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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: 357 - hand gun
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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 "basehlcombatweapon.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 "te_effect_dispatch.h"
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#include "gamestats.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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//-----------------------------------------------------------------------------
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// CWeapon357
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//-----------------------------------------------------------------------------
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class CWeapon357 : public CBaseHLCombatWeapon
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{
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DECLARE_CLASS( CWeapon357, CBaseHLCombatWeapon );
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public:
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CWeapon357( void );
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void PrimaryAttack( void );
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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float WeaponAutoAimScale() { return 0.6f; }
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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};
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LINK_ENTITY_TO_CLASS( weapon_357, CWeapon357 );
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PRECACHE_WEAPON_REGISTER( weapon_357 );
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IMPLEMENT_SERVERCLASS_ST( CWeapon357, DT_Weapon357 )
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END_SEND_TABLE()
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BEGIN_DATADESC( CWeapon357 )
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWeapon357::CWeapon357( void )
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{
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m_bReloadsSingly = false;
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m_bFiresUnderwater = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeapon357::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
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{
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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switch( pEvent->event )
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{
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case EVENT_WEAPON_RELOAD:
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{
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CEffectData data;
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// Emit six spent shells
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for ( int i = 0; i < 6; i++ )
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{
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data.m_vOrigin = pOwner->WorldSpaceCenter() + RandomVector( -4, 4 );
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data.m_vAngles = QAngle( 90, random->RandomInt( 0, 360 ), 0 );
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data.m_nEntIndex = entindex();
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DispatchEffect( "ShellEject", data );
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}
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeapon357::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 ( m_iClip1 <= 0 )
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{
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if ( !m_bFireOnEmpty )
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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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WeaponSound( EMPTY );
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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_iPrimaryAttacks++;
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gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
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WeaponSound( SINGLE );
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pPlayer->DoMuzzleFlash();
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.75;
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
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m_iClip1--;
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
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pPlayer->FireBullets( 1, vecSrc, vecAiming, vec3_origin, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
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pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
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//Disorient the player
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QAngle angles = pPlayer->GetLocalAngles();
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angles.x += random->RandomInt( -1, 1 );
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angles.y += random->RandomInt( -1, 1 );
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angles.z = 0;
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pPlayer->SnapEyeAngles( angles );
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pPlayer->ViewPunch( QAngle( -8, random->RandomFloat( -2, 2 ), 0 ) );
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2, GetOwner() );
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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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}
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