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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 "gamerules.h"
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// special deathmatch shotgun spreads
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#define VECTOR_CONE_DM_SHOTGUN Vector( 0.08716, 0.04362, 0.00 )// 10 degrees by 5 degrees
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#define VECTOR_CONE_DM_DOUBLESHOTGUN Vector( 0.17365, 0.04362, 0.00 ) // 20 degrees by 5 degrees
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enum sshotgun_e {
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SHOTGUN_FIREBOTH,
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SHOTGUN_FIRELEFT,
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SHOTGUN_FIRERIGHT,
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SHOTGUN_RELOAD,
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SHOTGUN_DEPOLY,
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SHOTGUN_HOLSTER,
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SHOTGUN_IDLE,
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};
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class CSshotgun : 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( ) { 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 SecondaryAttack( void );
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BOOL Deploy( );
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void Reload( void );
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void WeaponIdle( void );
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int m_iShell;
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};
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LINK_ENTITY_TO_CLASS( weapon_sshotgun, CSshotgun );
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void CSshotgun::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_sshotgun");
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Precache( );
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m_iId = WEAPON_SSHOTGUN;
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SET_MODEL(ENT(pev), "models/wmodels/w_sshotgun.mdl");
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m_iDefaultAmmo = SSHOTGUN_DEFAULT_GIVE;
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FallInit();
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}
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void CSshotgun::Precache( void )
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{
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PRECACHE_MODEL("models/vmodels/v_sshotgun.mdl");
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PRECACHE_MODEL("models/wmodels/w_sshotgun.mdl");
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PRECACHE_MODEL("models/pmodels/p_sshotgun.mdl");
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m_iShell = PRECACHE_MODEL ("models/shotgunshell.mdl");
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PRECACHE_SOUND ("weapons/sshotgun1.wav");
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PRECACHE_SOUND ("weapons/sshotgun2.wav");
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}
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int CSshotgun::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 CSshotgun::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "buckshot";
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p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = SSHOTGUN_MAX_CLIP;
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p->iSlot = 3;
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p->iPosition = 1;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_SSHOTGUN;
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p->iWeight = SSHOTGUN_WEIGHT;
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return 1;
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}
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BOOL CSshotgun::Deploy( )
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{
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return DefaultDeploy( "models/vmodels/v_sshotgun.mdl", "models/pmodels/p_sshotgun.mdl", SHOTGUN_DEPOLY, "shotgun" );
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}
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void CSshotgun::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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Reload( );
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if (m_iClip == 0)
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PlayEmptySound( );
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return;
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}
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m_pPlayer->m_iWeaponVolume = LOUD_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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SendWeaponAnim( SHOTGUN_FIREBOTH );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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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 ( m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_up * -12 + gpGlobals->v_forward * 20 + gpGlobals->v_right * 4 , vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHOTSHELL);
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/sshotgun1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0x1f));
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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( 8, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0 );
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m_flNextPrimaryAttack = gpGlobals->time + 0.75;
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m_flNextSecondaryAttack = gpGlobals->time + 0.75;
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m_flTimeWeaponIdle = gpGlobals->time + 5.0;
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m_pPlayer->pev->punchangle.x -= 5;
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}
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void CSshotgun::SecondaryAttack( void )
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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 <= 1)
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{
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Reload( );
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PlayEmptySound( );
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return;
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}
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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m_iClip -= 2;
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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SendWeaponAnim( SHOTGUN_FIREBOTH );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/sshotgun2.wav", RANDOM_FLOAT(0.98, 1.0), ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));
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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( 16, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0 );
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m_flNextPrimaryAttack = gpGlobals->time + 1.5;
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m_flNextSecondaryAttack = gpGlobals->time + 1.5;
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m_flTimeWeaponIdle = gpGlobals->time + 6.0;
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m_pPlayer->pev->punchangle.x -= 10;
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}
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void CSshotgun::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( 2, SHOTGUN_RELOAD, 3.0 );
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else
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iResult = DefaultReload( 2, SHOTGUN_RELOAD, 3.0 );
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if (iResult)
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{
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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}
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}
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void CSshotgun::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 = SHOTGUN_IDLE;
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break;
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default:
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case 1:
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iAnim = SHOTGUN_IDLE;
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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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