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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 NEEDLE_BODYHIT_VOLUME 128
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#define NEEDLE_WALLHIT_VOLUME 512
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class CNeedle : public CBasePlayerWeapon
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{
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public:
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 1; }
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void EXPORT SwingAgain( void );
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void EXPORT Smack( void );
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int GetItemInfo(ItemInfo *p);
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void PrimaryAttack( void );
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int Swing( int fFirst );
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BOOL Deploy( void );
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void Holster( int skiplocal = 0 );
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int m_iSwing;
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TraceResult m_trHit;
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virtual BOOL UseDecrement( void )
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{
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return FALSE;
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}
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private:
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unsigned short m_usNeedle;
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};
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LINK_ENTITY_TO_CLASS( weapon_needle, CNeedle )
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enum needle_e
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{
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NEEDLE_IDLE1,
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NEEDLE_GIVESHOT,
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NEEDLE_DRAW
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};
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void CNeedle::Spawn( )
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{
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Precache();
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m_iId = WEAPON_NEEDLE;
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SET_MODEL( ENT( pev ), "models/w_needle.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 CNeedle::Precache( void )
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{
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PRECACHE_MODEL( "models/v_needle.mdl" );
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PRECACHE_MODEL( "models/w_needle.mdl" );
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PRECACHE_MODEL( "models/p_needle.mdl" );
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PRECACHE_SOUND( "weapons/needleshot.wav" );
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m_usNeedle = PRECACHE_EVENT( 1, "events/crowbar.sc" );
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}
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int CNeedle::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 = 2;
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p->iId = WEAPON_NEEDLE;
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p->iWeight = CROWBAR_WEIGHT;
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return 1;
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}
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BOOL CNeedle::Deploy()
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{
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return DefaultDeploy( "models/v_needle.mdl", "models/p_needle.mdl", NEEDLE_DRAW, "needle" );
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}
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void CNeedle::Holster( int skiplocal /* = 0 */ )
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{
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
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SendWeaponAnim( NEEDLE_IDLE1 );
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}
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void CNeedle::PrimaryAttack()
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{
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SendWeaponAnim( NEEDLE_GIVESHOT );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.5;
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/needleshot.wav", 1, ATTN_NORM );
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}
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void CNeedle::Smack()
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{
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DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR );
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}
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void CNeedle::SwingAgain( void )
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{
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Swing( 0 );
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}
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void FindHullIntersection2( const Vector &vecSrc, TraceResult &tr, 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 vecHullEnd = tr.vecEndPos;
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Vector vecEnd;
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distance = 1e6f;
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vecHullEnd = vecSrc + ( ( vecHullEnd - vecSrc ) * 2 );
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UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace );
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if( tmpTrace.flFraction < 1.0 )
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{
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tr = 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 = vecHullEnd.x + minmaxs[i][0];
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vecEnd.y = vecHullEnd.y + minmaxs[j][1];
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vecEnd.z = vecHullEnd.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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tr = 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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int CNeedle::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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FindHullIntersection2( 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_usNeedle,
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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 = gpGlobals->time + 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( NEEDLE_IDLE1 );
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break;
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case 1:
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SendWeaponAnim( NEEDLE_IDLE1 );
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break;
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case 2:
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SendWeaponAnim( NEEDLE_IDLE1 );
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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 < gpGlobals->time ) || 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.plrDmgCrowbar, 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.plrDmgCrowbar / 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/cbar_hitbod1.wav", 1, ATTN_NORM );
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break;
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case 1:
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM );
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break;
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case 2:
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM );
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break;
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}
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m_pPlayer->m_iWeaponVolume = NEEDLE_BODYHIT_VOLUME;
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if( !pEntity->IsAlive() )
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return TRUE;
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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/cbar_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/cbar_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 * NEEDLE_WALLHIT_VOLUME;
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#endif
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m_flNextPrimaryAttack = gpGlobals->time + 0.25;
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SetThink( &CNeedle::Smack );
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pev->nextthink = gpGlobals->time + 0.2;
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}
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return fDidHit;
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}
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