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345 lines
8.2 KiB
345 lines
8.2 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 "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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// special deathmatch shotgun spreads
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#define VECTOR_CONE_DM_SHOTGUN Vector( 0.08716, 0.04362, 0.00 )// 10 degrees by 5 degrees
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#define VECTOR_CONE_DM_DOUBLESHOTGUN Vector( 0.17365, 0.04362, 0.00 ) // 20 degrees by 5 degrees
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enum shotgun_e {
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ASHOTGUN_IDLE = 0,
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ASHOTGUN_FIRE,
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ASHOTGUN_FIRE2,
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ASHOTGUN_RELOAD,
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ASHOTGUN_PUMP,
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ASHOTGUN_START_RELOAD,
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ASHOTGUN_DRAW,
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ASHOTGUN_HOLSTER,
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ASHOTGUN_IDLE4,
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ASHOTGUN_IDLE_DEEP
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};
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class CAshotgun : 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( ) { return 3; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer( CBasePlayer *pPlayer );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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BOOL Deploy( );
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void Reload( void );
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void WeaponIdle( 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_ashotgun, CAshotgun );
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LINK_ENTITY_TO_CLASS( weapon_shotgun, CAshotgun );
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TYPEDESCRIPTION CAshotgun::m_SaveData[] =
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{
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DEFINE_FIELD( CAshotgun, m_flNextReload, FIELD_TIME ),
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DEFINE_FIELD( CAshotgun, m_fInReload, FIELD_INTEGER ),
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DEFINE_FIELD( CAshotgun, m_flNextReload, FIELD_TIME ),
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DEFINE_FIELD( CAshotgun, m_flPumpTime, FIELD_TIME ),
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};
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IMPLEMENT_SAVERESTORE( CAshotgun, CBasePlayerWeapon );
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void CAshotgun::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_ashotgun");
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Precache( );
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m_iId = WEAPON_ASHOTGUN;
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SET_MODEL(ENT(pev), "models/wmodels/w_ashotgun.mdl");
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m_iDefaultAmmo = ASHOTGUN_DEFAULT_GIVE;
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FallInit();
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}
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void CAshotgun::Precache( void )
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{
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PRECACHE_MODEL("models/vmodels/v_ashotgun.mdl");
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PRECACHE_MODEL("models/wmodels/w_ashotgun.mdl");
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PRECACHE_MODEL("models/pmodels/p_ashotgun.mdl");
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m_iShell = PRECACHE_MODEL ("models/shotgunshell.mdl");
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PRECACHE_SOUND ("weapons/ashotgun1.wav");
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PRECACHE_SOUND ("weapons/reload1.wav");
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PRECACHE_SOUND ("weapons/reload3.wav");
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PRECACHE_SOUND ("weapons/scock1.wav");
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}
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int CAshotgun::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 CAshotgun::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "buckshot";
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p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = ASHOTGUN_MAX_CLIP;
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p->iSlot = 2;
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p->iPosition = 1;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_ASHOTGUN;
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p->iWeight = ASHOTGUN_WEIGHT;
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return 1;
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}
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BOOL CAshotgun::Deploy( )
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{
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return DefaultDeploy( "models/vmodels/v_ashotgun.mdl", "models/pmodels/p_ashotgun.mdl", ASHOTGUN_DRAW, "shotgun" );
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}
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void CAshotgun::PrimaryAttack()
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{
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if (m_pPlayer->pev->waterlevel == 3)
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{
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PlayEmptySound( );
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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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if (m_iClip == 0)
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PlayEmptySound( );
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return;
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}
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m_pPlayer->m_iWeaponVolume = LOUD_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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SendWeaponAnim( ASHOTGUN_FIRE );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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Vector vecShellVelocity = m_pPlayer->pev->velocity
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+ gpGlobals->v_right * RANDOM_FLOAT(50,70)
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+ gpGlobals->v_up * RANDOM_FLOAT(100,150)
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+ gpGlobals->v_forward * 25;
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EjectBrass ( m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_up * -12 + gpGlobals->v_forward * 20 + gpGlobals->v_right * 4 , vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHOTSHELL);
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/ashotgun1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0x1f));
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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m_pPlayer->FireBullets( 12, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0 );
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if (m_iClip != 0)
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m_flPumpTime = gpGlobals->time + 0.5;
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m_flNextPrimaryAttack = gpGlobals->time + 0.75;
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m_flNextSecondaryAttack = gpGlobals->time + 0.75;
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if (m_iClip != 0)
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m_flTimeWeaponIdle = gpGlobals->time + 5.0;
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else
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m_flTimeWeaponIdle = 0.75;
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m_fInReload = 0;
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m_pPlayer->pev->punchangle.x -= 5;
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}
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void CAshotgun::SecondaryAttack( void )
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{
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}
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void CAshotgun::Reload( void )
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == ASHOTGUN_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( ASHOTGUN_START_RELOAD );
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m_fInReload = 1;
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.6;
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m_flTimeWeaponIdle = gpGlobals->time + 0.6;
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m_flNextPrimaryAttack = gpGlobals->time + 1.0;
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m_flNextSecondaryAttack = gpGlobals->time + 1.0;
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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/reload1.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/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));
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SendWeaponAnim( ASHOTGUN_RELOAD );
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m_flNextReload = gpGlobals->time + 0.5;
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m_flTimeWeaponIdle = gpGlobals->time + 0.5;
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}
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else
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{
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// Add them to the clip
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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 CAshotgun::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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// play pumping sound
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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 != 16 && 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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// reload debounce has timed out
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SendWeaponAnim( ASHOTGUN_PUMP );
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// play cocking sound
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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_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 = ASHOTGUN_IDLE_DEEP;
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m_flTimeWeaponIdle = gpGlobals->time + (60.0/12.0);// * RANDOM_LONG(2, 5);
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}
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else if (flRand <= 0.95)
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{
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iAnim = ASHOTGUN_IDLE;
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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 = ASHOTGUN_IDLE4;
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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 CAshotgunAmmo : 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/ammo/w_buckshot.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/ammo/w_buckshot.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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if (pOther->GiveAmmo( AMMO_BUCKSHOTBOX_GIVE, "buckshot", BUCKSHOT_MAX_CARRY ) != -1)
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
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return TRUE;
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}
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return FALSE;
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}
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};
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LINK_ENTITY_TO_CLASS( ammo_buckshotbox, CAshotgunAmmo );
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