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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_shotgun.h"
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#include "decals.h"
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#include "in_buttons.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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// CTFCSuperShotgun tables.
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// ----------------------------------------------------------------------------- //
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IMPLEMENT_NETWORKCLASS_ALIASED( TFCSuperShotgun, DT_WeaponSuperShotgun )
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BEGIN_NETWORK_TABLE( CTFCSuperShotgun, DT_WeaponSuperShotgun )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFCSuperShotgun )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_super_shotgun, CTFCSuperShotgun );
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PRECACHE_WEAPON_REGISTER( weapon_super_shotgun );
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CTFCSuperShotgun )
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END_DATADESC()
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#endif
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// ----------------------------------------------------------------------------- //
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// CTFCSuperShotgun implementation.
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// ----------------------------------------------------------------------------- //
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CTFCSuperShotgun::CTFCSuperShotgun()
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{
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m_iShellsReloaded = 2;
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}
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TFCWeaponID CTFCSuperShotgun::GetWeaponID() const
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{
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return WEAPON_SUPER_SHOTGUN;
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}
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void CTFCSuperShotgun::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( Clip1() > 0 );
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// If we've only 1 shell left, fire a single shot
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if ( Clip1() == 1 )
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{
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BaseClass::PrimaryAttack();
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return;
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}
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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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// Shoot!
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FireBulletsInfo_t info;
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info.m_vecSrc = pOwner->Weapon_ShootPosition();
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info.m_vecDirShooting = pOwner->GetAutoaimVector( AUTOAIM_5DEGREES );
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info.m_iShots = 14;
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info.m_flDistance = 2048;
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info.m_iAmmoType = GetPrimaryAmmoType();
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info.m_vecSpread = VECTOR_CONE_TF_SHOTGUN;
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info.m_iTracerFreq = 4;
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info.m_flDamage = 4;
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pOwner->FireBullets( info );
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m_iClip1 -= 2;
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m_flTimeWeaponIdle = gpGlobals->curtime + 5.0;
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m_fInSpecialReload = 0;
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// Setup fire delays
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if ( Clip1() != 0 )
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m_flPumpTime = gpGlobals->curtime + 0.7;
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.7;
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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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