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271 lines
5.9 KiB
271 lines
5.9 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 "soundent.h"
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#include "gamerules.h"
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enum uzi_e
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{
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M16_IDLE = 0,
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M16_IDLE1,
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M16_IDLE3,
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M16_RIGHTSHOT,
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M16_LEFTSHOT,
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M16_NULL,
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M16_NULL2,
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M16_RELOAD,
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M16_NULL3,
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M16_DEPLOY,
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};
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class CDoubleUzi : 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 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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int m_iShotCount;
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BOOL Deploy( void );
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void Holster( );
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void Reload( void );
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void WeaponIdle( void );
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float m_flNextAnimTime;
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int m_iShell;
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int m_fInZoom;
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int m_iSideCount;
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};
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LINK_ENTITY_TO_CLASS( weapon_doubleuzi, CDoubleUzi );
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LINK_ENTITY_TO_CLASS( ammo_9mmclip, CDoubleUzi );
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//=========================================================
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//=========================================================
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void CDoubleUzi::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_doubleuzi");
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Precache( );
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SET_MODEL(ENT(pev), "models/wmodels/w_uzi.mdl");
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m_iId = WEAPON_DOUBLEUZI;
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m_iDefaultAmmo = DOUBLEUZI_DEFAULT_GIVE;
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FallInit();
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}
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void CDoubleUzi::Precache( void )
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{
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PRECACHE_MODEL("models/vmodels/v_doubleuzi.mdl");
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m_iShell = PRECACHE_MODEL ("models/shell.mdl");
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}
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int CDoubleUzi::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "9mm";
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p->iMaxAmmo1 = DOUBLEUZI_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = DOUBLEUZI_MAX_CLIP;
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p->iSlot = 2;
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p->iPosition = 4;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_DOUBLEUZI;
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p->iWeight = DOUBLEUZI_WEIGHT;
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return 1;
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}
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int CDoubleUzi::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 CDoubleUzi::Deploy( )
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{
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return DefaultDeploy( "models/vmodels/v_doubleuzi.mdl", "models/pmodels/p_uzi.mdl", M16_DEPLOY, "onehanded" );
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}
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void CDoubleUzi::Holster( )
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{
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
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}
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void CDoubleUzi::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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PlayEmptySound();
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m_flNextPrimaryAttack = gpGlobals->time + 0.15;
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return;
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}
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
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m_iClip--;
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m_iSideCount++;
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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if (m_iSideCount == 1)
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{
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SendWeaponAnim( M16_RIGHTSHOT );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/uzi1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG(0,0xf));
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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(100,150)
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+ gpGlobals->v_up * RANDOM_FLOAT(100,150) //x,y values?
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+ gpGlobals->v_forward * 35;
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EjectBrass ( pev->origin + m_pPlayer->pev->view_ofs
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+ gpGlobals->v_up * -12
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+ gpGlobals->v_forward * 35
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+ gpGlobals->v_right * 6, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL);
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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( 1, vecSrc, vecAiming, VECTOR_CONE_8DEGREES, 8192, BULLET_PLAYER_MP5, 0 );
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}
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if (m_iSideCount == 2)
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{
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SendWeaponAnim( M16_LEFTSHOT );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/uzi1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG(0,0xf));
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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(100,150)
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+ gpGlobals->v_up * RANDOM_FLOAT(100,150)
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+ gpGlobals->v_forward * 35;
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EjectBrass ( pev->origin + m_pPlayer->pev->view_ofs
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+ gpGlobals->v_up * -12
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+ gpGlobals->v_forward * 35
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+ gpGlobals->v_right * -6, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL);
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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( 1, vecSrc, vecAiming, VECTOR_CONE_8DEGREES, 8192, BULLET_PLAYER_MP5, 0 );
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}
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if (m_iSideCount == 2)
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m_iSideCount = 0;
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m_flNextPrimaryAttack = gpGlobals->time + 0.08;
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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m_pPlayer->pev->punchangle.x = RANDOM_FLOAT( -2, 2 );
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}
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void CDoubleUzi::Reload( void )
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{
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int iResult;
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if (m_iClip == 0)
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iResult = DefaultReload( 64, M16_RELOAD, 1.5 );
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else
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iResult = DefaultReload( 64, M16_RELOAD, 1.5 );
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if (iResult)
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{
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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}
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}
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void CDoubleUzi::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 > gpGlobals->time)
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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 = M16_IDLE;
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break;
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default:
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case 1:
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iAnim = M16_IDLE3;
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break;
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}
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SendWeaponAnim( iAnim );
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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}
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