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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 "util.h"
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#include "weapon_tfc_super_nailgun.h"
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#include "decals.h"
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#include "in_buttons.h"
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#include "nailgun_nail.h"
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#if defined( CLIENT_DLL )
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#include "c_tfc_player.h"
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#else
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#include "tfc_player.h"
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#endif
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// ----------------------------------------------------------------------------- //
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// CTFCSuperNailgun tables.
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// ----------------------------------------------------------------------------- //
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IMPLEMENT_NETWORKCLASS_ALIASED( TFCSuperNailgun, DT_WeaponSuperNailgun )
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BEGIN_NETWORK_TABLE( CTFCSuperNailgun, DT_WeaponSuperNailgun )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFCSuperNailgun )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_super_nailgun, CTFCSuperNailgun );
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PRECACHE_WEAPON_REGISTER( weapon_super_nailgun );
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CTFCSuperNailgun )
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END_DATADESC()
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#endif
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// ----------------------------------------------------------------------------- //
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// CTFCSuperNailgun implementation.
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// ----------------------------------------------------------------------------- //
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CTFCSuperNailgun::CTFCSuperNailgun()
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{
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}
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TFCWeaponID CTFCSuperNailgun::GetWeaponID() const
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{
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return WEAPON_SUPER_NAILGUN;
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}
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void CTFCSuperNailgun::PrimaryAttack()
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{
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CTFCPlayer *pOwner = GetPlayerOwner();
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if ( !pOwner )
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return;
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Assert( HasPrimaryAmmo() );
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// Effects.
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WeaponSound( SINGLE );
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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pOwner->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
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// Create the nail.
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int iCurrentAmmoCount = pOwner->GetAmmoCount( GetPrimaryAmmoType() );
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#ifdef GAME_DLL // TFCTODO: predict this
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Vector vecSrc = pOwner->Weapon_ShootPosition();
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CTFNailgunNail *pNail = NULL;
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if ( iCurrentAmmoCount < 4 )
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pNail = CTFNailgunNail::CreateNail( false, vecSrc, pOwner->EyeAngles(), pOwner, this, true );
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else
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pNail = CTFNailgunNail::CreateSuperNail( vecSrc, pOwner->EyeAngles(), pOwner, this );
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#endif
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// Uses 2 nails if it can
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pOwner->RemoveAmmo( MIN( 2, iCurrentAmmoCount ), GetPrimaryAmmoType() );
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// Setup fire delays
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.1;
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m_flTimeWeaponIdle = gpGlobals->curtime + 10;
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}
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#ifdef CLIENT_DLL
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// ------------------------------------------------------------------------------------------------ //
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// ------------------------------------------------------------------------------------------------ //
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// CLIENT DLL SPECIFIC CODE
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// ------------------------------------------------------------------------------------------------ //
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// ------------------------------------------------------------------------------------------------ //
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#else
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// ------------------------------------------------------------------------------------------------ //
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// ------------------------------------------------------------------------------------------------ //
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// GAME DLL SPECIFIC CODE
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// ------------------------------------------------------------------------------------------------ //
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// ------------------------------------------------------------------------------------------------ //
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#endif
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