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424 lines
8.3 KiB
424 lines
8.3 KiB
3 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_dodbipodgun.h"
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#if defined( CLIENT_DLL )
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#include "c_dod_player.h"
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#define CWeapon30cal C_Weapon30cal
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#else
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#include "dod_player.h"
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#endif
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class CWeapon30cal : public CDODBipodWeapon
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{
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public:
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DECLARE_CLASS( CWeapon30cal, CDODBipodWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_ACTTABLE();
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CWeapon30cal() {}
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_30CAL; }
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// weapon id for stats purposes
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virtual DODWeaponID GetStatsWeaponID( void )
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{
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if ( !IsDeployed() )
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return WEAPON_30CAL_UNDEPLOYED;
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else
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return WEAPON_30CAL;
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}
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virtual void PrimaryAttack( void );
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virtual bool ShouldDrawCrosshair( void ) { return IsDeployed(); }
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virtual bool Reload( void );
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virtual Activity GetDrawActivity( void );
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virtual Activity GetDeployActivity( void );
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virtual Activity GetUndeployActivity( void );
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virtual Activity GetIdleActivity( void );
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virtual Activity GetPrimaryAttackActivity( void );
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virtual float GetRecoil( void );
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private:
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CWeapon30cal( const CWeapon30cal & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( Weapon30cal, DT_Weapon30cal )
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BEGIN_NETWORK_TABLE( CWeapon30cal, DT_Weapon30cal )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeapon30cal )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_30cal, CWeapon30cal );
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PRECACHE_WEAPON_REGISTER( weapon_30cal );
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acttable_t CWeapon30cal::m_acttable[] =
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{
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{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_30CAL, false },
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{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_30CAL, false },
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{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_30CAL, false },
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{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_30CAL, false },
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{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_30CAL, false },
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{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_30CAL, false },
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{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_30CAL, false },
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{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_30CAL, false },
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{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_30CAL, false },
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{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_30CAL, false },
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{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_30CAL, false },
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{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_30CAL, false },
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{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_30CAL, false },
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{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_30CAL, false },
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{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_30CAL, false },
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{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_30CAL, false },
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{ ACT_DOD_DEPLOYED, ACT_DOD_DEPLOY_30CAL, false },
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{ ACT_DOD_PRONE_DEPLOYED, ACT_DOD_PRONE_DEPLOY_30CAL, false },
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{ ACT_DOD_PRIMARYATTACK_DEPLOYED, ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL, false },
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{ ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED, ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL,false },
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{ ACT_DOD_RELOAD_DEPLOYED, ACT_DOD_RELOAD_DEPLOYED_30CAL, false },
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{ ACT_DOD_RELOAD_PRONE_DEPLOYED, ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL, false },
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{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_30CAL, false },
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{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_30CAL, false },
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};
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IMPLEMENT_ACTTABLE( CWeapon30cal );
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bool CWeapon30cal::Reload( void )
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{
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if( !IsDeployed() )
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{
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#ifdef CLIENT_DLL
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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if ( pPlayer )
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pPlayer->HintMessage( HINT_MG_DEPLOY_TO_RELOAD );
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#endif
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return false;
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}
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return BaseClass::Reload();
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}
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void CWeapon30cal::PrimaryAttack( void )
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{
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if ( m_iClip1 <= 0 )
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{
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if (m_bFireOnEmpty)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
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}
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return;
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}
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#ifdef CLIENT_DLL
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C_DODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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#else
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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#endif
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Assert( pPlayer );
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if( !IsDeployed() )
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{
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#ifdef CLIENT_DLL
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pPlayer->HintMessage( HINT_MG_FIRE_UNDEPLOYED );
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#endif
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pPlayer->m_Shared.SetSlowedTime( 0.2 );
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float flStamina = pPlayer->m_Shared.GetStamina();
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pPlayer->m_Shared.SetStamina( flStamina - 15 );
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}
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BaseClass::PrimaryAttack();
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}
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Activity CWeapon30cal::GetDrawActivity( void )
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{
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Activity actDraw;
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if( m_iClip1 <= 0 )
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actDraw = ACT_VM_DRAW_EMPTY;
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else
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actDraw = ACT_VM_DRAW;
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return actDraw;
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}
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Activity CWeapon30cal::GetDeployActivity( void )
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{
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Activity actDeploy;
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switch ( m_iClip1 )
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{
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case 8:
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actDeploy = ACT_VM_DEPLOY_8;
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break;
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case 7:
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actDeploy = ACT_VM_DEPLOY_7;
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break;
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case 6:
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actDeploy = ACT_VM_DEPLOY_6;
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break;
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case 5:
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actDeploy = ACT_VM_DEPLOY_5;
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break;
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case 4:
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actDeploy = ACT_VM_DEPLOY_4;
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break;
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case 3:
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actDeploy = ACT_VM_DEPLOY_3;
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break;
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case 2:
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actDeploy = ACT_VM_DEPLOY_2;
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break;
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case 1:
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actDeploy = ACT_VM_DEPLOY_1;
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break;
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case 0:
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actDeploy = ACT_VM_DEPLOY_EMPTY;
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break;
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default:
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actDeploy = ACT_VM_DEPLOY;
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break;
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}
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return actDeploy;
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}
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Activity CWeapon30cal::GetUndeployActivity( void )
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{
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Activity actUndeploy;
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switch ( m_iClip1 )
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{
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case 8:
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actUndeploy = ACT_VM_UNDEPLOY_8;
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break;
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case 7:
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actUndeploy = ACT_VM_UNDEPLOY_7;
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break;
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case 6:
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actUndeploy = ACT_VM_UNDEPLOY_6;
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break;
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case 5:
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actUndeploy = ACT_VM_UNDEPLOY_5;
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break;
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case 4:
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actUndeploy = ACT_VM_UNDEPLOY_4;
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break;
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case 3:
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actUndeploy = ACT_VM_UNDEPLOY_3;
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break;
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case 2:
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actUndeploy = ACT_VM_UNDEPLOY_2;
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break;
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case 1:
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actUndeploy = ACT_VM_UNDEPLOY_1;
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break;
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case 0:
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actUndeploy = ACT_VM_UNDEPLOY_EMPTY;
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break;
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default:
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actUndeploy = ACT_VM_UNDEPLOY;
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break;
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}
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return actUndeploy;
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}
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Activity CWeapon30cal::GetIdleActivity( void )
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{
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Activity actIdle;
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if( IsDeployed() )
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{
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switch ( m_iClip1 )
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{
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case 8:
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actIdle = ACT_VM_IDLE_DEPLOYED_8;
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break;
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case 7:
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actIdle = ACT_VM_IDLE_DEPLOYED_7;
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break;
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case 6:
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actIdle = ACT_VM_IDLE_DEPLOYED_6;
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break;
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case 5:
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actIdle = ACT_VM_IDLE_DEPLOYED_5;
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break;
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case 4:
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actIdle = ACT_VM_IDLE_DEPLOYED_4;
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break;
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case 3:
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actIdle = ACT_VM_IDLE_DEPLOYED_3;
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break;
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case 2:
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actIdle = ACT_VM_IDLE_DEPLOYED_2;
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break;
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case 1:
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actIdle = ACT_VM_IDLE_DEPLOYED_1;
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break;
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case 0:
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actIdle = ACT_VM_IDLE_DEPLOYED_EMPTY;
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break;
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default:
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actIdle = ACT_VM_IDLE_DEPLOYED;
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break;
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}
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}
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else
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{
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switch ( m_iClip1 )
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{
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case 8:
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actIdle = ACT_VM_IDLE_8;
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break;
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case 7:
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actIdle = ACT_VM_IDLE_7;
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break;
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case 6:
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actIdle = ACT_VM_IDLE_6;
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break;
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case 5:
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actIdle = ACT_VM_IDLE_5;
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break;
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case 4:
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actIdle = ACT_VM_IDLE_4;
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break;
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case 3:
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actIdle = ACT_VM_IDLE_3;
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break;
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case 2:
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actIdle = ACT_VM_IDLE_2;
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break;
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case 1:
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actIdle = ACT_VM_IDLE_1;
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break;
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case 0:
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actIdle = ACT_VM_IDLE_EMPTY;
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break;
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default:
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actIdle = ACT_VM_IDLE;
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break;
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}
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}
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return actIdle;
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}
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Activity CWeapon30cal::GetPrimaryAttackActivity( void )
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{
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Activity actPrim;
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int maxhax = m_iClip1 + 2;
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if( IsDeployed() )
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{
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switch ( maxhax )
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{
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case 8:
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actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_8;
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break;
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case 7:
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actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_7;
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break;
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case 6:
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actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_6;
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break;
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case 5:
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actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_5;
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break;
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case 4:
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actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_4;
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break;
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case 3:
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actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_3;
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break;
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case 2:
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actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_2;
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break;
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case 1:
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actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_1;
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break;
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case 0:
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actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY;
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break;
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default:
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actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED;
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break;
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}
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}
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else
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{
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switch ( maxhax )
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{
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case 8:
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actPrim = ACT_VM_PRIMARYATTACK_8;
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break;
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case 7:
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actPrim = ACT_VM_PRIMARYATTACK_7;
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break;
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case 6:
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actPrim = ACT_VM_PRIMARYATTACK_6;
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break;
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case 5:
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actPrim = ACT_VM_PRIMARYATTACK_5;
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break;
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case 4:
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actPrim = ACT_VM_PRIMARYATTACK_4;
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break;
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case 3:
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actPrim = ACT_VM_PRIMARYATTACK_3;
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break;
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case 2:
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actPrim = ACT_VM_PRIMARYATTACK_2;
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break;
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case 1:
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actPrim = ACT_VM_PRIMARYATTACK_1;
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break;
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case 0:
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actPrim = ACT_VM_PRIMARYATTACK_EMPTY;
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break;
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default:
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actPrim = ACT_VM_PRIMARYATTACK;
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break;
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}
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}
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return actPrim;
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}
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float CWeapon30cal::GetRecoil( void )
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{
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CDODPlayer *p = ToDODPlayer( GetPlayerOwner() );
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if( p && p->m_Shared.IsInMGDeploy() )
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{
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return 0.0f;
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}
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return 20;
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}
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