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/***
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*
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* Copyright (c) 1996-2001, 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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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
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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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enum sniper_e {
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SNIPER_DRAW = 0,
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SNIPER_SLOWIDLE,
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SNIPER_FIRE,
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SNIPER_FIRELASTROUND,
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SNIPER_RELOAD1,
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SNIPER_RELOAD2,
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SNIPER_RELOAD3,
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SNIPER_SLOWIDLE2,
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SNIPER_HOLSTER,
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};
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LINK_ENTITY_TO_CLASS(weapon_sniperrifle, CSniperrifle);
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int CSniperrifle::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "762";
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p->iMaxAmmo1 = _762_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = SNIPERRIFLE_MAX_CLIP;
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p->iFlags = 0;
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p->iSlot = 5;
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p->iPosition = 2;
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p->iId = m_iId = WEAPON_SNIPERRIFLE;
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p->iWeight = SNIPERRIFLE_WEIGHT;
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return 1;
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}
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int CSniperrifle::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 CSniperrifle::Spawn()
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{
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Precache();
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m_iId = WEAPON_SNIPERRIFLE;
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SET_MODEL(ENT(pev), "models/w_m40a1.mdl");
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m_iDefaultAmmo = SNIPERRIFLE_DEFAULT_GIVE;
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m_fNeedAjustBolt = FALSE;
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m_iBoltState = BOLTSTATE_FINE;
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FallInit();// get ready to fall down.
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}
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void CSniperrifle::Precache(void)
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{
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PRECACHE_MODEL("models/v_m40a1.mdl");
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PRECACHE_MODEL("models/w_m40a1.mdl");
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PRECACHE_MODEL("models/p_m40a1.mdl");
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PRECACHE_MODEL("models/w_m40a1clip.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND("weapons/357_cock1.wav");
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PRECACHE_SOUND("weapons/sniper_bolt1.wav");
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PRECACHE_SOUND("weapons/sniper_bolt2.wav");
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PRECACHE_SOUND("weapons/sniper_fire.wav");
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PRECACHE_SOUND("weapons/sniper_fire_last_round.wav");
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PRECACHE_SOUND("weapons/sniper_miss.wav");
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PRECACHE_SOUND("weapons/sniper_reload_first_seq.wav");
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PRECACHE_SOUND("weapons/sniper_reload_second_seq.wav");
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PRECACHE_SOUND("weapons/sniper_reload3.wav");
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PRECACHE_SOUND("weapons/sniper_zoom.wav");
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m_usSniper = PRECACHE_EVENT(1, "events/sniper.sc");
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}
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BOOL CSniperrifle::Deploy()
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{
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if (m_fNeedAjustBolt)
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{
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m_iBoltState = BOLTSTATE_ADJUST;
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}
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return DefaultDeploy("models/v_m40a1.mdl", "models/p_m40a1.mdl", SNIPER_DRAW, "m40a1", UseDecrement());
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}
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void CSniperrifle::Holster(int skiplocal /* = 0 */)
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{
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m_fInReload = FALSE;// cancel any reload in progress.
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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 (m_fNeedAjustBolt)
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{
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m_iBoltState = BOLTSTATE_ADJUST;
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}
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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SendWeaponAnim(SNIPER_HOLSTER);
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}
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void CSniperrifle::SecondaryAttack(void)
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{
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if (m_pPlayer->pev->fov != 0)
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{
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m_fInZoom = FALSE;
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
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}
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else if (m_pPlayer->pev->fov != 18)
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{
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m_fInZoom = TRUE;
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 18;
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}
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// Play zoom sound.
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/sniper_zoom.wav", 1, ATTN_NORM);
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m_flNextSecondaryAttack = GetNextAttackDelay(0.5f);
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}
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void CSniperrifle::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 = 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 = 0.15;
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}
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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_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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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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Vector vecDir;
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, Vector(0, 0, 0), 8192, BULLET_PLAYER_762, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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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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m_fNeedAjustBolt = (m_iClip <= 0) ? 1 : 0;
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// If this was the last round in the clip, make sure to schedule
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// bolt adjustment.
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if (m_fNeedAjustBolt)
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m_iBoltState = BOLTSTATE_ADJUST;
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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, m_fNeedAjustBolt, 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(1.8f);
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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}
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void CSniperrifle::Reload(void)
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{
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if (m_pPlayer->ammo_762 <= 0)
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return;
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if (m_pPlayer->pev->fov != 0)
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{
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m_fInZoom = FALSE;
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
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}
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int bUseScope = FALSE;
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#ifdef CLIENT_DLL
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bUseScope = bIsMultiplayer();
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#else
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bUseScope = g_pGameRules->IsMultiplayer();
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#endif
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// Select the appropriate sequence for reload.
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// One has bolt adjusted, the other does not.
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int iReloadAnim = (m_iClip > 0)
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? SNIPER_RELOAD3 // Regular reload.
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: SNIPER_RELOAD1; // No ammo in current clip.
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DefaultReload(SNIPERRIFLE_MAX_CLIP, iReloadAnim, 2.3);
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}
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void CSniperrifle::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 > UTIL_WeaponTimeBase())
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return;
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// Select the appropriate sequence for idle.
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// One has bolt adjusted, the other does not.
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int iIdleAnim = (m_iClip > 0)
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? SNIPER_SLOWIDLE // Clip has at least one bullet. (Bolt adjusted)
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: SNIPER_SLOWIDLE2; // Clip is empty. (Bolt unadjusted)
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SendWeaponAnim(iIdleAnim, UseDecrement());
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}
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void CSniperrifle::ItemPostFrame(void)
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{
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if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase()))
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{
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if (m_fNeedAjustBolt)
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{
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switch (m_iBoltState)
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{
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case BOLTSTATE_ADJUST:
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{
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m_iBoltState = BOLTSTATE_ADJUSTING;
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// Send the bolt 'adjustment' weapon anim.
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SendWeaponAnim(SNIPER_RELOAD2);
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.8f;
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}
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break;
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case BOLTSTATE_ADJUSTING:
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{
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m_fNeedAjustBolt = FALSE;
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m_iBoltState = BOLTSTATE_FINE;
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}
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break;
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default: ALERT(at_aiconsole, "Warning: Unknown bolt state!\n"); break;
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}
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return;
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}
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else
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{
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// complete the reload.
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int j = Q_min(iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
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// Add them to the clip
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m_iClip += j;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
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#ifndef CLIENT_DLL
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m_pPlayer->TabulateAmmo();
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#endif
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m_fInReload = FALSE;
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}
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}
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CBasePlayerWeapon::ItemPostFrame();
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}
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class CSniperAmmo : 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_m40a1clip.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_m40a1clip.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_762BOX_GIVE, "762", _762_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_762, CSniperAmmo);
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#endif
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