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https://github.com/FWGS/hlsdk-xash3d
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Merge 0cbbe099f3
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@ -169,7 +169,7 @@ void CShotgun::PrimaryAttack()
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
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if( m_iClip != 0 )
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//if( m_iClip != 0 )
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m_flPumpTime = gpGlobals->time + 0.5;
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.75 );
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@ -240,7 +240,7 @@ void CShotgun::SecondaryAttack( void )
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
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if( m_iClip != 0 )
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//if( m_iClip != 0 )
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m_flPumpTime = gpGlobals->time + 0.95;
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m_flNextPrimaryAttack = GetNextAttackDelay( 1.5 );
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@ -299,18 +299,21 @@ void CShotgun::Reload( void )
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}
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}
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void CShotgun::WeaponIdle( void )
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void CShotgun::WeaponTick()
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{
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ResetEmptySound();
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m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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if( m_flPumpTime && m_flPumpTime < gpGlobals->time )
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{
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// play pumping sound
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG( 0, 0x1f ) );
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m_flPumpTime = 0;
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}
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}
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void CShotgun::WeaponIdle( void )
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{
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ResetEmptySound();
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m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
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{
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@ -632,6 +632,7 @@ public:
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void SecondaryAttack( void );
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BOOL Deploy( );
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void Reload( void );
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void WeaponTick();
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void WeaponIdle( void );
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int m_fInReload;
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float m_flNextReload;
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