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340 lines
7.6 KiB
340 lines
7.6 KiB
3 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Hornetgun
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "npcevent.h"
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#include "hl1mp_basecombatweapon_shared.h"
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//#include "basecombatcharacter.h"
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//#include "AI_BaseNPC.h"
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#include "gamerules.h"
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#include "in_buttons.h"
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#ifdef CLIENT_DLL
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#include "hl1/c_hl1mp_player.h"
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#else
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#include "hl1mp_player.h"
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#include "soundent.h"
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#include "game.h"
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#endif
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#if !defined(CLIENT_DLL)
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#include "hl1_npc_hornet.h"
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#endif
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//-----------------------------------------------------------------------------
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// CWeaponHgun
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//-----------------------------------------------------------------------------
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#ifdef CLIENT_DLL
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#define CWeaponHgun C_WeaponHgun
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#endif
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class CWeaponHgun : public CBaseHL1MPCombatWeapon
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{
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DECLARE_CLASS( CWeaponHgun, CBaseHL1MPCombatWeapon );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponHgun( void );
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void Precache( void );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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void WeaponIdle( void );
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bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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bool Reload( void );
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virtual void ItemPostFrame( void );
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// DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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private:
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// float m_flRechargeTime;
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// int m_iFirePhase;
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CNetworkVar( float, m_flRechargeTime );
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CNetworkVar( int, m_iFirePhase );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponHgun, DT_WeaponHgun );
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BEGIN_NETWORK_TABLE( CWeaponHgun, DT_WeaponHgun )
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#ifdef CLIENT_DLL
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RecvPropFloat( RECVINFO( m_flRechargeTime ) ),
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RecvPropInt( RECVINFO( m_iFirePhase ) ),
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#else
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SendPropFloat( SENDINFO( m_flRechargeTime ) ),
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SendPropInt( SENDINFO( m_iFirePhase ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponHgun )
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#ifdef CLIENT_DLL
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DEFINE_PRED_FIELD( m_flRechargeTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_iFirePhase, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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#endif
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_hornetgun, CWeaponHgun );
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PRECACHE_WEAPON_REGISTER( weapon_hornetgun );
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//IMPLEMENT_SERVERCLASS_ST( CWeaponHgun, DT_WeaponHgun )
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//END_SEND_TABLE()
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BEGIN_DATADESC( CWeaponHgun )
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DEFINE_FIELD( m_flRechargeTime, FIELD_TIME ),
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DEFINE_FIELD( m_iFirePhase, FIELD_INTEGER ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWeaponHgun::CWeaponHgun( void )
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{
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m_bReloadsSingly = false;
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m_bFiresUnderwater = true;
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m_flRechargeTime = 0.0;
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m_iFirePhase = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponHgun::Precache( void )
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{
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#ifndef CLIENT_DLL
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UTIL_PrecacheOther( "hornet" );
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#endif
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponHgun::PrimaryAttack( void )
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{
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CHL1_Player *pPlayer = ToHL1Player( GetOwner() );
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if ( !pPlayer )
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{
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return;
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}
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if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
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{
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return;
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}
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WeaponSound( SINGLE );
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#if !defined(CLIENT_DLL)
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 200, 0.2 );
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#endif
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pPlayer->DoMuzzleFlash();
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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Vector vForward, vRight, vUp;
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QAngle vecAngles;
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pPlayer->EyeVectors( &vForward, &vRight, &vUp );
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VectorAngles( vForward, vecAngles );
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#if !defined(CLIENT_DLL)
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CBaseEntity *pHornet = CBaseEntity::Create( "hornet", pPlayer->Weapon_ShootPosition() + vForward * 16 + vRight * 8 + vUp * -12, vecAngles, pPlayer );
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pHornet->SetAbsVelocity( vForward * 300 );
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#endif
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m_flRechargeTime = gpGlobals->curtime + 0.5;
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pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
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pPlayer->ViewPunch( QAngle( -2, 0, 0 ) );
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m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.25;
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if (m_flNextPrimaryAttack < gpGlobals->curtime )
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{
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.25;
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}
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SetWeaponIdleTime( random->RandomFloat( 10, 15 ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponHgun::SecondaryAttack( void )
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{
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CHL1_Player *pPlayer = ToHL1Player( GetOwner() );
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if ( !pPlayer )
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{
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return;
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}
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if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
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{
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return;
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}
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WeaponSound( SINGLE );
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#if !defined(CLIENT_DLL)
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 200, 0.2 );
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#endif
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pPlayer->DoMuzzleFlash();
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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CBaseEntity *pHornet;
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Vector vecSrc;
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Vector vForward, vRight, vUp;
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QAngle vecAngles;
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pPlayer->EyeVectors( &vForward, &vRight, &vUp );
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VectorAngles( vForward, vecAngles );
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vecSrc = pPlayer->Weapon_ShootPosition() + vForward * 16 + vRight * 8 + vUp * -12;
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m_iFirePhase++;
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switch ( m_iFirePhase )
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{
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case 1:
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vecSrc = vecSrc + vUp * 8;
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break;
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case 2:
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vecSrc = vecSrc + vUp * 8;
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vecSrc = vecSrc + vRight * 8;
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break;
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case 3:
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vecSrc = vecSrc + vRight * 8;
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break;
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case 4:
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vecSrc = vecSrc + vUp * -8;
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vecSrc = vecSrc + vRight * 8;
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break;
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case 5:
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vecSrc = vecSrc + vUp * -8;
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break;
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case 6:
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vecSrc = vecSrc + vUp * -8;
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vecSrc = vecSrc + vRight * -8;
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break;
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case 7:
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vecSrc = vecSrc + vRight * -8;
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break;
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case 8:
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vecSrc = vecSrc + vUp * 8;
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vecSrc = vecSrc + vRight * -8;
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m_iFirePhase = 0;
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break;
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}
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#ifdef CLIENT_DLL
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pHornet = NULL;
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#else
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pHornet = CBaseEntity::Create( "hornet", vecSrc, vecAngles, pPlayer );
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pHornet->SetAbsVelocity( vForward * 1200 );
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pHornet->SetThink( &CNPC_Hornet::StartDart );
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#endif
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m_flRechargeTime = gpGlobals->curtime + 0.5;
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pPlayer->ViewPunch( QAngle( -2, 0, 0 ) );
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pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 0.1;
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SetWeaponIdleTime( random->RandomFloat( 10, 15 ) );
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}
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void CWeaponHgun::WeaponIdle( void )
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{
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if ( !HasWeaponIdleTimeElapsed() )
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return;
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int iAnim;
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float flRand = random->RandomFloat( 0, 1 );
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if ( flRand <= 0.75 )
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{
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iAnim = ACT_VM_IDLE;
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}
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else
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{
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iAnim = ACT_VM_FIDGET;
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}
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SendWeaponAnim( iAnim );
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}
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bool CWeaponHgun::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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bool bRet;
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bRet = BaseClass::Holster( pSwitchingTo );
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if ( bRet )
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{
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CHL1_Player *pPlayer = ToHL1Player( GetOwner() );
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if ( pPlayer )
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{
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#if !defined(CLIENT_DLL)
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//!!!HACKHACK - can't select hornetgun if it's empty! no way to get ammo for it, either.
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int iCount = pPlayer->GetAmmoCount( m_iPrimaryAmmoType );
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if ( iCount <= 0 )
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{
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pPlayer->GiveAmmo( iCount+1, m_iPrimaryAmmoType, true );
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}
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#endif
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}
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}
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return bRet;
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}
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bool CWeaponHgun::Reload( void )
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{
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if ( m_flRechargeTime >= gpGlobals->curtime )
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{
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return true;
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}
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CHL1_Player *pPlayer = ToHL1Player( GetOwner() );
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if ( !pPlayer )
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{
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return true;
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}
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#ifdef CLIENT_DLL
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#else
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if ( !g_pGameRules->CanHaveAmmo( pPlayer, m_iPrimaryAmmoType ) )
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return true;
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while ( ( m_flRechargeTime < gpGlobals->curtime ) && g_pGameRules->CanHaveAmmo( pPlayer, m_iPrimaryAmmoType ) )
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{
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pPlayer->GiveAmmo( 1, m_iPrimaryAmmoType, true );
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m_flRechargeTime += 0.5;
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}
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#endif
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return true;
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}
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void CWeaponHgun::ItemPostFrame( void )
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{
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Reload();
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BaseClass::ItemPostFrame();
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}
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