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//========= Copyright (c) 2004-2008, Raven City Team, All rights reserved. ============//
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// //
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// Purpose: //
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// //
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// $NoKeywords: $ //
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//===================================================================================//
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//Modifided by Lost_Gamer_
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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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enum deagle_e {
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DEAGLE_IDLE1 = 0,
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DEAGLE_IDLE2,
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DEAGLE_IDLE3,
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DEAGLE_IDLE4,
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DEAGLE_IDLE5,
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DEAGLE_SHOOT,
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DEAGLE_SHOOT_EMPTY,
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DEAGLE_RELOAD,
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DEAGLE_RELOAD_NOT_EMPTY,
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DEAGLE_DRAW,
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DEAGLE_HOLSTER
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};
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LINK_ENTITY_TO_CLASS( weapon_eagle, CEagle )
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#if !CLIENT_DLL
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LINK_ENTITY_TO_CLASS( eagle_laser, CLaserSpot )
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#endif
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void CEagle::Spawn( void )
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{
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Precache( );
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m_iId = WEAPON_EAGLE;
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SET_MODEL(ENT(pev), "models/w_desert_eagle.mdl");
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m_iDefaultAmmo = EAGLE_DEFAULT_GIVE;
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m_fEagleLaserActive = 0;
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m_pEagleLaser = 0;
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FallInit();// get ready to fall down.
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}
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void CEagle::Precache( void )
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{
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UTIL_PrecacheOther( "eagle_laser" );
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PRECACHE_MODEL("models/v_desert_eagle.mdl");
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PRECACHE_MODEL("models/w_desert_eagle.mdl");
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PRECACHE_MODEL("models/p_desert_eagle.mdl");
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m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
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PRECACHE_SOUND ("weapons/desert_eagle_reload.wav");
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PRECACHE_SOUND ("weapons/desert_eagle_fire.wav");
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PRECACHE_SOUND ("weapons/desert_eagle_sight.wav");
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PRECACHE_SOUND ("weapons/desert_eagle_sight2.wav");
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m_usEagle = PRECACHE_EVENT( 1, "events/eagle.sc" );
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}
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int CEagle::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "357";
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p->iMaxAmmo1 = _357_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = EAGLE_MAX_CLIP;
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p->iSlot = 1;
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p->iPosition = 2;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_EAGLE;
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p->iWeight = EAGLE_WEIGHT;
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return 1;
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}
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BOOL CEagle::Deploy( )
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{
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return DefaultDeploy( "models/v_desert_eagle.mdl", "models/p_desert_eagle.mdl", DEAGLE_DRAW, "onehanded", 0 );
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}
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void CEagle::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( DEAGLE_HOLSTER );
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#if !CLIENT_DLL
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if (m_pEagleLaser)
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{
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m_pEagleLaser->Killed( NULL, GIB_NEVER );
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m_pEagleLaser = NULL;
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}
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#endif
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}
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void CEagle::SecondaryAttack()
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{
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bool wasActive = m_fEagleLaserActive;
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m_fEagleLaserActive = !m_fEagleLaserActive;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
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if (wasActive)
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{
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#if !CLIENT_DLL
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if (m_pEagleLaser)
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{
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
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m_pEagleLaser->Killed( NULL, GIB_NORMAL );
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m_pEagleLaser = NULL;
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}
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#endif
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}
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}
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void CEagle::PrimaryAttack()
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{
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if (m_iClip <= 0)
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{
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if (m_fFireOnEmpty)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
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}
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return;
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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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UpdateSpot( );
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PlayEmptySound( );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.15;
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return;
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}
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UpdateSpot( );
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float flSpread = 0.001;
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m_iClip--;
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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int flags;
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#if 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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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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Vector vecDir;
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if (m_fEagleLaserActive)
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{
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_EAGLE, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.5;
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#if !CLIENT_DLL
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if (m_pEagleLaser)
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m_pEagleLaser->Suspend( 0.6f );
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#endif
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}
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else
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{
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flSpread = 0.1;
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_EAGLE, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.22;
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}
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEagle, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 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_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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void CEagle::Reload( void )
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == EAGLE_MAX_CLIP)
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{
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UpdateSpot();
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return;
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}
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if ( m_pEagleLaser && m_fEagleLaserActive )
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{
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#if !CLIENT_DLL
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m_pEagleLaser->Suspend( 1.6 );
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#endif
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.5;
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}
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int iResult;
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if (m_iClip == 0)
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iResult = DefaultReload( EAGLE_MAX_CLIP, DEAGLE_RELOAD, 1.5 );
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else
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iResult = DefaultReload( EAGLE_MAX_CLIP, DEAGLE_RELOAD_NOT_EMPTY, 1.5 );
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if (iResult)
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{
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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}
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void CEagle::UpdateSpot( void )
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{
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#if !CLIENT_DLL
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if (m_fEagleLaserActive)
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{
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if (m_pPlayer->pev->viewmodel == 0)
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return;
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if (!m_pEagleLaser)
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{
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m_pEagleLaser = CLaserSpot::CreateSpot();
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m_pEagleLaser->pev->classname = MAKE_STRING("eagle_laser");
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m_pEagleLaser->pev->scale = 0.5;
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
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}
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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 vecAiming = gpGlobals->v_forward;
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TraceResult tr;
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UTIL_TraceLine ( vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr );
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UTIL_SetOrigin( m_pEagleLaser->pev, tr.vecEndPos );
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}
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#endif
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}
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void CEagle::WeaponIdle( void )
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{
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UpdateSpot( );
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ResetEmptySound( );
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() )
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{
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// only idle if the slid isn't back
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if (m_iClip != 0)
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{
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int iAnim;
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
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if (m_fEagleLaserActive)
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{
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if (flRand > 0.5 )
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{
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iAnim = DEAGLE_IDLE5;//Done
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
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}
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else
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{
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iAnim = DEAGLE_IDLE4;//Done
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
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}
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}
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else
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{
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if (flRand <= 0.3 )
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{
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iAnim = DEAGLE_IDLE1;//Done
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
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}
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else if (flRand <= 0.6 )
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{
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iAnim = DEAGLE_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
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}
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else
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{
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iAnim = DEAGLE_IDLE3;//Done
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.63f;
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}
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}
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SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0 );
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}
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}
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}
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