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@ -81,7 +81,11 @@ void CSniper::Precache(void)
@@ -81,7 +81,11 @@ void CSniper::Precache(void)
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PRECACHE_MODEL("models/w_sniperclip.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND("weapons/sniper_fire1.wav"); |
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PRECACHE_SOUND("weapons/sniper_fire2.wav"); |
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PRECACHE_SOUND("weapons/sniper_reload1.wav"); |
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PRECACHE_SOUND("weapons/zoom.wav"); |
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PRECACHE_SOUND("weapons/scout_bolt.wav"); |
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PRECACHE_SOUND("weapons/scout_clipin.wav"); |
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PRECACHE_SOUND("weapons/scout_clipout.wav"); |
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@ -103,7 +107,7 @@ void CSniper::Holster(int skiplocal /* = 0 */)
@@ -103,7 +107,7 @@ void CSniper::Holster(int skiplocal /* = 0 */)
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SecondaryAttack(); |
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} |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
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} |
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@ -121,28 +125,26 @@ void CSniper::SecondaryAttack(void)
@@ -121,28 +125,26 @@ void CSniper::SecondaryAttack(void)
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} |
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m_flNextSecondaryAttack = 0.75; |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_STATIC, "weapons/zoom.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 100, 150 ) ); |
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} |
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void CSniper::PrimaryAttack() |
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{ |
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if( FBitSet( m_pPlayer->m_afButtonLast, IN_ATTACK ) ) |
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return; |
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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 = 0.15; |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = 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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if (!m_fFireOnEmpty) |
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Reload(); |
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else |
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{ |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); |
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m_flNextPrimaryAttack = 0.15; |
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} |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = 0.2; |
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return; |
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} |
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@ -174,25 +176,33 @@ void CSniper::PrimaryAttack()
@@ -174,25 +176,33 @@ void CSniper::PrimaryAttack()
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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0); |
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m_flNextPrimaryAttack = (46.0 / 35.0); |
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0 || m_iClip > 0 ) |
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m_flNextPrimaryAttack = 1.5; |
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else |
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{ |
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m_flNextPrimaryAttack = 2.75; |
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m_flNextSecondaryAttack = 0.75; |
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} |
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if( m_iClip > 0 ) |
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m_flTimeWeaponIdle = 2.5; |
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else |
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m_flTimeWeaponIdle = 1.75; |
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} |
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void CSniper::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 == SNIPER_MAX_CLIP ) |
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return; |
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int iResult = DefaultReload(SNIPER_MAX_CLIP, SNIPER_RELOAD, 2.25); |
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if (iResult) |
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{ |
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if (m_pPlayer->pev->fov != 0) |
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{ |
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m_fInZoom = FALSE; |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
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} |
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if( m_fInZoom ) |
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SecondaryAttack(); |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_reload1.wav", RANDOM_FLOAT( 0.9, 1.0 ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 15 ) ); |
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} |
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} |
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@ -206,7 +216,7 @@ void CSniper::WeaponIdle(void)
@@ -206,7 +216,7 @@ void CSniper::WeaponIdle(void)
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) |
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return; |
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m_flTimeWeaponIdle = (9.0 / 16.0); |
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
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SendWeaponAnim(SNIPER_IDLE1, UseDecrement() ? 1 : 0); |
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} |
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