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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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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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//#include "basecombatweapon.h"
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#include "hl1mp_basecombatweapon_shared.h"
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#include "npcevent.h"
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//#include "basecombatcharacter.h"
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//#include "AI_BaseNPC.h"
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#ifdef CLIENT_DLL
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#include "hl1/hl1_c_player.h"
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#else
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#include "player.h"
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#endif
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#include "hl1mp_weapon_mp5.h"
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//#include "hl1_weapon_mp5.h"
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#ifdef CLIENT_DLL
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#else
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#include "hl1_grenade_mp5.h"
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#endif
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#include "gamerules.h"
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#ifdef CLIENT_DLL
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#else
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#include "soundent.h"
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#include "game.h"
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#endif
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#include "in_buttons.h"
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#include "engine/IEngineSound.h"
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extern ConVar sk_plr_dmg_mp5_grenade;
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extern ConVar sk_max_mp5_grenade;
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extern ConVar sk_mp5_grenade_radius;
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//=========================================================
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//=========================================================
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMP5, DT_WeaponMP5 );
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BEGIN_NETWORK_TABLE( CWeaponMP5, DT_WeaponMP5 )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponMP5 )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_mp5, CWeaponMP5 );
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PRECACHE_WEAPON_REGISTER(weapon_mp5);
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//IMPLEMENT_SERVERCLASS_ST( CWeaponMP5, DT_WeaponMP5 )
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//END_SEND_TABLE()
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BEGIN_DATADESC( CWeaponMP5 )
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END_DATADESC()
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CWeaponMP5::CWeaponMP5( )
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{
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m_bReloadsSingly = false;
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m_bFiresUnderwater = false;
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}
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void CWeaponMP5::Precache( void )
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{
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BaseClass::Precache();
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#ifndef CLIENT_DLL
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UTIL_PrecacheOther( "grenade_mp5" );
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#endif
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}
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void CWeaponMP5::PrimaryAttack( void )
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{
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// Only the player fires this way so we can cast
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CBasePlayer *pPlayer = ToBasePlayer( 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 ( m_iClip1 <= 0 )
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{
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DryFire();
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return;
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}
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WeaponSound( SINGLE );
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pPlayer->DoMuzzleFlash();
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m_iClip1--;
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.1;
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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if ( !g_pGameRules->IsMultiplayer() )
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{
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// optimized multiplayer. Widened to make it easier to hit a moving player
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// pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 );
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FireBulletsInfo_t info( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
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info.m_pAttacker = pPlayer;
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info.m_iTracerFreq = 2;
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pPlayer->FireBullets( info );
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}
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else
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{
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// single player spread
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// pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 );
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FireBulletsInfo_t info( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
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info.m_pAttacker = pPlayer;
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info.m_iTracerFreq = 2;
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pPlayer->FireBullets( info );
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}
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EjectShell( pPlayer, 0 );
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pPlayer->ViewPunch( QAngle( random->RandomFloat( -0.5f, 0.5f ), 0, 0 ) );
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#ifdef CLIENT_DLL
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pPlayer->DoMuzzleFlash();
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#else
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pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
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#endif
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#ifdef CLIENT_DLL
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#else
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2 );
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#endif
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if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
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{
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// HEV suit - indicate out of ammo condition
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pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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}
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SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) );
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}
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void CWeaponMP5::SecondaryAttack( void )
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{
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// Only the player fires this way so we can cast
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CBasePlayer *pPlayer = ToBasePlayer( 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_iSecondaryAmmoType ) <= 0 )
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{
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DryFire( );
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return;
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}
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WeaponSound(WPN_DOUBLE);
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pPlayer->DoMuzzleFlash();
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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Vector vecThrow = pPlayer->GetAutoaimVector( 0 ) * 800;
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QAngle angGrenAngle;
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VectorAngles( vecThrow, angGrenAngle );
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#ifdef CLIENT_DLL
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#else
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CGrenadeMP5 * m_pMyGrenade = (CGrenadeMP5*)Create( "grenade_mp5", vecSrc, angGrenAngle, GetOwner() );
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m_pMyGrenade->SetAbsVelocity( vecThrow );
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m_pMyGrenade->SetLocalAngularVelocity( QAngle( random->RandomFloat( -100, -500 ), 0, 0 ) );
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m_pMyGrenade->SetMoveType( MOVETYPE_FLYGRAVITY );
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m_pMyGrenade->SetThrower( GetOwner() );
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m_pMyGrenade->SetDamage( sk_plr_dmg_mp5_grenade.GetFloat() * g_pGameRules->GetDamageMultiplier() );
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#endif
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SendWeaponAnim( ACT_VM_SECONDARYATTACK );
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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pPlayer->ViewPunch( QAngle( -10, 0, 0 ) );
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// Register a muzzleflash for the AI.
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#if !defined(CLIENT_DLL)
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pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
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#endif
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#ifdef CLIENT_DLL
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#else
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2 );
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#endif
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// Decrease ammo
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pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );
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if ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 )
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{
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// HEV suit - indicate out of ammo condition
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pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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}
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m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
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m_flNextSecondaryAttack = gpGlobals->curtime + 1.0;
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SetWeaponIdleTime( gpGlobals->curtime + 5.0 );
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}
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void CWeaponMP5::DryFire( void )
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{
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WeaponSound( EMPTY );
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.15;
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.15;
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}
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void CWeaponMP5::WeaponIdle( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( pPlayer )
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{
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pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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}
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bool bElapsed = HasWeaponIdleTimeElapsed();
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BaseClass::WeaponIdle();
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if( bElapsed )
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SetWeaponIdleTime( gpGlobals->curtime + random->RandomInt( 3, 5 ) );
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}
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