mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-07 14:10:02 +03:00
202 lines
7.0 KiB
C++
202 lines
7.0 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: AK-47 Rifle.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "NPCevent.h"
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#include "basecombatcharacter.h"
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#include "AI_BaseNPC.h"
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#include "player.h"
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#include "game.h"
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#include "in_buttons.h"
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#include "grenade_ar2.h"
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#include "AI_Memory.h"
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#include "soundent.h"
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#include "rumble_shared.h"
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#include "gamestats.h"
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#include "particle_parse.h"
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#include "weapon_ar3.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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IMPLEMENT_SERVERCLASS_ST(CWeaponAr3, DT_WeaponAr3)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS(weapon_ar3, CWeaponAr3);
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PRECACHE_WEAPON_REGISTER(weapon_ar3);
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BEGIN_DATADESC(CWeaponAr3)
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DEFINE_FIELD(m_vecTossVelocity, FIELD_VECTOR),
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DEFINE_FIELD(m_flNextGrenadeCheck, FIELD_TIME),
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END_DATADESC()
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acttable_t CWeaponAr3::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, true }, // END
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//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, true },//false
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{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
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{ ACT_IDLE, ACT_IDLE_SMG1, true },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true },
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{ ACT_WALK, ACT_WALK_RIFLE, true },
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{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
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// Readiness activities (not aiming)
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{ ACT_IDLE_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
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{ ACT_IDLE_STIMULATED, ACT_IDLE_SMG1_STIMULATED, false },
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
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{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
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{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
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{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
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{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
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{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
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{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
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// Readiness activities (aiming)
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{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
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{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
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{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
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{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
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{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
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{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
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{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
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{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
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{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
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//End readiness activities
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{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
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{ ACT_RUN, ACT_RUN_RIFLE, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SMG1, true },
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG1_LOW, true },
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{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false },
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{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG1_LOW, false },
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{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
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};
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IMPLEMENT_ACTTABLE(CWeaponAr3);
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//=========================================================
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CWeaponAr3::CWeaponAr3()
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{
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m_fMinRange1 = 0;// No minimum range.
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m_fMaxRange1 = 2048;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponAr3::Precache(void)
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{
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//UTIL_PrecacheOther("grenade_ar2");
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PrecacheParticleSystem("weapon_muzzle_smoke");
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PrecacheScriptSound("Weapon_oicw.EndFire");//OverCharged
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PrecacheScriptSound("Weapon_oicw.EndFire2");//OverCharged
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PrecacheScriptSound("Weapon_Ak47.Draw");//OverCharged
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PrecacheScriptSound("Weapon_Ak47.ClipOut");//OverCharged
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PrecacheScriptSound("Weapon_Ak47.ClipLocked");//OverCharged
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PrecacheScriptSound("Weapon_Ak47.ClipIn");//OverCharged
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PrecacheScriptSound("Weapon_Ak47.SlideBack");//OverCharged
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PrecacheScriptSound("Weapon_Ak47.SlideForward");//OverCharged
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponAr3::FireNPCPrimaryAttack(CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir)
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{
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// FIXME: use the returned number of bullets to account for >10hz firerate
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WeaponSoundRealtime(SINGLE_NPC);
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CSoundEnt::InsertSound(SOUND_COMBAT | SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy());
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pOperator->FireBullets(1, vecShootOrigin, vecShootDir, pOperator->GetAttackSpread(this),
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MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 1, entindex(), 0);
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pOperator->DoMuzzleFlash();
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m_iClip1 = m_iClip1 - 1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponAr3::Operator_ForceNPCFire(CBaseCombatCharacter *pOperator, bool bSecondary)
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{
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// Ensure we have enough rounds in the clip
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m_iClip1++;
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Vector vecShootOrigin, vecShootDir;
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QAngle angShootDir;
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GetAttachment(LookupAttachment("muzzle"), vecShootOrigin, angShootDir);
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AngleVectors(angShootDir, &vecShootDir);
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FireNPCPrimaryAttack(pOperator, vecShootOrigin, vecShootDir);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponAr3::Operator_HandleAnimEvent(animevent_t *pEvent, CBaseCombatCharacter *pOperator)
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{
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switch (pEvent->event)
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{
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case EVENT_WEAPON_SMG1:
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{
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Vector vecShootOrigin, vecShootDir;
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QAngle angDiscard;
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// Support old style attachment point firing
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if ((pEvent->options == NULL) || (pEvent->options[0] == '\0') || (!pOperator->GetAttachment(pEvent->options, vecShootOrigin, angDiscard)))
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{
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vecShootOrigin = pOperator->Weapon_ShootPosition();
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}
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CAI_BaseNPC *npc = pOperator->MyNPCPointer();
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ASSERT(npc != NULL);
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vecShootDir = npc->GetActualShootTrajectory(vecShootOrigin);
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FireNPCPrimaryAttack(pOperator, vecShootOrigin, vecShootDir);
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}
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break;
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default:
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BaseClass::Operator_HandleAnimEvent(pEvent, pOperator);
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break;
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}
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}
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bool CWeaponAr3::Holster(CBaseCombatWeapon *pSwitchingTo)
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{
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if (!HasAnyAmmo())
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{
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//BaseClass::Drop(vec3_origin);
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//Pickable = false;
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GetOwner()->Weapon_Drop(this);
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return true;
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}
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return BaseClass::Holster(pSwitchingTo);
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} |