mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-19 12:14:35 +02:00
Quake 4 integrated with DoomRTX
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@@ -0,0 +1,295 @@
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#include "precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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#include "../Weapon.h"
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const int HYPERBLASTER_SPARM_BATTERY = 6;
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const int HYPERBLASTER_SPIN_SPEED = 300;
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class rvWeaponHyperblaster : public rvWeapon {
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public:
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CLASS_PROTOTYPE( rvWeaponHyperblaster );
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rvWeaponHyperblaster ( void );
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virtual void Spawn ( void );
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void Save ( idSaveGame *savefile ) const;
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void Restore ( idRestoreGame *savefile );
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void PreSave ( void );
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void PostSave ( void );
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protected:
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jointHandle_t jointBatteryView;
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bool spinning;
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void SpinUp ( void );
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void SpinDown ( void );
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private:
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stateResult_t State_Idle ( const stateParms_t& parms );
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stateResult_t State_Fire ( const stateParms_t& parms );
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stateResult_t State_Reload ( const stateParms_t& parms );
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CLASS_STATES_PROTOTYPE ( rvWeaponHyperblaster );
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};
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CLASS_DECLARATION( rvWeapon, rvWeaponHyperblaster )
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END_CLASS
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/*
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================
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rvWeaponHyperblaster::rvWeaponHyperblaster
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================
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*/
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rvWeaponHyperblaster::rvWeaponHyperblaster ( void ) {
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}
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/*
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================
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rvWeaponHyperblaster::Spawn
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================
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*/
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void rvWeaponHyperblaster::Spawn ( void ) {
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jointBatteryView = viewAnimator->GetJointHandle ( spawnArgs.GetString ( "joint_view_battery" ) );
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spinning = false;
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SetState ( "Raise", 0 );
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}
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/*
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================
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rvWeaponHyperblaster::Save
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================
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*/
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void rvWeaponHyperblaster::Save ( idSaveGame *savefile ) const {
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savefile->WriteJoint ( jointBatteryView );
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savefile->WriteBool ( spinning );
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}
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/*
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================
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rvWeaponHyperblaster::Restore
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================
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*/
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void rvWeaponHyperblaster::Restore ( idRestoreGame *savefile ) {
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savefile->ReadJoint ( jointBatteryView );
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savefile->ReadBool ( spinning );
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}
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/*
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================
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rvWeaponHyperBlaster::PreSave
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================
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*/
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void rvWeaponHyperblaster::PreSave ( void ) {
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SetState ( "Idle", 4 );
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StopSound( SND_CHANNEL_WEAPON, false );
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StopSound( SND_CHANNEL_BODY, false );
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StopSound( SND_CHANNEL_ITEM, false );
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StopSound( SND_CHANNEL_ANY, false );
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}
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/*
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================
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rvWeaponHyperBlaster::PostSave
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================
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*/
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void rvWeaponHyperblaster::PostSave ( void ) {
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}
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/*
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================
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rvWeaponHyperblaster::SpinUp
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================
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*/
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void rvWeaponHyperblaster::SpinUp ( void ) {
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if ( spinning ) {
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return;
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}
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if ( jointBatteryView != INVALID_JOINT ) {
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viewAnimator->SetJointAngularVelocity ( jointBatteryView, idAngles(0,HYPERBLASTER_SPIN_SPEED,0), gameLocal.time, 50 );
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}
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StopSound ( SND_CHANNEL_BODY2, false );
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StartSound ( "snd_battery_spin", SND_CHANNEL_BODY2, 0, false, NULL );
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spinning = true;
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}
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/*
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================
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rvWeaponHyperblaster::SpinDown
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================
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*/
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void rvWeaponHyperblaster::SpinDown ( void ) {
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if ( !spinning ) {
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return;
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}
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StopSound ( SND_CHANNEL_BODY2, false );
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StartSound ( "snd_battery_spindown", SND_CHANNEL_BODY2, 0, false, NULL );
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if ( jointBatteryView != INVALID_JOINT ) {
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viewAnimator->SetJointAngularVelocity ( jointBatteryView, idAngles(0,0,0), gameLocal.time, 500 );
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}
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spinning = false;
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}
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/*
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===============================================================================
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States
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===============================================================================
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*/
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CLASS_STATES_DECLARATION ( rvWeaponHyperblaster )
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STATE ( "Idle", rvWeaponHyperblaster::State_Idle)
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STATE ( "Fire", rvWeaponHyperblaster::State_Fire )
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STATE ( "Reload", rvWeaponHyperblaster::State_Reload )
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END_CLASS_STATES
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/*
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================
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rvWeaponHyperblaster::State_Idle
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================
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*/
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stateResult_t rvWeaponHyperblaster::State_Idle( const stateParms_t& parms ) {
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enum {
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STAGE_INIT,
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STAGE_WAIT,
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};
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switch ( parms.stage ) {
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case STAGE_INIT:
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if ( !AmmoAvailable ( ) ) {
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SetStatus ( WP_OUTOFAMMO );
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} else {
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SetStatus ( WP_READY );
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}
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SpinDown ( );
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if ( ClipSize() ) {
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viewModel->SetShaderParm ( HYPERBLASTER_SPARM_BATTERY, (float)AmmoInClip()/ClipSize() );
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} else {
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viewModel->SetShaderParm ( HYPERBLASTER_SPARM_BATTERY, 1.0f );
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}
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PlayCycle( ANIMCHANNEL_ALL, "idle", parms.blendFrames );
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return SRESULT_STAGE ( STAGE_WAIT );
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case STAGE_WAIT:
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if ( wsfl.lowerWeapon ) {
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SetState ( "Lower", 4 );
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return SRESULT_DONE;
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}
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if ( !clipSize ) {
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if ( gameLocal.time > nextAttackTime && wsfl.attack && AmmoAvailable ( ) ) {
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SetState ( "Fire", 0 );
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return SRESULT_DONE;
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}
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} else {
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if ( gameLocal.time > nextAttackTime && wsfl.attack && AmmoInClip ( ) ) {
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SetState ( "Fire", 0 );
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return SRESULT_DONE;
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}
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if ( wsfl.attack && AutoReload() && !AmmoInClip ( ) && AmmoAvailable () ) {
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SetState ( "Reload", 4 );
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return SRESULT_DONE;
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}
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if ( wsfl.netReload || (wsfl.reload && AmmoInClip() < ClipSize() && AmmoAvailable()>AmmoInClip()) ) {
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SetState ( "Reload", 4 );
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return SRESULT_DONE;
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}
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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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rvWeaponHyperblaster::State_Fire
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================
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*/
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stateResult_t rvWeaponHyperblaster::State_Fire ( const stateParms_t& parms ) {
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enum {
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STAGE_INIT,
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STAGE_WAIT,
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};
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switch ( parms.stage ) {
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case STAGE_INIT:
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SpinUp ( );
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nextAttackTime = gameLocal.time + (fireRate * owner->PowerUpModifier ( PMOD_FIRERATE ));
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Attack ( false, 1, spread, 0, 1.0f );
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if ( ClipSize() ) {
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viewModel->SetShaderParm ( HYPERBLASTER_SPARM_BATTERY, (float)AmmoInClip()/ClipSize() );
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} else {
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viewModel->SetShaderParm ( HYPERBLASTER_SPARM_BATTERY, 1.0f );
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}
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PlayAnim ( ANIMCHANNEL_ALL, "fire", 0 );
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return SRESULT_STAGE ( STAGE_WAIT );
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case STAGE_WAIT:
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if ( wsfl.attack && gameLocal.time >= nextAttackTime && AmmoInClip() && !wsfl.lowerWeapon ) {
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SetState ( "Fire", 0 );
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return SRESULT_DONE;
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}
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if ( (!wsfl.attack || !AmmoInClip() || wsfl.lowerWeapon) && AnimDone ( ANIMCHANNEL_ALL, 0 ) ) {
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SetState ( "Idle", 0 );
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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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rvWeaponHyperblaster::State_Reload
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================
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*/
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stateResult_t rvWeaponHyperblaster::State_Reload ( const stateParms_t& parms ) {
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enum {
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STAGE_INIT,
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STAGE_WAIT,
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};
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switch ( parms.stage ) {
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case STAGE_INIT:
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if ( wsfl.netReload ) {
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wsfl.netReload = false;
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} else {
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NetReload ( );
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}
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SpinDown ( );
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viewModel->SetShaderParm ( HYPERBLASTER_SPARM_BATTERY, 0 );
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SetStatus ( WP_RELOAD );
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PlayAnim ( ANIMCHANNEL_ALL, "reload", parms.blendFrames );
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return SRESULT_STAGE ( STAGE_WAIT );
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case STAGE_WAIT:
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if ( AnimDone ( ANIMCHANNEL_ALL, 4 ) ) {
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AddToClip ( ClipSize() );
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SetState ( "Idle", 4 );
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return SRESULT_DONE;
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}
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if ( wsfl.lowerWeapon ) {
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SetState ( "Lower", 4 );
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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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