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260 lines
7.5 KiB
260 lines
7.5 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//=============================================================================
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#include "cbase.h"
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#include "tf_weapon_pistol.h"
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#include "tf_fx_shared.h"
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#include "in_buttons.h"
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#include "tf_gamerules.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#include "c_tf_player.h"
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#include "c_tf_gamestats.h"
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// Server specific.
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#else
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#include "tf_player.h"
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#include "tf_gamestats.h"
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#include "ilagcompensationmanager.h"
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#endif
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//=============================================================================
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//
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// Weapon Pistol tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFPistol, DT_WeaponPistol )
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BEGIN_NETWORK_TABLE( CTFPistol, DT_WeaponPistol )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFPistol )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_pistol, CTFPistol );
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PRECACHE_WEAPON_REGISTER( tf_weapon_pistol );
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// Server specific.
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CTFPistol )
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END_DATADESC()
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#endif
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//============================
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IMPLEMENT_NETWORKCLASS_ALIASED( TFPistol_Scout, DT_WeaponPistol_Scout )
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BEGIN_NETWORK_TABLE( CTFPistol_Scout, DT_WeaponPistol_Scout )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFPistol_Scout )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_pistol_scout, CTFPistol_Scout );
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PRECACHE_WEAPON_REGISTER( tf_weapon_pistol_scout );
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//============================
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IMPLEMENT_NETWORKCLASS_ALIASED( TFPistol_ScoutPrimary, DT_WeaponPistol_ScoutPrimary )
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BEGIN_NETWORK_TABLE( CTFPistol_ScoutPrimary, DT_WeaponPistol_ScoutPrimary )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFPistol_ScoutPrimary )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_handgun_scout_primary, CTFPistol_ScoutPrimary );
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PRECACHE_WEAPON_REGISTER( tf_weapon_handgun_scout_primary );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFPistol_ScoutPrimary::CTFPistol_ScoutPrimary()
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{
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m_flPushTime = -1.f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFPistol_ScoutPrimary::PlayWeaponShootSound( void )
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{
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BaseClass::PlayWeaponShootSound();
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if ( TFGameRules()->GameModeUsesUpgrades() )
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{
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PlayUpgradedShootSound( "Weapon_Upgrade.DamageBonus" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFPistol_ScoutPrimary::SecondaryAttack( void )
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{
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CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
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if ( !pOwner )
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return;
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if ( !CanAttack() )
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return;
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if ( m_flNextSecondaryAttack > gpGlobals->curtime )
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return;
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pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_SECONDARY );
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SendWeaponAnim( ACT_SECONDARY_VM_ALTATTACK );
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.6f;
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m_flNextSecondaryAttack = gpGlobals->curtime + 1.5f;
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m_flPushTime = gpGlobals->curtime + 0.2f; // Anim delay
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EmitSound( "Weapon_Hands.Push" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFPistol_ScoutPrimary::Push( void )
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{
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CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
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if ( !pOwner )
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return;
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#ifdef GAME_DLL
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lagcompensation->StartLagCompensation( pOwner, pOwner->GetCurrentCommand() );
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CUtlVector< CTFPlayer* > enemyVector;
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CollectPlayers( &enemyVector, GetEnemyTeam( pOwner->GetTeamNumber() ), COLLECT_ONLY_LIVING_PLAYERS );
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for ( int i = 0; i < enemyVector.Count(); ++i )
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{
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CTFPlayer *pVictim = enemyVector[i];
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if ( !pVictim->IsAlive() )
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continue;
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if ( pVictim == pOwner )
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continue;
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if ( pVictim->InSameTeam( pOwner ) )
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continue;
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if ( TFGameRules() && TFGameRules()->IsTruceActive() && pOwner->IsTruceValidForEnt() )
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continue;
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if ( ( pOwner->GetAbsOrigin()- pVictim->GetAbsOrigin() ).LengthSqr() > ( 128.f * 128.f ) )
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continue;
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if ( !pOwner->FVisible( pVictim, MASK_SOLID ) )
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continue;
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Vector vecEyes = pOwner->EyePosition();
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Vector vecForward;
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AngleVectors( pOwner->EyeAngles(), &vecForward );
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CTraceFilterSimple traceFilter( this, COLLISION_GROUP_NONE );
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const Vector vHull = Vector( 16.f, 16.f, 16.f );
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trace_t trace;
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float flDist = 50.f;
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UTIL_TraceHull( vecEyes, vecEyes + vecForward * flDist, -vHull, vHull, MASK_SOLID, &traceFilter, &trace );
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bool bDebug = false;
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if ( bDebug )
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{
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NDebugOverlay::SweptBox( vecEyes, vecEyes + vecForward * flDist, -vHull, vHull, pOwner->EyeAngles(), 255, 0, 0, 40, 5 );
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}
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if ( trace.m_pEnt && trace.m_pEnt == pVictim && trace.fraction < 1.f )
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{
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Vector vecToVictim = pVictim->GetAbsOrigin() - pOwner->GetAbsOrigin();
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VectorNormalize( vecToVictim );
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pVictim->ApplyAirBlastImpulse( vecToVictim * 400.f );
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float flDamage = 1.f;
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CTakeDamageInfo info( pOwner, pVictim, this, flDamage, DMG_MELEE | DMG_NEVERGIB | DMG_CLUB, TF_DMG_CUSTOM_NONE );
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CalculateMeleeDamageForce( &info, vecForward, GetAbsOrigin() + vecForward * flDist, 1.f / flDamage * 80.f );
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pVictim->DispatchTraceAttack( info, vecForward, &trace );
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ApplyMultiDamage();
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CPVSFilter filter( vecToVictim );
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EmitSound( "Weapon_Hands.PushImpact" );
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// Make sure we get credit for the push if the target falls to its death
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pVictim->m_AchievementData.AddDamagerToHistory( pOwner );
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break;
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}
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}
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pOwner->SpeakWeaponFire();
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CTF_GameStats.Event_PlayerFiredWeapon( pOwner, IsCurrentAttackACrit() );
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lagcompensation->FinishLagCompensation( pOwner );
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#else
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C_CTF_GameStats.Event_PlayerFiredWeapon( pOwner, IsCurrentAttackACrit() );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : -
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//-----------------------------------------------------------------------------
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void CTFPistol_ScoutPrimary::ItemPostFrame()
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{
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// Check for smack.
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if ( m_flPushTime > -1.f && gpGlobals->curtime > m_flPushTime )
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{
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Push();
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m_flPushTime = -1.f;
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}
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BaseClass::ItemPostFrame();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFPistol_ScoutPrimary::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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m_flPushTime = -1.f;
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return BaseClass::Holster( pSwitchingTo );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFPistol_ScoutPrimary::Precache( void )
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{
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PrecacheScriptSound( "Weapon_Hands.Push" );
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PrecacheScriptSound( "Weapon_Hands.PushImpact" );
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BaseClass::Precache();
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}
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//============================
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IMPLEMENT_NETWORKCLASS_ALIASED( TFPistol_ScoutSecondary, DT_WeaponPistol_ScoutSecondary )
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BEGIN_NETWORK_TABLE( CTFPistol_ScoutSecondary, DT_WeaponPistol_ScoutSecondary )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFPistol_ScoutSecondary )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_handgun_scout_secondary, CTFPistol_ScoutSecondary );
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PRECACHE_WEAPON_REGISTER( tf_weapon_handgun_scout_secondary );
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//-----------------------------------------------------------------------------
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int CTFPistol_ScoutSecondary::GetDamageType( void ) const
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{
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int iBackheadshot = 0;
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CALL_ATTRIB_HOOK_INT( iBackheadshot, back_headshot );
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if ( iBackheadshot )
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{
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return BaseClass::GetDamageType() | DMG_USE_HITLOCATIONS;
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}
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return BaseClass::GetDamageType();
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}
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