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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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#if defined( CLIENT_DLL )
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#include "c_hl2mp_player.h"
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#else
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#include "hl2mp_player.h"
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#endif
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#include "weapon_hl2mpbase_machinegun.h"
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#include "in_buttons.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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IMPLEMENT_NETWORKCLASS_ALIASED( HL2MPMachineGun, DT_HL2MPMachineGun )
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BEGIN_NETWORK_TABLE( CHL2MPMachineGun, DT_HL2MPMachineGun )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CHL2MPMachineGun )
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END_PREDICTION_DATA()
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//=========================================================
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// >> CHLSelectFireMachineGun
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//=========================================================
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BEGIN_DATADESC( CHL2MPMachineGun )
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DEFINE_FIELD( m_nShotsFired, FIELD_INTEGER ),
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DEFINE_FIELD( m_flNextSoundTime, FIELD_TIME ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHL2MPMachineGun::CHL2MPMachineGun( void )
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{
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}
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const Vector &CHL2MPMachineGun::GetBulletSpread( void )
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{
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static Vector cone = VECTOR_CONE_3DEGREES;
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return cone;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CHL2MPMachineGun::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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return;
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// Abort here to handle burst and auto fire modes
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if ( (UsesClipsForAmmo1() && m_iClip1 == 0) || ( !UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) )
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return;
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m_nShotsFired++;
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pPlayer->DoMuzzleFlash();
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// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
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// especially if the weapon we're firing has a really fast rate of fire.
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int iBulletsToFire = 0;
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float fireRate = GetFireRate();
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while ( m_flNextPrimaryAttack <= gpGlobals->curtime )
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{
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// MUST call sound before removing a round from the clip of a CHLMachineGun
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WeaponSound(SINGLE, m_flNextPrimaryAttack);
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m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate;
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iBulletsToFire++;
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}
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// Make sure we don't fire more than the amount in the clip, if this weapon uses clips
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if ( UsesClipsForAmmo1() )
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{
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if ( iBulletsToFire > m_iClip1 )
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iBulletsToFire = m_iClip1;
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m_iClip1 -= iBulletsToFire;
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}
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CHL2MP_Player *pHL2MPPlayer = ToHL2MPPlayer( pPlayer );
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// Fire the bullets
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FireBulletsInfo_t info;
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info.m_iShots = iBulletsToFire;
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info.m_vecSrc = pHL2MPPlayer->Weapon_ShootPosition( );
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info.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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info.m_vecSpread = pHL2MPPlayer->GetAttackSpread( this );
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info.m_flDistance = MAX_TRACE_LENGTH;
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info.m_iAmmoType = m_iPrimaryAmmoType;
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info.m_iTracerFreq = 2;
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FireBullets( info );
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//Factor in the view kick
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AddViewKick();
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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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SendWeaponAnim( GetPrimaryAttackActivity() );
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &info -
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//-----------------------------------------------------------------------------
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void CHL2MPMachineGun::FireBullets( const FireBulletsInfo_t &info )
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{
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if(CBasePlayer *pPlayer = ToBasePlayer ( GetOwner() ) )
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{
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pPlayer->FireBullets(info);
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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 CHL2MPMachineGun::DoMachineGunKick( CBasePlayer *pPlayer, float dampEasy, float maxVerticleKickAngle, float fireDurationTime, float slideLimitTime )
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{
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#define KICK_MIN_X 0.2f //Degrees
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#define KICK_MIN_Y 0.2f //Degrees
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#define KICK_MIN_Z 0.1f //Degrees
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QAngle vecScratch;
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int iSeed = CBaseEntity::GetPredictionRandomSeed() & 255;
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//Find how far into our accuracy degradation we are
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float duration = ( fireDurationTime > slideLimitTime ) ? slideLimitTime : fireDurationTime;
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float kickPerc = duration / slideLimitTime;
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// do this to get a hard discontinuity, clear out anything under 10 degrees punch
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pPlayer->ViewPunchReset( 10 );
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//Apply this to the view angles as well
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vecScratch.x = -( KICK_MIN_X + ( maxVerticleKickAngle * kickPerc ) );
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vecScratch.y = -( KICK_MIN_Y + ( maxVerticleKickAngle * kickPerc ) ) / 3;
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vecScratch.z = KICK_MIN_Z + ( maxVerticleKickAngle * kickPerc ) / 8;
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RandomSeed( iSeed );
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//Wibble left and right
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if ( RandomInt( -1, 1 ) >= 0 )
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vecScratch.y *= -1;
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iSeed++;
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//Wobble up and down
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if ( RandomInt( -1, 1 ) >= 0 )
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vecScratch.z *= -1;
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//Clip this to our desired min/max
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UTIL_ClipPunchAngleOffset( vecScratch, pPlayer->m_Local.m_vecPunchAngle, QAngle( 24.0f, 3.0f, 1.0f ) );
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//Add it to the view punch
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// NOTE: 0.5 is just tuned to match the old effect before the punch became simulated
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pPlayer->ViewPunch( vecScratch * 0.5 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Reset our shots fired
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//-----------------------------------------------------------------------------
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bool CHL2MPMachineGun::Deploy( void )
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{
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m_nShotsFired = 0;
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return BaseClass::Deploy();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Make enough sound events to fill the estimated think interval
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// returns: number of shots needed
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//-----------------------------------------------------------------------------
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int CHL2MPMachineGun::WeaponSoundRealtime( WeaponSound_t shoot_type )
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{
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int numBullets = 0;
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// ran out of time, clamp to current
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if (m_flNextSoundTime < gpGlobals->curtime)
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{
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m_flNextSoundTime = gpGlobals->curtime;
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}
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// make enough sound events to fill up the next estimated think interval
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float dt = clamp( m_flAnimTime - m_flPrevAnimTime, 0, 0.2 );
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if (m_flNextSoundTime < gpGlobals->curtime + dt)
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{
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WeaponSound( SINGLE_NPC, m_flNextSoundTime );
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m_flNextSoundTime += GetFireRate();
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numBullets++;
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}
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if (m_flNextSoundTime < gpGlobals->curtime + dt)
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{
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WeaponSound( SINGLE_NPC, m_flNextSoundTime );
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m_flNextSoundTime += GetFireRate();
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numBullets++;
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}
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return numBullets;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHL2MPMachineGun::ItemPostFrame( 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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// Debounce the recoiling counter
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if ( ( pOwner->m_nButtons & IN_ATTACK ) == false )
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{
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m_nShotsFired = 0;
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}
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BaseClass::ItemPostFrame();
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}
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