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- static iButton; iButton = pev(iPlayer, pev_button);
- if(get_pdata_float(iItem, m_flNextSecondaryAttack, linux_diff_weapon) < 0.0)
- {
- switch(Get_BModeState(iItem))
- {
- case 0: // Start
- {
- if(iButton & IN_ATTACK2 && Get_ShootState(iItem) == STATE_READY && Get_ShootsCount(iItem) >= SHOOTS_COUNT_FOR_B_MODE)
- {
- UTIL_SendWeaponAnim(iPlayer, WEAPON_ANIM_SB_READY);
- Set_BModeState(iItem, 1);
- set_pdata_float(iItem, m_flNextPrimaryAttack, 22/30.0, linux_diff_weapon);
- set_pdata_float(iItem, m_flNextSecondaryAttack, 22/30.0, linux_diff_weapon);
- set_pdata_float(iItem, m_flTimeWeaponIdle, 22/30.0, linux_diff_weapon);
- set_pdata_float(iPlayer, m_flNextAttack, 22/30.0, linux_diff_player);
- }
- }
- case 1: // First muzzle
- {
- UTIL_CreateMuzzleFlash(iPlayer, ENTITY_MUZZLE_B_READY, 0, 0.15, 200.0, 1, 0.05);
- UTIL_CreateMuzzleFlash(iPlayer, ENTITY_MUZZLE_B_READY, 0, 0.15, 200.0, 2, 0.05);
- Set_BModeState(iItem, 2);
- set_pdata_float(iItem, m_flNextPrimaryAttack, (WEAPON_ANIM_SB_READY_TIME - 22/30.0) + 0.1, linux_diff_weapon);
- set_pdata_float(iItem, m_flNextSecondaryAttack, (WEAPON_ANIM_SB_READY_TIME - 22/30.0) + 0.1, linux_diff_weapon);
- set_pdata_float(iItem, m_flTimeWeaponIdle, (WEAPON_ANIM_SB_READY_TIME - 22/30.0) + 0.1, linux_diff_weapon);
- set_pdata_float(iPlayer, m_flNextAttack, (WEAPON_ANIM_SB_READY_TIME - 22/30.0) + 0.1, linux_diff_player);
- }
- case 2: // Second muzzle
- {
- UTIL_CreateMuzzleFlash(iPlayer, ENTITY_MUZZLE_B_LOOP, 1, 0.15, 200.0, 1, 0.05);
- UTIL_CreateMuzzleFlash(iPlayer, ENTITY_MUZZLE_B_LOOP, 1, 0.15, 200.0, 2, 0.05);
- Set_BModeState(iItem, 3);
- set_pdata_float(iItem, m_flNextPrimaryAttack, 0.01, linux_diff_weapon);
- set_pdata_float(iItem, m_flNextSecondaryAttack, 0.01, linux_diff_weapon);
- set_pdata_float(iItem, m_flTimeWeaponIdle, 0.01, linux_diff_weapon);
- set_pdata_float(iPlayer, m_flNextAttack, 0.01, linux_diff_player);
- }
- case 3: // Loop
- {
- if(iButton & IN_ATTACK2)
- {
- if(pev(iPlayer, pev_weaponanim) != WEAPON_ANIM_SB_LOOP)
- {
- UTIL_SendWeaponAnim(iPlayer, WEAPON_ANIM_SB_LOOP);
- }
- Set_BModeState(iItem, 3);
- set_pdata_float(iItem, m_flNextPrimaryAttack, WEAPON_ANIM_SB_LOOP_TIME, linux_diff_weapon);
- set_pdata_float(iItem, m_flNextSecondaryAttack, 0.1, linux_diff_weapon);
- set_pdata_float(iItem, m_flTimeWeaponIdle, WEAPON_ANIM_SB_LOOP_TIME, linux_diff_weapon);
- set_pdata_float(iPlayer, m_flNextAttack, 0.1, linux_diff_player);
- }
- }
- }
- }
- if(!(iButton & IN_ATTACK2))
- {
- if(Get_BModeState(iItem) == 3 && Get_ShootState(iItem) == STATE_READY)
- {
- ExecuteHamB(Ham_Weapon_SecondaryAttack, iItem);
- iButton &= ~IN_ATTACK2;
- set_pev(iPlayer, pev_button, iButton);
- }
- }
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