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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 CWeaponUSP C_WeaponUSP
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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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#endif
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class CWeaponUSP : public CWeaponCSBase
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{
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public:
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DECLARE_CLASS( CWeaponUSP, CWeaponCSBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponUSP();
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virtual void Spawn();
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virtual void Precache();
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virtual void PrimaryAttack();
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virtual void SecondaryAttack();
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virtual bool Deploy();
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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virtual void Drop( const Vector &vecVelocity );
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virtual float GetInaccuracy() const;
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virtual bool Reload();
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virtual void WeaponIdle();
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// We overload this so we can translate all weapon activities to silenced versions.
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virtual bool SendWeaponAnim( int iActivity );
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_USP; }
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// return true if this weapon has a silencer equipped
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virtual bool IsSilenced( void ) const { return m_bSilencerOn; }
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virtual Activity GetDeployActivity( void );
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#ifdef CLIENT_DLL
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virtual int GetMuzzleFlashStyle( void );
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#endif
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virtual const char *GetWorldModel( void ) const;
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virtual int GetWorldModelIndex( void );
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private:
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CWeaponUSP( const CWeaponUSP & );
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CNetworkVar( bool, m_bSilencerOn );
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CNetworkVar( float, m_flDoneSwitchingSilencer ); // soonest time switching the silencer will be complete
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float m_flLastFire;
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int m_silencedModelIndex;
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bool m_inPrecache;
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponUSP, DT_WeaponUSP )
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BEGIN_NETWORK_TABLE( CWeaponUSP, DT_WeaponUSP )
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#ifdef CLIENT_DLL
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RecvPropBool( RECVINFO( m_bSilencerOn ) ),
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RecvPropTime( RECVINFO( m_flDoneSwitchingSilencer ) ),
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#else
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SendPropBool( SENDINFO( m_bSilencerOn ) ),
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SendPropTime( SENDINFO( m_flDoneSwitchingSilencer ) ),
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#endif
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END_NETWORK_TABLE()
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#ifdef CLIENT_DLL
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BEGIN_PREDICTION_DATA( CWeaponUSP )
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DEFINE_PRED_FIELD( m_bSilencerOn, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ),
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END_PREDICTION_DATA()
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#endif
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LINK_ENTITY_TO_CLASS( weapon_usp, CWeaponUSP );
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PRECACHE_WEAPON_REGISTER( weapon_usp );
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Activity g_SilencedTranslations[][2] =
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{
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{ ACT_VM_RELOAD, ACT_VM_RELOAD_SILENCED },
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{ ACT_VM_PRIMARYATTACK, ACT_VM_PRIMARYATTACK_SILENCED },
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{ ACT_VM_DRAW, ACT_VM_DRAW_SILENCED },
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};
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CWeaponUSP::CWeaponUSP()
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{
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m_flLastFire = gpGlobals->curtime;
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m_bSilencerOn = false;
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m_flDoneSwitchingSilencer = 0.0f;
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m_inPrecache = false;
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}
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void CWeaponUSP::Spawn()
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{
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//m_iDefaultAmmo = 12;
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m_flAccuracy = 0.92;
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m_bSilencerOn = false;
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m_weaponMode = Primary_Mode;
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m_flDoneSwitchingSilencer = 0.0f;
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//FallInit();// get ready to fall down.
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BaseClass::Spawn();
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}
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void CWeaponUSP::Precache()
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{
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m_inPrecache = true;
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BaseClass::Precache();
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m_silencedModelIndex = CBaseEntity::PrecacheModel( GetCSWpnData().m_szSilencerModel );
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m_inPrecache = false;
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}
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int CWeaponUSP::GetWorldModelIndex( void )
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{
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if ( !m_bSilencerOn || m_inPrecache )
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{
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return m_iWorldModelIndex;
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}
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else
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{
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return m_silencedModelIndex;
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}
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}
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const char * CWeaponUSP::GetWorldModel( void ) const
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{
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if ( !m_bSilencerOn || m_inPrecache )
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{
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return BaseClass::GetWorldModel();
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}
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else
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{
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return GetCSWpnData().m_szSilencerModel;
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}
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}
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bool CWeaponUSP::Deploy()
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{
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m_flAccuracy = 0.92;
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m_flDoneSwitchingSilencer = 0.0f;
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return BaseClass::Deploy();
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}
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bool CWeaponUSP::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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if ( gpGlobals->curtime < m_flDoneSwitchingSilencer )
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{
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// still switching the silencer. Cancel the switch.
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m_bSilencerOn = !m_bSilencerOn;
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m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode;
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SetWeaponModelIndex( GetWorldModel() );
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}
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return BaseClass::Holster( pSwitchingTo );
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}
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void CWeaponUSP::Drop( const Vector &vecVelocity )
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{
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if ( gpGlobals->curtime < m_flDoneSwitchingSilencer )
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{
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// still switching the silencer. Cancel the switch.
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m_bSilencerOn = !m_bSilencerOn;
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m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode;
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SetWeaponModelIndex( GetWorldModel() );
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}
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BaseClass::Drop( vecVelocity );
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}
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Activity CWeaponUSP::GetDeployActivity( void )
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{
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if( IsSilenced() )
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{
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return ACT_VM_DRAW_SILENCED;
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}
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else
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{
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return ACT_VM_DRAW;
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}
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}
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void CWeaponUSP::SecondaryAttack()
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{
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if ( m_bSilencerOn )
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{
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SendWeaponAnim( ACT_VM_DETACH_SILENCER );
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}
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else
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{
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SendWeaponAnim( ACT_VM_ATTACH_SILENCER );
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}
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m_bSilencerOn = !m_bSilencerOn;
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m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode;
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m_flDoneSwitchingSilencer = gpGlobals->curtime + 3;
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m_flNextSecondaryAttack = gpGlobals->curtime + 3;
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m_flNextPrimaryAttack = gpGlobals->curtime + 3;
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SetWeaponIdleTime( gpGlobals->curtime + 3 );
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SetWeaponModelIndex( GetWorldModel() );
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}
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float CWeaponUSP::GetInaccuracy() const
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{
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if ( weapon_accuracy_model.GetInt() == 1 )
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return 0.0f;
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if ( m_bSilencerOn )
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{
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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return 1.3f * (1 - m_flAccuracy);
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else if (pPlayer->GetAbsVelocity().Length2D() > 5)
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return 0.25f * (1 - m_flAccuracy);
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
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return 0.125f * (1 - m_flAccuracy);
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else
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return 0.15f * (1 - m_flAccuracy);
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}
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else
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{
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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return 1.2f * (1 - m_flAccuracy );
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else if (pPlayer->GetAbsVelocity().Length2D() > 5)
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return 0.225f * (1 - m_flAccuracy);
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
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return 0.08f * (1 - m_flAccuracy);
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else
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return 0.1f * (1 - m_flAccuracy);
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}
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}
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else
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return BaseClass::GetInaccuracy();
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}
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void CWeaponUSP::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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// Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
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m_flAccuracy -= (0.275)*(0.3 - (gpGlobals->curtime - m_flLastFire));
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if (m_flAccuracy > 0.92)
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m_flAccuracy = 0.92;
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else if (m_flAccuracy < 0.6)
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m_flAccuracy = 0.6;
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m_flLastFire = gpGlobals->curtime;
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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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PlayEmptySound();
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
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m_bFireOnEmpty = false;
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}
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return;
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}
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pPlayer->m_iShotsFired++;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime;
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m_iClip1--;
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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// player "shoot" animation
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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if ( !m_bSilencerOn )
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{
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pPlayer->DoMuzzleFlash();
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}
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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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m_weaponMode,
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CBaseEntity::GetPredictionRandomSeed() & 255,
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GetInaccuracy(),
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GetSpread());
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if (!m_iClip1 && pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 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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SetWeaponIdleTime( gpGlobals->curtime + 2 );
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// update accuracy
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m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[m_weaponMode];
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QAngle angle = pPlayer->GetPunchAngle();
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angle.x -= 2;
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pPlayer->SetPunchAngle( angle );
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}
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bool CWeaponUSP::Reload()
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{
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if ( !DefaultPistolReload() )
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return false;
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m_flAccuracy = 0.92;
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return true;
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}
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void CWeaponUSP::WeaponIdle()
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{
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if (m_flTimeWeaponIdle > gpGlobals->curtime)
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return;
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// only idle if the slid isn't back
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if (m_iClip1 != 0)
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{
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SetWeaponIdleTime( gpGlobals->curtime + 6.0 );
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}
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}
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bool CWeaponUSP::SendWeaponAnim( int iActivity )
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{
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// Translate the activity?
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if ( m_bSilencerOn )
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{
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for ( int i=0; i < ARRAYSIZE( g_SilencedTranslations ); i++ )
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{
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if ( g_SilencedTranslations[i][0] == iActivity )
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{
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iActivity = g_SilencedTranslations[i][1];
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break;
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}
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}
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}
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return BaseClass::SendWeaponAnim( iActivity );
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}
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#ifdef CLIENT_DLL
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int CWeaponUSP::GetMuzzleFlashStyle( void )
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{
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if( m_bSilencerOn )
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{
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return CS_MUZZLEFLASH_NONE;
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}
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else
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{
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return CS_MUZZLEFLASH_NORM;
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}
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}
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#endif
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