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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 mac_e
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{
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MAC_IDLE1 = 0,
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MAC_IDLE2,
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MAC_IDLE3,
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MAC_SHOOT,
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MAC_SHOOT_EMPTY,
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MAC_RELOAD,
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MAC_RELOAD_NOT_EMPTY,
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MAC_DRAW,
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MAC_HOLSTER,
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MAC_ADD_SILENCER
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};
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class CMac : 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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BOOL Deploy( void );
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void Reload( void );
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void WeaponIdle( void );
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float m_flNextAnimTime;
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int m_iShell;
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};
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LINK_ENTITY_TO_CLASS( weapon_mac10, CMac );
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//=========================================================
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//=========================================================
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void CMac::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_mac10");
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Precache( );
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SET_MODEL(ENT(pev), "models/wmodels/w_mac10.mdl");
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m_iId = WEAPON_MAC10;
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m_iDefaultAmmo = MAC10_DEFAULT_GIVE;
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FallInit();
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}
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void CMac::Precache( void )
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{
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PRECACHE_MODEL("models/vmodels/v_mac10.mdl");
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PRECACHE_MODEL("models/wmodels/w_mac10.mdl");
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PRECACHE_MODEL("models/pmodels/p_mac10.mdl");
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m_iShell = PRECACHE_MODEL ("models/shell.mdl");
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PRECACHE_SOUND("weapons/mac1.wav");
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}
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int CMac::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 = MAC10_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = MAC10_MAX_CLIP;
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p->iSlot = 2;
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p->iPosition = 2;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_MAC10;
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p->iWeight = MAC10_WEIGHT;
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return 1;
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}
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int CMac::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 CMac::Deploy( )
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{
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return DefaultDeploy( "models/vmodels/v_mac10.mdl", "models/pmodels/p_mac10.mdl", MAC_DRAW, "mp5" );
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}
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void CMac::PrimaryAttack()
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{
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if (m_pPlayer->pev->waterlevel == 3)
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{
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PlayEmptySound( );
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m_flNextPrimaryAttack = gpGlobals->time + 0.15;
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return;
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}
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if (m_iClip <= 0)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = gpGlobals->time + 0.15;
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return;
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}
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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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m_iClip--;
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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if (1 || m_flNextAnimTime < gpGlobals->time)
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{
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SendWeaponAnim( MAC_SHOOT );
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m_flNextAnimTime = gpGlobals->time + 0.2;
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}
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/mac1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG(0,0xf));
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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(100,150)
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+ gpGlobals->v_up * RANDOM_FLOAT(100,150)
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+ gpGlobals->v_forward * 35;
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EjectBrass ( pev->origin + m_pPlayer->pev->view_ofs
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+ gpGlobals->v_up * -12
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+ gpGlobals->v_forward * 35
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+ gpGlobals->v_right * 6, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL);
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_7DEGREES, 8192, BULLET_PLAYER_MP5, 0 );
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m_flNextPrimaryAttack = gpGlobals->time + 0.09;
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m_flNextSecondaryAttack = gpGlobals->time + 0.1;
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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m_pPlayer->pev->punchangle.x = RANDOM_FLOAT( -2, 2 );
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}
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void CMac::Reload( void )
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{
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DefaultReload( MAC10_MAX_CLIP, MAC_RELOAD, 1.5 );
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}
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void CMac::WeaponIdle( void )
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{
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ResetEmptySound( );
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m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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if (m_flTimeWeaponIdle > gpGlobals->time)
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return;
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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 = MAC_IDLE2;
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break;
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default:
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case 1:
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iAnim = MAC_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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