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@ -101,7 +101,7 @@ void CEagle::SecondaryAttack( void ) |
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m_fDotActive = ! m_fDotActive; |
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m_fDotActive = ! m_fDotActive; |
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#ifndef CLIENT_DLL |
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#if !CLIENT_DLL |
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if (!m_fDotActive && m_pDot) |
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if (!m_fDotActive && m_pDot) |
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{ |
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{ |
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m_pDot->Killed( NULL, GIB_NORMAL ); |
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m_pDot->Killed( NULL, GIB_NORMAL ); |
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@ -125,7 +125,7 @@ void CEagle::Holster( int skiplocal /* = 0 */ ) |
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m_fInReload = FALSE;// cancel any reload in progress.
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m_fInReload = FALSE;// cancel any reload in progress.
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#ifndef CLIENT_DLL |
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#if !CLIENT_DLL |
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if (m_pDot) |
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if (m_pDot) |
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{ |
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{ |
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m_pDot->Killed( NULL, GIB_NEVER ); |
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m_pDot->Killed( NULL, GIB_NEVER ); |
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@ -166,45 +166,44 @@ void CEagle::EagleFire( float flCycleTime, BOOL fUseAutoAim ) |
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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#if defined ( OLD_WEAPONS ) |
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#if OLD_WEAPONS |
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if (m_iClip != 0) |
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if (m_iClip != 0) |
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SendWeaponAnim( EAGLE_FIRE ); |
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SendWeaponAnim( EAGLE_FIRE ); |
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else |
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else |
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SendWeaponAnim( EAGLE_FIRE_EMPTY ); |
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SendWeaponAnim( EAGLE_FIRE_EMPTY ); |
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#endif |
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#endif |
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int flags; |
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int flags; |
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#if defined( CLIENT_WEAPONS ) |
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#if CLIENT_WEAPONS |
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flags = FEV_NOTHOST; |
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flags = FEV_NOTHOST; |
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#else |
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#else |
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flags = 0; |
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flags = 0; |
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#endif |
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#endif |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireEagle : m_usFireEagle, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireEagle : m_usFireEagle, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); |
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// player "shoot" animation
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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#if defined ( OLD_WEAPONS ) |
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#if OLD_WEAPONS |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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UTIL_Ricochet( ptr->vecStartPos, 1.0 ); |
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UTIL_Ricochet( ptr->vecStartPos, 1.0 ); |
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UTIL_Ricochet( ptr->vecEndPos, 2.0 ); // ADDED RICHOSHET MODE
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UTIL_Ricochet( ptr->vecEndPos, 2.0 ); // ADDED RICHOSHET MODE
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+ gpGlobals->v_right * RANDOM_FLOAT(9999,100) |
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+ gpGlobals->v_right * RANDOM_FLOAT(9999,100) |
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Vector vecShellVelocity = m_pPlayer->pev->velocity |
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Vector vecShellVelocity = m_pPlayer->pev->velocity |
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+ gpGlobals->v_right * RANDOM_FLOAT(999,300) |
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+ gpGlobals->v_right * RANDOM_FLOAT(999,300) |
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+ gpGlobals->v_up * RANDOM_FLOAT(450,150) |
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+ gpGlobals->v_up * RANDOM_FLOAT(450,150) |
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+ gpGlobals->v_forward * 9999; |
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+ gpGlobals->v_forward * 9999; |
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#endif |
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#endif |
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if (pev->body == 0) |
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if (pev->body == 0) |
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{ |
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{ |
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; |
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; |
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#if defined ( OLD_WEAPONS ) |
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#if OLD_WEAPONS |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/desert_eagle_fire.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/desert_eagle_fire.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); |
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#endif |
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#endif |
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} |
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} |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecAiming; |
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Vector vecAiming; |
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@ -236,7 +235,7 @@ m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer-> |
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UpdateDot( ); |
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UpdateDot( ); |
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#if defined ( OLD_WEAPONS ) |
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#if OLD_WEAPONS |
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m_pPlayer->pev->punchangle.x -= 2; |
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m_pPlayer->pev->punchangle.x -= 2; |
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#endif |
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#endif |
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} |
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} |
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@ -316,7 +315,7 @@ void CEagle::WeaponIdle( void ) |
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void CEagle::UpdateDot( void ) |
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void CEagle::UpdateDot( void ) |
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{ |
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{ |
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#ifndef CLIENT_DLL |
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#if !CLIENT_DLL |
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if (m_fDotActive) |
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if (m_fDotActive) |
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{ |
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{ |
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if (!m_pDot) |
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if (!m_pDot) |
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