mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-17 11:00:38 +02:00
Switched Doom 3 weapons to native.
This commit is contained in:
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// Weapon_shotgun.cpp
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//
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#pragma hdrstop
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#include "precompiled.h"
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#include "../Game_local.h"
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CLASS_DECLARATION( rvmWeaponObject, rvmWeaponShotgun )
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END_CLASS
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#define SHOTGUN_FIRERATE 1.333
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#define SHOTGUN_LOWAMMO 2
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#define SHOTGUN_RELOADRATE 2
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#define SHOTGUN_NUMPROJECTILES 13
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// blend times
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#define SHOTGUN_IDLE_TO_IDLE 0
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#define SHOTGUN_IDLE_TO_LOWER 4
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#define SHOTGUN_IDLE_TO_FIRE 1
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#define SHOTGUN_IDLE_TO_RELOAD 4
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#define SHOTGUN_IDLE_TO_NOAMMO 4
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#define SHOTGUN_NOAMMO_TO_RELOAD 4
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#define SHOTGUN_NOAMMO_TO_IDLE 4
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#define SHOTGUN_RAISE_TO_IDLE 1
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#define SHOTGUN_FIRE_TO_IDLE 4
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#define SHOTGUN_RELOAD_TO_IDLE 4
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#define SHOTGUN_RELOAD_TO_FIRE 4
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#define SHOTGUN_RELOAD_TO_LOWER 2
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/*
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===============
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rvmWeaponShotgun::Init
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===============
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*/
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void rvmWeaponShotgun::Init( idWeapon* weapon )
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{
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rvmWeaponObject::Init( weapon );
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next_attack = 0;
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spread = weapon->GetFloat( "spread" ); // weapon->GetFloat("spread")
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snd_lowammo = FindSound( "snd_lowammo" );
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}
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/*
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===============
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rvmWeaponShotgun::Raise
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===============
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*/
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stateResult_t rvmWeaponShotgun::Raise( stateParms_t* parms )
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{
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enum RisingState
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{
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RISING_NOTSET = 0,
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RISING_WAIT
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};
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switch( parms->stage )
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{
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case RISING_NOTSET:
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owner->Event_PlayAnim( ANIMCHANNEL_ALL, "raise", false );
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parms->stage = RISING_WAIT;
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return SRESULT_WAIT;
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case RISING_WAIT:
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if( owner->Event_AnimDone( ANIMCHANNEL_ALL, SHOTGUN_RAISE_TO_IDLE ) )
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{
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return SRESULT_DONE;
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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/*
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===============
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rvmWeaponShotgun::Lower
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===============
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*/
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stateResult_t rvmWeaponShotgun::Lower( stateParms_t* parms )
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{
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enum LoweringState
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{
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LOWERING_NOTSET = 0,
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LOWERING_WAIT
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};
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switch( parms->stage )
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{
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case LOWERING_NOTSET:
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owner->Event_PlayAnim( ANIMCHANNEL_ALL, "putaway", false );
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parms->stage = LOWERING_WAIT;
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return SRESULT_WAIT;
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case LOWERING_WAIT:
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if( owner->Event_AnimDone( ANIMCHANNEL_ALL, 0 ) )
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{
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SetState( "Holstered" );
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return SRESULT_DONE;
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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/*
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===============
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rvmWeaponShotgun::Idle
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===============
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*/
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stateResult_t rvmWeaponShotgun::Idle( stateParms_t* parms )
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{
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enum IdleState
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{
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IDLE_NOTSET = 0,
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IDLE_WAIT
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};
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switch( parms->stage )
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{
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case IDLE_NOTSET:
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owner->Event_WeaponReady();
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owner->Event_PlayCycle( ANIMCHANNEL_ALL, "idle" );
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parms->stage = IDLE_WAIT;
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return SRESULT_WAIT;
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case IDLE_WAIT:
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// Do nothing.
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return SRESULT_DONE;
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}
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return SRESULT_ERROR;
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}
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/*
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===============
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rvmWeaponShotgun::Fire
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===============
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*/
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stateResult_t rvmWeaponShotgun::Fire( stateParms_t* parms )
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{
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int ammoClip = owner->AmmoInClip();
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enum FIRE_State
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{
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FIRE_NOTSET = 0,
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FIRE_WAIT
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};
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if( ammoClip == 0 && owner->AmmoAvailable() && parms->stage == 0 )
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{
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//owner->WeaponState( WP_RELOAD, PISTOL_IDLE_TO_RELOAD );
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owner->Reload();
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return SRESULT_DONE;
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}
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switch( parms->stage )
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{
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case FIRE_NOTSET:
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next_attack = gameLocal.realClientTime + SEC2MS( SHOTGUN_FIRERATE );
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if( ammoClip == SHOTGUN_LOWAMMO )
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{
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int length;
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owner->StartSoundShader( snd_lowammo, SND_CHANNEL_ITEM, 0, false, &length );
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}
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owner->Event_LaunchProjectiles( SHOTGUN_NUMPROJECTILES, spread, 0, 1, 1 );
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owner->Event_PlayAnim( ANIMCHANNEL_ALL, "fire", false );
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parms->stage = FIRE_WAIT;
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return SRESULT_WAIT;
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case FIRE_WAIT:
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if( owner->Event_AnimDone( ANIMCHANNEL_ALL, SHOTGUN_FIRE_TO_IDLE ) )
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{
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return SRESULT_DONE;
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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/*
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===============
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rvmWeaponShotgun::Reload
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===============
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*/
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stateResult_t rvmWeaponShotgun::Reload( stateParms_t* parms )
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{
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float ammoClip;
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float ammoAvail;
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float clip_size;
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clip_size = owner->ClipSize();
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enum RELOAD_State
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{
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RELOAD_NOTSET = 0,
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RELOAD_WAIT,
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RELOAD_END
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};
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ammoAvail = owner->AmmoAvailable();
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ammoClip = owner->AmmoInClip();
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switch( parms->stage )
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{
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case RELOAD_NOTSET:
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owner->Event_PlayAnim( ANIMCHANNEL_ALL, "reload_loop", false );
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parms->stage = RELOAD_WAIT;
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return SRESULT_WAIT;
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case RELOAD_WAIT:
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if( owner->Event_AnimDone( ANIMCHANNEL_ALL, 0 ) )
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{
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if( ( ammoClip < clip_size ) && ( ammoClip < ammoAvail ) )
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{
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parms->stage = RELOAD_NOTSET;
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owner->Event_AddToClip( SHOTGUN_RELOADRATE );
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return SRESULT_WAIT;
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}
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else
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{
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parms->stage = RELOAD_END;
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owner->Event_PlayAnim( ANIMCHANNEL_ALL, "reload_end", false );
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return SRESULT_WAIT;
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}
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owner->Event_AddToClip( owner->ClipSize() );
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return SRESULT_DONE;
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}
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return SRESULT_WAIT;
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case RELOAD_END:
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if( owner->Event_AnimDone( ANIMCHANNEL_ALL, 0 ) )
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{
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return SRESULT_DONE;
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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