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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Glock - 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 "hl1mp_basecombatweapon_shared.h"
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//#include "basecombatcharacter.h"
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//#include "AI_BaseNPC.h"
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#ifdef CLIENT_DLL
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#include "c_baseplayer.h"
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#else
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#include "player.h"
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#endif
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#include "gamerules.h"
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#include "in_buttons.h"
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#ifdef CLIENT_DLL
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#else
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#include "soundent.h"
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#include "game.h"
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#endif
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#ifdef CLIENT_DLL
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#define CWeaponGlock C_WeaponGlock
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#endif
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class CWeaponGlock : public CBaseHL1MPCombatWeapon
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{
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DECLARE_CLASS( CWeaponGlock, CBaseHL1MPCombatWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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public:
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CWeaponGlock(void);
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void Precache( void );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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bool Reload( void );
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void WeaponIdle( void );
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void DryFire( void );
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private:
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void GlockFire( float flSpread , float flCycleTime, bool fUseAutoAim );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGlock, DT_WeaponGlock );
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BEGIN_NETWORK_TABLE( CWeaponGlock, DT_WeaponGlock )
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END_NETWORK_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_glock, CWeaponGlock );
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BEGIN_PREDICTION_DATA( CWeaponGlock )
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END_PREDICTION_DATA()
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PRECACHE_WEAPON_REGISTER( weapon_glock );
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CWeaponGlock::CWeaponGlock( void )
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{
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m_bReloadsSingly = false;
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m_bFiresUnderwater = true;
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}
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void CWeaponGlock::Precache( void )
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{
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BaseClass::Precache();
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}
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void CWeaponGlock::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_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
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}
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void CWeaponGlock::PrimaryAttack( void )
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{
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GlockFire( 0.01, 0.3, TRUE );
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}
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void CWeaponGlock::SecondaryAttack( void )
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{
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GlockFire( 0.1, 0.2, FALSE );
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}
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void CWeaponGlock::GlockFire( float flSpread , float flCycleTime, bool fUseAutoAim )
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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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DryFire();
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}
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return;
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}
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WeaponSound( SINGLE );
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pPlayer->DoMuzzleFlash();
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m_iClip1--;
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if ( m_iClip1 == 0 )
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SendWeaponAnim( ACT_GLOCK_SHOOTEMPTY );
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else
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_flNextPrimaryAttack = gpGlobals->curtime + flCycleTime;
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m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime;
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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Vector vecAiming;
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if ( fUseAutoAim )
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{
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vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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}
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else
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{
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vecAiming = pPlayer->GetAutoaimVector( 0 );
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}
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// pPlayer->FireBullets( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
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FireBulletsInfo_t info( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
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info.m_pAttacker = pPlayer;
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pPlayer->FireBullets( info );
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EjectShell( pPlayer, 0 );
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pPlayer->ViewPunch( QAngle( -2, 0, 0 ) );
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#if !defined(CLIENT_DLL)
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pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 400, 0.2 );
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#endif
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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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SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) );
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}
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bool CWeaponGlock::Reload( void )
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{
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bool iResult;
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if ( m_iClip1 == 0 )
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iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_GLOCK_SHOOT_RELOAD );
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else
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iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
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return iResult;
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}
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void CWeaponGlock::WeaponIdle( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( pPlayer )
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{
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pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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}
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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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BaseClass::WeaponIdle();
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}
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}
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