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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 "npcevent.h"
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#include "in_buttons.h"
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#ifdef CLIENT_DLL
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#include "c_hl2mp_player.h"
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#else
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#include "hl2mp_player.h"
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#endif
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#include "weapon_hl2mpbasehlmpcombatweapon.h"
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#ifdef CLIENT_DLL
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#define CWeapon357 C_Weapon357
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#endif
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//-----------------------------------------------------------------------------
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// CWeapon357
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//-----------------------------------------------------------------------------
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class CWeapon357 : public CBaseHL2MPCombatWeapon
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{
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DECLARE_CLASS( CWeapon357, CBaseHL2MPCombatWeapon );
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public:
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CWeapon357( void );
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void PrimaryAttack( void );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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#ifndef CLIENT_DLL
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DECLARE_ACTTABLE();
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#endif
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private:
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CWeapon357( const CWeapon357 & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( Weapon357, DT_Weapon357 )
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BEGIN_NETWORK_TABLE( CWeapon357, DT_Weapon357 )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeapon357 )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_357, CWeapon357 );
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PRECACHE_WEAPON_REGISTER( weapon_357 );
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#ifndef CLIENT_DLL
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acttable_t CWeapon357::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false },
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};
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IMPLEMENT_ACTTABLE( CWeapon357 );
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWeapon357::CWeapon357( void )
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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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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeapon357::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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if ( !m_bFireOnEmpty )
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{
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Reload();
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}
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else
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{
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WeaponSound( EMPTY );
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m_flNextPrimaryAttack = 0.15;
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}
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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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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.75;
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
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m_iClip1--;
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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FireBulletsInfo_t info( 1, vecSrc, vecAiming, vec3_origin, MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
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info.m_pAttacker = pPlayer;
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// Fire the bullets, and force the first shot to be perfectly accuracy
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pPlayer->FireBullets( info );
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//Disorient the player
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QAngle angles = pPlayer->GetLocalAngles();
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angles.x += random->RandomInt( -1, 1 );
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angles.y += random->RandomInt( -1, 1 );
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angles.z = 0;
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//#ifndef CLIENT_DLL
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// pPlayer->SnapEyeAngles( angles );
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//#endif
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pPlayer->ViewPunch( QAngle( -8, random->RandomFloat( -2, 2 ), 0 ) );
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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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}
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