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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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void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity);
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#define PIPE_BODYHIT_VOLUME 128
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#define PIPE_WALLHIT_VOLUME 512
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LINK_ENTITY_TO_CLASS(weapon_pipe, CPipe);
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enum pipe_e {
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PIPE_IDLE1 = 0,
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PIPE_DRAW,
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PIPE_HOLSTER,
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PIPE_ATTACK1HIT,
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PIPE_ATTACK1MISS,
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PIPE_ATTACK2MISS,
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PIPE_ATTACK2HIT,
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PIPE_ATTACK3MISS,
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#ifndef CROWBAR_IDLE_ANIM
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PIPE_ATTACK3HIT
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#else
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PIPE_ATTACK3HIT,
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PIPE_IDLE2,
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PIPE_IDLE3
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#endif
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};
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void CPipe::Spawn()
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{
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Precache();
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m_iId = WEAPON_PIPE;
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SET_MODEL(ENT(pev), "models/w_pipe.mdl");
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m_iClip = -1;
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FallInit();// get ready to fall down.
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}
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void CPipe::Precache(void)
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{
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PRECACHE_MODEL( "models/v_pipe.mdl" );
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PRECACHE_MODEL( "models/w_pipe.mdl" );
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PRECACHE_MODEL( "models/p_pipe.mdl" );
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// PRECACHE_SOUND( "weapons/cbar_hit1.wav" );
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// PRECACHE_SOUND( "weapons/cbar_hit2.wav" );
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// PRECACHE_SOUND( "weapons/cbar_hitbod1.wav" );
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// PRECACHE_SOUND( "weapons/cbar_hitbod2.wav" );
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// PRECACHE_SOUND( "weapons/cbar_hitbod3.wav" );
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// PRECACHE_SOUND( "weapons/cbar_miss1.wav" );
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m_usPipe = PRECACHE_EVENT( 1, "events/pipe.sc" );
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}
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int CPipe::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 = WEAPON_NOCLIP;
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p->iSlot = 0;
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p->iPosition = 1;
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p->iId = WEAPON_PIPE;
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p->iWeight = CROWBAR_WEIGHT;
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return 1;
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}
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int CPipe::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 CPipe::Deploy()
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{
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return DefaultDeploy("models/v_pipe.mdl", "models/p_pipe.mdl", PIPE_DRAW, "pipe");
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}
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void CPipe::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(PIPE_HOLSTER);
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}
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void CPipe::PrimaryAttack()
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{
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if (!Swing(1))
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{
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#ifndef CLIENT_DLL
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SetThink(&CPipe::SwingAgain);
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pev->nextthink = gpGlobals->time + 0.5f;
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#endif
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}
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}
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void CPipe::Smack()
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{
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DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR );
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}
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void CPipe::SwingAgain( void )
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{
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Swing( 0 );
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}
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int CPipe::Swing(int fFirst)
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{
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int fDidHit = FALSE;
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TraceResult tr;
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UTIL_MakeVectors(m_pPlayer->pev->v_angle);
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecEnd = vecSrc + gpGlobals->v_forward * 32;
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UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr);
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#ifndef CLIENT_DLL
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if (tr.flFraction >= 1.0f)
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{
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UTIL_TraceHull(vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT(m_pPlayer->pev), &tr);
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if (tr.flFraction < 1.0f)
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{
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// Calculate the point of intersection of the line (or hull) and the object we hit
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// This is and approximation of the "best" intersection
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CBaseEntity *pHit = CBaseEntity::Instance(tr.pHit);
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if (!pHit || pHit->IsBSPModel())
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FindHullIntersection(vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict());
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vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space)
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}
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}
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#endif
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PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usPipe,
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0.0, g_vecZero, g_vecZero, 0, 0, 0,
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0.0, 0, 0.0);
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if (tr.flFraction >= 1.0f)
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{
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if (fFirst)
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{
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// miss
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
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#ifdef CROWBAR_IDLE_ANIM
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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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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}
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else
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{
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switch (((m_iSwing++) % 2) + 1)
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{
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case 0:
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SendWeaponAnim(PIPE_ATTACK1HIT); break;
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case 1:
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SendWeaponAnim(PIPE_ATTACK2HIT); break;
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case 2:
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SendWeaponAnim(PIPE_ATTACK3HIT); break;
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}
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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#ifndef CLIENT_DLL
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// hit
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fDidHit = TRUE;
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CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
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ClearMultiDamage();
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// If building with the clientside weapon prediction system,
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// UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making
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// m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false.
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#ifdef CLIENT_WEAPONS
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if( ( m_flNextPrimaryAttack + 1 == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
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#else
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if( ( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
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#endif
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{
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// first swing does full damage
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pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar * 2, gpGlobals->v_forward, &tr, DMG_CLUB);
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}
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else
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{
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// subsequent swings do half
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pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB);
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}
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ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
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// play thwack, smack, or dong sound
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float flVol = 1.0;
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int fHitWorld = TRUE;
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if (pEntity)
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{
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if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE)
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{
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// play thwack or smack sound
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switch (RANDOM_LONG(0, 2))
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{
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case 0:
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM, 0, 100); break;
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case 1:
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM, 0, 100); break;
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case 2:
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM, 0, 100); break;
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}
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m_pPlayer->m_iWeaponVolume = PIPE_BODYHIT_VOLUME;
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if (!pEntity->IsAlive())
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return TRUE;
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else
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flVol = 0.1;
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fHitWorld = FALSE;
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}
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}
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// play texture hit sound
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// UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line
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if (fHitWorld)
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{
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float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd - vecSrc) * 2, BULLET_PLAYER_CROWBAR);
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if (g_pGameRules->IsMultiplayer())
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{
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// override the volume here, cause we don't play texture sounds in multiplayer,
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// and fvolbar is going to be 0 from the above call.
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fvolbar = 1;
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}
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// also play crowbar strike
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switch (RANDOM_LONG(0, 1))
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{
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case 0:
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 75 + RANDOM_LONG(0, 3)); // 98
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break;
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case 1:
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 75 + RANDOM_LONG(0, 3)); // 98
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break;
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}
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// delay the decal a bit
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m_trHit = tr;
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}
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m_pPlayer->m_iWeaponVolume = flVol * PIPE_WALLHIT_VOLUME;
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SetThink(&CPipe::Smack);
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pev->nextthink = UTIL_WeaponTimeBase() + 0.48f;
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#endif
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5f); // 0.25f
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}
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#ifdef CROWBAR_IDLE_ANIM
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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#endif
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return fDidHit;
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}
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#ifdef CROWBAR_IDLE_ANIM
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void CPipe::WeaponIdle()
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{
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
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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 > 0.9f )
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{
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iAnim = PIPE_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
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}
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else
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{
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if( flRand > 0.5f )
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{
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iAnim = PIPE_IDLE1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 30.0f;
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}
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else
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{
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iAnim = PIPE_IDLE3;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
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}
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}
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SendWeaponAnim( iAnim );
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}
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}
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#endif
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