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Add crowbar idle animations under CROWBAR_IDLE_ANIM macro.
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@ -1138,7 +1138,13 @@ enum crowbar_e
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CROWBAR_ATTACK2MISS,
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CROWBAR_ATTACK2HIT,
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CROWBAR_ATTACK3MISS,
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#ifndef CROWBAR_IDLE_ANIM
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CROWBAR_ATTACK3HIT
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#else
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CROWBAR_ATTACK3HIT,
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CROWBAR_IDLE2,
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CROWBAR_IDLE3
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#endif
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};
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int g_iSwing;
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@ -37,7 +37,13 @@ enum crowbar_e
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CROWBAR_ATTACK2MISS,
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CROWBAR_ATTACK2HIT,
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CROWBAR_ATTACK3MISS,
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#ifndef CROWBAR_IDLE_ANIM
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CROWBAR_ATTACK3HIT
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#else
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CROWBAR_ATTACK3HIT,
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CROWBAR_IDLE2,
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CROWBAR_IDLE3
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#endif
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};
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void CCrowbar::Spawn()
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@ -208,7 +214,9 @@ int CCrowbar::Swing( int fFirst )
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{
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// miss
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
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#ifdef CROWBAR_IDLE_ANIM
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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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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}
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@ -324,5 +332,38 @@ int CCrowbar::Swing( int fFirst )
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#endif
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.25 );
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}
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#ifdef CROWBAR_IDLE_ANIM
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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#endif
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return fDidHit;
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}
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#ifdef CROWBAR_IDLE_ANIM
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void CCrowbar::WeaponIdle( void )
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{
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
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{
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int iAnim;
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
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if( flRand > 0.9 )
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{
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iAnim = CROWBAR_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0;
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}
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else
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{
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if( flRand > 0.5 )
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{
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iAnim = CROWBAR_IDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0 / 30.0;
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}
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else
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{
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iAnim = CROWBAR_IDLE3;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0;
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}
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}
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SendWeaponAnim( iAnim );
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}
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}
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#endif
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@ -504,6 +504,9 @@ public:
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int Swing( int fFirst );
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BOOL Deploy( void );
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void Holster( int skiplocal = 0 );
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#ifdef CROWBAR_IDLE_ANIM
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void WeaponIdle();
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#endif
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int m_iSwing;
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TraceResult m_trHit;
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