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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 "soundent.h"
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#include "gamerules.h"
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enum par21_e
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{
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PAR21_LONGIDLE = 0,
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PAR21_IDLE1,
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PAR21_LAUNCH,
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PAR21_RELOAD,
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PAR21_DEPLOY,
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PAR21_FIRE1,
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PAR21_FIRE2,
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PAR21_FIRE3,
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};
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LINK_ENTITY_TO_CLASS(weapon_par21, CPar21);
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//=========================================================
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//=========================================================
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int CPar21::SecondaryAmmoIndex(void)
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{
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return m_iSecondaryAmmoType;
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}
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void CPar21::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_par21.mdl");
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m_iId = WEAPON_PAR21;
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m_iDefaultAmmo = PAR21_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CPar21::Precache(void)
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{
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PRECACHE_MODEL("models/v_par21.mdl");
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PRECACHE_MODEL("models/w_par21.mdl");
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PRECACHE_MODEL("models/p_par21.mdl");
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m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL
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PRECACHE_MODEL("models/grenade.mdl"); // grenade
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PRECACHE_MODEL("models/w_par21_clip.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND("items/clipinsert1.wav");
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PRECACHE_SOUND("items/cliprelease1.wav");
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PRECACHE_SOUND("weapons/par21_1.wav");
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PRECACHE_SOUND("weapons/par21_2.wav");
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PRECACHE_SOUND("weapons/par21_3.wav");
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PRECACHE_SOUND("weapons/glauncher.wav");
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PRECACHE_SOUND("weapons/glauncher2.wav");
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PRECACHE_SOUND("weapons/357_cock1.wav");
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m_usPar21 = PRECACHE_EVENT(1, "events/par21.sc");
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m_usM203 = PRECACHE_EVENT(1, "events/m203.sc");
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}
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int CPar21::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "NATO";
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p->iMaxAmmo1 = PAR21_MAX_CARRY;
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p->pszAmmo2 = "M203grenades";
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p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY;
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p->iMaxClip = PAR21_MAX_CLIP;
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p->iSlot = 1;
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p->iPosition = 2;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_PAR21;
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p->iWeight = PAR21_WEIGHT;
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return 1;
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}
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int CPar21::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 CPar21::Deploy()
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
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return DefaultDeploy("models/v_par21.mdl", "models/p_par21.mdl", PAR21_DEPLOY, "par21");
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}
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void CPar21::PrimaryAttack()
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{
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// don't fire underwater
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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 = 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 = 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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// 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 = m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
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Vector vecDir;
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// single player spread
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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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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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usPar21, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
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m_flNextPrimaryAttack = GetNextAttackDelay(0.1);
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if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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}
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void CPar21::SecondaryAttack(void)
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{
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// don't fire underwater
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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 = 0.15;
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return;
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}
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if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0)
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{
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PlayEmptySound();
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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 = BRIGHT_GUN_FLASH;
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m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
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m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2;
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m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
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// player "shoot" animation
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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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// we don't add in player velocity anymore.
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CGrenade::ShootContact(m_pPlayer->pev,
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m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
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gpGlobals->v_forward * 800);
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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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PLAYBACK_EVENT(0, m_pPlayer->edict(), m_usM203);
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.9f;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.9f;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f;// idle pretty soon after shooting.
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}
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void CPar21::Reload(void)
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{
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == PAR21_MAX_CLIP )
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return;
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DefaultReload( PAR21_MAX_CLIP, PAR21_RELOAD, 1.6 );
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}
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BOOL CPar21::IsUseable()
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{
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//Can be used if the player has AR grenades. - Solokiller
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return CBasePlayerWeapon::IsUseable() || m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] > 0;
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}
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void CPar21::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 > UTIL_WeaponTimeBase())
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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 = PAR21_LONGIDLE;
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break;
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default:
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case 1:
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iAnim = PAR21_IDLE1;
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break;
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}
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SendWeaponAnim(iAnim);
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again.
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}
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class CPar21AmmoClip : 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/w_par21_clip.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/w_par21_clip.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_PAR21CLIP_GIVE, "NATO", PAR21_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_par21_clip, CPar21AmmoClip)
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LINK_ENTITY_TO_CLASS(ammo_natoclip, CPar21AmmoClip)
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class CM203GrenadeAmmo : 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/w_par21_grenades.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/w_par21_grenades.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_M203BOX_GIVE, "M203grenades", M203_GRENADE_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_par21_grenade, CM203GrenadeAmmo)
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LINK_ENTITY_TO_CLASS(ammo_m203grenade, CM203GrenadeAmmo)
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