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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_dodfullauto_punch.h"
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#include "in_buttons.h"
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#include "dod_shareddefs.h"
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#ifndef CLIENT_DLL
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#include "dod_player.h"
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#endif
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IMPLEMENT_NETWORKCLASS_ALIASED( DODFullAutoPunchWeapon, DT_FullAutoPunchWeapon )
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BEGIN_NETWORK_TABLE( CDODFullAutoPunchWeapon, DT_FullAutoPunchWeapon )
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END_NETWORK_TABLE()
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#ifdef CLIENT_DLL
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BEGIN_PREDICTION_DATA( CDODFullAutoPunchWeapon )
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END_PREDICTION_DATA()
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#endif
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void CDODFullAutoPunchWeapon::Spawn( void )
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{
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m_iAltFireHint = HINT_USE_MELEE;
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BaseClass::Spawn();
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}
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void CDODFullAutoPunchWeapon::SecondaryAttack( void )
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{
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if ( m_bInReload )
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{
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m_bInReload = false;
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GetPlayerOwner()->m_flNextAttack = gpGlobals->curtime;
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}
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else if ( GetPlayerOwner()->m_flNextAttack > gpGlobals->curtime )
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{
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return;
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}
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Punch();
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// start calling ItemPostFrame
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GetPlayerOwner()->m_flNextAttack = gpGlobals->curtime;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack;
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#ifndef CLIENT_DLL
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CDODPlayer *pPlayer = GetDODPlayerOwner();
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if ( pPlayer )
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{
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pPlayer->RemoveHintTimer( m_iAltFireHint );
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}
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#endif
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}
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bool CDODFullAutoPunchWeapon::Reload( void )
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{
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bool bSuccess = BaseClass::Reload();
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if ( bSuccess )
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{
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m_flNextSecondaryAttack = gpGlobals->curtime;
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}
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return bSuccess;
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}
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void CDODFullAutoPunchWeapon::ItemBusyFrame( void )
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{
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BaseClass::ItemBusyFrame();
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CBasePlayer *pPlayer = GetPlayerOwner();
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if ( pPlayer && (pPlayer->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
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{
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SecondaryAttack();
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pPlayer->m_nButtons &= ~IN_ATTACK2;
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}
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}
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