mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-02 17:48:11 +03:00
289 lines
7.2 KiB
C++
289 lines
7.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: HL1 snark monster remake in modern form
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//
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// $NoKeywords: $
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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 "gamerules.h"
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#include "in_buttons.h"
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#include "soundent.h"
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#include "game.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "npc_snark.h"
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#include "beam_shared.h"
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#include "weapon_snark.h"
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#include "tier0/memdbgon.h"
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LINK_ENTITY_TO_CLASS( weapon_snark, CWeaponSnark );
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PRECACHE_WEAPON_REGISTER( weapon_snark );
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IMPLEMENT_SERVERCLASS_ST( CWeaponSnark, DT_WeaponSnark )
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END_SEND_TABLE()
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BEGIN_DATADESC( CWeaponSnark )
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DEFINE_FIELD( m_bThrowState, FIELD_BOOLEAN ),
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END_DATADESC()
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acttable_t CWeaponSnark::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_GRENADE, false }, // BJ : MP animstate for singleplayer
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_GRENADE, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_GRENADE, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_GRENADE, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_GRENADE, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SLAM, false },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_THROW, true },
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{ ACT_IDLE_RELAXED, ACT_IDLE, false },
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{ ACT_RUN_RELAXED, ACT_RUN, false },
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{ ACT_WALK_RELAXED, ACT_WALK, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponSnark);
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWeaponSnark::CWeaponSnark( void )
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{
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m_bReloadsSingly = false;
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m_bThrowState = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSnark::Precache( void )
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{
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BaseClass::Precache();
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UTIL_PrecacheOther("npc_snark");
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PrecacheScriptSound("WpnSnark.PrimaryAttack");
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PrecacheScriptSound("WpnSnark.Deploy");
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSnark::PrimaryAttack( void )
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{
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// Only the player fires this way so we can cast
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( !pPlayer )
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{
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return;
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}
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if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
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return;
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if (IsNearWall() || GetOwnerIsRunning())
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{
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return;
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}
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Vector vecForward;
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pPlayer->EyeVectors( &vecForward );
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// find place to toss monster
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// Does this need to consider a crouched player?
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Vector vecStart = pPlayer->WorldSpaceCenter() + (vecForward * 20);
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Vector vecEnd = vecStart + (vecForward * 44);
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trace_t tr;
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UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
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if ( tr.allsolid || tr.startsolid || tr.fraction <= 0.25 )
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return;
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// player "shoot" animation
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//SendWeaponAnim( ACT_VM_THROW );
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SendWeaponAnim(GetWpnData().animData[0].ThrowPrimary);
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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QAngle spawnAng;
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VectorAngles(pPlayer->BodyDirection2D(), spawnAng);
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Vector Origin;
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Origin = GetClientMuzzleVector();//pPlayer->Weapon_ShootPosition()
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CNPC_snark *pSnark = (CNPC_snark*)Create("npc_snark", Origin, spawnAng, pPlayer);
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if (pSnark)
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{
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pSnark->SetGroundEntity(NULL);
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pSnark->AddSpawnFlags(SF_NPC_FALL_TO_GROUND);
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pSnark->SetAbsVelocity(vecForward * 340 + pPlayer->GetAbsVelocity());
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pSnark->AddClassRelationship(CLASS_PLAYER, D_HT, 9999);
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}
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// play hunt sound
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CPASAttenuationFilter filter( this );
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EmitSound(filter, entindex(), SNARK_THROW_SOUND);
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CSoundEnt::InsertSound( SOUND_DANGER, GetAbsOrigin(), 200, 0.2 );
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pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
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m_bThrowState = true;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + GetFireRate();
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SetWeaponIdleTime(m_flNextPrimaryAttack);
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//m_flNextPrimaryAttack = gpGlobals->curtime + 0.6; //0.3
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//SetWeaponIdleTime( gpGlobals->curtime + 1.0 );
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}
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void CWeaponSnark::SecondaryAttack(void)
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{
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// Only the player fires this way so we can cast
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CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
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if (!pPlayer)
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{
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return;
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}
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if (pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
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return;
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if (IsNearWall() || GetOwnerIsRunning())
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{
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return;
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}
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Vector vecForward;
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pPlayer->EyeVectors(&vecForward);
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// find place to toss monster
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// Does this need to consider a crouched player?
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Vector vecStart = pPlayer->WorldSpaceCenter() + (vecForward * 20);
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Vector vecEnd = vecStart + (vecForward * 44);
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trace_t tr;
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UTIL_TraceLine(vecStart, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
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if (tr.allsolid || tr.startsolid || tr.fraction <= 0.25)
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return;
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// player "shoot" animation
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//SendWeaponAnim( ACT_VM_THROW );
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SendWeaponAnim(GetWpnData().animData[0].ThrowSecondary);
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pPlayer->SetAnimation(PLAYER_ATTACK1);
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QAngle spawnAng;
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VectorAngles(pPlayer->BodyDirection2D(), spawnAng);
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Vector Origin;
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Origin = GetClientMuzzleVector();//pPlayer->Weapon_ShootPosition()
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CNPC_snark *pSnark = (CNPC_snark*)Create("npc_snark", Origin, spawnAng, pPlayer);
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if (pSnark)
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{
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pSnark->SetGroundEntity(NULL);
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pSnark->AddSpawnFlags(SF_NPC_FALL_TO_GROUND);
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pSnark->SetAbsVelocity(vecForward * 150 + pPlayer->GetAbsVelocity());
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pSnark->AddClassRelationship(CLASS_PLAYER, D_HT, 9999);
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}
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// play hunt sound
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CPASAttenuationFilter filter(this);
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EmitSound(filter, entindex(), SNARK_THROW_SOUND);
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CSoundEnt::InsertSound(SOUND_DANGER, GetAbsOrigin(), 200, 0.2);
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pPlayer->RemoveAmmo(1, m_iPrimaryAmmoType);
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m_bThrowState = true;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + GetFireRate();
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SetWeaponIdleTime(m_flNextPrimaryAttack);
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//m_flNextSecondaryAttack = gpGlobals->curtime + 1.3; //0.3
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//SetWeaponIdleTime(gpGlobals->curtime + 1.0);
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}
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void CWeaponSnark::WeaponIdle( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( !pPlayer )
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{
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return;
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}
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if ( !HasWeaponIdleTimeElapsed() )
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return;
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if ( m_bThrowState )
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{
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m_bThrowState = false;
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if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
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{
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if ( !pPlayer->SwitchToNextBestWeapon( pPlayer->GetActiveWeapon() ) )
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Holster();
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}
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else
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{
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SendWeaponAnim( ACT_VM_DRAW );
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SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) );
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}
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}
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else
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{
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//if ( random->RandomFloat( 0, 1 ) <= 0.75 )
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//{
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SendWeaponAnim( ACT_VM_IDLE );
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//}
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//else
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//{
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// SendWeaponAnim( ACT_VM_FIDGET );
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//}
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}
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}
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bool CWeaponSnark::Deploy( void )
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{
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CPASAttenuationFilter filter( this );
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EmitSound(filter, entindex(), SNARK_DRAW_SOUND);
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return BaseClass::Deploy();
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}
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bool CWeaponSnark::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( !pPlayer )
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{
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return false;
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}
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if ( !BaseClass::Holster( pSwitchingTo ) )
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{
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return false;
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}
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if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
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{
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SetThink( &CWeaponSnark::DestroyItem );
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SetNextThink( gpGlobals->curtime + 0.1 );
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}
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pPlayer->SetNextAttack( gpGlobals->curtime + 0.5 );
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return true;
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}
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