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250 lines
5.9 KiB
C++
250 lines
5.9 KiB
C++
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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: AvHBite.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: AvHBite.cpp,v $
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// Revision 1.15 2002/11/22 21:28:16 Flayra
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// - mp_consistency changes
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//
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// Revision 1.14 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 1.13 2002/08/16 02:33:13 Flayra
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// - Added damage types
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//
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// Revision 1.12 2002/07/24 18:45:40 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.11 2002/07/08 16:48:26 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 1.10 2002/07/01 21:21:15 Flayra
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// - Removed adrenaline
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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 19:49:06 Flayra
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// - Updated with new alien view model artwork (with running anims)
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//
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// Revision 1.7 2002/06/03 16:27:05 Flayra
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// - Animation constants and changes with new artwork
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//
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// Revision 1.6 2002/05/23 02:34:00 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 "mod/AvHAlienWeapons.h"
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#include "mod/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 "mod/AvHAlienWeaponConstants.h"
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#include "mod/AvHPlayerUpgrade.h"
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#ifdef AVH_SERVER
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#include "mod/AvHGamerules.h"
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#include "mod/AvHServerUtil.h"
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#endif
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#include "mod/AvHSharedUtil.h"
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LINK_ENTITY_TO_CLASS(kwBiteGun, AvHBite);
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void V_PunchAxis( int axis, float punch );
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void AvHBite::Init()
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{
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this->mRange = BALANCE_VAR(kBiteRange);
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this->mDamage = BALANCE_VAR(kBiteDamage);
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}
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int AvHBite::GetBarrelLength() const
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{
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return kBiteBarrelLength;
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}
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bool AvHBite::GetIsGunPositionValid() const
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{
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return true;
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}
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float AvHBite::GetRateOfFire() const
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{
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return BALANCE_VAR(kBiteROF);
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}
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char* AvHBite::GetBiteSound() const
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{
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return kBiteSound;
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}
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int AvHBite::GetDeployAnimation() const
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{
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// Only play deploy anim when changing to skulk
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int theDeployAnimation = 5;
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AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
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switch(thePreviousID)
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{
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case AVH_WEAPON_BITE:
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case AVH_WEAPON_PARASITE:
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case AVH_ABILITY_LEAP:
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case AVH_WEAPON_DIVINEWIND:
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theDeployAnimation = -1;
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break;
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}
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return theDeployAnimation;
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}
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int AvHBite::GetIdleAnimation() const
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{
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//int theBaseOffset = this->GetIsPlayerMoving() ? 5 : 2;
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//int theAnimation = theBaseOffset + UTIL_SharedRandomFloat(this->m_pPlayer->random_seed, 0, 1);
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// Must be odd
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int theAnimation = 0;
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const int kMax = 41;
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int theRandomNumber = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, kMax);
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if(theRandomNumber == kMax)
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{
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// Return flavor anim
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theAnimation = 2;
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}
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else if(theRandomNumber < (kMax-1)/2)
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{
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theAnimation = 0;
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}
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else
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{
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theAnimation = 1;
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}
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return theAnimation;
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}
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int AvHBite::GetShootAnimation() const
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{
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return 4;
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}
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char* AvHBite::GetViewModel() const
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{
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return kLevel1ViewModel;
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}
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void AvHBite::Precache()
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{
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AvHAlienWeapon::Precache();
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char* theBiteSound = this->GetBiteSound();
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if(theBiteSound)
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{
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PRECACHE_UNMODIFIED_SOUND(theBiteSound);
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}
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PRECACHE_UNMODIFIED_SOUND(kBiteHitSound1);
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PRECACHE_UNMODIFIED_SOUND(kBiteHitSound2);
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PRECACHE_UNMODIFIED_SOUND(kBiteKillSound);
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this->mEvent = PRECACHE_EVENT(1, kBiteEventName);
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}
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void AvHBite::Spawn()
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{
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AvHAlienWeapon::Spawn();
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this->Precache();
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this->m_iId = AVH_WEAPON_BITE;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsBiteGun);
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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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void AvHBite::FireProjectiles(void)
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{
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#ifdef AVH_SERVER
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// TODO: Check team
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float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienMeleeDamageUpgrade(this->m_pPlayer->pev->iuser4, AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId)));
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// Do trace hull here
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Vector theTestAiming = this->m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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CBaseEntity* pHurt = this->m_pPlayer->CheckTraceHullAttack(this->mRange, theDamage, this->GetDamageType());
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if(pHurt)
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{
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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, 225);
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int theSoundIndex = RANDOM_LONG(0, 1);
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char* theSoundToPlay = "";
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switch(theSoundIndex)
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{
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case 0:
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theSoundToPlay = kBiteHitSound1;
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break;
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case 1:
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theSoundToPlay = kBiteHitSound2;
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break;
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}
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if(pHurt->pev->health <= 0)
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{
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theSoundToPlay = kBiteKillSound;
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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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bool AvHBite::GetFiresUnderwater() const
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{
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return true;
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}
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bool AvHBite::GetIsDroppable() const
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{
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return false;
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}
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bool AvHBite::UsesAmmo(void) const
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{
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return false;
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}
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BOOL AvHBite::UseDecrement(void)
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{
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return true;
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}
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