mirror of https://github.com/FWGS/hlsdk-xash3d
266 lines
5.6 KiB
C++
Executable File
266 lines
5.6 KiB
C++
Executable File
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "revolver.h"
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enum revolver_e {
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REVOLVER_IDLE1 = 0,
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REVOLVER_FIDGET1,
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REVOLVER_FIRE,
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REVOLVER_RELOAD,
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REVOLVER_HOLSTER,
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REVOLVER_DRAW,
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REVOLVER_IDLE2,
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REVOLVER_IDLE3,
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REVOLVER_QUICKFIRE_READY,
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REVOLVER_QUICKFIRE_SHOOT,
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REVOLVER_QUICKFIRE_RELAX
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};
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LINK_ENTITY_TO_CLASS( weapon_revolver, CRevolver );
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void CRevolver::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_revolver"); // hack to allow for old names
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Precache( );
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m_iId = WEAPON_REVOLVER;
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SET_MODEL(ENT(pev), "models/w_revolver.mdl");
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m_iDefaultAmmo = REVOLVER_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CRevolver::Precache( void )
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{
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PRECACHE_MODEL("models/v_revolver.mdl");
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PRECACHE_MODEL("models/w_revolver.mdl");
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// PRECACHE_MODEL("models/p_revolver.mdl");
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m_iShell = PRECACHE_MODEL ("models/revolver_rounds.mdl");// brass shell
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PRECACHE_SOUND ("weapons/revolver_cock1.wav");
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PRECACHE_SOUND ("weapons/revolver_reload1.wav");
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PRECACHE_SOUND ("weapons/revolver_shot1.wav");
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PRECACHE_SOUND ("weapons/revolver_shot2.wav");
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m_usFireRevolver1 = PRECACHE_EVENT( 1, "events/revolver1.sc" );
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m_usFireRevolver2 = PRECACHE_EVENT( 1, "events/revolver2.sc" );
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}
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int CRevolver::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "Revolver";
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p->iMaxAmmo1 = REVOLVER_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = REVOLVER_MAX_CLIP;
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p->iSlot = 1;
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p->iPosition = 0;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_REVOLVER;
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p->iWeight = REVOLVER_WEIGHT;
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return 1;
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}
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BOOL CRevolver::Deploy( )
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{
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// pev->body = 1;
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return DefaultDeploy( "models/v_revolver.mdl", "", REVOLVER_DRAW, "revolver", /*UseDecrement() ? 1 : 0*/ 0 );
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}
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int CRevolver::AddToPlayer( CBasePlayer *pPlayer )
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{
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if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
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WRITE_BYTE( m_iId );
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MESSAGE_END();
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return TRUE;
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}
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return FALSE;
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}
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void CRevolver::SecondaryAttack( void )
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{
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// no difference
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PrimaryAttack();
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}
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void CRevolver::PrimaryAttack( void )
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{
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RevolverFire( 0.01, 1.0, TRUE );
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}
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void CRevolver::RevolverFire( float flSpread , float flCycleTime, BOOL fUseAutoAim )
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{
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if (m_iClip <= 0)
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{
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if (m_fFireOnEmpty)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
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}
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return;
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}
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m_iClip--;
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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int flags = 0;
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//#if defined( CLIENT_WEAPONS )
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// flags = FEV_NOTHOST;
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//#else
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// flags = 0;
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//#endif
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if (fUseAutoAim)
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{
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PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usFireRevolver1);
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}
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else
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{
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PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usFireRevolver2);
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}
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecAiming;
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if ( fUseAutoAim )
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{
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vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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}
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else
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{
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vecAiming = gpGlobals->v_forward;
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}
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m_pPlayer->FireBullets( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_REVOLVER, 0 );
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
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//if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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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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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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void CRevolver::Reload( void )
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{
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int iResult;
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iResult = DefaultReload( REVOLVER_MAX_CLIP, REVOLVER_RELOAD, 111.0/36.0 );
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if (iResult)
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{
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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}
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void CRevolver::WeaponIdle( void )
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{
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ResetEmptySound( );
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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return;
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// only idle if the slid isn't back
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if (m_iClip != 0)
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{
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int iAnim;
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
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if (flRand <= 0.3 + 0 * 0.75)
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{
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iAnim = REVOLVER_IDLE3;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16;
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}
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else if (flRand <= 0.6 + 0 * 0.875)
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{
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iAnim = REVOLVER_IDLE1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
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}
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else
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{
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iAnim = REVOLVER_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
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}
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SendWeaponAnim( iAnim, 1 );
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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void CRevolverAmmo::Spawn( void )
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{
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Precache( );
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SET_MODEL(ENT(pev), "models/w_revolverammo.mdl");
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CBasePlayerAmmo::Spawn( );
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}
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void CRevolverAmmo::Precache( void )
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{
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PRECACHE_MODEL ("models/w_revolverammo.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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}
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BOOL CRevolverAmmo::AddAmmo( CBaseEntity *pOther )
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{
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if (pOther->GiveAmmo( AMMO_REVOLVER_GIVE, "Revolver", REVOLVER_MAX_CARRY ) != -1)
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
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//EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/revolver_rounds1.wav", 1, ATTN_NORM);
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return TRUE;
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}
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return FALSE;
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}
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LINK_ENTITY_TO_CLASS( ammo_revolver, CRevolverAmmo );
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