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/***
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*
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* Copyright (c) 1996-2002, 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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#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 mp5_e
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{
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MP5_LONGIDLE = 0,
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MP5_IDLE1,
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MP5_LAUNCH,
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MP5_RELOAD,
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MP5_DEPLOY,
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MP5_FIRE1,
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MP5_FIRE2,
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MP5_FIRE3
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};
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LINK_ENTITY_TO_CLASS( weapon_mp5, CMP5 )
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LINK_ENTITY_TO_CLASS( weapon_9mmAR, CMP5 )
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//=========================================================
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//=========================================================
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int CMP5::SecondaryAmmoIndex( void )
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{
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return m_iSecondaryAmmoType;
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}
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void CMP5::Spawn()
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{
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pev->classname = MAKE_STRING( "weapon_9mmAR" ); // hack to allow for old names
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Precache();
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SET_MODEL( ENT( pev ), "models/w_AK47.mdl" );
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SetClipModel( "models/w_akclip.mdl" );
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m_iId = WEAPON_MP5;
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// ==========================================
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// Code changes for- Night at the Office:
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// ==========================================
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//
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// -Randomised Ammo. Picking up a gun from a fallen terrorist
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// will not give you a pre-defined amount of bullets. The exact
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// number is random (depending on the gun and clip size), which
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// means the player will constantly need to keep a check on the
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// ammo as it will no longer be 'comfortable' for the player to
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// waste ammo.
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m_iDefaultAmmo = DefaultAmmoBySkill( MP5_MAX_CLIP, gSkillData.iSkillLevel );
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FallInit();// get ready to fall down.
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}
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void CMP5::Precache( void )
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{
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PRECACHE_MODEL( "models/v_AK47.mdl" );
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PRECACHE_MODEL( "models/w_AK47.mdl" );
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PRECACHE_MODEL( "models/p_AK47.mdl" );
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m_iShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shellTE_MODEL
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PRECACHE_MODEL( "models/grenade.mdl" ); // grenade
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PRECACHE_MODEL( "models/w_akclip.mdl" );
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PRECACHE_SOUND( "items/9mmclip1.wav" );
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PRECACHE_SOUND( "items/clipinsert1.wav" );
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PRECACHE_SOUND( "items/cliprelease1.wav" );
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PRECACHE_SOUND( "weapons/hks1.wav" );// H to the K
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PRECACHE_SOUND( "weapons/hks2.wav" );// H to the K
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PRECACHE_SOUND( "weapons/hks3.wav" );// H to the K
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PRECACHE_SOUND( "weapons/glauncher.wav" );
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PRECACHE_SOUND( "weapons/glauncher2.wav" );
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PRECACHE_SOUND( "weapons/357_cock1.wav" );
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m_usMP5 = PRECACHE_EVENT( 1, "events/mp5.sc" );
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m_usMP52 = PRECACHE_EVENT( 1, "events/mp52.sc" );
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}
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int CMP5::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = "ak47";
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p->iMaxAmmo1 = AK47_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = MP5_MAX_CLIP;
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p->iSlot = 0;
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p->iPosition = 4;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_MP5;
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p->iWeight = MP5_WEIGHT;
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return 1;
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}
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int CMP5::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 CMP5::Deploy()
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{
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return DefaultDeploy( "models/v_AK47.mdl", "models/p_AK47.mdl", MP5_DEPLOY, "mp5" );
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}
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void CMP5::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 = UTIL_WeaponTimeBase() + 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 = UTIL_WeaponTimeBase() + 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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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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Vector vecDir;
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#ifdef CLIENT_DLL
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if( !bIsMultiplayer() )
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#else
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if( !g_pGameRules->IsMultiplayer() )
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#endif
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{
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// optimized multiplayer. Widened to make it easier to hit a moving player
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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}
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else
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{
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// single player spread
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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}
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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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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usMP5, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 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 = UTIL_WeaponTimeBase() + 0.1;
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if( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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void CMP5::SecondaryAttack( void )
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{
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}
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void CMP5::Reload( void )
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{
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == MP5_MAX_CLIP )
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return;
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DefaultReload( MP5_MAX_CLIP, MP5_RELOAD, 1.5 );
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}
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void CMP5::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 > UTIL_WeaponTimeBase() )
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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 = MP5_LONGIDLE;
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break;
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default:
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case 1:
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iAnim = MP5_IDLE1;
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break;
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}
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SendWeaponAnim( iAnim );
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again.
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}
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BOOL CMP5::IsUseable()
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{
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//Can be used if the player has AR grenades. - Solokiller
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return CBasePlayerWeapon::IsUseable() || m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] > 0;
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}
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class CMP5AmmoClip : 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_akclip.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_akclip.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_MP5CLIP_GIVE, "ak47", AK47_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_mp5clip, CMP5AmmoClip )
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LINK_ENTITY_TO_CLASS( ammo_9mmAR, CMP5AmmoClip )
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