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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 "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 SWORD_BODYHIT_VOLUME 128
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#define SWORD_WALLHIT_VOLUME 512
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class CSword : 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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int AddToPlayer( CBasePlayer *pPlayer );
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int menu_on ;
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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( void );
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int m_iSwing;
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TraceResult m_trHit;
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};
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LINK_ENTITY_TO_CLASS( weapon_sword, CSword );
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enum sword_e {
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SWORD_IDLE = 0,
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SWORD_DRAW,
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SWORD_HOLSTER,
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SWORD_ATTACK1HIT,
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SWORD_ATTACK1MISS,
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SWORD_ATTACK2MISS,
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SWORD_ATTACK2HIT,
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SWORD_ATTACK3MISS,
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SWORD_ATTACK3HIT
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};
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void CSword::Spawn( )
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{
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Precache( );
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m_iId = WEAPON_SWORD;
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SET_MODEL(ENT(pev), "models/wmodels/w_sword.mdl");
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m_iClip = -1;
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FallInit();
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}
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void CSword::Precache( void )
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{
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PRECACHE_MODEL("models/vmodels/v_sword.mdl");
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PRECACHE_MODEL("models/wmodels/w_sword.mdl");
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PRECACHE_MODEL("models/pmodels/p_sword.mdl");
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}
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int CSword::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_SWORD;
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p->iWeight = SWORD_WEIGHT;
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return 1;
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}
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int CSword::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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BOOL CSword::Deploy( )
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{
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return DefaultDeploy( "models/vmodels/v_sword.mdl", "models/pmodels/p_sword.mdl", SWORD_DRAW, "crowbar" );
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}
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void CSword::Holster( )
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{
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
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SendWeaponAnim( SWORD_HOLSTER );
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}
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void FindHullIntersectionSword( 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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void CSword::PrimaryAttack()
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{
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if (! Swing( 1 ))
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{
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SetThink( &CSword::SwingAgain );
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pev->nextthink = gpGlobals->time + 0.1;
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}
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}
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void CSword::Smack( )
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{
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DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR );
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}
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void CSword::SwingAgain( void )
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{
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Swing( 0 );
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}
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int CSword::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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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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FindHullIntersectionSword( 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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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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switch( (m_iSwing++) % 3 )
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{
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case 0:
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SendWeaponAnim( SWORD_ATTACK1MISS ); break;
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case 1:
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SendWeaponAnim( SWORD_ATTACK2MISS ); break;
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case 2:
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SendWeaponAnim( SWORD_ATTACK3MISS ); break;
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}
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m_flNextPrimaryAttack = gpGlobals->time + 0.7;
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// play wiff or swish sound
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 50 + RANDOM_LONG(0,0xF));
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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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// hit
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fDidHit = TRUE;
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CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
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switch( ((m_iSwing++) % 2) + 1 )
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{
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case 0:
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SendWeaponAnim( SWORD_ATTACK1HIT ); break;
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case 1:
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SendWeaponAnim( SWORD_ATTACK2HIT ); break;
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case 2:
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SendWeaponAnim( SWORD_ATTACK3HIT ); 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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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.plrDmgSword, 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.plrDmgSword / 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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m_flNextPrimaryAttack = gpGlobals->time + 0.7;
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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_WEAPON, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM); break;
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case 1:
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM); break;
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case 2:
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM); break;
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}
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m_pPlayer->m_iWeaponVolume = SWORD_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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//UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
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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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//UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
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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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}
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// delay the decal a bit
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m_trHit = tr;
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SetThink( &CSword::Smack );
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pev->nextthink = gpGlobals->time + 0.2;
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m_pPlayer->m_iWeaponVolume = flVol * SWORD_WALLHIT_VOLUME;
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}
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return fDidHit;
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}
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