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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
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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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enum snipars_e
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{
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SNIPARS_IDLE = 0,
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SNIPARS_DRAW,
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SNIPARS_FIRE,
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SNIPARS_RELOAD
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};
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LINK_ENTITY_TO_CLASS( weapon_snipars, CSnipars );
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int CSnipars::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = "snipars";
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p->iMaxAmmo1 = SNIPARS_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = SNIPARS_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_SNIPARS;
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p->iWeight = SNIPARS_WEIGHT;
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return 1;
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}
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int CSnipars::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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void CSnipars::Spawn( void )
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{
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pev->classname = MAKE_STRING( "weapon_snipars" );
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Precache();
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m_iId = WEAPON_SNIPARS;
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SET_MODEL( ENT( pev ), "models/w_sniper.mdl" );
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m_iDefaultAmmo = SNIPARS_DEFAULT_GIVE;
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FallInit();
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}
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void CSnipars::Precache( void )
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{
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PRECACHE_MODEL( "models/v_sniper.mdl" );
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PRECACHE_MODEL( "models/w_sniper.mdl" );
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PRECACHE_MODEL( "models/p_sniper.mdl" );
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PRECACHE_MODEL( "models/w_357ammobox.mdl" );
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PRECACHE_MODEL( "models/w_357ammo.mdl" );
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PRECACHE_SOUND( "items/9mmclip1.wav" );
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PRECACHE_SOUND( "weapons/357_reload1.wav" );
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PRECACHE_SOUND( "weapons/357_cock1.wav" );
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PRECACHE_SOUND( "weapons/sniper_shoot1.wav" );
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PRECACHE_SOUND( "weapons/sniper_shoot1.wav" );
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PRECACHE_SOUND( "weapons/sniper_shoot2.wav" );
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PRECACHE_SOUND( "weapons/sniper_shoot3.wav" );
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PRECACHE_SOUND( "weapons/sniper_shoot4.wav" );
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PRECACHE_SOUND( "weapons/sniper_shoot5.wav" );
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m_usFireSniper = PRECACHE_EVENT( 1, "events/snipars.sc" );
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}
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BOOL CSnipars::Deploy( void )
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{
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return DefaultDeploy( "models/v_sniper.mdl", "models/p_sniper.mdl", SNIPARS_DRAW, "snipars" );
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}
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void CSnipars::Holster( int skiplocal /* = 0 */ )
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{
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m_fInReload = FALSE;
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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() + 1.0f;
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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void CSnipars::SecondaryAttack( void )
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{
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if( m_pPlayer->pev->fov != 0 )
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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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}
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else if( m_pPlayer->pev->fov != 40 )
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{
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40;
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m_fInZoom = 1;
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}
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f;
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}
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void CSnipars::PrimaryAttack( void )
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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 = UTIL_WeaponTimeBase() + 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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if( !m_fFireOnEmpty )
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Reload();
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else
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
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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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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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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFireSniper, 0.0, g_vecZero, 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_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.5f;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f );
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}
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void CSnipars::Reload( void )
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{
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SNIPARS_MAX_CLIP )
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return;
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if( m_pPlayer->pev->fov != 0 )
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{
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m_fInZoom = FALSE;
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
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}
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if( DefaultReload( SNIPARS_MAX_CLIP, SNIPARS_RELOAD, 2.0f ))
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{
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m_flSoundDelay = UTIL_WeaponTimeBase() + 1.5f;
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}
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}
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void CSnipars::WeaponIdle( void )
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{
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ResetEmptySound();
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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// ALERT( at_console, "%.2f\n", gpGlobals->time - m_flSoundDelay );
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if( m_flSoundDelay != 0 && m_flSoundDelay <= UTIL_WeaponTimeBase() )
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{
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_reload1.wav", RANDOM_FLOAT( 0.8f, 0.9f ), ATTN_NORM );
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m_flSoundDelay = 0.0f;
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}
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
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{
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SendWeaponAnim( SNIPARS_IDLE );
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 170.0f / 30.0f );
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}
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}
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class CSniparsAmmo : public CBasePlayerAmmo
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{
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void Spawn( void )
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/w_357ammo.mdl" );
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CBasePlayerAmmo::Spawn();
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}
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void Precache( void )
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{
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PRECACHE_MODEL( "models/w_357ammo.mdl" );
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PRECACHE_SOUND( "items/9mmclip1.wav" );
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}
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BOOL AddAmmo( CBaseEntity *pOther )
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{
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if( pOther->GiveAmmo( AMMO_SNIPARSBOX_GIVE, "snipars", SNIPARS_MAX_CARRY ) != -1 )
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{
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
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return TRUE;
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}
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return FALSE;
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}
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};
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LINK_ENTITY_TO_CLASS( ammo_snipars, CSniparsAmmo );
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#endif
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