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329 lines
7.1 KiB
329 lines
7.1 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 m16_e
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{
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M16_LONGIDLE = 0,
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M16_IDLE1,
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M16_LAUNCH,
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M16_RELOAD,
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M16_DEPLOY,
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M16_FIRE1,
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M16_FIRE2,
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M16_FIRE3,
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};
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class CM16 : 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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void SecondaryAttack( void );
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BOOL Deploy( void );
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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_iShotCount;
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};
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LINK_ENTITY_TO_CLASS( weapon_m16, CM16 );
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//=========================================================
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//=========================================================
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void CM16::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_m16");
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Precache( );
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SET_MODEL(ENT(pev), "models/wmodels/w_m16.mdl");
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m_iId = WEAPON_M16;
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m_iDefaultAmmo = M16_DEFAULT_GIVE;
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FallInit();
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}
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void CM16::Precache( void )
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{
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PRECACHE_MODEL("models/vmodels/v_m16.mdl");
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PRECACHE_MODEL("models/wmodels/w_m16.mdl");
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PRECACHE_MODEL("models/pmodels/p_m16.mdl");
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m_iShell = PRECACHE_MODEL ("models/shell.mdl");
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PRECACHE_SOUND("weapons/m161.wav");
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PRECACHE_SOUND("items/cliprelease1.wav");
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PRECACHE_SOUND("items/clipinsert1.wav");
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}
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int CM16::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "5.56mm";
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p->iMaxAmmo1 = M16_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = M16_MAX_CLIP;
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p->iSlot = 2;
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p->iPosition = 2;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_M16;
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p->iWeight = M16_WEIGHT;
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return 1;
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}
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int CM16::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 CM16::Deploy( )
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{
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return DefaultDeploy( "models/vmodels/v_m16.mdl", "models/pmodels/p_m16.mdl", M16_DEPLOY, "mp5" );
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}
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void CM16::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 = 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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if (1 || m_flNextAnimTime < gpGlobals->time)
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{
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SendWeaponAnim( M16_FIRE1 + RANDOM_LONG(0,2));
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m_flNextAnimTime = gpGlobals->time + 0.2;
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}
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/m161.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 * 25;
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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 * 28
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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_6DEGREES, 8192, BULLET_PLAYER_MP5, 0 );
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m_flNextPrimaryAttack = gpGlobals->time + 0.1;
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m_flNextSecondaryAttack = gpGlobals->time + 0.1;
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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 CM16::SecondaryAttack( 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 + 0.15;
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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 = 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_iShotCount++;
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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if (1 || m_flNextAnimTime < gpGlobals->time)
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{
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SendWeaponAnim( M16_FIRE1 + RANDOM_LONG(0,2));
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m_flNextAnimTime = gpGlobals->time + 0.2;
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}
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/m161.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 * 25;
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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 * 28
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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_3DEGREES, 8192, BULLET_PLAYER_MP5, 0 );
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if ( m_iShotCount == 3 )
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{
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m_flNextSecondaryAttack = gpGlobals->time + .3;
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m_iShotCount = 0;
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}
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else
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{
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m_flNextSecondaryAttack = gpGlobals->time + .09;
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}
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m_flNextPrimaryAttack = gpGlobals->time + 0.1;
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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 CM16::Reload( void )
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{
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DefaultReload( M16_MAX_CLIP, M16_RELOAD, 1.5 );
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}
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void CM16::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_LONGIDLE;
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break;
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default:
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case 1:
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iAnim = M16_IDLE1;
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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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class CM16AmmoClip : 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_556mm.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_556mm.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 bResult = (pOther->GiveAmmo( AMMO_M16CLIP_GIVE, "5.56mm", M16_MAX_CARRY) != -1);
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if (bResult)
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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 bResult;
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}
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};
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LINK_ENTITY_TO_CLASS( ammo_m16clip, CM16AmmoClip );
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