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@ -169,7 +169,7 @@ void CShotgun::PrimaryAttack()
@@ -169,7 +169,7 @@ void CShotgun::PrimaryAttack()
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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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if( m_iClip != 0 ) |
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//if( m_iClip != 0 )
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m_flPumpTime = gpGlobals->time + 0.5; |
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.75 ); |
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@ -240,7 +240,7 @@ void CShotgun::SecondaryAttack( void )
@@ -240,7 +240,7 @@ void CShotgun::SecondaryAttack( void )
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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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if( m_iClip != 0 ) |
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//if( m_iClip != 0 )
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m_flPumpTime = gpGlobals->time + 0.95; |
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m_flNextPrimaryAttack = GetNextAttackDelay( 1.5 ); |
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@ -299,18 +299,21 @@ void CShotgun::Reload( void )
@@ -299,18 +299,21 @@ void CShotgun::Reload( void )
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} |
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} |
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void CShotgun::WeaponIdle( void ) |
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void CShotgun::WeaponTick() |
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{ |
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ResetEmptySound(); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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if( m_flPumpTime && m_flPumpTime < gpGlobals->time ) |
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{ |
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// play pumping sound
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG( 0, 0x1f ) ); |
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m_flPumpTime = 0; |
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} |
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} |
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void CShotgun::WeaponIdle( void ) |
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{ |
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ResetEmptySound(); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) |
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{ |
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