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/***
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*
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* Copyright (c) 1996-2001, 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 taurus_e
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{
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TAURUS_IDLE1 = 0,
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TAURUS_IDLE2,
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TAURUS_IDLE3,
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TAURUS_SHOOT,
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TAURUS_SHOOT2,
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TAURUS_SHOOT3,
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TAURUS_SHOOT_EMPTY,
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TAURUS_RELOAD,
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TAURUS_RELOAD2,
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TAURUS_DRAW,
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TAURUS_DRAW2
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};
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LINK_ENTITY_TO_CLASS( weapon_th_taurus, CWeaponEinarTaurus )
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int CWeaponEinarTaurus::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 CWeaponEinarTaurus::Spawn()
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{
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Precache();
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m_iId = WEAPON_TAURUS;
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SET_MODEL( ENT( pev ), "models/w_taurus.mdl" );
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m_iDefaultAmmo = TAURUS_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CWeaponEinarTaurus::Precache()
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{
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PRECACHE_MODEL( "models/v_taurus.mdl" );
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PRECACHE_MODEL( "models/w_taurus.mdl" );
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PRECACHE_MODEL( "models/p_taurus.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( "weapons/tau_back.wav" );
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PRECACHE_SOUND( "weapons/tau_clipin.wav" );
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PRECACHE_SOUND( "weapons/tau_clipout.wav" );
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PRECACHE_SOUND( "weapons/tau_fire.wav" );
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PRECACHE_SOUND( "weapons/tau_release.wav" );
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m_usFireTaurus = PRECACHE_EVENT( 1, "events/taurus.sc" );
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}
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int CWeaponEinarTaurus::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = "taurus";
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p->iMaxAmmo1 = TAURUS_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = TAURUS_MAX_CLIP;
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p->iSlot = 1;
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p->iPosition = 3;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_TAURUS;
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p->iWeight = TAURUS_WEIGHT;
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return 1;
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}
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BOOL CWeaponEinarTaurus::Deploy()
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{
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return DefaultDeploy( "models/v_taurus.mdl", "models/p_taurus.mdl", TAURUS_DRAW2, "onehanded" );
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}
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void CWeaponEinarTaurus::PrimaryAttack()
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{
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TaurusFire( 0.04, 0.25, TRUE );
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}
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void CWeaponEinarTaurus::TaurusFire( 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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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 = gpGlobals->v_forward;
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Vector 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(), m_usFireTaurus, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
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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_flNextPrimaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 5, 10 );
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}
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void CWeaponEinarTaurus::Reload()
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{
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == TAURUS_MAX_CLIP )
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return;
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if( DefaultReload( TAURUS_MAX_CLIP, TAURUS_RELOAD2, 2.0 ) )
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{
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 5, 10 );
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}
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}
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void CWeaponEinarTaurus::WeaponIdle()
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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 )
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{
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iAnim = TAURUS_IDLE3;
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}
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else if( flRand <= 0.6 )
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{
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iAnim = TAURUS_IDLE1;
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}
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else
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{
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iAnim = TAURUS_IDLE2;
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}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 15.0;
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SendWeaponAnim( iAnim, 1 );
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}
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}
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class CTaurusAmmo : public CBasePlayerAmmo
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{
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void Spawn()
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/w_taurusclip.mdl" );
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CBasePlayerAmmo::Spawn();
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}
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void Precache()
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{
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PRECACHE_MODEL( "models/w_taurusclip.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_TAURUS_GIVE, "taurus", TAURUS_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_th_taurus, CTaurusAmmo )
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