2014-12-16 13:36:27 +00:00
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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHKnife.cpp $
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// $Date: 2002/11/22 21:28:16 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHKnife.cpp,v $
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// Revision 1.17 2002/11/22 21:28:16 Flayra
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// - mp_consistency changes
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//
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// Revision 1.16 2002/11/06 01:38:37 Flayra
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// - Added ability for buildings to be enabled and disabled, for turrets to be shut down
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// - Damage refactoring (TakeDamage assumes caller has already adjusted for friendly fire, etc.)
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//
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// Revision 1.15 2002/10/03 18:45:33 Flayra
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// - Added heavy view models
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// - Added new flavor anim (knife flourish)
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//
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// Revision 1.14 2002/08/09 01:04:23 Flayra
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// - Knife is faster to deploy
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//
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// Revision 1.13 2002/07/24 19:09:17 Flayra
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// - Linux issues
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//
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// Revision 1.12 2002/07/24 18:55:52 Flayra
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// - Linux case sensitivity stuff
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//
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// Revision 1.11 2002/07/24 18:45:42 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.10 2002/07/08 16:48:42 Flayra
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// - Melee weapons don't play hit sounds or punchangle target if they didn't damage them
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//
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// Revision 1.9 2002/06/25 17:50:59 Flayra
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// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
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//
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// Revision 1.8 2002/06/10 19:57:39 Flayra
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// - Updated with new knife artwork
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//
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// Revision 1.7 2002/06/03 16:37:31 Flayra
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// - Constants and tweaks to make weapon anims and times correct with new artwork, added different deploy times (this should be refactored a bit more)
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//
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// Revision 1.6 2002/05/28 17:44:58 Flayra
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// - Tweak weapon deploy volume, as Valve's sounds weren't normalized
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//
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// Revision 1.5 2002/05/23 02:33:42 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#include "AvHMarineWeapons.h"
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#include "AvHPlayer.h"
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#ifdef AVH_CLIENT
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#include "cl_dll/eventscripts.h"
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#include "cl_dll/in_defs.h"
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#include "cl_dll/wrect.h"
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#include "cl_dll/cl_dll.h"
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#endif
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#include "../common/hldm.h"
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#include "../common/event_api.h"
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#include "../common/event_args.h"
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#include "../common/vector_util.h"
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#include "AvHMarineWeapons.h"
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#ifdef AVH_SERVER
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#include "AvHGamerules.h"
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#include "AvHServerUtil.h"
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#endif
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LINK_ENTITY_TO_CLASS(kwKnife, AvHKnife);
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void V_PunchAxis( int axis, float punch );
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int AvHKnife::GetDeployAnimation() const
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{
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return 4;
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}
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float AvHKnife::GetDeployTime() const
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{
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return .25f;
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}
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char* AvHKnife::GetDeploySound() const
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{
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return kKNDeploySound;
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}
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char* AvHKnife::GetHeavyViewModel() const
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{
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return kKNHVVModel;
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}
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int AvHKnife::GetIdleAnimation() const
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{
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// Only play the poking-finger animation once in awhile and play the knife flourish once in a blue moon, it's a special treat
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int iAnim;
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int theRandomNum = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 200);
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if(theRandomNum == 0)
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{
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iAnim = 5;
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}
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else if(theRandomNum < 16)
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{
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iAnim = kIdleAnimationTwo;
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}
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else
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{
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iAnim = kIdleAnimationOne;
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}
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return iAnim;
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}
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bool AvHKnife::GetMustPressTriggerForEachShot() const
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{
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return true;
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}
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char* AvHKnife::GetPlayerModel() const
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{
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return kKNPModel;
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}
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char* AvHKnife::GetViewModel() const
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{
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return kKNVModel;
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}
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char* AvHKnife::GetWorldModel() const
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{
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return kKNWModel;
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}
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void AvHKnife::Init()
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{
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this->mRange = kKNRange;
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this->mDamage = BALANCE_VAR(kKNDamage);
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}
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void AvHKnife::FireProjectiles(void)
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{
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#ifdef AVH_SERVER
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// TODO: Check team
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// Do trace hull here
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float theDamage = this->mDamage;
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CBaseEntity* pHurt = this->m_pPlayer->CheckTraceHullAttack(kKNRange, theDamage, DMG_SLASH);
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if(pHurt)
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{
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char* theSoundToPlay = NULL;
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if(pHurt->pev->flags & (FL_MONSTER | FL_CLIENT))
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{
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//AvHSUKnockPlayerAbout(CBaseEntity::Instance(this->m_pPlayer->edict()), pHurt, 300);
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int theSoundIndex = RANDOM_LONG(0, 2);
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switch(theSoundIndex)
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{
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case 0:
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theSoundToPlay = kKNHitSound1;
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break;
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case 1:
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theSoundToPlay = kKNHitSound2;
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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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theSoundToPlay = kKNHitWallSound;
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}
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if(theSoundToPlay)
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{
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, theSoundToPlay, 1.0, ATTN_NORM);
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}
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}
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#endif
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}
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int AvHKnife::GetBarrelLength() const
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{
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return kKNBarrelLength;
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}
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float AvHKnife::GetRateOfFire() const
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{
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return BALANCE_VAR(kKNROF);
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}
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bool AvHKnife::GetFiresUnderwater() const
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{
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return true;
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}
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bool AvHKnife::GetIsDroppable() const
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{
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return false;
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}
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int AvHKnife::GetShootAnimation() const
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{
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// CS artwork
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//return 5 + UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 2);
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return 2 + UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 1);
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}
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BOOL AvHKnife::IsUseable(void)
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{
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return true;
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}
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void AvHKnife::Precache()
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{
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AvHMarineWeapon::Precache();
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PRECACHE_UNMODIFIED_SOUND(kKNFireSound1);
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PRECACHE_UNMODIFIED_SOUND(kKNFireSound2);
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PRECACHE_UNMODIFIED_SOUND(kKNHitSound1);
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PRECACHE_UNMODIFIED_SOUND(kKNHitSound2);
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PRECACHE_UNMODIFIED_SOUND(kKNHitWallSound);
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this->mEvent = PRECACHE_EVENT(1, kKNEventName);
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}
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void AvHKnife::Spawn()
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{
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AvHMarineWeapon::Spawn();
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Precache();
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this->m_iId = AVH_WEAPON_KNIFE;
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//this->m_iDefaultAmmo = kKNMaxClip;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsKnife);
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SET_MODEL(ENT(this->pev), kNullModel);
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FallInit();// get ready to fall down.
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}
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bool AvHKnife::UsesAmmo(void) const
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{
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return false;
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}
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BOOL AvHKnife::UseDecrement(void)
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{
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return true;
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}
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