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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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#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_IDLE2,
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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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LINK_ENTITY_TO_CLASS( weapon_hornetgun, CWeaponEinarChaingun )
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LINK_ENTITY_TO_CLASS( weapon_th_chaingun, CWeaponEinarChaingun )
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void CWeaponEinarChaingun::Spawn()
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{
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pev->classname = MAKE_STRING( "weapon_th_chaingun" );
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Precache();
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m_iId = WEAPON_CHAINGUN;
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SET_MODEL( ENT( pev ), "models/w_tfac.mdl" );
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m_iDefaultAmmo = CHAINGUN_DEFAULT_GIVE;
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m_fInAttack = 0;
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m_fInSpecialReload = 0;
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FallInit();// get ready to fall down.
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}
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void CWeaponEinarChaingun::Precache()
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{
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PRECACHE_MODEL( "models/v_tfac.mdl" );
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PRECACHE_MODEL( "models/w_tfac.mdl" );
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PRECACHE_MODEL( "models/p_tfac.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/reload3.wav" );
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PRECACHE_SOUND( "weapons/asscan1.wav" );
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PRECACHE_SOUND( "weapons/asscan2.wav" );
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PRECACHE_SOUND( "weapons/asscan3.wav" );
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PRECACHE_SOUND( "weapons/asscan4.wav" );
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m_usFireChaingun1 = PRECACHE_EVENT( 1, "events/chaingun1.sc" );
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m_usFireChaingun2 = PRECACHE_EVENT( 1, "events/chaingun2.sc" );
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}
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int CWeaponEinarChaingun::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 = _9MM_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 = 3;
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p->iPosition = 4;
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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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BOOL CWeaponEinarChaingun::Deploy()
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{
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return DefaultDeploy( "models/v_tfac.mdl", "models/p_tfac.mdl", CHAINGUN_DRAW, "egon" );
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}
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void CWeaponEinarChaingun::Holster( int skiplocal /*= 0*/ )
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{
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m_fInSpecialReload = 0;
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if( m_fInAttack )
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SpinDown();
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else
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SendWeaponAnim( CHAINGUN_HOLSTER );
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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}
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void CWeaponEinarChaingun::PrimaryAttack()
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{
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// don't fire underwater
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if( m_pPlayer->pev->waterlevel == 3 || m_iClip <= 0 )
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{
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if( m_fInAttack != 0 )
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{
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// spin down
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SpinDown();
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}
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else
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{
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PlayEmptySound();
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
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}
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return;
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}
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if( !m_fInAttack )
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{
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// Spin up
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SpinUp();
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}
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else
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{
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if( m_flNextPrimaryAttack <= UTIL_WeaponTimeBase() )
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{
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#ifdef CLIENT_DLL
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if( !bIsMultiplayer() )
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#else
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if( !g_pGameRules->IsMultiplayer() )
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#endif
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{
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// single player spread
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Fire( 0.1, 0.1, FALSE );
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}
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else
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{
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// optimized multiplayer. Widened to make it easier to hit a moving player
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Fire( 0.15, 0.15, FALSE );
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}
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}
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}
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}
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void CWeaponEinarChaingun::SecondaryAttack()
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{
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if( m_fInAttack )
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SpinDown();
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}
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void CWeaponEinarChaingun::SpinUp()
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{
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// spin up
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
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// Slowdown player.
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PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireChaingun1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, TRUE, 0 );
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m_fInAttack = 1;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
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}
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void CWeaponEinarChaingun::SpinDown()
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{
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// Restore player speed.
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PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireChaingun1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, FALSE, 0 );
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.2;
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m_fInAttack = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
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}
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void CWeaponEinarChaingun::Fire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
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{
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int iClipNotEmpty = 0;
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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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if( m_iClip )
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{
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m_iClip--;
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iClipNotEmpty = 1;
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}
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m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH;
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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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( iClipNotEmpty ? 4 : 2, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_MP5, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireChaingun2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, iClipNotEmpty, 0 );
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m_flNextPrimaryAttack = 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 = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1;
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}
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void CWeaponEinarChaingun::Reload()
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{
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if( m_fInAttack )
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{
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SpinDown();
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}
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else if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == CHAINGUN_MAX_CLIP )
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{
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return;
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}
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else if( DefaultReload( CHAINGUN_MAX_CLIP, CHAINGUN_HOLSTER, 0.5 ) )
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{
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m_fInSpecialReload = 2;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.0;
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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 CWeaponEinarChaingun::WeaponIdle()
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{
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ResetEmptySound();
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if( m_pPlayer->m_flNextAttack < UTIL_WeaponTimeBase() )
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{
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if( m_fInSpecialReload == 3 )
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{
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SendWeaponAnim( CHAINGUN_DRAW, 0 );
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m_fInSpecialReload = 1;
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}
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else if( m_fInSpecialReload == 2 )
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{
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0x1f ) );
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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m_fInSpecialReload = 3;
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}
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}
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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return;
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if( m_fInAttack != 0 )
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{
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// Spin down
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SpinDown();
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}
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else
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{
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int iAnim;
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
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if( flRand <= 0.5 )
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{
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iAnim = CHAINGUN_IDLE;
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}
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else
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{
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iAnim = CHAINGUN_IDLE2;
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}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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SendWeaponAnim( iAnim, 1 );
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}
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}
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