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403 lines
9.4 KiB
403 lines
9.4 KiB
8 years ago
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/*
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Copyright (c) 1999, Cold Ice Modification.
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This code has been written by SlimShady ( darcuri@optonline.net )
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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 and from the Cold Ice team.
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Please if you use this code in any public form, please give us credit.
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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 "player.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 "effects.h"
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#include "customentity.h"
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#include "gamerules.h"
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enum grenadelauncher_e {
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GL_IDLE1 = 0,
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GL_IDLE2,
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GL_RELOAD1,
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GL_RELOAD2,
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GL_RELOAD3,
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GL_FIRE1,
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GL_FIRE2,
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GL_HOLSTER,
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GL_DRAW,
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};
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class CGrenadelauncher : public CBasePlayerWeapon
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{
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public:
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int Save( CSave &save );
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int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 4; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer( CBasePlayer *pPlayer );
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BOOL Deploy( void );
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void PrimaryAttack( void );
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void WeaponIdle( void );
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void SecondaryAttack( void );
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float m_flNextAnimTime;
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void Reload( void );
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int m_fInReload;
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float m_flNextReload;
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int m_iShell;
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float m_flPumpTime;
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};
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LINK_ENTITY_TO_CLASS( weapon_grenadel, CGrenadelauncher );
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LINK_ENTITY_TO_CLASS( weapon_egon, CGrenadelauncher );
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TYPEDESCRIPTION CGrenadelauncher::m_SaveData[] =
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{
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DEFINE_FIELD( CGrenadelauncher, m_flNextReload, FIELD_TIME ),
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DEFINE_FIELD( CGrenadelauncher, m_fInReload, FIELD_INTEGER ),
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DEFINE_FIELD( CGrenadelauncher, m_flNextReload, FIELD_TIME ),
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DEFINE_FIELD( CGrenadelauncher, m_flPumpTime, FIELD_TIME ),
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};
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IMPLEMENT_SAVERESTORE( CGrenadelauncher, CBasePlayerWeapon );
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void CGrenadelauncher::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_grenadel");
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Precache( );
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m_iId = WEAPON_GRENADEL;
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SET_MODEL(ENT(pev), "models/wmodels/w_grenadel.mdl");
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m_iDefaultAmmo = GRENADEL_DEFAULT_GIVE;
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FallInit();
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}
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void CGrenadelauncher::Precache( void )
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{
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PRECACHE_MODEL("models/wmodels/w_grenadel.mdl");
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PRECACHE_MODEL("models/vmodels/v_grenadel.mdl");
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PRECACHE_MODEL("models/pmodels/p_grenadel.mdl");
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PRECACHE_SOUND("weapons/glauncher.wav");
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PRECACHE_SOUND("weapons/glauncher2.wav");
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PRECACHE_SOUND("weapons/cannoncock.wav");
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PRECACHE_SOUND("weapons/reloadcannon1.wav");
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}
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BOOL CGrenadelauncher::Deploy( void )
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{
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return DefaultDeploy( "models/vmodels/v_grenadel.mdl", "models/pmodels/p_grenadel.mdl", GL_DRAW, "rpg" );
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}
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int CGrenadelauncher::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 CGrenadelauncher::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "contact";
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p->iMaxAmmo1 = GRENADEL_MAX_CARRY;
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p->pszAmmo2 = "timed";
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p->iMaxAmmo2 = TIMED_MAX_CARRY;
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p->iMaxClip = GRENADEL_MAX_CLIP;
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p->iSlot = 3;
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p->iPosition = 0;
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p->iId = m_iId = WEAPON_GRENADEL;
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p->iFlags = 0;
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p->iWeight = GRENADEL_WEIGHT;
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return 1;
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}
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void CGrenadelauncher::PrimaryAttack( void )
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{
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if (m_pPlayer->pev->waterlevel == 3)
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{
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
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m_flNextPrimaryAttack = gpGlobals->time + 0.15;
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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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SendWeaponAnim( GL_IDLE1 );
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
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m_flNextPrimaryAttack = gpGlobals->time + 0.15;
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return;
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}
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
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m_iClip--;
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SendWeaponAnim( GL_FIRE1 );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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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(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM);
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break;
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case 1:
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher2.wav", 0.8, ATTN_NORM);
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break;
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}
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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CGrenade::ShootContact ( m_pPlayer->pev,
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m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 10,
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gpGlobals->v_forward * 1000 );
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m_flNextPrimaryAttack = gpGlobals->time + 1.0;
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m_flNextSecondaryAttack = gpGlobals->time + 1.0;
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m_flTimeWeaponIdle = gpGlobals->time + .6;
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m_pPlayer->pev->punchangle.x -= 5;
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}
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void CGrenadelauncher::SecondaryAttack( void )
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{
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if (m_pPlayer->pev->waterlevel == 3)
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{
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
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m_flNextSecondaryAttack = gpGlobals->time + 0.15;
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return;
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}
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if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0)
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{
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SendWeaponAnim( GL_IDLE1 );
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
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m_flNextSecondaryAttack = gpGlobals->time + 0.15;
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return;
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}
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
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m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
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SendWeaponAnim( GL_FIRE2 );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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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(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM);
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break;
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case 1:
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher2.wav", 0.8, ATTN_NORM);
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break;
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}
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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CGrenade::ShootTimed ( m_pPlayer->pev,
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m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 10,
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gpGlobals->v_forward * 1000, 3.0 );
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m_flNextPrimaryAttack = gpGlobals->time + 1.2;
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m_flNextSecondaryAttack = gpGlobals->time + 1.2;
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if (m_iClip != 0)
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m_flTimeWeaponIdle = gpGlobals->time + .6;
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else
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m_flTimeWeaponIdle = 1.5;
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m_fInReload = 0;
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m_pPlayer->pev->punchangle.x -= 10;
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}
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void CGrenadelauncher::Reload( void )
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == GRENADEL_MAX_CLIP)
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return;
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if (m_flNextReload > gpGlobals->time)
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return;
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if (m_flNextPrimaryAttack > gpGlobals->time)
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return;
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if (m_fInReload == 0)
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{
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SendWeaponAnim( GL_RELOAD1 );
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m_fInReload = 1;
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.1;
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m_flTimeWeaponIdle = gpGlobals->time + 0.1;
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m_flNextPrimaryAttack = gpGlobals->time + .3;
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m_flNextSecondaryAttack = gpGlobals->time + .3;
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return;
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}
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else if (m_fInReload == 1)
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{
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if (m_flTimeWeaponIdle > gpGlobals->time)
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return;
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m_fInReload = 2;
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if (RANDOM_LONG(0,1))
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reloadcannon1.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/reloadcannon1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));
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SendWeaponAnim( GL_RELOAD2 );
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m_flNextReload = gpGlobals->time + .8;
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m_flTimeWeaponIdle = gpGlobals->time + 0.2;
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}
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else
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{
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m_iClip += 1;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
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m_fInReload = 1;
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}
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}
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void CGrenadelauncher::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_flPumpTime && m_flPumpTime < gpGlobals->time)
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{
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f));
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m_flPumpTime = 0;
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}
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if (m_flTimeWeaponIdle < gpGlobals->time)
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{
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if (m_iClip == 0 && m_fInReload == 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_fInReload != 0)
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{
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if (m_iClip != 6 && 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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SendWeaponAnim( GL_IDLE1 );
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cannoncock.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f));
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m_fInReload = 0;
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m_flTimeWeaponIdle = gpGlobals->time + 1.5;
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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 = RANDOM_FLOAT(0, 1);
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if (flRand <= 0.8)
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{
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iAnim = GL_IDLE2;
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m_flTimeWeaponIdle = gpGlobals->time + (60.0/12.0);
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}
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else if (flRand <= 0.95)
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{
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iAnim = GL_IDLE1;
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m_flTimeWeaponIdle = gpGlobals->time + (20.0/9.0);
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}
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else
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{
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iAnim = GL_IDLE2;
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m_flTimeWeaponIdle = gpGlobals->time + (20.0/9.0);
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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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class CContactAmmo : 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_9mmclip.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_9mmclip.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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int bResult = (pOther->GiveAmmo( AMMO_CONTACT_GIVE, "contact", GRENADEL_MAX_CARRY ) != -1);
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if (bResult)
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
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}
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return bResult;
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}
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};
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LINK_ENTITY_TO_CLASS( ammo_contact, CContactAmmo );
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class CTimedAmmo : 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_9mmclip.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_9mmclip.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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int bResult = (pOther->GiveAmmo( AMMO_TIMED_GIVE, "timed", TIMED_MAX_CARRY ) != -1);
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if (bResult)
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
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}
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return bResult;
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}
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};
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LINK_ENTITY_TO_CLASS( ammo_timed, CTimedAmmo );
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