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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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enum pepsigun_e
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{
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PEPSIGUN_IDLE = 0,
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PEPSIGUN_FIRE,
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PEPSIGUN_OPEN,
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PEPSIGUN_INSERT,
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PEPSIGUN_CLOSE,
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PEPSIGUN_DRAW
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};
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LINK_ENTITY_TO_CLASS( weapon_pepsigun, CPepsigun )
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void CPepsigun::Spawn()
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{
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Precache();
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m_iId = WEAPON_PEPSIGUN;
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SET_MODEL( ENT( pev ), "models/w_pepsigun.mdl" );
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m_iDefaultAmmo = PEPSIGUN_DEFAULT_GIVE;
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FallInit();// get ready to fall
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}
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void CPepsigun::Precache( void )
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{
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PRECACHE_MODEL( "models/v_pepsigun.mdl" );
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PRECACHE_MODEL( "models/w_grenade.mdl" );
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PRECACHE_MODEL( "models/w_pepsigun.mdl" );
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PRECACHE_MODEL( "models/p_pepsigun.mdl" );
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PRECACHE_SOUND( "items/9mmclip1.wav" );
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PRECACHE_SOUND( "weapons/pepsigun_shoot.wav" );//shotgun
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PRECACHE_SOUND( "weapons/reload1.wav" ); // shotgun reload
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PRECACHE_SOUND( "weapons/reload3.wav" ); // shotgun reload
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PRECACHE_SOUND( "weapons/357_cock1.wav" ); // gun empty sound
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PRECACHE_SOUND( "weapons/scock1.wav" ); // cock gun
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m_usPepsigun = PRECACHE_EVENT( 1, "events/pepsigun.sc" );
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}
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int CPepsigun::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 CPepsigun::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = "Hand Grenade";
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p->iMaxAmmo1 = PEPSIGUN_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = PEPSIGUN_MAX_CLIP;
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p->iSlot = 4;
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p->iPosition = 4;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_PEPSIGUN;
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p->iWeight = PEPSIGUN_WEIGHT;
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return 1;
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}
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BOOL CPepsigun::Deploy()
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{
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return DefaultDeploy( "models/v_pepsigun.mdl", "models/p_pepsigun.mdl", PEPSIGUN_DRAW, "pepsigun" );
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}
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void CPepsigun::PrimaryAttack()
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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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PlayEmptySound();
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.15f );
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return;
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}
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if( m_iClip <= 0 )
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{
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Reload();
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if( m_iClip == 0 )
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PlayEmptySound();
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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 = NORMAL_GUN_FLASH;
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m_iClip--;
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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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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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SendWeaponAnim( PEPSIGUN_FIRE );
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG( 0, 0x1f ) );
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#if !CLIENT_DLL
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CGrenade::ShootTimed( m_pPlayer->pev, m_pPlayer->pev->origin + gpGlobals->v_forward * 34 + Vector( 0, 0, 32 ), gpGlobals->v_forward * 800, 2.5 );
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#endif
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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( 0.75f );
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if( m_iClip != 0 )
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f;
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else
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75f;
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m_fInSpecialReload = 0;
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}
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void CPepsigun::Reload( void )
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{
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == PEPSIGUN_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( PEPSIGUN_OPEN );
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m_fInSpecialReload = 1;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6f;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6f;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0f;
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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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if( RANDOM_LONG( 0, 1 ) )
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) );
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else
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) );
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SendWeaponAnim( PEPSIGUN_INSERT );
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m_flNextReload = UTIL_WeaponTimeBase() + 0.5f;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f;
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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 CPepsigun::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 != 8 && 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( PEPSIGUN_CLOSE );
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m_fInSpecialReload = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5f;
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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 <= 0.8f )
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{
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iAnim = PEPSIGUN_IDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 60.0f / 12.0f );// * RANDOM_LONG( 2, 5 );
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}
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else if( flRand <= 0.95f )
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{
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iAnim = PEPSIGUN_IDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0f / 9.0f );
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}
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else
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{
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iAnim = PEPSIGUN_IDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0f / 9.0f );
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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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