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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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#ifndef CLIENT_DLL
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#include "sporegrenade.h"
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#endif
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// special deathmatch shotgun spreads
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#define VECTOR_CONE_DM_SHOTGUN Vector( 0.08716, 0.04362, 0.00 )// 10 degrees by 5 degrees
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#define VECTOR_CONE_DM_DOUBLESHOTGUN Vector( 0.17365, 0.04362, 0.00 ) // 20 degrees by 5 degrees
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enum sporelauncher_e {
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SPLAUNCHER_IDLE = 0,
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SPLAUNCHER_FIDGET,
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SPLAUNCHER_RELOAD_REACH ,
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SPLAUNCHER_RELOAD_LOAD,
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SPLAUNCHER_RELOAD_AIM,
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SPLAUNCHER_FIRE,
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SPLAUNCHER_HOLSTER1,
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SPLAUNCHER_DRAW1,
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SPLAUNCHER_IDLE2
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};
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LINK_ENTITY_TO_CLASS(weapon_sporelauncher, CSporelauncher)
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void CSporelauncher::Spawn()
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{
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Precache();
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m_iId = WEAPON_SPORELAUNCHER;
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SET_MODEL(ENT(pev), "models/w_spore_launcher.mdl");
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m_iDefaultAmmo = SPORELAUNCHER_DEFAULT_GIVE;
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FallInit();// get ready to fall
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}
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void CSporelauncher::Precache(void)
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{
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PRECACHE_MODEL("models/v_spore_launcher.mdl");
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PRECACHE_MODEL("models/w_spore_launcher.mdl");
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PRECACHE_MODEL("models/p_spore_launcher.mdl");
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PRECACHE_SOUND("weapons/splauncher_altfire.wav");
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PRECACHE_SOUND("weapons/splauncher_bounce.wav");
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PRECACHE_SOUND("weapons/splauncher_fire.wav");
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PRECACHE_SOUND("weapons/splauncher_impact.wav");
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PRECACHE_SOUND("weapons/splauncher_pet.wav");
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PRECACHE_SOUND("weapons/splauncher_reload.wav");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_MODEL("sprites/bigspit.spr");
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m_iSquidSpitSprite = PRECACHE_MODEL("sprites/tinyspit.spr");
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UTIL_PrecacheOther("spore");
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m_usSporeFire = PRECACHE_EVENT(1, "events/spore.sc");
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}
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int CSporelauncher::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 CSporelauncher::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "spores";
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p->iMaxAmmo1 = SPORE_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = SPORELAUNCHER_MAX_CLIP;
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p->iSlot = 6;
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p->iPosition = 0;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_SPORELAUNCHER;
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p->iWeight = SPORELAUNCHER_WEIGHT;
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return 1;
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}
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BOOL CSporelauncher::Deploy()
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{
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return DefaultDeploy("models/v_spore_launcher.mdl", "models/p_spore_launcher.mdl", SPLAUNCHER_DRAW1, "splauncher");
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}
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void CSporelauncher::PrimaryAttack()
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{
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if (m_iClip <= 0)
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return;
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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m_iClip--;
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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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// m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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UTIL_MakeVectors( m_pPlayer->pev->v_angle );
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Vector vecSrc = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8;
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#ifndef CLIENT_DLL
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UTIL_MakeVectors( m_pPlayer->pev->v_angle );
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CSporeGrenade::ShootContact( m_pPlayer->pev, vecSrc, gpGlobals->v_forward * 1500 );
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#endif
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PLAYBACK_EVENT_FULL(
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flags,
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m_pPlayer->edict(),
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m_usSporeFire,
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0.0,
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(float *)&g_vecZero,
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(float *)&g_vecZero,
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vecSrc.x,
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vecSrc.y,
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*(int*)&vecSrc.z,
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m_iSquidSpitSprite,
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0,
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TRUE);
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
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#if 1
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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#endif
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if (m_iClip != 0)
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
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else
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
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m_fInSpecialReload = 0;
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}
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void CSporelauncher::SecondaryAttack(void)
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{
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if (m_iClip <= 0)
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return;
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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m_iClip--;
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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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//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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UTIL_MakeVectors( m_pPlayer->pev->v_angle );
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Vector vecSrc = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8;
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#ifndef CLIENT_DLL
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UTIL_MakeVectors( m_pPlayer->pev->v_angle );
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CSporeGrenade::ShootTimed(m_pPlayer->pev, vecSrc, gpGlobals->v_forward * 1000, false);
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#endif
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PLAYBACK_EVENT_FULL(
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flags,
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m_pPlayer->edict(),
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m_usSporeFire,
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0.0,
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(float *)&g_vecZero,
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(float *)&g_vecZero,
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vecSrc.x,
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vecSrc.y,
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*(int*)&vecSrc.z,
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m_iSquidSpitSprite,
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0,
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0);
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
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#if 1
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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#endif
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if (m_iClip != 0)
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
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else
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m_flTimeWeaponIdle = 1.5;
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m_fInSpecialReload = 0;
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}
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void CSporelauncher::Reload(void)
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SPORELAUNCHER_MAX_CLIP)
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return;
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// don't reload until recoil is done
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if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase())
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return;
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// check to see if we're ready to reload
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if (m_fInSpecialReload == 0)
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{
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SendWeaponAnim(SPLAUNCHER_RELOAD_REACH);
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m_fInSpecialReload = 1;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.7;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.7;
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m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
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return;
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}
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else if (m_fInSpecialReload == 1)
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{
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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return;
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// was waiting for gun to move to side
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m_fInSpecialReload = 2;
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// Play reload sound.
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/splauncher_reload.wav", 1, ATTN_NORM, 0, 100);
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SendWeaponAnim(SPLAUNCHER_RELOAD_LOAD);
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m_flNextReload = UTIL_WeaponTimeBase() + 1.0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
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}
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else
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{
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// Add them to the clip
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m_iClip += 1;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
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m_fInSpecialReload = 1;
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}
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}
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void CSporelauncher::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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{
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if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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Reload();
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}
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else if (m_fInSpecialReload != 0)
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{
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if (m_iClip != SPORELAUNCHER_DEFAULT_GIVE && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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Reload();
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}
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else
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{
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// reload debounce has timed out
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SendWeaponAnim(SPLAUNCHER_RELOAD_AIM);
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m_fInSpecialReload = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.8;
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}
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}
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else
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{
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int iAnim;
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float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1);
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if (flRand <= 0.4)
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{
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iAnim = SPLAUNCHER_IDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
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}
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else if (flRand <= 0.8)
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{
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iAnim = SPLAUNCHER_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 4.0f;
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}
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else
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{
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iAnim = SPLAUNCHER_FIDGET;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 4.0f;
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}
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SendWeaponAnim(iAnim);
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}
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}
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}
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