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/****************************************************************************
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* *
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* IRgun.cpp par Julien *
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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 "weapons.h"
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#include "monsters.h"
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#include "player.h"
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#include "gamerules.h"
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#include "../engine/shake.h"
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enum irgun_e {
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IRGUN_FIDGET = 0,
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IRGUN_RELOAD_EMPTY,
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IRGUN_IDLE1,
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IRGUN_DRAW,
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IRGUN_FIRE1,
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IRGUN_IDLE_IR,
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IRGUN_FIRE_EMPTY,
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IRGUN_RELOAD
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};
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class CIRgun : 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 2; }
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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( void );
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void Holster( int skiplocal = 0 );
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void Reload( void );
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void WeaponIdle( void );
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private:
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unsigned short m_usFireIRgun;
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int m_iShell;
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};
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LINK_ENTITY_TO_CLASS( weapon_irgun, CIRgun );
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int CIRgun::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "irgun";
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p->iMaxAmmo1 = IRGUN_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = IRGUN_MAX_CLIP;
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p->iFlags = 0;
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p->iSlot = 1;
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p->iPosition = 3;
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p->iId = m_iId = WEAPON_IRGUN;
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p->iWeight = IRGUN_WEIGHT;
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return 1;
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}
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int CIRgun::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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m_pPlayer->TextAmmo( TA_IRGUN );
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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 CIRgun::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_irgun"); // hack to allow for old names
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Precache( );
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m_iId = WEAPON_IRGUN;
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SET_MODEL(ENT(pev), "models/w_irgun.mdl");
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m_iDefaultAmmo = IRGUN_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CIRgun::Precache( void )
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{
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PRECACHE_MODEL("models/v_irgun.mdl");
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PRECACHE_MODEL("models/w_irgun.mdl");
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PRECACHE_MODEL("models/p_357.mdl");
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PRECACHE_MODEL("models/w_irgunclip.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND ("weapons/357_reload1.wav");
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PRECACHE_SOUND ("weapons/357_cock1.wav");
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// PRECACHE_SOUND ("weapons/357_shot1.wav");
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// PRECACHE_SOUND ("weapons/357_shot2.wav");
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PRECACHE_SOUND ("hassault/hw_shoot1.wav");
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PRECACHE_SOUND ("hassault/hw_shoot2.wav");
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PRECACHE_SOUND ("hassault/hw_shoot3.wav");
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m_usFireIRgun = PRECACHE_EVENT( 1, "events/irgun.sc" );
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m_iShell = PRECACHE_MODEL ("models/beretta_shell.mdl");// brass shell
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}
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BOOL CIRgun::Deploy( )
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{
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return DefaultDeploy( "models/v_irgun.mdl", "models/p_357.mdl", IRGUN_DRAW, "irgun" );
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}
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void CIRgun::Holster( int skiplocal /* = 0 */ )
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{
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if ( m_pPlayer->bNvgOn == 1 )
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m_pPlayer->NVGTurnOff ();
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m_fInReload = FALSE;// cancel any reload in progress.
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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m_flTimeWeaponIdle = gpGlobals->time + 10 + RANDOM_FLOAT ( 0, 5 );
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}
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void CIRgun::PrimaryAttack()
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{
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// don't fire underwater
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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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if (!m_fFireOnEmpty)
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Reload( );
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else
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{
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
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m_flNextPrimaryAttack = gpGlobals->time + 0.15;
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}
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return;
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}
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m_iClip--;
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// PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usFireIRgun ); // le full permet de pr
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PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireIRgun, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
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m_pPlayer->Gunflash ();
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_IRGUN, 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 = gpGlobals->time + 0.5;
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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}
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void CIRgun::SecondaryAttack( void )
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{
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if ( m_pPlayer->bNvgOn == 0)
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m_pPlayer->NVGTurnOn ();
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else
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m_pPlayer->NVGTurnOff ();
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pev->nextthink = gpGlobals->time + 0.1;
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m_flNextSecondaryAttack = gpGlobals->time + 0.5;
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}
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void CIRgun::Reload( void )
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{
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if (m_iClip == 0)
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DefaultReload( IRGUN_MAX_CLIP, IRGUN_RELOAD_EMPTY, 2.1 );
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else
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DefaultReload( IRGUN_MAX_CLIP, IRGUN_RELOAD, 2.1 );
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}
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void CIRgun::WeaponIdle( void )
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{
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ResetEmptySound( );
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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if (m_flTimeWeaponIdle > gpGlobals->time)
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return;
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int iAnim;
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float flRand = RANDOM_FLOAT(0, 1);
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if (flRand <= 0.4 || m_pPlayer->bNvgOn == TRUE )
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{
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iAnim = IRGUN_IDLE_IR;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT( 3, 6 );
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}
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else if (flRand <= 0.8)
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{
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iAnim = IRGUN_IDLE1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 19 / 4.0;
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}
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else
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{
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iAnim = IRGUN_FIDGET;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 17 / 4.0;
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}
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SendWeaponAnim( iAnim );
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}
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class CIRgunAmmo : 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_irgunclip.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_irgunclip.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_IRGUNCLIPGIVE, "irgun", IRGUN_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_irgun, CIRgunAmmo );
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