mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-03-13 05:51:19 +00:00
Remove useless casts.
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parent
a56bae028a
commit
4f08cd4c47
@ -181,7 +181,7 @@ void CAK47::PrimaryAttack()
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usAK47, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usAK47, 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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@ -224,7 +224,7 @@ int CBeamKatana::Swing( int fFirst )
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#endif
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usBeamKatana,
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0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0,
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0.0, g_vecZero, g_vecZero, 0, 0, 0,
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0.0, 0, 0.0 );
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@ -334,7 +334,7 @@ void CBow::PrimaryAttack( void )
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow2, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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@ -378,7 +378,7 @@ void CBow::FireBolt()
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usBow, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usBow, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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@ -86,7 +86,7 @@ void CObjectFlag :: Touch(CBaseEntity *pOther)
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pPlayer->m_fHasObject = true;
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// Set the client attachment using an event
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PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, FLAG_STOLEN, 0, 0, 0);
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PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, g_vecZero, g_vecZero, 0, 0, FLAG_STOLEN, 0, 0, 0);
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m_fIsInPlay = true;
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@ -167,7 +167,7 @@ void CDroppedFlag :: Touch(CBaseEntity *pOther)
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pPlayer->m_fHasObject = true;
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// Set the client attachment using an event
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PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, FLAG_STOLEN, 0, 0, 0);
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PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, g_vecZero, g_vecZero, 0, 0, FLAG_STOLEN, 0, 0, 0);
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// remove this item
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SetThink(SUB_Remove);
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@ -265,8 +265,8 @@ void CCaptureTeam1 :: Touch( CBaseEntity* pOther )
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// Remove the flag
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pPlayer->m_fHasObject = false;
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PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, (float *)&g_vecZero,
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(float *)&g_vecZero, 0, 0, FLAG_CAPTURE, 0, 0, 0);
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PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, g_vecZero,
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g_vecZero, 0, 0, FLAG_CAPTURE, 0, 0, 0);
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// Reset the flag
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@ -379,8 +379,8 @@ void CCaptureTeam2 :: Touch( CBaseEntity* pOther )
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// Remove the object
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pPlayer->m_fHasObject = false;
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PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, (float *)&g_vecZero,
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(float *)&g_vecZero, 0, 0, FLAG_CAPTURE, 0, 0, 0);
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PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, g_vecZero,
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g_vecZero, 0, 0, FLAG_CAPTURE, 0, 0, 0);
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// Reset the object
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CObjectFlag *pFlag = (CObjectFlag *)UTIL_FindEntityByClassname(NULL, "object_flag");
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@ -193,7 +193,7 @@ int CFOTN::Swing( int fFirst )
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#endif
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usFotn,
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0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0,
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0.0, g_vecZero, g_vecZero, 0, 0, 0,
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0.0, 0, 0.0 );
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@ -249,7 +249,7 @@ int CFOTN::Swing( int fFirst )
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#endif
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usFOTN,
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0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0,
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0.0, g_vecZero, g_vecZero, 0, 0, 0,
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0.0, 0, 0.0 );
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@ -104,7 +104,7 @@ void CGOLDENGUN::GOLDENGUNFire( float flSpread , float flCycleTime, BOOL fUseAut
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireGOLDENGUN : m_usFireGOLDENGUN, 0.0, (float *)&g_vecZero, (float *)&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_usFireGOLDENGUN : m_usFireGOLDENGUN, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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@ -102,7 +102,7 @@ void CJackal::JackalFire( float flSpread , float flCycleTime, BOOL fUseAutoAim )
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireJackal : m_usFireJackal, 0.0, (float *)&g_vecZero, (float *)&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_usFireJackal : m_usFireJackal, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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@ -352,7 +352,7 @@ void CModman::FireSniperHorn()
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usModman2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usModman2, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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@ -395,7 +395,7 @@ void CModman::FireHorn()
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usModman, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usModman, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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@ -169,7 +169,7 @@ void CMW2::PrimaryAttack()
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UTIL_ScreenShake( m_pPlayer->pev->origin, 250.0, 200.0, 2.5, 1 );
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usMW2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usMW2, 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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@ -311,7 +311,7 @@ void CNStar::FireStar()
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usNStar, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usNStar, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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@ -334,7 +334,7 @@ void CSciPG::FireBolt()
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usScientist, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usScientist, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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@ -130,7 +130,7 @@ void CSodaCan::PrimaryAttack()
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSodaDrink, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSodaDrink, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 1, 0, 0, 0 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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@ -99,7 +99,7 @@ void CZAPPER::ZAPPERFire( float flSpread , float flCycleTime, BOOL fUseAutoAim )
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireZAPPER : m_usFireZAPPER, 0.0, (float *)&g_vecZero, (float *)&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_usFireZAPPER : m_usFireZAPPER, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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