mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-21 05:02:28 +02:00
Quake 4 integrated with DoomRTX
This commit is contained in:
@@ -0,0 +1,289 @@
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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 SHOTGUN_MOD_AMMO = BIT(0);
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class rvWeaponShotgun : public rvWeapon {
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public:
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CLASS_PROTOTYPE( rvWeaponShotgun );
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rvWeaponShotgun ( 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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int hitscans;
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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( rvWeaponShotgun );
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};
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CLASS_DECLARATION( rvWeapon, rvWeaponShotgun )
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END_CLASS
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/*
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================
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rvWeaponShotgun::rvWeaponShotgun
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================
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*/
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rvWeaponShotgun::rvWeaponShotgun( void ) {
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}
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/*
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================
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rvWeaponShotgun::Spawn
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================
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*/
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void rvWeaponShotgun::Spawn( void ) {
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hitscans = spawnArgs.GetFloat( "hitscans" );
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SetState( "Raise", 0 );
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}
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/*
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================
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rvWeaponShotgun::Save
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================
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*/
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void rvWeaponShotgun::Save( idSaveGame *savefile ) const {
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}
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/*
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================
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rvWeaponShotgun::Restore
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================
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*/
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void rvWeaponShotgun::Restore( idRestoreGame *savefile ) {
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hitscans = spawnArgs.GetFloat( "hitscans" );
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}
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/*
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================
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rvWeaponShotgun::PreSave
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================
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*/
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void rvWeaponShotgun::PreSave ( void ) {
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}
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/*
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================
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rvWeaponShotgun::PostSave
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================
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*/
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void rvWeaponShotgun::PostSave ( void ) {
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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( rvWeaponShotgun )
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STATE( "Idle", rvWeaponShotgun::State_Idle)
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STATE( "Fire", rvWeaponShotgun::State_Fire )
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STATE( "Reload", rvWeaponShotgun::State_Reload )
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END_CLASS_STATES
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/*
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================
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rvWeaponShotgun::State_Idle
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================
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*/
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stateResult_t rvWeaponShotgun::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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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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rvWeaponShotgun::State_Fire
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================
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*/
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stateResult_t rvWeaponShotgun::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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nextAttackTime = gameLocal.time + (fireRate * owner->PowerUpModifier ( PMOD_FIRERATE ));
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Attack( false, hitscans, spread, 0, 1.0f );
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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 ( (!gameLocal.isMultiplayer && (wsfl.lowerWeapon || AnimDone( ANIMCHANNEL_ALL, 0 )) ) || 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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if ( wsfl.attack && gameLocal.time >= nextAttackTime && AmmoInClip() ) {
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SetState( "Fire", 0 );
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return SRESULT_DONE;
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}
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if ( clipSize ) {
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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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rvWeaponShotgun::State_Reload
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================
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*/
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stateResult_t rvWeaponShotgun::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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STAGE_RELOADSTARTWAIT,
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STAGE_RELOADLOOP,
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STAGE_RELOADLOOPWAIT,
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STAGE_RELOADDONE,
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STAGE_RELOADDONEWAIT
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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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SetStatus ( WP_RELOAD );
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if ( mods & SHOTGUN_MOD_AMMO ) {
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PlayAnim ( ANIMCHANNEL_ALL, "reload_clip", parms.blendFrames );
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} else {
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PlayAnim ( ANIMCHANNEL_ALL, "reload_start", parms.blendFrames );
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return SRESULT_STAGE ( STAGE_RELOADSTARTWAIT );
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}
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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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case STAGE_RELOADSTARTWAIT:
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if ( AnimDone ( ANIMCHANNEL_ALL, 0 ) ) {
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return SRESULT_STAGE ( STAGE_RELOADLOOP );
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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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case STAGE_RELOADLOOP:
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if ( (wsfl.attack && AmmoInClip() ) || AmmoAvailable ( ) <= AmmoInClip ( ) || AmmoInClip() == ClipSize() ) {
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return SRESULT_STAGE ( STAGE_RELOADDONE );
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}
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PlayAnim ( ANIMCHANNEL_ALL, "reload_loop", 0 );
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return SRESULT_STAGE ( STAGE_RELOADLOOPWAIT );
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case STAGE_RELOADLOOPWAIT:
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if ( (wsfl.attack && AmmoInClip() ) || wsfl.netEndReload ) {
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return SRESULT_STAGE ( STAGE_RELOADDONE );
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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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if ( AnimDone ( ANIMCHANNEL_ALL, 0 ) ) {
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AddToClip( 1 );
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return SRESULT_STAGE ( STAGE_RELOADLOOP );
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}
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return SRESULT_WAIT;
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case STAGE_RELOADDONE:
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NetEndReload ( );
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PlayAnim ( ANIMCHANNEL_ALL, "reload_end", 0 );
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return SRESULT_STAGE ( STAGE_RELOADDONEWAIT );
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case STAGE_RELOADDONEWAIT:
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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 ( wsfl.attack && AmmoInClip ( ) && gameLocal.time > nextAttackTime ) {
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SetState ( "Fire", 0 );
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return SRESULT_DONE;
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}
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if ( AnimDone ( ANIMCHANNEL_ALL, 4 ) ) {
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SetState ( "Idle", 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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