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/*
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Copyright (c) 1999, Cold Ice Modification.
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This code has been written by SlimShady ( darcuri@optonline.net )
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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 and from the Cold Ice team.
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Please if you use this code in any public form, please give us credit.
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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 "soundent.h"
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#include "gamerules.h"
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enum chaingun_e
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{
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CHAINGUN_IDLE = 0,
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CHAINGUN_IDLE1,
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CHAINGUN_SPINUP,
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CHAINGUN_SPINDOWN,
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CHAINGUN_FIRE,
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CHAINGUN_DRAW,
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CHAINGUN_HOLSTER,
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};
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class CChaingun : 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 3; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer( CBasePlayer *pPlayer );
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void PrimaryAttack( void );
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void ChaingunFire( float flSpread, float flCycleTime, BOOL fUseAutoAim ,int b_no);
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BOOL Deploy( void );
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void Reload( void );
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void BringUp( void );
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void WeaponIdle( void );
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void slowdown();
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void EXPORT firemore(void);
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int phase;
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float cycletime;
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int fps;
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int m_iShell;
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};
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LINK_ENTITY_TO_CLASS( weapon_chaingun, CChaingun );
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LINK_ENTITY_TO_CLASS( weapon_9mmAR, CChaingun );
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//=========================================================
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//=========================================================
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void CChaingun::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_chaingun");
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Precache( );
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SET_MODEL(ENT(pev), "models/wmodels/w_mini.mdl");
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m_iId = WEAPON_CHAINGUN;
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m_iDefaultAmmo = CHAINGUN_DEFAULT_GIVE;
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FallInit();
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}
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void CChaingun::Precache( void )
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{
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PRECACHE_MODEL("models/vmodels/v_mini.mdl");
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PRECACHE_MODEL("models/wmodels/w_mini.mdl");
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PRECACHE_MODEL("models/pmodels/p_mini.mdl");
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m_iShell = PRECACHE_MODEL ("models/shell.mdl");
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PRECACHE_SOUND("weapons/chaingun1.wav");
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PRECACHE_SOUND("weapons/chaingun_spinup.wav");
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PRECACHE_SOUND("weapons/chaingun_spindown.wav");
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PRECACHE_SOUND("weapons/357_cock1.wav");
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}
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int CChaingun::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "chain";
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p->iMaxAmmo1 = CHAINGUN_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = CHAINGUN_MAX_CLIP;
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p->iSlot = 4;
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p->iPosition = 0;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_CHAINGUN;
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p->iWeight = CHAINGUN_WEIGHT;
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return 1;
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}
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int CChaingun::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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BOOL CChaingun::Deploy( )
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{
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return DefaultDeploy( "models/vmodels/v_mini.mdl", "models/pmodels/p_mini.mdl", CHAINGUN_DRAW, "mp5" );
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}
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void CChaingun::PrimaryAttack()
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{
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m_flNextPrimaryAttack = gpGlobals->time + 0.1;
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0 && m_iClip == 0)
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{
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PlayEmptySound();
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RetireWeapon();
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return;
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}
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m_flTimeWeaponIdle = gpGlobals->time + 0.1;
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if((phase==0)&&(m_iClip > 0))
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{
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SendWeaponAnim( CHAINGUN_SPINUP );
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/chaingun_spinup.wav", RANDOM_FLOAT(0.92, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
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m_flNextPrimaryAttack = gpGlobals->time + 0.4;
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phase=1;
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return;
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}
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slowdown();
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if (fps == 0)
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fps = 5;
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if (fps < 22)
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fps++;
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if((phase = 1)&&(m_iClip > 0))
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ChaingunFire( 0.04, 1/(float) fps, TRUE ,1);
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}
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void CChaingun::ChaingunFire( float flSpread , float flCycleTime, BOOL fUseAutoAim,int bulletsno )
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{
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if (m_iClip <= 0)
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{
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SendWeaponAnim( CHAINGUN_IDLE );
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PlayEmptySound();
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m_flNextPrimaryAttack = gpGlobals->time + 0.3;
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return;
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}
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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SendWeaponAnim( CHAINGUN_FIRE );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_iClip--;
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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Vector vecShellVelocity = m_pPlayer->pev->velocity
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+ gpGlobals->v_right * RANDOM_FLOAT(50,70)
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+ gpGlobals->v_up * RANDOM_FLOAT(100,150)
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+ gpGlobals->v_forward * 25;
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EjectBrass ( pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_up * -12 + gpGlobals->v_forward * 32 + gpGlobals->v_right * 6 , vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL );
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/chaingun1.wav", RANDOM_FLOAT(0.92, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
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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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m_pPlayer->FireBullets(bulletsno, vecSrc, vecAiming, VECTOR_CONE_5DEGREES, 8192, BULLET_PLAYER_9MM, 0 );
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m_flNextPrimaryAttack = gpGlobals->time + flCycleTime;
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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}
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void CChaingun::slowdown()
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{
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if ( m_iClip != 0 )
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{
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Vector xy=Vector(m_pPlayer->pev->velocity.x,m_pPlayer->pev->velocity.y,0).Normalize();
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if(m_pPlayer->pev->velocity.Length2D()>50)
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m_pPlayer->pev->velocity=Vector(xy.x*50,xy.y*50,m_pPlayer->pev->velocity.z);
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}
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}
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void CChaingun::Reload( void )
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{
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if ( m_iClip <= 99 )
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{
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if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 0 )
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return;
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DefaultReload( CHAINGUN_MAX_CLIP, CHAINGUN_HOLSTER, 1.5 );
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SetThink( &CChaingun::BringUp );
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pev->nextthink = gpGlobals->time + 1.5;
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}
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}
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void CChaingun::BringUp( void )
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{
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SendWeaponAnim( CHAINGUN_DRAW );
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m_flNextPrimaryAttack = gpGlobals->time + 1.0;
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}
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void CChaingun::WeaponIdle( void )
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{
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cycletime=0;
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fps=0;
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if(phase==1)
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{
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m_flTimeWeaponIdle = m_flNextPrimaryAttack = gpGlobals->time + 1;
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SendWeaponAnim( CHAINGUN_SPINDOWN );
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/chaingun_spindown.wav", RANDOM_FLOAT(0.92, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
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phase=0;
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return;
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}
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if (m_flTimeWeaponIdle > gpGlobals->time)
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return;
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ResetEmptySound( );
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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int iAnim;
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switch ( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
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iAnim = CHAINGUN_IDLE;
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break;
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default:
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case 1:
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iAnim = CHAINGUN_IDLE1;
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break;
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}
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SendWeaponAnim( iAnim );
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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}
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class CChaingunBox : 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/ammo/w_chain.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/ammo/w_chain.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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int bResult = (pOther->GiveAmmo( AMMO_CHAINGUNBOX_GIVE, "chain", CHAINGUN_MAX_CARRY) != -1);
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if (bResult)
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
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}
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return bResult;
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}
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};
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LINK_ENTITY_TO_CLASS( ammo_chaingunbox, CChaingunBox );
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