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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 "weapons.h"
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#include "monsters.h"
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#include "player.h"
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#include "gamerules.h"
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#include "shake.h"
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enum tfcsniper_e
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{
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TFCSNIPER_IDLE = 0,
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TFCSNIPER_AIM,
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TFCSNIPER_FIRE,
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TFCSNIPER_DRAW,
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TFCSNIPER_HOLSTER,
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TFCSNIPER_AUTOIDLE,
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TFCSNIPER_AUTOFIRE,
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TFCSNIPER_AUTODRAW,
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TFCSNIPER_AUTOHOLSTER
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};
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LINK_ENTITY_TO_CLASS( weapon_einar1, CWeaponEinarTFCSniper )
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int CWeaponEinarTFCSniper::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 CWeaponEinarTFCSniper::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = "bullets";
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p->iMaxAmmo1 = SNIPER_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = SNIPER_MAX_CLIP;
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p->iFlags = 0;
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p->iSlot = 2;
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p->iPosition = 4;
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p->iId = m_iId = WEAPON_TFCSNIPER;
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p->iWeight = SNIPER_WEIGHT;
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return 1;
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}
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void CWeaponEinarTFCSniper::Spawn()
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{
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Precache();
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m_iId = WEAPON_TFCSNIPER;
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SET_MODEL( ENT( pev ), "models/w_isotopebox.mdl" );
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m_iDefaultAmmo = SNIPER_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CWeaponEinarTFCSniper::Precache()
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{
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PRECACHE_MODEL( "models/v_tfc_sniper.mdl" );
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PRECACHE_MODEL( "models/w_isotopebox.mdl" );
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PRECACHE_MODEL( "models/p_sniper.mdl" );
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PRECACHE_SOUND( "weapons/sniper.wav" );
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PRECACHE_SOUND( "weapons/reload3.wav" );
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m_usFireSniper = PRECACHE_EVENT( 1, "events/sniper2.sc" );
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}
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BOOL CWeaponEinarTFCSniper::Deploy()
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{
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m_fInSpecialReload = 0;
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return DefaultDeploy( "models/v_tfc_sniper.mdl", "models/p_sniper.mdl", TFCSNIPER_AUTODRAW, "bow" );
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}
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void CWeaponEinarTFCSniper::Holster( int skiplocal /* = 0 */ )
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{
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m_fInReload = FALSE;// cancel any reload in progress.
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if( m_fInZoom )
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{
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SecondaryAttack();
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}
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
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}
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void CWeaponEinarTFCSniper::PrimaryAttack()
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{
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float flSpread;
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int iDmg;
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// don't fire underwater
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if( m_pPlayer->pev->waterlevel == 3 || 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() + 0.25f;
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}
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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{
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SendWeaponAnim( TFCSNIPER_AUTOIDLE );
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 15, 20 );
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}
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return;
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}
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
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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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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecAiming = gpGlobals->v_forward;
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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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if( m_fInZoom )
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{
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flSpread = 0.002f;
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iDmg = 80;
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}
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else
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{
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flSpread = 0.07846f;
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iDmg = 40;
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}
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}
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else
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{
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if( m_fInZoom )
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{
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flSpread = 0.004f;
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}
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else
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{
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flSpread = 0.08716f;
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}
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iDmg = 0;
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}
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Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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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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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFireSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, m_fInZoom, 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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if( m_fInZoom )
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{
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75f;
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}
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else
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{
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.11f;
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m_pPlayer->pev->punchangle.x -= ( RANDOM_FLOAT( 0.0f, 2.0f ) + 4.0f );
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m_pPlayer->pev->punchangle.y -= ( 1.0f - RANDOM_FLOAT( 0.0f, 2.0f ) );
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}
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}
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void CWeaponEinarTFCSniper::SecondaryAttack()
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{
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int iFadeFlags = 0;
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if( m_fInZoom )
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{
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0;
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m_fInZoom = 0;
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SetBits( iFadeFlags, FFADE_IN );
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}
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else
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{
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 20;
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m_fInZoom = 1;
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SetBits( iFadeFlags, FFADE_OUT | FFADE_STAYOUT );
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}
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#ifndef CLIENT_DLL
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UTIL_ScreenFade( m_pPlayer, Vector( 0, 255, 0 ), 0.0, 0.0, 70, iFadeFlags );
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#endif
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pev->nextthink = UTIL_WeaponTimeBase() + 0.11f;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75f;
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}
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void CWeaponEinarTFCSniper::Reload()
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{
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SNIPER_MAX_CLIP )
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return;
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if( m_fInZoom )
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SecondaryAttack();
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if( DefaultReload( SNIPER_MAX_CLIP, TFCSNIPER_AUTOHOLSTER, 0.5 ) )
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{
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m_fInSpecialReload = 2;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.0f;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 5, 10 );
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}
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}
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void CWeaponEinarTFCSniper::WeaponIdle()
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{
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ResetEmptySound();
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if( m_pPlayer->m_flNextAttack < UTIL_WeaponTimeBase() )
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{
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if( m_fInSpecialReload == 3 )
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{
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SendWeaponAnim( TFCSNIPER_AUTODRAW, 0 );
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m_fInSpecialReload = 1;
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}
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if( m_fInSpecialReload == 2 )
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{
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", RANDOM_FLOAT( 0.8, 0.9 ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0x1f ) );
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
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m_fInSpecialReload = 3;
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}
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if( m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() )
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{
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SendWeaponAnim( TFCSNIPER_AUTOIDLE, 1 );
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 15, 20 );
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}
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}
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}
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