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https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-27 15:14:21 +00:00
Refactor, change pull behaviour
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f13af98943
commit
911791590e
@ -49,16 +49,15 @@ public:
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int iItemSlot(void) { return 4; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer(CBasePlayer *pPlayer);
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bool cl=false;
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bool m_bHold = false;
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BOOL Deploy(void);
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void Holster(int skiplocal = 0);
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int failtraces = 0;
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CBaseEntity* temp = NULL;
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int m_iGrabFailures = 0;
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CBaseEntity* m_AimentEntity = NULL;
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void UpdateEffect(const Vector &startPoint, const Vector &endPoint, float timeBlend);
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CBaseEntity * FindEntityForward4(CBaseEntity *pMe, float radius);
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void CreateEffect(void);
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void DestroyEffect(void);
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float timedist;
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void EndAttack(void);
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void Attack(void);
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void Attack2(void);
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@ -85,11 +84,7 @@ public:
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virtual BOOL UseDecrement(void)
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{
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#if defined( CLIENT_WEAPONS )
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return false;
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#else
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return FALSE;
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#endif
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}
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unsigned short m_usEgonStop;
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@ -165,15 +160,14 @@ void CGrav::Holster(int skiplocal /* = 0 */)
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{
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SetThink(NULL);
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if (temp) { temp->pev->velocity = temp->pev->origin - temp->pev->origin; }
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temp = NULL;
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if (m_AimentEntity) { m_AimentEntity->pev->velocity = Vector(0, 0, 0); }
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m_AimentEntity = NULL;
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EndAttack();
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cl = false;
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m_bHold = false;
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mytime = gpGlobals->time + 0.5;
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
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GravAnim(GAUSS_HOLSTER,0,0);
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SetThink(NULL);
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EndAttack();
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}
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int CGrav::GetItemInfo(ItemInfo *p)
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@ -206,13 +200,11 @@ BOOL CGrav::HasAmmo(void)
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void CGrav::Attack(void)
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{
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if (temp) { temp = NULL; }
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//if(temp) return;
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if (m_AimentEntity) { m_AimentEntity = NULL; }
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pev->nextthink = gpGlobals->time + 1.1;
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
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Vector vecAiming = gpGlobals->v_forward;
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//Vector vecAiming = UTIL_GetAimVector(m_pPlayer->edict(), 1000);
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Vector vecSrc = m_pPlayer->GetGunPosition();
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switch (m_fireState)
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@ -227,7 +219,7 @@ void CGrav::Attack(void)
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m_flTimeWeaponIdle = gpGlobals->time + 0.04;
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pev->fuser1 = gpGlobals->time + 0.1;
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cl = false;
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m_bHold = false;
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m_fireState = FIRE_CHARGE;
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}
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break;
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@ -351,9 +343,9 @@ void CGrav::Attack2(void)
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if (oc == propc ){
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_RUN, 0.6, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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temp = crosent;
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m_AimentEntity = crosent;
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Pull(crosent,5);
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temp->TouchGravGun(m_pPlayer);
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m_AimentEntity->TouchGravGun(m_pPlayer);
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GravAnim(GAUSS_SPIN, 0, 0);
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}
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@ -428,35 +420,33 @@ CBaseEntity* CGrav::FindEntityForward4(CBaseEntity *pMe,float radius)
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//Used for prop grab and
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void CGrav::GrabThink()
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{
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cl = true;
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//CBaseEntity *ent = FindEntityForward4(m_pPlayer, 130);
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if ((failtraces<50)&& temp && !temp->pev->deadflag)
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if (( m_iGrabFailures < 50 )&& m_AimentEntity && !m_AimentEntity->pev->deadflag)
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{
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if( ( temp->pev->origin - m_pPlayer->pev->origin).Length() > 250 )
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failtraces++;
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if( ( m_AimentEntity->pev->origin - m_pPlayer->pev->origin).Length() > 250 )
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m_iGrabFailures++;
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else
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failtraces = 0;
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m_iGrabFailures = 0;
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UpdateEffect(pev->origin, temp->pev->origin, 1);
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UpdateEffect(pev->origin, m_AimentEntity->pev->origin, 1);
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Pull(temp, 100);
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Pull(m_AimentEntity, 100);
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pev->nextthink = gpGlobals->time + 0.001;
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}
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else{
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_OFF, 1, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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failtraces = 0;
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m_iGrabFailures = 0;
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SetThink(NULL);
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if(temp)
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if(m_AimentEntity)
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{
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temp->pev->velocity = Vector(0,0,0);
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temp = NULL;
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m_AimentEntity->pev->velocity = Vector(0,0,0);
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m_AimentEntity = NULL;
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}
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EndAttack();
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cl = false;
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m_bHold = false;
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}
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@ -473,10 +463,7 @@ void CGrav::Pull(CBaseEntity* ent,float force){
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target.z += 32;
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if ((target - VecBModelOrigin(ent->pev)).Length()>60){
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target = m_pPlayer->pev->origin + gpGlobals->v_forward * 110 ;
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//ent->pev->origin = target;
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// ent->pev->origin.z+32;
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target.z += 60;
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@ -502,14 +489,13 @@ void CGrav::Pull(CBaseEntity* ent,float force){
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/////
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ALERT(at_console, "%s 2: %f\n", STRING(ent->pev->classname), ent->pev->velocity.Length());
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}
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else {
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Vector atarget = UTIL_VecToAngles(gpGlobals->v_forward);
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//UTIL_VecToAngles(UTIL_GetAimVector(m_pPlayer->edict(), 1000));
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else
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{
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Vector atarget = UTIL_VecToAngles(gpGlobals->v_forward);
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atarget.x = UTIL_AngleMod(atarget.x);
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atarget.y = UTIL_AngleMod(atarget.y);
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atarget.z = UTIL_AngleMod(atarget.z);
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atarget.x = UTIL_AngleMod(atarget.x);
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atarget.y = UTIL_AngleMod(atarget.y);
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atarget.z = UTIL_AngleMod(atarget.z);
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ent->pev->avelocity.x = UTIL_AngleDiff(atarget.x, ent->pev->angles.x) * 10;
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ent->pev->avelocity.y = UTIL_AngleDiff(atarget.y, ent->pev->angles.y) * 10;
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ent->pev->avelocity.z = UTIL_AngleDiff(atarget.z, ent->pev->angles.z) * 10;
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@ -519,10 +505,10 @@ void CGrav::Pull(CBaseEntity* ent,float force){
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if(ent->pev->velocity.Length()>900)
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ent->pev->velocity = (target - VecBModelOrigin(ent->pev)).Normalize() * 900;
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ent->pev->velocity = ent->pev->velocity + m_pPlayer->pev->velocity;
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m_bHold = true;
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pev->nextthink = gpGlobals->time + 0.0001;
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SetThink(&CGrav::GrabThink);
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}
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//target.z = target.z + 34;
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//target.x = target.y + 10;
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@ -550,17 +536,22 @@ void CGrav::SecondaryAttack(void)
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{
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if (mytime < gpGlobals->time)
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{
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if (cl)
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if (m_bHold)
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{
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if( m_fireState == FIRE_CHARGE )
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if( m_fireState != FIRE_OFF )
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{
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return;
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}
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EndAttack();
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SetThink(NULL);
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mytime = gpGlobals->time + 0.1;
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//m_flTimeWeaponIdle = gpGlobals->time + 0.1;
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cl = false;
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temp->pev->velocity = Vector(0,0,0);
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temp = NULL;
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m_bHold = false;
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if( m_AimentEntity )
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{
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m_AimentEntity->pev->velocity = Vector(0,0,0);
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m_AimentEntity = NULL;
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}
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}
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else {
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m_fireMode = FIRE_NARROW;
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@ -719,16 +710,12 @@ void CGrav::WeaponIdle(void)
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void CGrav::EndAttack(void)
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{
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bool bMakeNoise = false;
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if (temp&&temp->pev->velocity.Length() > 100&& (temp->pev->origin-m_pPlayer->pev->origin).Length()<100) { temp->pev->velocity = temp->pev->velocity / 10; }
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if (temp) {
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pev->nextthink = gpGlobals->time + 0.05;
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SetThink(&CGrav::GrabThink);
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}
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// if (m_AimentEntity&&m_AimentEntity->pev->velocity.Length() > 100&& (m_AimentEntity->pev->origin-m_pPlayer->pev->origin).Length()<100) { m_AimentEntity->pev->velocity = m_AimentEntity->pev->velocity / 10; }
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ALERT( at_console, "EndAttack()\n");
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if (m_fireState != FIRE_OFF) //Checking the button just in case!.
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bMakeNoise = true;
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mytime = gpGlobals->time + 0.1;
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m_flTimeWeaponIdle = gpGlobals->time + 0.2;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 0.1;
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m_fireState = FIRE_OFF;
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