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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Pistol - 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 "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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#define PISTOL_FASTEST_REFIRE_TIME 0.1f
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#define PISTOL_FASTEST_DRY_REFIRE_TIME 0.2f
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#define PISTOL_ACCURACY_SHOT_PENALTY_TIME 0.2f // Applied amount of time each shot adds to the time we must recover from
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#define PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME 1.5f // Maximum penalty to deal out
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ConVar pistol_use_new_accuracy( "pistol_use_new_accuracy", "1" );
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//-----------------------------------------------------------------------------
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// CWeaponPistol
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//-----------------------------------------------------------------------------
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class CWeaponPistol : public CBaseHLCombatWeapon
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( CWeaponPistol, CBaseHLCombatWeapon );
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CWeaponPistol(void);
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DECLARE_SERVERCLASS();
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void Precache( void );
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void ItemPostFrame( void );
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void ItemPreFrame( void );
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void ItemBusyFrame( void );
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void PrimaryAttack( void );
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void AddViewKick( void );
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void DryFire( void );
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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void UpdatePenaltyTime( void );
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int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
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Activity GetPrimaryAttackActivity( void );
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virtual bool Reload( void );
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virtual const Vector& GetBulletSpread( void )
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{
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// Handle NPCs first
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static Vector npcCone = VECTOR_CONE_5DEGREES;
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if ( GetOwner() && GetOwner()->IsNPC() )
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return npcCone;
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static Vector cone;
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if ( pistol_use_new_accuracy.GetBool() )
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{
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float ramp = RemapValClamped( m_flAccuracyPenalty,
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0.0f,
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PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME,
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0.0f,
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1.0f );
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// We lerp from very accurate to inaccurate over time
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VectorLerp( VECTOR_CONE_1DEGREES, VECTOR_CONE_6DEGREES, ramp, cone );
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}
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else
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{
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// Old value
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cone = VECTOR_CONE_4DEGREES;
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}
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return cone;
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}
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virtual int GetMinBurst()
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{
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return 1;
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}
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virtual int GetMaxBurst()
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{
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return 3;
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}
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virtual float GetFireRate( void )
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{
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return 0.5f;
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}
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DECLARE_ACTTABLE();
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private:
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float m_flSoonestPrimaryAttack;
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float m_flLastAttackTime;
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float m_flAccuracyPenalty;
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int m_nNumShotsFired;
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};
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IMPLEMENT_SERVERCLASS_ST(CWeaponPistol, DT_WeaponPistol)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_pistol, CWeaponPistol );
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PRECACHE_WEAPON_REGISTER( weapon_pistol );
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BEGIN_DATADESC( CWeaponPistol )
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DEFINE_FIELD( m_flSoonestPrimaryAttack, FIELD_TIME ),
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DEFINE_FIELD( m_flLastAttackTime, FIELD_TIME ),
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DEFINE_FIELD( m_flAccuracyPenalty, FIELD_FLOAT ), //NOTENOTE: This is NOT tracking game time
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DEFINE_FIELD( m_nNumShotsFired, FIELD_INTEGER ),
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END_DATADESC()
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acttable_t CWeaponPistol::m_acttable[] =
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{
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{ ACT_IDLE, ACT_IDLE_PISTOL, true },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_PISTOL, true },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true },
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{ ACT_RELOAD, ACT_RELOAD_PISTOL, true },
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{ ACT_WALK_AIM, ACT_WALK_AIM_PISTOL, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_PISTOL, true },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_PISTOL,true },
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{ ACT_RELOAD_LOW, ACT_RELOAD_PISTOL_LOW, false },
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_PISTOL_LOW, false },
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{ ACT_COVER_LOW, ACT_COVER_PISTOL_LOW, false },
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{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_PISTOL_LOW, false },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, false },
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{ ACT_WALK, ACT_WALK_PISTOL, false },
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{ ACT_RUN, ACT_RUN_PISTOL, false },
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};
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IMPLEMENT_ACTTABLE( CWeaponPistol );
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWeaponPistol::CWeaponPistol( void )
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{
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m_flSoonestPrimaryAttack = gpGlobals->curtime;
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m_flAccuracyPenalty = 0.0f;
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m_fMinRange1 = 24;
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m_fMaxRange1 = 1500;
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m_fMinRange2 = 24;
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m_fMaxRange2 = 200;
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m_bFiresUnderwater = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponPistol::Precache( void )
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{
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeaponPistol::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_PISTOL_FIRE:
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{
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Vector vecShootOrigin, vecShootDir;
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vecShootOrigin = pOperator->Weapon_ShootPosition();
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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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CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_PISTOL, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() );
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WeaponSound( SINGLE_NPC );
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pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 );
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pOperator->DoMuzzleFlash();
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m_iClip1 = m_iClip1 - 1;
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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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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponPistol::DryFire( void )
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{
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WeaponSound( EMPTY );
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SendWeaponAnim( ACT_VM_DRYFIRE );
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m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_DRY_REFIRE_TIME;
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponPistol::PrimaryAttack( void )
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{
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if ( ( gpGlobals->curtime - m_flLastAttackTime ) > 0.5f )
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{
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m_nNumShotsFired = 0;
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}
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else
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{
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m_nNumShotsFired++;
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}
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m_flLastAttackTime = gpGlobals->curtime;
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m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME;
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_PISTOL, 0.2, GetOwner() );
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if( pOwner )
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{
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// Each time the player fires the pistol, reset the view punch. This prevents
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// the aim from 'drifting off' when the player fires very quickly. This may
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// not be the ideal way to achieve this, but it's cheap and it works, which is
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// great for a feature we're evaluating. (sjb)
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pOwner->ViewPunchReset();
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}
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BaseClass::PrimaryAttack();
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// Add an accuracy penalty which can move past our maximum penalty time if we're really spastic
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m_flAccuracyPenalty += PISTOL_ACCURACY_SHOT_PENALTY_TIME;
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m_iPrimaryAttacks++;
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gamestats->Event_WeaponFired( pOwner, true, GetClassname() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponPistol::UpdatePenaltyTime( void )
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{
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner == NULL )
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return;
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// Check our penalty time decay
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if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) )
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{
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m_flAccuracyPenalty -= gpGlobals->frametime;
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m_flAccuracyPenalty = clamp( m_flAccuracyPenalty, 0.0f, PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME );
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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 CWeaponPistol::ItemPreFrame( void )
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{
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UpdatePenaltyTime();
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BaseClass::ItemPreFrame();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponPistol::ItemBusyFrame( void )
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{
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UpdatePenaltyTime();
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BaseClass::ItemBusyFrame();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allows firing as fast as button is pressed
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//-----------------------------------------------------------------------------
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void CWeaponPistol::ItemPostFrame( void )
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{
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BaseClass::ItemPostFrame();
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if ( m_bInReload )
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return;
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner == NULL )
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return;
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//Allow a refire as fast as the player can click
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if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) )
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{
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m_flNextPrimaryAttack = gpGlobals->curtime - 0.1f;
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}
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else if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack < gpGlobals->curtime ) && ( m_iClip1 <= 0 ) )
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{
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DryFire();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : int
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//-----------------------------------------------------------------------------
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Activity CWeaponPistol::GetPrimaryAttackActivity( void )
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{
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if ( m_nNumShotsFired < 1 )
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return ACT_VM_PRIMARYATTACK;
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if ( m_nNumShotsFired < 2 )
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return ACT_VM_RECOIL1;
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if ( m_nNumShotsFired < 3 )
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return ACT_VM_RECOIL2;
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return ACT_VM_RECOIL3;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CWeaponPistol::Reload( void )
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{
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bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
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if ( fRet )
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{
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WeaponSound( RELOAD );
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m_flAccuracyPenalty = 0.0f;
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}
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return fRet;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponPistol::AddViewKick( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( pPlayer == NULL )
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return;
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QAngle viewPunch;
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viewPunch.x = random->RandomFloat( 0.25f, 0.5f );
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viewPunch.y = random->RandomFloat( -.6f, .6f );
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viewPunch.z = 0.0f;
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//Add it to the view punch
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pPlayer->ViewPunch( viewPunch );
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}
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