338 lines
7.4 KiB
C++
338 lines
7.4 KiB
C++
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/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "weapons.h"
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#include "monsters.h"
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#include "player.h"
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#include "gamerules.h"
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enum python_e {
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PYTHON_IDLE1 = 0,
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PYTHON_FIDGET,
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PYTHON_FIRE1,
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PYTHON_RELOAD,
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PYTHON_HOLSTER,
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PYTHON_DRAW,
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PYTHON_IDLE2,
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PYTHON_IDLE3
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};
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class CPython : public CBasePlayerWeapon
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{
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public:
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 2; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer( CBasePlayer *pPlayer );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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BOOL Deploy( void );
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void Holster( void );
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void Reload( void );
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void WeaponIdle( void );
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float m_flSoundDelay;
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BOOL m_fInZoom;// don't save this.
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};
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LINK_ENTITY_TO_CLASS( weapon_python, CPython );
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LINK_ENTITY_TO_CLASS( weapon_357, CPython );
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int CPython::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "357";
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p->iMaxAmmo1 = _357_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = PYTHON_MAX_CLIP;
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p->iFlags = 0;
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p->iSlot = 1;
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p->iPosition = 1;
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p->iId = m_iId = WEAPON_PYTHON;
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p->iWeight = PYTHON_WEIGHT;
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return 1;
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}
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int CPython::AddToPlayer( CBasePlayer *pPlayer )
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{
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if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
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WRITE_BYTE( m_iId );
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MESSAGE_END();
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return TRUE;
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}
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return FALSE;
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}
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void CPython::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_357"); // hack to allow for old names
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Precache( );
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m_iId = WEAPON_PYTHON;
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SET_MODEL(ENT(pev), "models/w_357.mdl");
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m_iDefaultAmmo = PYTHON_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CPython::Precache( void )
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{
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PRECACHE_MODEL("models/v_357.mdl");
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PRECACHE_MODEL("models/w_357.mdl");
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PRECACHE_MODEL("models/p_357.mdl");
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PRECACHE_MODEL("models/w_357ammobox.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND ("weapons/357_reload1.wav");
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PRECACHE_SOUND ("weapons/357_cock1.wav");
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PRECACHE_SOUND ("weapons/357_shot1.wav");
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PRECACHE_SOUND ("weapons/357_shot2.wav");
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}
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BOOL CPython::Deploy( )
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{
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if ( g_pGameRules->IsMultiplayer() )
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{
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// enable laser sight geometry.
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pev->body = 1;
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}
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else
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{
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pev->body = 0;
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}
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return DefaultDeploy( "models/v_357.mdl", "models/p_357.mdl", PYTHON_DRAW, "python" );
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}
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void CPython::Holster( )
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{
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m_fInReload = FALSE;// cancel any reload in progress.
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if ( m_fInZoom )
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{
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SecondaryAttack();
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}
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m_pPlayer->m_flNextAttack = gpGlobals->time + 1.0;
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m_flTimeWeaponIdle = gpGlobals->time + 10 + RANDOM_FLOAT ( 0, 5 );
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SendWeaponAnim( PYTHON_HOLSTER );
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}
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void CPython::SecondaryAttack( void )
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{
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if ( !g_pGameRules->IsMultiplayer() )
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{
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return;
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}
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if ( m_fInZoom )
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{
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m_fInZoom = FALSE;
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m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
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}
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else
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{
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m_fInZoom = TRUE;
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m_pPlayer->m_iFOV = 40;
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}
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m_flNextSecondaryAttack = gpGlobals->time + 0.5;
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}
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void CPython::PrimaryAttack()
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{
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// don't fire underwater
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if (m_pPlayer->pev->waterlevel == 3)
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{
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PlayEmptySound( );
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m_flNextPrimaryAttack = gpGlobals->time + 0.15;
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return;
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}
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if (m_iClip <= 0)
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{
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if (!m_fFireOnEmpty)
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Reload( );
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else
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{
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// if (m_iClip == 0)
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//PlayEmptySound( );
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
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m_flNextPrimaryAttack = gpGlobals->time + 0.15;
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}
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return;
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}
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/*
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if (m_iClip <= 0)
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{
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Reload( );
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if (m_iClip == 0)
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PlayEmptySound( );
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return;
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}
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*/
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
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m_iClip--;
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/*
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if (m_iClip || m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0)
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*/
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SendWeaponAnim( PYTHON_FIRE1 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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/*
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else
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Reload( );
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*/
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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switch(RANDOM_LONG(0,1))
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{
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case 0:
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_shot1.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
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break;
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case 1:
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_shot2.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
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break;
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}
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0 );
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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m_flNextPrimaryAttack = gpGlobals->time + 0.75;
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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m_pPlayer->pev->punchangle.x -= 10;
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}
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void CPython::Reload( void )
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{
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if ( m_fInZoom )
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{
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m_fInZoom = FALSE;
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m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
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}
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if (DefaultReload( 6, PYTHON_RELOAD, 2.0 ))
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{
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m_flSoundDelay = gpGlobals->time + 1.5;
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}
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}
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void CPython::WeaponIdle( void )
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{
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ResetEmptySound( );
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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// ALERT( at_console, "%.2f\n", gpGlobals->time - m_flSoundDelay );
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if (m_flSoundDelay != 0 && m_flSoundDelay <= gpGlobals->time)
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{
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_reload1.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
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m_flSoundDelay = 0;
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/*
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for (int i = 0; i < 6; i++)
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{
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EjectBrass ( m_pPlayer->pev->origin,
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Vector( RANDOM_FLOAT( -10.0, 10.0 ), RANDOM_FLOAT( -10.0, 10.0 ), (float)0.0 ),
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m_pPlayer->pev->angles.y, TE_BOUNCE_SHELL);
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}
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*/
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}
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if (m_flTimeWeaponIdle > gpGlobals->time)
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return;
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int iAnim;
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float flRand = RANDOM_FLOAT(0, 1);
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if (flRand <= 0.5)
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{
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iAnim = PYTHON_IDLE1;
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m_flTimeWeaponIdle = gpGlobals->time + (70.0/30.0);
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}
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else if (flRand <= 0.7)
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{
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iAnim = PYTHON_IDLE2;
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m_flTimeWeaponIdle = gpGlobals->time + (60.0/30.0);
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}
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else if (flRand <= 0.9)
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{
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iAnim = PYTHON_IDLE3;
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m_flTimeWeaponIdle = gpGlobals->time + (88.0/30.0);
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}
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else
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{
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iAnim = PYTHON_FIDGET;
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m_flTimeWeaponIdle = gpGlobals->time + (170.0/30.0);
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}
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SendWeaponAnim( iAnim );
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}
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class CPythonAmmo : public CBasePlayerAmmo
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{
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void Spawn( void )
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{
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Precache( );
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SET_MODEL(ENT(pev), "models/w_357ammobox.mdl");
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CBasePlayerAmmo::Spawn( );
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}
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void Precache( void )
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{
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PRECACHE_MODEL ("models/w_357ammobox.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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}
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BOOL AddAmmo( CBaseEntity *pOther )
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{
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if (pOther->GiveAmmo( AMMO_357BOX_GIVE, "357", _357_MAX_CARRY ) != -1)
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
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return TRUE;
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}
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return FALSE;
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}
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};
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LINK_ENTITY_TO_CLASS( ammo_357, CPythonAmmo );
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#endif
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