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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 "soundent.h"
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#include "gamerules.h"
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#include "shake.h"
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enum minigun_e
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{
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MINIGUN_LONGIDLE = 0,
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MINIGUN_IDLE1,
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MINIGUN_RELOAD,
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MINIGUN_DEPLOY,
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MINIGUN_FIRE1,
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MINIGUN_FIRE2,
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MINIGUN_FIRE3
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};
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LINK_ENTITY_TO_CLASS( weapon_minigun, CMinigun )
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//=========================================================
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//=========================================================
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void CMinigun::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_minigun"); // hack to allow for old names
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Precache( );
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SET_MODEL(ENT(pev), "models/w_minigun.mdl");
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m_iId = WEAPON_MINIGUN;
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m_iDefaultAmmo = MINIGUN_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CMinigun::Precache( void )
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{
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PRECACHE_MODEL("models/v_minigun.mdl");
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PRECACHE_MODEL("models/w_minigun.mdl");
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PRECACHE_MODEL("models/p_minigun.mdl");
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m_iShell = PRECACHE_MODEL ("models/12mm_shell.mdl");// brass shellTE_MODEL
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PRECACHE_MODEL("models/w_minigunclip.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND("items/clipinsert1.wav");
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PRECACHE_SOUND("items/cliprelease1.wav");
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PRECACHE_SOUND ("weapons/minigun1.wav");// H to the K
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PRECACHE_SOUND ("weapons/minigun2.wav");// H to the K
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PRECACHE_SOUND ("weapons/minigun3.wav");// H to the K
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PRECACHE_SOUND ("weapons/minigun.wav");
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m_usminigun = PRECACHE_EVENT( 1, "events/minigun.sc" );
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}
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int CMinigun::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "12mm";
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p->iMaxAmmo1 = _50CAL_MAX_CARRY;
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p->iMaxClip = MINIGUN_MAX_CLIP;
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p->iSlot = 5;
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p->iPosition = 3;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_MINIGUN;
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p->iWeight = MINIGUN_WEIGHT;
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p->weaponName = "12mm Minigun";
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return 1;
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}
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int CMinigun::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 CMinigun::Deploy( )
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{
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return DefaultDeploy( "models/v_minigun.mdl", "models/p_minigun.mdl", MINIGUN_DEPLOY, "minigun" );
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}
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void CMinigun::PrimaryAttack()
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{
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// don't fire underwater
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if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
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return;
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}
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if (m_iClip <= 0)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
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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 = NORMAL_GUN_FLASH;
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m_iClip--;
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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Vector vecDir;
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#ifdef CLIENT_DLL
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if( bIsMultiplayer() )
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#else
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if( g_pGameRules->IsMultiplayer() )
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#endif
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{
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// optimized multiplayer. Widened to make it easier to hit a moving player
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 8192, BULLET_PLAYER_50CAL, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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}
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else
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{
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// single player spread
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 8192, BULLET_PLAYER_50CAL, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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}
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int flags;
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#if defined( CLIENT_WEAPONS )
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flags = FEV_NOTHOST;
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#else
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usminigun, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.05f );
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if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.05f;
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#ifndef CLIENT_DLL
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UTIL_ScreenShake( pev->origin, 5.0, 150.0, 0.75, 250.0 );
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#endif
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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void CMinigun::SecondaryAttack( void )
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{
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// don't fire underwater
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if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD)
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{
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PlayEmptySound();
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.15f;
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return;
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}
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if (m_iClip <= 0)
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{
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PlayEmptySound();
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.15f;
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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 = NORMAL_GUN_FLASH;
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m_iClip--;
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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Vector vecDir;
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#ifdef CLIENT_DLL
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if( bIsMultiplayer() )
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#else
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if( g_pGameRules->IsMultiplayer() )
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#endif
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{
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// optimized multiplayer. Widened to make it easier to hit a moving player
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_20DEGREES, 8192, BULLET_PLAYER_50CAL, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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}
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else
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{
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// single player spread
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_20DEGREES, 8192, BULLET_PLAYER_50CAL, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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}
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int flags;
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#if defined( CLIENT_WEAPONS )
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flags = FEV_NOTHOST;
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#else
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usminigun, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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m_flNextSecondaryAttack = GetNextAttackDelay( 0.01f );
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if ( m_flNextSecondaryAttack < UTIL_WeaponTimeBase() )
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.01f;
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#ifndef CLIENT_DLL
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UTIL_ScreenShake( pev->origin, 5.0, 150.0, 0.75, 250.0 );
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#endif
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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void CMinigun::Reload( void )
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{
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == MINIGUN_MAX_CLIP )
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return;
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DefaultReload( MINIGUN_MAX_CLIP, MINIGUN_RELOAD, 2.5 );
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}
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void CMinigun::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_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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return;
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int iAnim;
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switch ( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
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iAnim = MINIGUN_LONGIDLE;
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break;
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default:
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case 1:
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iAnim = MINIGUN_IDLE1;
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break;
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}
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SendWeaponAnim( iAnim );
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again.
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}
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class CMinigunAmmoClip : 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_minigunclip.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_minigunclip.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_MINIGUNCLIP_GIVE, "12mm", _50CAL_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_minigun, CMinigunAmmoClip )
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class CMinigunChainammo : 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_chainammo_minigun.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_chainammo_minigun.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_CHAINBOX_GIVE, "12mm", _50CAL_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_minigunbox, CMinigunChainammo )
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