277 lines
5.7 KiB
C++
277 lines
5.7 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, 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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#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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#include "UserMessages.h"
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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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bool 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 true;
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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()
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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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m_usFirePython = PRECACHE_EVENT(1, "events/python.sc");
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}
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bool CPython::Deploy()
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{
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#ifdef CLIENT_DLL
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if (bIsMultiplayer())
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#else
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if (g_pGameRules->IsMultiplayer())
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#endif
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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", pev->body);
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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_pPlayer->m_iFOV != 0)
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{
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SecondaryAttack();
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}
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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SendWeaponAnim(PYTHON_HOLSTER);
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}
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void CPython::SecondaryAttack()
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{
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#ifdef CLIENT_DLL
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if (!bIsMultiplayer())
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#else
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if (!g_pGameRules->IsMultiplayer())
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#endif
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{
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return;
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}
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if (m_pPlayer->m_iFOV != 0)
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{
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m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
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}
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else if (m_pPlayer->m_iFOV != 40)
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{
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m_pPlayer->m_iFOV = 40;
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}
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m_flNextSecondaryAttack = 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 = 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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{
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PlayEmptySound();
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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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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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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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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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Vector vecDir;
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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int flags;
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#if defined(CLIENT_WEAPONS)
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flags = FEV_NOTHOST;
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#else
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFirePython, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
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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 = 0.75;
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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}
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void CPython::Reload()
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{
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if (m_pPlayer->ammo_357 <= 0)
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return;
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if (m_pPlayer->m_iFOV != 0)
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{
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m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
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}
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bool bUseScope = false;
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#ifdef CLIENT_DLL
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bUseScope = bIsMultiplayer();
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#else
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bUseScope = g_pGameRules->IsMultiplayer();
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#endif
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DefaultReload(6, PYTHON_RELOAD, 2.0, bUseScope ? 1 : 0);
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}
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void CPython::WeaponIdle()
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{
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ResetEmptySound();
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m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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return;
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int iAnim;
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float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 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 = (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 = (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 = (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 = (170.0 / 30.0);
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}
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bool bUseScope = false;
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#ifdef CLIENT_DLL
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bUseScope = bIsMultiplayer();
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#else
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bUseScope = g_pGameRules->IsMultiplayer();
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#endif
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SendWeaponAnim(iAnim, bUseScope ? 1 : 0);
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}
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class CPythonAmmo : public CBasePlayerAmmo
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{
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void Spawn() override
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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() override
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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) override
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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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