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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 ) && !defined( HLDEMO_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 "soundent.h"
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#include "shake.h"
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#include "gamerules.h"
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#include "game.h"
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#define GAUSS_PRIMARY_CHARGE_VOLUME 256// how loud gauss is while charging
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#define GAUSS_PRIMARY_FIRE_VOLUME 450// how loud gauss is when discharged
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enum gauss_e
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{
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GAUSS_IDLE = 0,
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GAUSS_IDLE2,
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GAUSS_FIDGET,
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GAUSS_SPINUP,
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GAUSS_SPIN,
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GAUSS_FIRE,
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GAUSS_FIRE2,
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GAUSS_HOLSTER,
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GAUSS_DRAW
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};
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LINK_ENTITY_TO_CLASS( weapon_gauss, CGauss )
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float CGauss::GetFullChargeTime( void )
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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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return 1.5f;
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}
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return 4.0f;
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}
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#ifdef CLIENT_DLL
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extern int g_irunninggausspred;
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#endif
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void CGauss::Spawn()
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{
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Precache();
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m_iId = WEAPON_GAUSS;
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SET_MODEL( ENT( pev ), "models/w_gauss.mdl" );
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m_iDefaultAmmo = GAUSS_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CGauss::Precache( void )
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{
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PRECACHE_MODEL( "models/w_gauss.mdl" );
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PRECACHE_MODEL( "models/v_gauss.mdl" );
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PRECACHE_MODEL( "models/p_gauss.mdl" );
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PRECACHE_SOUND( "items/9mmclip1.wav" );
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PRECACHE_SOUND( "weapons/gauss2.wav" );
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PRECACHE_SOUND( "weapons/electro4.wav" );
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PRECACHE_SOUND( "weapons/electro5.wav" );
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PRECACHE_SOUND( "weapons/electro6.wav" );
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PRECACHE_SOUND( "ambience/pulsemachine.wav" );
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m_iGlow = PRECACHE_MODEL( "sprites/hotglow.spr" );
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m_iBalls = PRECACHE_MODEL( "sprites/hotglow.spr" );
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m_iBeam = PRECACHE_MODEL( "sprites/smoke.spr" );
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m_usGaussFire = PRECACHE_EVENT( 1, "events/gauss.sc" );
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m_usGaussSpin = PRECACHE_EVENT( 1, "events/gaussspin.sc" );
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}
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int CGauss::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 CGauss::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = "uranium";
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p->iMaxAmmo1 = URANIUM_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = WEAPON_NOCLIP;
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p->iSlot = 3;
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p->iPosition = 1;
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p->iId = m_iId = WEAPON_GAUSS;
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p->iFlags = 0;
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p->iWeight = GAUSS_WEIGHT;
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return 1;
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}
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BOOL CGauss::IsUseable()
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{
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// Currently charging, allow the player to fire it first. - Solokiller
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return CBasePlayerWeapon::IsUseable() || m_fInAttack != 0;
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}
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BOOL CGauss::Deploy()
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{
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m_pPlayer->m_flPlayAftershock = 0.0;
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return DefaultDeploy( "models/v_gauss.mdl", "models/p_gauss.mdl", GAUSS_DRAW, "gauss" );
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}
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void CGauss::Holster( int skiplocal /* = 0 */ )
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
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SendWeaponAnim( GAUSS_HOLSTER );
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m_fInAttack = 0;
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM );
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}
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void CGauss::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_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
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return;
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}
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 2 )
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{
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PlayEmptySound();
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
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return;
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}
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m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
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m_fPrimaryFire = TRUE;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 2;
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StartFire();
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m_fInAttack = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.2f;
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}
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void CGauss::SecondaryAttack()
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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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if( m_fInAttack != 0 )
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{
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) );
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SendWeaponAnim( GAUSS_IDLE );
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m_fInAttack = 0;
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}
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else
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{
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PlayEmptySound();
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}
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f;
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return;
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}
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if( m_fInAttack == 0 )
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{
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
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{
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM );
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
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return;
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}
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m_fPrimaryFire = FALSE;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;// take one ammo just to start the spin
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m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase();
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// spin up
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m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME;
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SendWeaponAnim( GAUSS_SPINUP );
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m_fInAttack = 1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f;
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m_pPlayer->m_flStartCharge = gpGlobals->time;
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m_pPlayer->m_flAmmoStartCharge = UTIL_WeaponTimeBase() + GetFullChargeTime();
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PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usGaussSpin, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 110, 0, 0, 0 );
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m_iSoundState = SND_CHANGE_PITCH;
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}
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else if( m_fInAttack == 1 )
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{
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
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{
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SendWeaponAnim( GAUSS_SPIN );
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m_fInAttack = 2;
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}
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}
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else
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{
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// Moved to before the ammo burn.
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// Because we drained 1 when m_InAttack == 0, then 1 again now before checking if we're out of ammo,
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// this resuled in the player having -1 ammo, which in turn caused CanDeploy to think it could be deployed.
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// This will need to be fixed further down the line by preventing negative ammo unless explicitly required (infinite ammo?),
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// But this check will prevent the problem for now. - Solokiller
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// TODO: investigate further.
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
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{
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// out of ammo! force the gun to fire
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StartFire();
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m_fInAttack = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
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return;
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}
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// during the charging process, eat one bit of ammo every once in a while
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if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000 )
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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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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.1f;
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}
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else
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{
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.3f;
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}
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}
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if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flAmmoStartCharge )
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{
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// don't eat any more ammo after gun is fully charged.
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m_pPlayer->m_flNextAmmoBurn = 1000;
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}
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int pitch = (int)( ( gpGlobals->time - m_pPlayer->m_flStartCharge ) * ( 150 / GetFullChargeTime() ) + 100 );
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if( pitch > 250 )
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pitch = 250;
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// ALERT( at_console, "%d %d %d\n", m_fInAttack, m_iSoundState, pitch );
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const bool overcharge = m_pPlayer->m_flStartCharge < gpGlobals->time - 10.0f;
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if( m_iSoundState == 0 )
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ALERT( at_console, "sound state %d\n", m_iSoundState );
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#ifdef GAUSS_OVERCHARGE_FIX
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if (!overcharge)
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#endif
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PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usGaussSpin, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, pitch, 0, ( m_iSoundState == SND_CHANGE_PITCH ) ? 1 : 0, 0 );
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m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
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m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME;
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// m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1f;
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if( overcharge )
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{
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// Player charged up too long. Zap him.
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#ifdef GAUSS_OVERCHARGE_FIX
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, pitch, 0, 0, 1 );
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#endif
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", 1.0f, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) );
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/electro6.wav", 1.0f, ATTN_NORM, 0, 75 + RANDOM_LONG( 0, 0x3f ) );
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m_fInAttack = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
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#ifndef CLIENT_DLL
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m_pPlayer->TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), 50, DMG_SHOCK );
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UTIL_ScreenFade( m_pPlayer, Vector( 255, 128, 0 ), 2, 0.5f, 128, FFADE_IN );
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#endif
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SendWeaponAnim( GAUSS_IDLE );
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// Player may have been killed and this weapon dropped, don't execute any more code after this!
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return;
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}
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}
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}
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//=========================================================
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// StartFire- since all of this code has to run and then
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// call Fire(), it was easier at this point to rip it out
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// of weaponidle() and make its own function then to try to
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// merge this into Fire(), which has some identical variable names
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//=========================================================
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void CGauss::StartFire( void )
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{
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float flDamage;
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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Vector vecAiming = gpGlobals->v_forward;
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Vector vecSrc = m_pPlayer->GetGunPosition(); // + gpGlobals->v_up * -8 + gpGlobals->v_right * 8;
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if( gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime() )
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{
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flDamage = 200.0f;
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}
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else
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{
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flDamage = 200.0f * ( ( gpGlobals->time - m_pPlayer->m_flStartCharge ) / GetFullChargeTime() );
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}
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if( m_fPrimaryFire )
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{
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// fixed damage on primary attack
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#ifdef CLIENT_DLL
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flDamage = 20.0f;
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#else
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flDamage = gSkillData.plrDmgGauss;
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#endif
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}
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if( m_fInAttack != 3 )
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{
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//ALERT( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage );
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#ifndef CLIENT_DLL
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float flZVel = m_pPlayer->pev->velocity.z;
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if( !m_fPrimaryFire )
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{
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m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * flDamage * 5.0f;
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}
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if( !g_pGameRules->IsMultiplayer() )
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{
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// in deathmatch, gauss can pop you up into the air. Not in single play.
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m_pPlayer->pev->velocity.z = flZVel;
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}
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#endif
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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}
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// time until aftershock 'static discharge' sound
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m_pPlayer->m_flPlayAftershock = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.3f, 0.8f );
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Fire( vecSrc, vecAiming, flDamage );
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}
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void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage )
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{
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m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
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TraceResult tr, beam_tr;
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#ifndef CLIENT_DLL
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Vector vecSrc = vecOrigSrc;
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Vector vecDest = vecSrc + vecDir * 8192.0f;
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edict_t *pentIgnore;
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float flMaxFrac = 1.0f;
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int nTotal = 0;
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int fHasPunched = 0;
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int fFirstBeam = 1;
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int nMaxHits = 10;
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pentIgnore = ENT( m_pPlayer->pev );
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#else
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if( m_fPrimaryFire == false )
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g_irunninggausspred = true;
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#endif
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// The main firing event is sent unreliably so it won't be delayed.
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PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usGaussFire, 0.0, m_pPlayer->pev->origin, m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0 );
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// This reliable event is used to stop the spinning sound
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// It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client
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// It's sent reliably anyway, which could lead to other delays
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PLAYBACK_EVENT_FULL( FEV_RELIABLE, m_pPlayer->edict(), m_usGaussFire, 0.01, m_pPlayer->pev->origin, m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 );
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/*ALERT( at_console, "%f %f %f\n%f %f %f\n",
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vecSrc.x, vecSrc.y, vecSrc.z,
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vecDest.x, vecDest.y, vecDest.z );*/
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//ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac );
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#ifndef CLIENT_DLL
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while( flDamage > 10 && nMaxHits > 0 )
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{
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nMaxHits--;
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// ALERT( at_console, "." );
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UTIL_TraceLine( vecSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr );
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if( tr.fAllSolid )
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break;
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CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
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if( pEntity == NULL )
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break;
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if( fFirstBeam )
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{
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m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
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fFirstBeam = 0;
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nTotal += 26;
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}
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if( pEntity->pev->takedamage )
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{
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ClearMultiDamage();
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pEntity->TraceAttack( m_pPlayer->pev, flDamage, vecDir, &tr, DMG_BULLET );
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ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
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}
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if( pEntity->ReflectGauss() )
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{
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float n;
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pentIgnore = NULL;
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n = -DotProduct( tr.vecPlaneNormal, vecDir );
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if( n < 0.5f ) // 60 degrees
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{
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// ALERT( at_console, "reflect %f\n", n );
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// reflect
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Vector r;
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r = 2.0 * tr.vecPlaneNormal * n + vecDir;
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flMaxFrac = flMaxFrac - tr.flFraction;
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vecDir = r;
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vecSrc = tr.vecEndPos + vecDir * 8.0f;
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vecDest = vecSrc + vecDir * 8192.0f;
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// explode a bit
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m_pPlayer->RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, flDamage * n, CLASS_NONE, DMG_BLAST );
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nTotal += 34;
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// lose energy
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if( n == 0.0f ) n = 0.1f;
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flDamage = flDamage * ( 1.0f - n );
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}
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else
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{
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nTotal += 13;
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// limit it to one hole punch
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if( fHasPunched )
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break;
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fHasPunched = 1;
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// try punching through wall if secondary attack (primary is incapable of breaking through)
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if( !m_fPrimaryFire )
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{
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UTIL_TraceLine( tr.vecEndPos + vecDir * 8, vecDest, dont_ignore_monsters, pentIgnore, &beam_tr );
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if( !beam_tr.fAllSolid )
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{
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// trace backwards to find exit point
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UTIL_TraceLine( beam_tr.vecEndPos, tr.vecEndPos, dont_ignore_monsters, pentIgnore, &beam_tr );
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n = ( beam_tr.vecEndPos - tr.vecEndPos ).Length();
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if( n < flDamage )
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{
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if( n == 0.0f )
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n = 1.0f;
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flDamage -= n;
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// ALERT( at_console, "punch %f\n", n );
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nTotal += 21;
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// exit blast damage
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//m_pPlayer->RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, CLASS_NONE, DMG_BLAST );
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float damage_radius;
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if( g_pGameRules->IsMultiplayer() )
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{
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damage_radius = flDamage * 1.75f; // Old code == 2.5
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}
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else
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{
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damage_radius = flDamage * 2.5f;
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}
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::RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, damage_radius, CLASS_NONE, DMG_BLAST );
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CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0f );
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nTotal += 53;
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vecSrc = beam_tr.vecEndPos + vecDir;
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}
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else if( !selfgauss.value )
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{
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flDamage = 0;
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}
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}
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else
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{
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//ALERT( at_console, "blocked %f\n", n );
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flDamage = 0;
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}
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}
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else
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{
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//ALERT( at_console, "blocked solid\n" );
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flDamage = 0;
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}
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}
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}
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else
|
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{
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vecSrc = tr.vecEndPos + vecDir;
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pentIgnore = ENT( pEntity->pev );
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}
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}
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#endif
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// ALERT( at_console, "%d bytes\n", nTotal );
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}
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void CGauss::WeaponIdle( void )
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{
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ResetEmptySound();
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// play aftershock static discharge
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if( m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time )
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{
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switch( RANDOM_LONG( 0, 3 ) )
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{
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case 0:
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", RANDOM_FLOAT( 0.7f, 0.8f ), ATTN_NORM );
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break;
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case 1:
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro5.wav", RANDOM_FLOAT( 0.7f, 0.8f ), ATTN_NORM );
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break;
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case 2:
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro6.wav", RANDOM_FLOAT( 0.7f, 0.8f ), ATTN_NORM );
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break;
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case 3:
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break; // no sound
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}
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m_pPlayer->m_flPlayAftershock = 0.0f;
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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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|
|
StartFire();
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|
m_fInAttack = 0;
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|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
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// Need to set m_flNextPrimaryAttack so the weapon gets a chance to complete its secondary fire animation. - Solokiller
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f;
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}
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else
|
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|
|
{
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|
|
int iAnim;
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|
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float flRand = RANDOM_FLOAT( 0.0f, 1.0f );
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|
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if( flRand <= 0.5f )
|
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|
|
{
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iAnim = GAUSS_IDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f );
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}
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else if( flRand <= 0.75f )
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{
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iAnim = GAUSS_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f );
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}
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|
else
|
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|
|
{
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|
|
iAnim = GAUSS_FIDGET;
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|
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f;
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}
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|
#ifndef CLIENT_DLL
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|
|
SendWeaponAnim( iAnim );
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#endif
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}
|
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|
}
|
|
|
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|
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|
|
class CGaussAmmo : 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_gaussammo.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_gaussammo.mdl" );
|
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|
|
PRECACHE_SOUND( "items/9mmclip1.wav" );
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|
|
}
|
|
|
|
BOOL AddAmmo( CBaseEntity *pOther )
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|
|
|
{
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|
|
if( pOther->GiveAmmo( AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY ) != -1 )
|
|
|
|
{
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|
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
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|
|
return TRUE;
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|
|
}
|
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|
|
return FALSE;
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|
|
}
|
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|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( ammo_gaussclip, CGaussAmmo )
|
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|
|
#endif
|