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269
game/shared/cstrike15/weapon_sawedoff.cpp
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269
game/shared/cstrike15/weapon_sawedoff.cpp
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//========= Copyright <20> 1996-2005, 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 "weapon_csbase.h"
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#include "fx_cs_shared.h"
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#if defined( CLIENT_DLL )
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#define CWeaponSawedoff C_WeaponSawedoff
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#include "c_cs_player.h"
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#else
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#include "cs_player.h"
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#include "te_shotgun_shot.h"
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#endif
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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class CWeaponSawedoff : public CWeaponCSBase
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{
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public:
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DECLARE_CLASS( CWeaponSawedoff, CWeaponCSBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponSawedoff( void );
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virtual void PrimaryAttack( void );
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virtual bool Reload( void );
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virtual void WeaponIdle( void );
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virtual CSWeaponID GetCSWeaponID( void ) const { return WEAPON_SAWEDOFF; }
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virtual int GetShotgunReloadState( void ) { return m_reloadState; }
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private:
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CWeaponSawedoff( const CWeaponSawedoff & );
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float m_flPumpTime;
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CNetworkVar( int, m_reloadState );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSawedoff, DT_WeaponSawedoff )
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BEGIN_NETWORK_TABLE( CWeaponSawedoff, DT_WeaponSawedoff )
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#if defined( CLIENT_DLL )
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RecvPropInt( RECVINFO( m_reloadState ) )
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#else
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SendPropInt( SENDINFO( m_reloadState ), 2, SPROP_UNSIGNED )
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#endif
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END_NETWORK_TABLE()
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#if defined( CLIENT_DLL )
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BEGIN_PREDICTION_DATA( CWeaponSawedoff )
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DEFINE_PRED_FIELD( m_reloadState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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END_PREDICTION_DATA()
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#endif
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LINK_ENTITY_TO_CLASS_ALIASED( weapon_sawedoff, WeaponSawedoff );
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// PRECACHE_REGISTER( weapon_sawedoff );
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CWeaponSawedoff::CWeaponSawedoff( void )
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{
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m_flPumpTime = 0.0f;
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m_reloadState = 0;
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}
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void CWeaponSawedoff::PrimaryAttack( void )
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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const CCSWeaponInfo& weaponInfo = GetCSWpnData();
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float flCycleTime = GetCycleTime();
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// don't fire underwater
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if ( pPlayer->GetWaterLevel() == WL_Eyes )
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.15f;
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return;
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}
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// Out of ammo?
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if ( m_iClip1 <= 0 )
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{
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Reload();
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if ( m_iClip1 == 0 )
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2f;
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}
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return;
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}
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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pPlayer->DoMuzzleFlash();
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// player "shoot" animation
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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uint16 nItemDefIndex = 0;
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// Dispatch the FX right away with full accuracy.
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float flCurAttack = CalculateNextAttackTime( flCycleTime );
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FX_FireBullets(
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pPlayer->entindex(),
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nItemDefIndex,
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pPlayer->Weapon_ShootPosition(),
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pPlayer->GetFinalAimAngle(),
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GetCSWeaponID(),
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Primary_Mode,
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CBaseEntity::GetPredictionRandomSeed( SERVER_PLATTIME_RNG ) & 255, // wrap it for network traffic so it's the same between client and server
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GetInaccuracy(),
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GetSpread(),
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GetAccuracyFishtail(),
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flCurAttack,
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SINGLE,
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m_flRecoilIndex );
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// are we firing the last round in the clip?
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if ( m_iClip1 == 1 )
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{
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SetWeaponIdleTime( gpGlobals->curtime + 0.875f );
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}
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else
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{
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m_flPumpTime = gpGlobals->curtime + 0.5f;
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SetWeaponIdleTime( gpGlobals->curtime + 2.5f );
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}
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m_reloadState = 0;
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// update accuracy
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m_fAccuracyPenalty += weaponInfo.GetInaccuracyFire( GetEconItemView(), Primary_Mode );
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// table driven recoil
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Recoil( Primary_Mode );
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++pPlayer->m_iShotsFired;
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m_flRecoilIndex += 1.0f;
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--m_iClip1;
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}
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bool CWeaponSawedoff::Reload( void )
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return false;
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if ( GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) <= 0 || m_iClip1 == GetMaxClip1() )
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return true;
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// don't reload until recoil is done
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if ( m_flNextPrimaryAttack > gpGlobals->curtime )
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return true;
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// check to see if we're ready to reload
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if ( m_reloadState == 0 )
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{
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pPlayer->SetAnimation( PLAYER_RELOAD );
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SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );
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m_reloadState = 1;
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pPlayer->m_flNextAttack = gpGlobals->curtime + 0.5f;
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
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SetWeaponIdleTime( gpGlobals->curtime + 0.5f );
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#if defined( GAME_DLL )
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_START );
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#endif
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return true;
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}
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else if ( m_reloadState == 1 )
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{
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if ( m_flTimeWeaponIdle > gpGlobals->curtime )
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return true;
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// was waiting for gun to move to side
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m_reloadState = 2;
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SendWeaponAnim( ACT_VM_RELOAD );
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SetWeaponIdleTime( gpGlobals->curtime + 0.5f );
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#if defined( GAME_DLL )
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// [mlowrance] Only play the looping anim
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_LOOP );
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#endif
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}
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else
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{
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// Add them to the clip
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m_iClip1 += 1;
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#if defined( GAME_DLL )
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SendActivityEvents();
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#endif
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GiveReserveAmmo( AMMO_POSITION_PRIMARY, -1, true );
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m_reloadState = 1;
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}
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return true;
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}
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void CWeaponSawedoff::WeaponIdle( void )
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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if ( m_flPumpTime && m_flPumpTime < gpGlobals->curtime )
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{
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// play pumping sound
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m_flPumpTime = 0.0f;
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}
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if ( m_flTimeWeaponIdle < gpGlobals->curtime )
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{
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if ( m_iClip1 == 0 && m_reloadState == 0 && GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) )
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{
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Reload();
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}
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else if ( m_reloadState != 0 )
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{
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if ( m_iClip1 != GetMaxClip1() && GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) )
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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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// reload debounce has timed out
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//MIKETODO: shotgun anims
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SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH );
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#if defined( GAME_DLL )
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// [mlowrance] play the finish for 3rd person
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_END );
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#endif
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// play cocking sound
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m_reloadState = 0;
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SetWeaponIdleTime( gpGlobals->curtime + 1.5f );
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}
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}
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else
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{
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SendWeaponAnim( ACT_VM_IDLE );
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}
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}
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}
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