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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 CROWBAR_BODYHIT_VOLUME 128
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#define CROWBAR_WALLHIT_VOLUME 512
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LINK_ENTITY_TO_CLASS( weapon_crowbar, CCrowbar )
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enum crowbar_e
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{
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CROWBAR_IDLE = 0,
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CROWBAR_DRAW,
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CROWBAR_HOLSTER,
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CROWBAR_ATTACK1HIT,
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CROWBAR_ATTACK1MISS,
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CROWBAR_ATTACK2MISS,
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CROWBAR_ATTACK2HIT,
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CROWBAR_ATTACK3MISS,
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#if !CROWBAR_IDLE_ANIM
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CROWBAR_ATTACK3HIT
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#else
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CROWBAR_ATTACK3HIT,
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CROWBAR_IDLE2,
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CROWBAR_IDLE3
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#endif
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};
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void CCrowbar::Spawn()
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{
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Precache();
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m_iId = WEAPON_CROWBAR;
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SET_MODEL( ENT( pev ), "models/w_crowbar.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 CCrowbar::Precache( void )
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{
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PRECACHE_MODEL( "models/v_crowbar.mdl" );
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PRECACHE_MODEL( "models/w_crowbar.mdl" );
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PRECACHE_MODEL( "models/p_crowbar.mdl" );
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PRECACHE_SOUND( "weapons/cbar_hit1.wav" );
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PRECACHE_SOUND( "weapons/cbar_hit2.wav" );
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PRECACHE_SOUND( "weapons/cbar_hitbod1.wav" );
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PRECACHE_SOUND( "weapons/cbar_hitbod2.wav" );
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PRECACHE_SOUND( "weapons/cbar_hitbod3.wav" );
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PRECACHE_SOUND( "weapons/cbar_miss1.wav" );
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m_usCrowbar = PRECACHE_EVENT( 1, "events/crowbar.sc" );
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}
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int CCrowbar::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 = 0;
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p->iId = WEAPON_CROWBAR;
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p->iWeight = CROWBAR_WEIGHT;
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return 1;
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}
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int CCrowbar::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 CCrowbar::Deploy()
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{
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return DefaultDeploy( "models/v_crowbar.mdl", "models/p_crowbar.mdl", CROWBAR_DRAW, "crowbar" );
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}
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void CCrowbar::Holster( int skiplocal /* = 0 */ )
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
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SendWeaponAnim( CROWBAR_HOLSTER );
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}
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void FindHullIntersection( 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 ) * 2.0f );
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UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace );
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if( tmpTrace.flFraction < 1.0f )
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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 < 1.0f )
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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 CCrowbar::PrimaryAttack()
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{
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if( !Swing( 1 ) )
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{
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#if !CLIENT_DLL
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SetThink( &CCrowbar::SwingAgain );
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pev->nextthink = gpGlobals->time + 0.1f;
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#endif
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}
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}
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void CCrowbar::SecondaryAttack()
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{
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ClientPrint( m_pPlayer->pev, HUD_PRINTCENTER, "well, i got bast game, HL(all mod)" ); // digamos al cliente
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}
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void CCrowbar::Smack()
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{
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DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR );
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}
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void CCrowbar::SwingAgain( void )
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{
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Swing( 0 );
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}
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int CCrowbar::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 * 32.0f;
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
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#if !CLIENT_DLL
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if( tr.flFraction >= 1.0f )
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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 < 1.0f )
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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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FindHullIntersection( 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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if( fFirst )
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{
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usCrowbar,
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0.0f, g_vecZero, g_vecZero, 0, 0, 0,
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0, 0, 0 );
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}
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if( tr.flFraction >= 1.0f )
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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 = GetNextAttackDelay( 0.5 );
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#if CROWBAR_IDLE_ANIM
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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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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}
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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( CROWBAR_ATTACK1HIT );
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break;
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case 1:
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SendWeaponAnim( CROWBAR_ATTACK2HIT );
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break;
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case 2:
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SendWeaponAnim( CROWBAR_ATTACK3HIT );
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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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#if !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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// play thwack, smack, or dong sound
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float flVol = 1.0f;
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int fHitWorld = TRUE;
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if( pEntity )
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{
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ClearMultiDamage();
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// If building with the clientside weapon prediction system,
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// UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making
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// m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false.
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#if CLIENT_WEAPONS
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if( ( m_flNextPrimaryAttack + 1.0f == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
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#else
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if( ( m_flNextPrimaryAttack + 1.0f < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
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#endif
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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 * 0.5f, 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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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", 1.0f, 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", 1.0f, 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", 1.0f, ATTN_NORM );
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break;
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}
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m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME;
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if( !pEntity->IsAlive() )
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{
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#if CROWBAR_FIX_RAPID_CROWBAR
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m_flNextPrimaryAttack = GetNextAttackDelay(0.25);
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#endif
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return TRUE;
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}
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else
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flVol = 0.1f;
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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 ) * 2.0f, 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 = 1.0f;
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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 = (int)( flVol * CROWBAR_WALLHIT_VOLUME );
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SetThink( &CCrowbar::Smack );
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pev->nextthink = gpGlobals->time + 0.2f;
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#endif
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#if CROWBAR_DELAY_FIX
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
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#else
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.25f );
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#endif
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}
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#if CROWBAR_IDLE_ANIM
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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#endif
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return fDidHit;
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}
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#if CROWBAR_IDLE_ANIM
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void CCrowbar::WeaponIdle( void )
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{
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
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{
|
|
|
|
int iAnim;
|
|
|
|
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
|
|
|
|
if( flRand > 0.9f )
|
|
|
|
{
|
|
|
|
iAnim = CROWBAR_IDLE2;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if( flRand > 0.5f )
|
|
|
|
{
|
|
|
|
iAnim = CROWBAR_IDLE;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 25.0f;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
iAnim = CROWBAR_IDLE3;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
SendWeaponAnim( iAnim );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|