halflife-photomode/dlls/crossbow.cpp

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/***
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*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "player.h"
#include "gamerules.h"
#include "UserMessages.h"
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#ifndef CLIENT_DLL
#define BOLT_AIR_VELOCITY 2000
#define BOLT_WATER_VELOCITY 1000
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// UNDONE: Save/restore this? Don't forget to set classname and LINK_ENTITY_TO_CLASS()
//
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// OVERLOADS SOME ENTVARS:
//
// speed - the ideal magnitude of my velocity
class CCrossbowBolt : public CBaseEntity
{
void Spawn() override;
void Precache() override;
int Classify() override;
void EXPORT BubbleThink();
void EXPORT BoltTouch(CBaseEntity* pOther);
void EXPORT ExplodeThink();
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int m_iTrail;
public:
static CCrossbowBolt* BoltCreate();
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};
LINK_ENTITY_TO_CLASS(crossbow_bolt, CCrossbowBolt);
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CCrossbowBolt* CCrossbowBolt::BoltCreate()
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{
// Create a new entity with CCrossbowBolt private data
CCrossbowBolt* pBolt = GetClassPtr((CCrossbowBolt*)NULL);
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pBolt->pev->classname = MAKE_STRING("bolt");
pBolt->Spawn();
return pBolt;
}
void CCrossbowBolt::Spawn()
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{
Precache();
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pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
pev->gravity = 0.5;
SET_MODEL(ENT(pev), "models/crossbow_bolt.mdl");
UTIL_SetOrigin(pev, pev->origin);
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UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
SetTouch(&CCrossbowBolt::BoltTouch);
SetThink(&CCrossbowBolt::BubbleThink);
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pev->nextthink = gpGlobals->time + 0.2;
}
void CCrossbowBolt::Precache()
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{
PRECACHE_MODEL("models/crossbow_bolt.mdl");
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PRECACHE_SOUND("weapons/xbow_hitbod1.wav");
PRECACHE_SOUND("weapons/xbow_hitbod2.wav");
PRECACHE_SOUND("weapons/xbow_fly1.wav");
PRECACHE_SOUND("weapons/xbow_hit1.wav");
PRECACHE_SOUND("fvox/beep.wav");
m_iTrail = PRECACHE_MODEL("sprites/streak.spr");
}
int CCrossbowBolt::Classify()
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{
return CLASS_NONE;
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}
void CCrossbowBolt::BoltTouch(CBaseEntity* pOther)
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{
SetTouch(NULL);
SetThink(NULL);
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if (0 != pOther->pev->takedamage)
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{
TraceResult tr = UTIL_GetGlobalTrace();
entvars_t* pevOwner;
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pevOwner = VARS(pev->owner);
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// UNDONE: this needs to call TraceAttack instead
ClearMultiDamage();
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if (pOther->IsPlayer())
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{
pOther->TraceAttack(pevOwner, gSkillData.plrDmgCrossbowClient, pev->velocity.Normalize(), &tr, DMG_NEVERGIB);
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}
else
{
pOther->TraceAttack(pevOwner, gSkillData.plrDmgCrossbowMonster, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_NEVERGIB);
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}
ApplyMultiDamage(pev, pevOwner);
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pev->velocity = Vector(0, 0, 0);
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// play body "thwack" sound
switch (RANDOM_LONG(0, 1))
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{
case 0:
EMIT_SOUND(ENT(pev), CHAN_BODY, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM);
break;
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case 1:
EMIT_SOUND(ENT(pev), CHAN_BODY, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM);
break;
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}
if (!g_pGameRules->IsMultiplayer())
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{
Killed(pev, GIB_NEVER);
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}
}
else
{
EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "weapons/xbow_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0, 7));
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SetThink(&CCrossbowBolt::SUB_Remove);
pev->nextthink = gpGlobals->time; // this will get changed below if the bolt is allowed to stick in what it hit.
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if (FClassnameIs(pOther->pev, "worldspawn"))
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{
// if what we hit is static architecture, can stay around for a while.
Vector vecDir = pev->velocity.Normalize();
UTIL_SetOrigin(pev, pev->origin - vecDir * 12);
pev->angles = UTIL_VecToAngles(vecDir);
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pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_FLY;
pev->velocity = Vector(0, 0, 0);
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pev->avelocity.z = 0;
pev->angles.z = RANDOM_LONG(0, 360);
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pev->nextthink = gpGlobals->time + 10.0;
}
if (UTIL_PointContents(pev->origin) != CONTENTS_WATER)
{
UTIL_Sparks(pev->origin);
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}
}
if (g_pGameRules->IsMultiplayer())
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{
SetThink(&CCrossbowBolt::ExplodeThink);
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pev->nextthink = gpGlobals->time + 0.1;
}
}
void CCrossbowBolt::BubbleThink()
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{
pev->nextthink = gpGlobals->time + 0.1;
if (pev->waterlevel == 0)
return;
UTIL_BubbleTrail(pev->origin - pev->velocity * 0.1, pev->origin, 1);
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}
void CCrossbowBolt::ExplodeThink()
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{
int iContents = UTIL_PointContents(pev->origin);
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int iScale;
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pev->dmg = 40;
iScale = 10;
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_EXPLOSION);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
if (iContents != CONTENTS_WATER)
{
WRITE_SHORT(g_sModelIndexFireball);
}
else
{
WRITE_SHORT(g_sModelIndexWExplosion);
}
WRITE_BYTE(iScale); // scale * 10
WRITE_BYTE(15); // framerate
WRITE_BYTE(TE_EXPLFLAG_NONE);
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MESSAGE_END();
entvars_t* pevOwner;
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if (pev->owner)
pevOwner = VARS(pev->owner);
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else
pevOwner = NULL;
pev->owner = NULL; // can't traceline attack owner if this is set
::RadiusDamage(pev->origin, pev, pevOwner, pev->dmg, 128, CLASS_NONE, DMG_BLAST | DMG_ALWAYSGIB);
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UTIL_Remove(this);
}
#endif
LINK_ENTITY_TO_CLASS(weapon_crossbow, CCrossbow);
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void CCrossbow::Spawn()
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{
Precache();
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m_iId = WEAPON_CROSSBOW;
SET_MODEL(ENT(pev), "models/w_crossbow.mdl");
m_iDefaultAmmo = CROSSBOW_DEFAULT_GIVE;
FallInit(); // get ready to fall down.
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}
void CCrossbow::Precache()
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{
PRECACHE_MODEL("models/w_crossbow.mdl");
PRECACHE_MODEL("models/v_crossbow.mdl");
PRECACHE_MODEL("models/p_crossbow.mdl");
PRECACHE_SOUND("weapons/xbow_fire1.wav");
PRECACHE_SOUND("weapons/xbow_reload1.wav");
UTIL_PrecacheOther("crossbow_bolt");
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m_usCrossbow = PRECACHE_EVENT(1, "events/crossbow1.sc");
m_usCrossbow2 = PRECACHE_EVENT(1, "events/crossbow2.sc");
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}
bool CCrossbow::GetItemInfo(ItemInfo* p)
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{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "bolts";
p->iMaxAmmo1 = BOLT_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = CROSSBOW_MAX_CLIP;
p->iSlot = 2;
p->iPosition = 2;
p->iId = WEAPON_CROSSBOW;
p->iFlags = 0;
p->iWeight = CROSSBOW_WEIGHT;
return true;
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}
bool CCrossbow::Deploy()
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{
if (0 != m_iClip)
return DefaultDeploy("models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW1, "bow");
return DefaultDeploy("models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW2, "bow");
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}
void CCrossbow::Holster()
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{
m_fInReload = false; // cancel any reload in progress.
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if (m_pPlayer->m_iFOV != 0)
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{
SecondaryAttack();
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}
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
if (0 != m_iClip)
SendWeaponAnim(CROSSBOW_HOLSTER1);
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else
SendWeaponAnim(CROSSBOW_HOLSTER2);
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}
void CCrossbow::PrimaryAttack()
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{
#ifdef CLIENT_DLL
if (m_pPlayer->m_iFOV != 0 && bIsMultiplayer())
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#else
if (m_pPlayer->m_iFOV != 0 && g_pGameRules->IsMultiplayer())
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#endif
{
FireSniperBolt();
return;
}
FireBolt();
}
// this function only gets called in multiplayer
void CCrossbow::FireSniperBolt()
{
m_flNextPrimaryAttack = GetNextAttackDelay(0.75);
if (m_iClip == 0)
{
PlayEmptySound();
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return;
}
TraceResult tr;
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
m_iClip--;
int flags;
#if defined(CLIENT_WEAPONS)
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flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usCrossbow2, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, 0, 0, 0);
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// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
UTIL_MakeVectors(anglesAim);
Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2;
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Vector vecDir = gpGlobals->v_forward;
UTIL_TraceLine(vecSrc, vecSrc + vecDir * 8192, dont_ignore_monsters, m_pPlayer->edict(), &tr);
#ifndef CLIENT_DLL
if (0 != tr.pHit->v.takedamage)
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{
ClearMultiDamage();
CBaseEntity::Instance(tr.pHit)->TraceAttack(m_pPlayer->pev, 120, vecDir, &tr, DMG_BULLET | DMG_NEVERGIB);
ApplyMultiDamage(pev, m_pPlayer->pev);
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}
#endif
}
void CCrossbow::FireBolt()
{
TraceResult tr;
if (m_iClip == 0)
{
PlayEmptySound();
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return;
}
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
m_iClip--;
int flags;
#if defined(CLIENT_WEAPONS)
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flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usCrossbow, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, 0, 0, 0);
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// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
UTIL_MakeVectors(anglesAim);
anglesAim.x = -anglesAim.x;
Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2;
Vector vecDir = gpGlobals->v_forward;
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#ifndef CLIENT_DLL
CCrossbowBolt* pBolt = CCrossbowBolt::BoltCreate();
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pBolt->pev->origin = vecSrc;
pBolt->pev->angles = anglesAim;
pBolt->pev->owner = m_pPlayer->edict();
if (m_pPlayer->pev->waterlevel == 3)
{
pBolt->pev->velocity = vecDir * BOLT_WATER_VELOCITY;
pBolt->pev->speed = BOLT_WATER_VELOCITY;
}
else
{
pBolt->pev->velocity = vecDir * BOLT_AIR_VELOCITY;
pBolt->pev->speed = BOLT_AIR_VELOCITY;
}
pBolt->pev->avelocity.z = 10;
#endif
if (0 == 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 = GetNextAttackDelay(0.75);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;
if (m_iClip != 0)
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0;
else
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
}
void CCrossbow::SecondaryAttack()
{
if (m_pPlayer->m_iFOV != 0)
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{
m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
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}
else if (m_pPlayer->m_iFOV != 20)
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{
m_pPlayer->m_iFOV = 20;
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}
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pev->nextthink = UTIL_WeaponTimeBase() + 0.1;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
}
void CCrossbow::Reload()
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{
if (m_pPlayer->ammo_bolts <= 0)
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return;
if (m_pPlayer->m_iFOV != 0)
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{
SecondaryAttack();
}
if (DefaultReload(5, CROSSBOW_RELOAD, 4.5))
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{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xbow_reload1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0, 0xF));
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}
}
void CCrossbow::WeaponIdle()
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{
m_pPlayer->GetAutoaimVector(AUTOAIM_2DEGREES); // get the autoaim vector but ignore it; used for autoaim crosshair in DM
ResetEmptySound();
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if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
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{
float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1);
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if (flRand <= 0.75)
{
if (0 != m_iClip)
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{
SendWeaponAnim(CROSSBOW_IDLE1);
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}
else
{
SendWeaponAnim(CROSSBOW_IDLE2);
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}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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}
else
{
if (0 != m_iClip)
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{
SendWeaponAnim(CROSSBOW_FIDGET1);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 90.0 / 30.0;
}
else
{
SendWeaponAnim(CROSSBOW_FIDGET2);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 30.0;
}
}
}
}
class CCrossbowAmmo : public CBasePlayerAmmo
{
void Spawn() override
{
Precache();
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SET_MODEL(ENT(pev), "models/w_crossbow_clip.mdl");
CBasePlayerAmmo::Spawn();
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}
void Precache() override
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{
PRECACHE_MODEL("models/w_crossbow_clip.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
}
bool AddAmmo(CBaseEntity* pOther) override
{
if (pOther->GiveAmmo(AMMO_CROSSBOWCLIP_GIVE, "bolts", BOLT_MAX_CARRY) != -1)
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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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}
};
LINK_ENTITY_TO_CLASS(ammo_crossbow, CCrossbowAmmo);