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323 lines
7.5 KiB
323 lines
7.5 KiB
6 years ago
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#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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#define HANDS_BODYHIT_VOLUME 128
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#define HANDS_WALLHIT_VOLUME 512
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LINK_ENTITY_TO_CLASS( weapon_hands, CHands );
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enum hands_e
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{
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HANDS_IDLE1 = 0,
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HANDS_DEPLOY,
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HANDS_HOLSTER,
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HANDS_FISTS_RIGHTHIT1,
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HANDS_FISTS_RIGHTMISS1,
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HANDS_FISTS_LEFTMISS1,
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HANDS_FISTS_LEFTHIT1,
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HANDS_FISTS_RIGHTMISS2,
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HANDS_FISTS_RIGHTHIT2,
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};
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void CHands::Spawn( )
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{
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Precache( );
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m_iId = WEAPON_HANDS;
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SET_MODEL(ENT(pev), "models/w_hands.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 CHands::Precache( void )
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{
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PRECACHE_MODEL("models/v_hands.mdl");
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PRECACHE_MODEL("models/w_hands.mdl");
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PRECACHE_MODEL("models/p_hands.mdl");
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PRECACHE_SOUND("weapons/hands_hit1.wav");
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PRECACHE_SOUND("weapons/hands_hit2.wav");
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PRECACHE_SOUND("weapons/hands_hitbod1.wav");
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PRECACHE_SOUND("weapons/hands_hitbod2.wav");
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PRECACHE_SOUND("weapons/hands_hitbod3.wav");
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PRECACHE_SOUND("weapons/hands_miss1.wav");
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m_usHands = PRECACHE_EVENT ( 1, "events/hands.sc" );
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}
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int CHands::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 = 0;
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p->iId = WEAPON_HANDS;
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p->iWeight = HANDS_WEIGHT;
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p->weaponName = "hands";
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return 1;
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}
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BOOL CHands::Deploy( )
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{
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return DefaultDeploy( "models/v_hands.mdl", "models/p_hands.mdl", HANDS_DEPLOY, "hands" );
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}
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void CHands::Holster( int skiplocal /* = 0 */ )
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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SendWeaponAnim( HANDS_HOLSTER );
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}
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void FindHull3Intersection( const Vector &vecSrc, TraceResult &tr1, float *mins, float *maxs, edict_t *pEntity )
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{
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int i, j, k;
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float distance;
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float *minmaxs[2] = {mins, maxs};
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TraceResult tmpTrace;
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Vector vecHull2End = tr1.vecEndPos;
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Vector vecEnd;
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distance = 1e6f;
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vecHull2End = vecSrc + ((vecHull2End - vecSrc)*2);
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UTIL_TraceLine( vecSrc, vecHull2End, dont_ignore_monsters, pEntity, &tmpTrace );
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if ( tmpTrace.flFraction < 1.0 )
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{
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tr1 = tmpTrace;
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return;
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}
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for ( i = 0; i < 2; i++ )
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{
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for ( j = 0; j < 2; j++ )
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{
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for ( k = 0; k < 2; k++ )
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{
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vecEnd.x = vecHull2End.x + minmaxs[i][0];
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vecEnd.y = vecHull2End.y + minmaxs[j][1];
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vecEnd.z = vecHull2End.z + minmaxs[k][2];
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace );
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if ( tmpTrace.flFraction < 1.0 )
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{
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float thisDistance = (tmpTrace.vecEndPos - vecSrc).Length();
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if ( thisDistance < distance )
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{
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tr1 = tmpTrace;
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distance = thisDistance;
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}
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}
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}
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}
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}
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}
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void CHands::PrimaryAttack()
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{
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if (! Swing( 1 ))
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{
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SetThink(&CHands:: SwingAgain );
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SetNextThink( 0.1 );
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}
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}
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void CHands::Smack( )
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{
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DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR );
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}
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void CHands::SwingAgain( void )
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{
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Swing( 0 );
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}
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int CHands::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 >= 1.0 )
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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 < 1.0 )
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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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FindHull3Intersection ( 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_usHands,
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0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0,
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0.0, 0, 0.0 );
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if ( tr.flFraction >= 1.0 )
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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 = UTIL_WeaponTimeBase() + 0.5;
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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( HANDS_FISTS_RIGHTHIT1 ); break;
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case 1:
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SendWeaponAnim( HANDS_FISTS_RIGHTHIT1 ); break;
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case 2:
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SendWeaponAnim( HANDS_FISTS_RIGHTHIT2 ); 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 ( (m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
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{
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// first swing does full damage
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pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgHands, 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.plrDmgHands / 2, 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(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/hands_hitbod1.wav", 1, ATTN_NORM); break;
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case 1:
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/hands_hitbod2.wav", 1, ATTN_NORM); break;
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case 2:
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/hands_hitbod3.wav", 1, ATTN_NORM); break;
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}
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m_pPlayer->m_iWeaponVolume = HANDS_BODYHIT_VOLUME;
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if ( !pEntity->IsAlive() )
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{
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25; //LRC: corrected half-life bug
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return TRUE;
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}
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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/hands_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
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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/hands_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
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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 * HANDS_WALLHIT_VOLUME;
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#endif
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
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SetThink(&CHands:: Smack );
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SetNextThink( 0.2 );
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}
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return fDidHit;
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}
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