_angle );
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Vector vecSrc = m_pPlayer->GetGunPosition( );;
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Vector vecAiming = gpGlobals->v_forward;
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TraceResult tr;
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UTIL_TraceLine ( vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr );
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UTIL_SetOrigin( m_pDot->pev, tr.vecEndPos );
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}
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#endif
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}
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LINK_ENTITY_TO_CLASS( laser_dot, CLaserDot );
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//=========================================================
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//=========================================================
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CLaserDot *CLaserDot::CreateDot( void )
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{
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CLaserDot *pDot = GetClassPtr( (CLaserDot *)NULL );
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pDot->Spawn();
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pDot->pev->classname = MAKE_STRING("laser_dot");
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return pDot;
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}
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//=========================================================
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//=========================================================
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void CLaserDot::Spawn( void )
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{
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Precache( );
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pev->movetype = MOVETYPE_NONE;
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pev->solid = SOLID_NOT;
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pev->rendermode = kRenderGlow;
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pev->renderfx = kRenderFxNoDissipation;
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pev->renderamt = 255;
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SET_MODEL(ENT(pev), "sprites/laserdot_e.spr");
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UTIL_SetOrigin( pev, pev->origin );
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};
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//=========================================================
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// Suspend- make the laser sight invisible.
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//=========================================================
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void CLaserDot::Suspend( float flSuspendTime )
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{
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pev->effects |= EF_NODRAW;
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SetThink( Revive );
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pev->nextthink = gpGlobals->time + flSuspendTime;
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}
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//=========================================================
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// Revive - bring a suspended laser sight back.
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|
//=========================================================
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void CLaserDot::Revive( void )
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|
|
|
{
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|
pev->effects &= ~EF_NODRAW;
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SetThink( NULL );
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|
}
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void CLaserDot::Precache( void )
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|
|
|
{
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|
|
PRECACHE_MODEL("sprites/laserdot_e.spr");
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|
|
};
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