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@ -1,17 +1,10 @@
@@ -1,17 +1,10 @@
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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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//========= Copyright © 2004-2008, Raven City Team, All rights reserved. ============//
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// //
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// Purpose: //
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// //
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// $NoKeywords: $ //
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//===================================================================================//
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//Modifided by Lost_Gamer_
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#include "extdll.h" |
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#include "util.h" |
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@ -21,26 +14,30 @@
@@ -21,26 +14,30 @@
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#include "nodes.h" |
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#include "player.h" |
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enum eagle_e { |
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EAGLE_IDLE1 = 0, |
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EAGLE_IDLE2, |
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EAGLE_IDLE3, |
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EAGLE_IDLE4, |
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EAGLE_IDLE5, |
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EAGLE_SHOOT, |
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EAGLE_SHOOT_EMPTY, |
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EAGLE_RELOAD, |
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EAGLE_RELOAD_NOT_EMPTY, |
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EAGLE_DRAW, |
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EAGLE_HOLSTER, |
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enum deagle_e { |
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DEAGLE_IDLE1 = 0, |
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DEAGLE_IDLE2, |
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DEAGLE_IDLE3, |
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DEAGLE_IDLE4, |
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DEAGLE_IDLE5, |
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DEAGLE_SHOOT, |
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DEAGLE_SHOOT_EMPTY, |
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DEAGLE_RELOAD, |
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DEAGLE_RELOAD_NOT_EMPTY, |
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DEAGLE_DRAW, |
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DEAGLE_HOLSTER |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_eagle, CEagle ) |
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LINK_ENTITY_TO_CLASS(weapon_eagle, CEagle); |
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#ifndef CLIENT_DLL |
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LINK_ENTITY_TO_CLASS( eagle_laser, CLaserSpot ) |
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#endif |
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void CEagle::Spawn() |
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void CEagle::Spawn( void ) |
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{ |
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Precache(); |
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pev->classname = MAKE_STRING("weapon_eagle"); // hack to allow for old names
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Precache( ); |
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m_iId = WEAPON_EAGLE; |
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SET_MODEL(ENT(pev), "models/w_desert_eagle.mdl"); |
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@ -50,20 +47,20 @@ void CEagle::Spawn()
@@ -50,20 +47,20 @@ void CEagle::Spawn()
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} |
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void CEagle::Precache(void) |
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void CEagle::Precache( void ) |
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{ |
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UTIL_PrecacheOther( "eagle_laser" ); |
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PRECACHE_MODEL("models/v_desert_eagle.mdl"); |
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PRECACHE_MODEL("models/w_desert_eagle.mdl"); |
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PRECACHE_MODEL("models/p_desert_eagle.mdl"); |
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m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
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m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shell
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PRECACHE_SOUND("weapons/desert_eagle_fire.wav"); |
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PRECACHE_SOUND("weapons/desert_eagle_reload.wav"); |
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PRECACHE_SOUND("weapons/desert_eagle_sight.wav"); |
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PRECACHE_SOUND("weapons/desert_eagle_sight2.wav"); |
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PRECACHE_SOUND ("weapons/desert_eagle_reload.wav"); |
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PRECACHE_SOUND ("weapons/desert_eagle_fire.wav"); |
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PRECACHE_SOUND ("weapons/desert_eagle_sight.wav"); |
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PRECACHE_SOUND ("weapons/desert_eagle_sight2.wav"); |
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m_usFireEagle = PRECACHE_EVENT(1, "events/eagle.sc"); |
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m_usEagle = PRECACHE_EVENT( 1, "events/eagle.sc" ); |
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} |
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int CEagle::GetItemInfo(ItemInfo *p) |
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@ -83,68 +80,71 @@ int CEagle::GetItemInfo(ItemInfo *p)
@@ -83,68 +80,71 @@ int CEagle::GetItemInfo(ItemInfo *p)
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return 1; |
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} |
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BOOL CEagle::Deploy() |
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BOOL CEagle::Deploy( ) |
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{ |
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return DefaultDeploy("models/v_desert_eagle.mdl", "models/p_desert_eagle.mdl", EAGLE_DRAW, "eagle", UseDecrement()); |
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return DefaultDeploy( "models/v_desert_eagle.mdl", "models/p_desert_eagle.mdl", DEAGLE_DRAW, "onehanded", 0 ); |
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} |
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void CEagle::Holster(int skiplocal /* = 0 */) |
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void CEagle::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_fInReload = FALSE;// cancel any reload in progress.
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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SendWeaponAnim( DEAGLE_HOLSTER ); |
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SendWeaponAnim(EAGLE_HOLSTER); |
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#ifndef CLIENT_DLL |
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if (m_pSpot) |
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if (m_pEagleLaser) |
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{ |
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m_pSpot->Killed(NULL, GIB_NEVER); |
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m_pSpot = NULL; |
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m_pEagleLaser->Killed( NULL, GIB_NEVER ); |
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m_pEagleLaser = NULL; |
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} |
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#endif |
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} |
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void CEagle::SecondaryAttack(void) |
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void CEagle::SecondaryAttack() |
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{ |
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m_fSpotActive = !m_fSpotActive; |
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#ifndef CLIENT_DLL |
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if (!m_fSpotActive && m_pSpot) |
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m_fEagleLaserActive = ! m_fEagleLaserActive; |
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if (!m_fEagleLaserActive && m_pEagleLaser) |
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{ |
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m_pSpot->Killed(NULL, GIB_NORMAL); |
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m_pSpot = NULL; |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM); |
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m_pEagleLaser->Killed( NULL, GIB_NORMAL ); |
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m_pEagleLaser = NULL; |
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} |
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#endif |
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if (m_fSpotActive) |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight.wav", 1, ATTN_NORM); |
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else |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight2.wav", 1, ATTN_NORM); |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2; |
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{ |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight.wav", 1.0, ATTN_NORM, 0, PITCH_NORM); |
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} |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5; |
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} |
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void CEagle::PrimaryAttack(void) |
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void CEagle::PrimaryAttack() |
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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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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = GetNextAttackDelay(0.2); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2; |
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} |
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return; |
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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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UpdateSpot( ); |
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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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UpdateSpot( ); |
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float flSpread = 0.01; |
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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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int flags; |
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BOOL m_fLaserOn; |
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#if defined( CLIENT_WEAPONS ) |
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flags = FEV_NOTHOST; |
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@ -153,136 +153,147 @@ void CEagle::PrimaryAttack(void)
@@ -153,136 +153,147 @@ void CEagle::PrimaryAttack(void)
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#endif |
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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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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
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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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const Vector& vecSpread = VECTOR_CONE_2DEGREES; |
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float flCycleTime; |
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vecAiming = gpGlobals->v_forward; |
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if (!m_fSpotActive) |
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Vector vecDir; |
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if (m_pEagleLaser) |
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{ |
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vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); |
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flCycleTime = 0.25f; |
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.5; |
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#ifndef CLIENT_DLL |
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m_pEagleLaser->Suspend( 0.6 ); |
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#endif |
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m_fLaserOn = TRUE; |
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} |
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else |
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{ |
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vecAiming = gpGlobals->v_forward; |
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flCycleTime = 0.5f; |
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flSpread = 0.1; |
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.22; |
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m_fLaserOn = FALSE; |
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} |
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Vector vecDir; |
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, (m_fSpotActive) ? VECTOR_CONE_1DEGREES : VECTOR_CONE_10DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed); |
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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireEagle, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, (m_iClip == 0) ? 1 : 0, 0); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime); |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEagle, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, flSpread, flSpread, ( m_iClip == 0 ) ? 1 : 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_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
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UpdateSpot(); |
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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 CEagle::Reload(void) |
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void CEagle::Reload( void ) |
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{ |
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if (m_pPlayer->ammo_357 <= 0) |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == EAGLE_MAX_CLIP) |
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return; |
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if (m_fSpotActive) |
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if ( m_pEagleLaser && m_fEagleLaserActive ) |
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{ |
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SecondaryAttack(); |
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#ifndef CLIENT_DLL |
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m_pEagleLaser->Suspend( 1.6 ); |
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#endif |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.5; |
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} |
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int iResult; |
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if (m_iClip == 0) |
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iResult = DefaultReload(EAGLE_MAX_CLIP, EAGLE_RELOAD, 1.5); |
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iResult = DefaultReload( EAGLE_MAX_CLIP, DEAGLE_RELOAD, 1.5 ); |
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else |
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iResult = DefaultReload(EAGLE_MAX_CLIP, EAGLE_RELOAD_NOT_EMPTY, 1.5); |
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iResult = DefaultReload( EAGLE_MAX_CLIP, DEAGLE_RELOAD_NOT_EMPTY, 1.5 ); |
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if (iResult) |
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{ |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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} |
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void CEagle::UpdateSpot( void ) |
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{ |
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#ifndef CLIENT_DLL |
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if (m_fEagleLaserActive) |
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{ |
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if (!m_pEagleLaser) |
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{ |
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m_pEagleLaser = CLaserSpot::CreateSpot(); |
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m_pEagleLaser->pev->classname = MAKE_STRING("eagle_laser"); |
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m_pEagleLaser->pev->scale = 0.5; |
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} |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
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Vector vecSrc = m_pPlayer->GetGunPosition( );; |
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Vector vecAiming = gpGlobals->v_forward; |
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TraceResult tr; |
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UTIL_TraceLine ( vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr ); |
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UTIL_SetOrigin( m_pEagleLaser->pev, tr.vecEndPos ); |
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void CEagle::WeaponIdle(void) |
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{ |
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UpdateSpot(); |
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if ( UTIL_PointContents(tr.vecEndPos) == CONTENT_SKY ) |
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{ |
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UTIL_Remove( m_pEagleLaser ); |
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m_pEagleLaser = FALSE; |
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} |
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ResetEmptySound(); |
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} |
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#endif |
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} |
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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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void CEagle::WeaponIdle( void ) |
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{ |
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UpdateSpot( ); |
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if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) |
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{ |
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ResetEmptySound( ); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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// only idle if the slid isn't back
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if (m_iClip != 0) |
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{ |
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0.0, 1.0); |
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 ); |
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if (flRand <= 0.2) |
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if (m_pEagleLaser) |
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{ |
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iAnim = EAGLE_IDLE1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f; |
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if (flRand > 0.5 ) |
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{ |
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iAnim = DEAGLE_IDLE5;//Done
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f; |
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} |
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else if (flRand <= 0.4) |
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else |
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{ |
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iAnim = EAGLE_IDLE2; |
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iAnim = DEAGLE_IDLE4;//Done
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f; |
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} |
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else if (flRand <= 0.6) |
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} |
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else |
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{ |
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if (flRand <= 0.3 ) |
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|
|
{ |
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|
|
iAnim = EAGLE_IDLE3; |
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|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.6f; |
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|
|
iAnim = DEAGLE_IDLE1;//Done
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|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f; |
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|
} |
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|
else if (flRand <= 0.8) |
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|
else if (flRand <= 0.6 ) |
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|
|
{ |
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|
|
iAnim = EAGLE_IDLE4; |
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|
|
iAnim = DEAGLE_IDLE2; |
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|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f; |
|
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|
|
} |
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|
|
else |
|
|
|
|
{ |
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|
|
iAnim = EAGLE_IDLE5; |
|
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|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0; |
|
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|
|
iAnim = DEAGLE_IDLE3;//Done
|
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|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.63f; |
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|
|
} |
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|
|
SendWeaponAnim(iAnim, 1); |
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|
|
|
} |
|
|
|
|
} |
|
|
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|
|
void CEagle::UpdateSpot(void) |
|
|
|
|
{ |
|
|
|
|
|
|
|
|
|
#ifndef CLIENT_DLL |
|
|
|
|
if (m_fSpotActive) |
|
|
|
|
{ |
|
|
|
|
if (!m_pSpot) |
|
|
|
|
{ |
|
|
|
|
m_pSpot = CLaserSpot::CreateSpot(); |
|
|
|
|
SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0 ); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
UTIL_MakeVectors(m_pPlayer->pev->v_angle); |
|
|
|
|
Vector vecSrc = m_pPlayer->GetGunPosition(); |
|
|
|
|
Vector vecAiming = gpGlobals->v_forward; |
|
|
|
|
|
|
|
|
|
TraceResult tr; |
|
|
|
|
UTIL_TraceLine(vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr); |
|
|
|
|
|
|
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|
|
UTIL_SetOrigin(m_pSpot->pev, tr.vecEndPos); |
|
|
|
|
} |
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
} |