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295 lines
6.4 KiB
295 lines
6.4 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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#include "shake.h"
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enum rifle_e {
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RIFLE_LONGIDLE = 0,
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RIFLE_IDLE1,
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RIFLE_LAUNCH,
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RIFLE_RELOAD,
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RIFLE_DRAW,
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RIFLE_FIRE,
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RIFLE_FIRE2,
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RIFLE_FIRE3,
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RIFLE_HOLSTER,
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};
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class CRifle : 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( ) { return 3; }
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int GetItemInfo(ItemInfo *p);
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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int AddToPlayer( CBasePlayer *pPlayer );
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BOOL Deploy( );
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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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};
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LINK_ENTITY_TO_CLASS( weapon_rifle, CRifle );
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LINK_ENTITY_TO_CLASS( weapon_crossbow, CRifle );
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void CRifle::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_rifle");
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Precache( );
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m_iId = WEAPON_RIFLE;
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SET_MODEL(ENT(pev), "models/wmodels/w_rifle.mdl");
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m_iDefaultAmmo = RIFLE_DEFAULT_GIVE;
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FallInit();
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}
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int CRifle::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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void CRifle::Precache( void )
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{
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PRECACHE_SOUND("weapons/zoomout.wav");
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PRECACHE_SOUND("weapons/zoomin.wav");
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PRECACHE_MODEL("models/wmodels/w_rifle.mdl");
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PRECACHE_MODEL("models/vmodels/v_rifle.mdl");
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PRECACHE_MODEL("models/pmodels/p_rifle.mdl");
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m_iShell = PRECACHE_MODEL ("models/shotgunshell.mdl");
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PRECACHE_SOUND("weapons/rifle1.wav");
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PRECACHE_SOUND("weapons/reloadrifle.wav");
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}
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int CRifle::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "7.65mm";
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p->iMaxAmmo1 = RIFLE_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = RIFLE_MAX_CLIP;
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p->iSlot = 2;
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p->iPosition = 7;
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p->iId = WEAPON_RIFLE;
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p->iFlags = 0;
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p->iWeight = RIFLE_WEIGHT;
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return 1;
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}
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BOOL CRifle::Deploy( )
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{
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return DefaultDeploy( "models/vmodels/v_rifle.mdl", "models/pmodels/p_rifle.mdl", RIFLE_DRAW, "rpg" );
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}
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void CRifle::Holster( )
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{
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m_fInReload = FALSE;
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if ( m_fInZoom )
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{
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SecondaryAttack( );
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}
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
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if (m_iClip)
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SendWeaponAnim( RIFLE_HOLSTER );
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}
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void CRifle::PrimaryAttack( void )
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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 + 0.3;
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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 + 0.3;
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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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SendWeaponAnim( RIFLE_FIRE );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/rifle1.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(400,400)
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+ gpGlobals->v_up * RANDOM_FLOAT(400,400)
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+ gpGlobals->v_forward * 32;
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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 * 32
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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_1DEGREES, 8192, BULLET_PLAYER_765MM, 0 );
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m_flNextPrimaryAttack = gpGlobals->time + 1.0;
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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m_pPlayer->pev->punchangle.x = RANDOM_FLOAT( 0, 0 );
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}
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void CRifle::SecondaryAttack()
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{
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if (m_fInZoom)
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{
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/zoomout.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
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//UTIL_ScreenFade(m_pPlayer, Vector(40,40,240), 2.0, .5, 64, FFADE_IN);
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m_pPlayer->m_iFOV = 0;
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m_fInZoom = 0;
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}
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else
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{
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/zoomin.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
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//UTIL_ScreenFade(m_pPlayer, Vector(40,40,240), 4.0, 400.0, 64, FFADE_OUT | FFADE_STAYOUT);
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m_pPlayer->m_iFOV = 30;
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m_fInZoom = 1;
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}
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pev->nextthink = gpGlobals->time + 0.1;
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m_flNextSecondaryAttack = gpGlobals->time + .5;
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m_flNextPrimaryAttack = gpGlobals->time + .5;
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}
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void CRifle::Reload( void )
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{
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if ( m_fInZoom )
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{
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SecondaryAttack();
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}
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if (DefaultReload( RIFLE_MAX_CLIP, RIFLE_RELOAD, 1.5) )
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{
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/reloadrifle.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));
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}
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}
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void CRifle::WeaponIdle( void )
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{
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m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES );
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ResetEmptySound( );
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if (m_flTimeWeaponIdle < gpGlobals->time)
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{
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float flRand = RANDOM_FLOAT(0, 1);
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if (flRand <= 0.75)
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{
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if (m_iClip)
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{
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SendWeaponAnim( RIFLE_LONGIDLE );
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}
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else
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{
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SendWeaponAnim( RIFLE_IDLE1 );
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}
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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}
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else
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{
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if (m_iClip)
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{
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SendWeaponAnim( RIFLE_IDLE1 );
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m_flTimeWeaponIdle = gpGlobals->time + 90.0 / 30.0;
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}
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else
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{
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SendWeaponAnim( RIFLE_LONGIDLE );
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m_flTimeWeaponIdle = gpGlobals->time + 80.0 / 30.0;
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}
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}
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}
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}
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class CRifleAmmo : 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_765mm.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_765mm.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 cResult = (pOther->GiveAmmo( AMMO_RIFLECLIP_GIVE, "7.65mm", RIFLE_MAX_CARRY ) != -1);
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if (cResult)
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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 cResult;
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}
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};
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LINK_ENTITY_TO_CLASS( ammo_rifleclip, CRifleAmmo );
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