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304
game/shared/cstrike/weapon_xm1014.cpp
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304
game/shared/cstrike/weapon_xm1014.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_csbase.h"
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#include "fx_cs_shared.h"
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#if defined( CLIENT_DLL )
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#define CWeaponXM1014 C_WeaponXM1014
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#include "c_cs_player.h"
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#else
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#include "cs_player.h"
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#include "te_shotgun_shot.h"
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#endif
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class CWeaponXM1014 : public CWeaponCSBase
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{
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public:
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DECLARE_CLASS( CWeaponXM1014, CWeaponCSBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponXM1014();
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virtual void Spawn();
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virtual void PrimaryAttack();
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virtual bool Reload();
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virtual void WeaponIdle();
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virtual float GetInaccuracy() const;
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virtual float GetSpread() const;
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_XM1014; }
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private:
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CWeaponXM1014( const CWeaponXM1014 & );
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float m_flPumpTime;
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CNetworkVar( int, m_reloadState ); // special reload state for shotgun
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponXM1014, DT_WeaponXM1014 )
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BEGIN_NETWORK_TABLE( CWeaponXM1014, DT_WeaponXM1014 )
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#ifdef CLIENT_DLL
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RecvPropInt( RECVINFO( m_reloadState ) )
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#else
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SendPropInt( SENDINFO( m_reloadState ), 2, SPROP_UNSIGNED )
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#endif
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END_NETWORK_TABLE()
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#if defined(CLIENT_DLL)
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BEGIN_PREDICTION_DATA( CWeaponXM1014 )
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DEFINE_PRED_FIELD( m_reloadState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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END_PREDICTION_DATA()
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#endif
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LINK_ENTITY_TO_CLASS( weapon_xm1014, CWeaponXM1014 );
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PRECACHE_WEAPON_REGISTER( weapon_xm1014 );
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CWeaponXM1014::CWeaponXM1014()
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{
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m_flPumpTime = 0;
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m_reloadState = 0;
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}
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void CWeaponXM1014::Spawn()
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{
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//m_iDefaultAmmo = M3_DEFAULT_GIVE;
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//FallInit();// get ready to fall
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BaseClass::Spawn();
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}
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float CWeaponXM1014::GetInaccuracy() const
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{
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if ( weapon_accuracy_model.GetInt() == 1 )
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return 0.0f;
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else
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return BaseClass::GetInaccuracy();
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}
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float CWeaponXM1014::GetSpread() const
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{
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if ( weapon_accuracy_model.GetInt() == 1 )
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return 0.0725f;
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return GetCSWpnData().m_fSpread[Primary_Mode];
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}
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void CWeaponXM1014::PrimaryAttack()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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float flCycleTime = GetCSWpnData().m_flCycleTime;
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// don't fire underwater
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if (pPlayer->GetWaterLevel() == 3)
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{
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PlayEmptySound( );
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.15;
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return;
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}
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if (m_iClip1 <= 0)
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{
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Reload();
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if (m_iClip1 == 0)
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{
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PlayEmptySound( );
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.25;
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}
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return;
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}
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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//pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
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//pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
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m_iClip1--;
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pPlayer->DoMuzzleFlash();
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// player "shoot" animation
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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// Dispatch the FX right away with full accuracy.
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float flCurAttack = CalculateNextAttackTime( flCycleTime );
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FX_FireBullets(
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pPlayer->entindex(),
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pPlayer->Weapon_ShootPosition(),
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pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
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GetWeaponID(),
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Primary_Mode,
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CBaseEntity::GetPredictionRandomSeed() & 255, // wrap it for network traffic so it's the same between client and server
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GetInaccuracy(),
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GetSpread(), // flSpread
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flCurAttack );
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if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0)
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{
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// HEV suit - indicate out of ammo condition
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pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
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}
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if (m_iClip1 != 0)
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m_flPumpTime = gpGlobals->curtime + 0.5;
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if (m_iClip1 != 0)
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SetWeaponIdleTime( gpGlobals->curtime + 2.5 );
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else
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SetWeaponIdleTime( gpGlobals->curtime + 0.25 );
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m_reloadState = 0;
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// update accuracy
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m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode];
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// Update punch angles.
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QAngle angle = pPlayer->GetPunchAngle();
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if ( pPlayer->GetFlags() & FL_ONGROUND )
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{
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angle.x -= SharedRandomInt( "XM1014PunchAngleGround", 3, 5 );
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}
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else
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{
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angle.x -= SharedRandomInt( "XM1014PunchAngleAir", 7, 10 );
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}
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pPlayer->SetPunchAngle( angle );
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}
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bool CWeaponXM1014::Reload()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return false;
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if (pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 || m_iClip1 == GetMaxClip1())
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return true;
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// don't reload until recoil is done
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if (m_flNextPrimaryAttack > gpGlobals->curtime)
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return true;
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//MIKETODO: shotgun reloading (wait until we get content)
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// check to see if we're ready to reload
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if (m_reloadState == 0)
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{
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pPlayer->SetAnimation( PLAYER_RELOAD );
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SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );
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m_reloadState = 1;
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pPlayer->m_flNextAttack = gpGlobals->curtime + 0.5;
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SetWeaponIdleTime( gpGlobals->curtime + 0.5 );
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.5;
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
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#ifdef GAME_DLL
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_START );
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#endif
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return true;
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}
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else if (m_reloadState == 1)
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{
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if (m_flTimeWeaponIdle > gpGlobals->curtime)
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return true;
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// was waiting for gun to move to side
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m_reloadState = 2;
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SendWeaponAnim( ACT_VM_RELOAD );
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SetWeaponIdleTime( gpGlobals->curtime + 0.5 );
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#ifdef GAME_DLL
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if ( m_iClip1 == 6 )
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{
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_END );
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}
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else
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{
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_LOOP );
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}
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#endif
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}
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else
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{
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// Add them to the clip
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m_iClip1 += 1;
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#ifdef GAME_DLL
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SendReloadEvents();
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#endif
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( pPlayer )
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pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
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m_reloadState = 1;
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}
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return true;
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}
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void CWeaponXM1014::WeaponIdle()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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if (m_flPumpTime && m_flPumpTime < gpGlobals->curtime)
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{
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// play pumping sound
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m_flPumpTime = 0;
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}
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if (m_flTimeWeaponIdle < gpGlobals->curtime)
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{
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if (m_iClip1 == 0 && m_reloadState == 0 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ))
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{
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Reload( );
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}
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else if (m_reloadState != 0)
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{
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if (m_iClip1 != 7 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ))
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{
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Reload( );
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}
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else
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{
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// reload debounce has timed out
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//MIKETODO: shotgun anims
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SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH );
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// play cocking sound
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m_reloadState = 0;
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SetWeaponIdleTime( gpGlobals->curtime + 1.5 );
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}
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}
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else
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{
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SendWeaponAnim( ACT_VM_IDLE );
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}
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}
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}
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