256 lines
6.6 KiB
C++
256 lines
6.6 KiB
C++
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#include "cbase.h"
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#include "asw_weapon_grenades.h"
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#include "in_buttons.h"
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#ifdef CLIENT_DLL
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#include "c_asw_player.h"
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#include "c_asw_weapon.h"
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#include "c_asw_marine.h"
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#include "prediction.h"
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#else
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#include "asw_marine.h"
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#include "asw_player.h"
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#include "asw_weapon.h"
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#include "npcevent.h"
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#include "shot_manipulator.h"
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#include "asw_grenade_cluster.h"
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#include "asw_marine_speech.h"
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#include "asw_gamerules.h"
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#endif
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#include "asw_marine_skills.h"
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#include "asw_util_shared.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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#define ASW_FLARES_FASTEST_REFIRE_TIME 0.1f
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ConVar asw_grenade_throw_delay("asw_grenade_throw_delay", "0.15", FCVAR_REPLICATED | FCVAR_CHEAT, "Delay before grenade entity is spawned when throwing");
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IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Weapon_Grenades, DT_ASW_Weapon_Grenades )
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BEGIN_NETWORK_TABLE( CASW_Weapon_Grenades, DT_ASW_Weapon_Grenades )
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#ifdef CLIENT_DLL
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// recvprops
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#else
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// sendprops
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CASW_Weapon_Grenades )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( asw_weapon_grenades, CASW_Weapon_Grenades );
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PRECACHE_WEAPON_REGISTER(asw_weapon_grenades);
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#ifndef CLIENT_DLL
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extern ConVar asw_debug_marine_damage;
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CASW_Weapon_Grenades )
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DEFINE_FIELD( m_flSoonestPrimaryAttack, FIELD_TIME ),
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END_DATADESC()
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#endif /* not client */
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CASW_Weapon_Grenades::CASW_Weapon_Grenades()
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{
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m_fMinRange1 = 0;
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m_fMaxRange1 = 2048;
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m_fMinRange2 = 256;
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m_fMaxRange2 = 1024;
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m_flSoonestPrimaryAttack = gpGlobals->curtime;
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}
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CASW_Weapon_Grenades::~CASW_Weapon_Grenades()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Activity
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//-----------------------------------------------------------------------------
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Activity CASW_Weapon_Grenades::GetPrimaryAttackActivity( void )
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{
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return ACT_VM_PRIMARYATTACK;
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}
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bool CASW_Weapon_Grenades::OffhandActivate()
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{
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if (!GetMarine() || GetMarine()->GetFlags() & FL_FROZEN) // don't allow this if the marine is frozen
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return false;
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PrimaryAttack();
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return true;
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}
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#define FLARE_PROJECTILE_AIR_VELOCITY 400
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void CASW_Weapon_Grenades::PrimaryAttack( void )
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{
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CASW_Player *pPlayer = GetCommander();
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if (!pPlayer)
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return;
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CASW_Marine *pMarine = GetMarine();
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bool bThisActive = (pMarine && pMarine->GetActiveWeapon() == this);
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// grenade weapon is lost when all grenades are gone
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if ( UsesClipsForAmmo1() && !m_iClip1 )
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{
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#ifndef CLIENT_DLL
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if (pMarine)
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{
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pMarine->Weapon_Detach(this);
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if (bThisActive)
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pMarine->SwitchToNextBestWeapon(NULL);
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}
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Kill();
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#endif
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return;
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}
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if (pMarine && gpGlobals->curtime > m_flDelayedFire) // firing from a marine
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{
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#ifdef CLIENT_DLL
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if ( !prediction->InPrediction() || prediction->IsFirstTimePredicted() )
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{
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pMarine->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE );
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}
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#else
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pMarine->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE );
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#endif
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// start our delayed attack
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m_bShotDelayed = true;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flDelayedFire = gpGlobals->curtime + asw_grenade_throw_delay.GetFloat();
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if (!bThisActive && pMarine->GetActiveASWWeapon())
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{
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// if we're offhan activating, make sure our primary weapon can't fire until we're done
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pMarine->GetActiveASWWeapon()->m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.4f;
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pMarine->GetActiveASWWeapon()->m_bIsFiring = false;
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}
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}
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}
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#ifndef CLIENT_DLL
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float CASW_Weapon_Grenades::GetBoomDamage( CASW_Marine *pMarine )
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{
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return MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_GRENADES, ASW_MARINE_SUBSKILL_GRENADE_CLUSTER_DMG);
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}
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float CASW_Weapon_Grenades::GetBoomRadius( CASW_Marine *pMarine )
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{
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return MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_GRENADES, ASW_MARINE_SUBSKILL_GRENADE_RADIUS);
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}
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#endif
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void CASW_Weapon_Grenades::DelayedAttack( void )
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{
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m_bShotDelayed = false;
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CASW_Player *pPlayer = GetCommander();
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if ( !pPlayer )
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return;
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CASW_Marine *pMarine = GetMarine();
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if ( !pMarine || pMarine->GetWaterLevel() == 3 )
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return;
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#ifndef CLIENT_DLL
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Vector vecSrc = pMarine->GetOffhandThrowSource();
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Vector vecDest = pPlayer->GetCrosshairTracePos();
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if ( !pMarine->IsInhabited() )
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{
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vecDest = pMarine->GetOffhandItemSpot();
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}
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Vector newVel = UTIL_LaunchVector( vecSrc, vecDest, GetThrowGravity() ) * 28.0f;
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float fGrenadeRadius = GetBoomRadius( pMarine );
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float fGrenadeDamage = GetBoomDamage( pMarine );
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int iClusters = MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_GRENADES, ASW_MARINE_SUBSKILL_GRENADE_CLUSTERS);
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if (asw_debug_marine_damage.GetBool())
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{
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Msg("Grenade damage = %f radius = %f clusters = %d\n", fGrenadeDamage, fGrenadeRadius, iClusters);
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}
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pMarine->GetMarineSpeech()->Chatter(CHATTER_GRENADE);
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if (ASWGameRules())
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ASWGameRules()->m_fLastFireTime = gpGlobals->curtime;
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CASW_Grenade_Cluster *pGrenade = CASW_Grenade_Cluster::Cluster_Grenade_Create(
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fGrenadeDamage,
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fGrenadeRadius,
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iClusters,
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vecSrc, pMarine->EyeAngles(), newVel, AngularImpulse(0,0,0), pMarine, this );
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if ( pGrenade )
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{
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pGrenade->SetGravity( GetThrowGravity() );
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}
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#endif
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// decrement ammo
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m_iClip1 -= 1;
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#ifndef CLIENT_DLL
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DestroyIfEmpty( true );
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pMarine->OnWeaponFired( this, 1 );
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#endif
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m_flSoonestPrimaryAttack = gpGlobals->curtime + ASW_FLARES_FASTEST_REFIRE_TIME;
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if (m_iClip1 > 0) // only force the fire wait time if we have ammo for another shot
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m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
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else
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m_flNextPrimaryAttack = gpGlobals->curtime;
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}
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void CASW_Weapon_Grenades::Precache()
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{
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BaseClass::Precache();
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#ifndef CLIENT_DLL
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//UTIL_PrecacheOther( "asw_flare_projectile" );
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#endif
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}
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// flares don't reload
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bool CASW_Weapon_Grenades::Reload()
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{
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return false;
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}
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void CASW_Weapon_Grenades::ItemPostFrame( void )
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{
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BaseClass::ItemPostFrame();
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if ( m_bInReload )
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return;
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CBasePlayer *pOwner = GetCommander();
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if ( pOwner == NULL )
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return;
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//Allow a refire as fast as the player can click
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if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) )
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{
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m_flNextPrimaryAttack = gpGlobals->curtime - 0.1f;
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}
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}
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int CASW_Weapon_Grenades::ASW_SelectWeaponActivity(int idealActivity)
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{
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// we just use the normal 'no weapon' anims for this
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return idealActivity;
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}
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