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319 lines
7.6 KiB
319 lines
7.6 KiB
8 years ago
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/***
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*
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* Copyright (c) 1996-2002, 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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#if !defined( OEM_BUILD )
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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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#include "soundent.h"
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#include "gamerules.h"
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enum dosh_e {
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DOSH_IDLE = 0,
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DOSH_FIDGET,
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DOSH_PINPULL,
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DOSH_THROW1, // to empty
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DOSH_THROW2, // loaded
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DOSH_THROW3, // loaded
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};
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LINK_ENTITY_TO_CLASS( weapon_dosh, CDosh );
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#ifndef CLIENT_DLL
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LINK_ENTITY_TO_CLASS( dosh_rocket, CDoshRocket );
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//=========================================================
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//=========================================================
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CDoshRocket *CDoshRocket::CreateDoshRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CDosh *pLauncher )
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{
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CDoshRocket *pRocket = GetClassPtr( (CDoshRocket *)NULL );
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UTIL_SetOrigin( pRocket->pev, vecOrigin );
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pRocket->pev->angles = vecAngles;
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pRocket->Spawn();
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pRocket->SetTouch( &CDoshRocket::RocketTouch );
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pRocket->m_pLauncher = pLauncher;// remember what RPG fired me.
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pRocket->m_pLauncher->m_cActiveRockets++;// register this missile as active for the launcher
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pRocket->pev->owner = pOwner->edict();
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return pRocket;
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}
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//=========================================================
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//=========================================================
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void CDoshRocket :: Spawn( void )
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{
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Precache( );
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// motor
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pev->movetype = MOVETYPE_TOSS;
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pev->solid = SOLID_BBOX;
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//SET_MODEL(ENT(pev), "models/doshrocket.mdl");
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UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0));
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UTIL_SetOrigin( pev, pev->origin );
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pev->classname = MAKE_STRING("dosh_rocket");
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SetThink( &CDoshRocket::IgniteThink );
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SetTouch( &CDoshRocket::DoshTouch );
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pev->angles.x -= 30;
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UTIL_MakeVectors( pev->angles );
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pev->angles.x = -(pev->angles.x + 30);
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pev->velocity = gpGlobals->v_forward * 250;
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pev->gravity = 0.5;
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pev->nextthink = gpGlobals->time + 0.4;
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pev->dmg = gSkillData.plrDmgDosh;
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}
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//=========================================================
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//=========================================================
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void CDoshRocket :: RocketTouch ( CBaseEntity *pPlayer )
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{
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if ( m_pLauncher )
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{
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// my launcher is still around, tell it I'm dead.
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m_pLauncher->m_cActiveRockets--;
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}
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "weapons/doshget.wav", 1, 0.5 );
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ExplodeTouch2( pPlayer );
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}
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void CDoshRocket::DoshTouch( CBaseEntity *pOther )
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{
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SetTouch( NULL );
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SetThink( NULL );
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if (pOther->pev->takedamage)
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{
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pev->velocity = Vector( 0, 0, 0 );
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EMIT_SOUND(ENT(pev), CHAN_BODY, "weapons/doshget.wav", 1, ATTN_NORM);
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UTIL_Remove( this );
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}
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else
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{
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SetThink( &CBaseEntity::SUB_Remove );
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pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit.
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if ( FClassnameIs( pOther->pev, "worldspawn" ) )
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{
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// if what we hit is static architecture, can stay around for a while.
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Vector vecDir = pev->velocity.Normalize( );
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UTIL_SetOrigin( pev, pev->origin - vecDir * 12 );
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//pev->angles = UTIL_VecToAngles( vecDir );
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pev->angles = Vector( 0, 0, 0 ); //Should reset it upright.
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//pev->velocity = Vector( 0, 0, 0 );
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pev->avelocity.y = 100; //Simulate the Killing Floor spinning
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pev->solid = SOLID_BBOX;
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pev->movetype = MOVETYPE_FLY;
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pev->velocity = Vector( 0, 0, 0 );
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pev->avelocity.z = 0;
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//pev->angles.x = RANDOM_LONG(0,360);
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pev->nextthink = gpGlobals->time + 10.0;
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}
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}
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}
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//=========================================================
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//=========================================================
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void CDoshRocket :: Precache( void )
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{
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m_iTrail = PRECACHE_MODEL("sprites/smoke.spr");
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PRECACHE_SOUND ("weapons/doshget.wav");
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}
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void CDoshRocket :: IgniteThink( void )
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{
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pev->movetype = MOVETYPE_FLY;
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m_flIgniteTime = gpGlobals->time;
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}
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#endif
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void CDosh::Reload( void )
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{
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return;
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}
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void CDosh::Spawn( )
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{
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Precache( );
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m_iId = WEAPON_DOSH;
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SET_MODEL(ENT(pev), "models/w_dosh.mdl");
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FallInit();// get ready to fall down.
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}
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void CDosh::Precache( void )
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{
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PRECACHE_MODEL("models/w_dosh.mdl");
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PRECACHE_MODEL("models/v_dosh.mdl");
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PRECACHE_MODEL("models/p_dosh.mdl");
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PRECACHE_MODEL("models/dosh.mdl"); //Jason!
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PRECACHE_SOUND("items/9mmclip1.wav");
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// UTIL_PrecacheOther( "laser_spot" );
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UTIL_PrecacheOther( "dosh_rocket" );
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PRECACHE_SOUND("weapons/dosh1.wav"); //HERES SOME CASH GUYS SOMEONE TAKE IT
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PRECACHE_SOUND("weapons/dosh2.wav"); //HERES SOME CASH GUYS SOMEONE TAKE IT
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PRECACHE_SOUND("weapons/dosh3.wav"); //HERES SOME CASH GUYS SOMEONE TAKE IT
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PRECACHE_SOUND("weapons/dosh4.wav"); //HERES SOME CASH GUYS SOMEONE TAKE IT
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PRECACHE_SOUND("weapons/dosh5.wav"); //HERES SOME CASH GUYS SOMEONE TAKE IT
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//PRECACHE_SOUND("weapons/dosh6.wav"); //Did I miss the dosh party?
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PRECACHE_SOUND("weapons/doshget.wav"); //HERES SOME CASH GUYS SOMEONE TAKE IT
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m_usDosh = PRECACHE_EVENT ( 1, "events/dosh.sc" );
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m_usDosh2 = PRECACHE_EVENT( 1, "events/dosh2.sc" );
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}
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int CDosh::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = NULL;
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p->iMaxAmmo1 = -1;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = DOSH_MAX_CLIP;
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p->iSlot = 3;
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p->iPosition = 4;
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p->iId = m_iId = WEAPON_DOSH;
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p->iFlags = 0;
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p->iWeight = DOSH_WEIGHT;
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return 1;
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}
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int CDosh::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 CDosh::Deploy( )
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{
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if ( m_iClip == 0 )
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{
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return DefaultDeploy( "models/v_dosh.mdl", "models/p_dosh.mdl", DOSH_IDLE, "crowbar" );
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}
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return DefaultDeploy( "models/v_dosh.mdl", "models/p_dosh.mdl", DOSH_IDLE, "crowbar" );
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}
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BOOL CDosh::CanHolster( void )
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{
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return TRUE;
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}
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void CDosh::Holster( int skiplocal /* = 0 */ )
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{
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m_fInReload = FALSE;// cancel any reload in progress.
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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SendWeaponAnim( DOSH_THROW3 );
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#ifndef CLIENT_DLL
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#endif
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}
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void CDosh::PrimaryAttack()
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{
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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::ShootContact2( m_pPlayer->pev,
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m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 60,
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gpGlobals->v_forward * 512 );
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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( flags, m_pPlayer->edict(), m_usDosh );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1;// idle pretty soon after shooting.
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}
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void CDosh::WeaponIdle( void )
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{
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//UpdateSpot( );
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ResetEmptySound( );
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if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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return;
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if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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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 <= 0.75 || m_fSpotActive)
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{
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iAnim = DOSH_IDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 90.0 / 15.0;
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}
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else
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{
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iAnim = DOSH_FIDGET;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;
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}
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SendWeaponAnim( iAnim );
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}
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else
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{
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1;
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}
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}
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#endif
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