Exemplo n.º 1
0
void CWeaponUSP::PrimaryAttack()
{
	CCSPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

	if ( m_bSilencerOn )
	{
		if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
			USPFire( 1.3f * (1 - m_flAccuracy) );
		else if (pPlayer->GetAbsVelocity().Length2D() > 5)
			USPFire( 0.25f * (1 - m_flAccuracy) );
		else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
			USPFire( 0.125f * (1 - m_flAccuracy) );
		else
			USPFire( 0.15f * (1 - m_flAccuracy) );
	}
	else
	{
		if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
			USPFire( 1.2f * (1 - m_flAccuracy ) );
		else if (pPlayer->GetAbsVelocity().Length2D() > 5)
			USPFire( 0.225f * (1 - m_flAccuracy) );
		else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
			USPFire( 0.08f * (1 - m_flAccuracy) );
		else
			USPFire( 0.1f * (1 - m_flAccuracy) );
	}

}
Exemplo n.º 2
0
void CWeaponUSP::PrimaryAttack()
{
	CCSPlayer *pPlayer = GetPlayerOwner();

	if ( m_bSilencerOn )
	{
		if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
			USPFire( (1.3) * (1 - m_flAccuracy), 0.225, false );
		else if (pPlayer->GetAbsVelocity().Length2D() > 0)
			USPFire( (0.25) * (1 - m_flAccuracy), 0.225, false );
		else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
			USPFire( (0.125) * (1 - m_flAccuracy), 0.225, false );
		else
			USPFire( (0.15) * (1 - m_flAccuracy), 0.225, false );
	}
	else
	{
		if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
			USPFire( (1.2) * (1 - m_flAccuracy), 0.225, false );
		else if (pPlayer->GetAbsVelocity().Length2D() > 0)
			USPFire( (0.225) * (1 - m_flAccuracy), 0.225, false );
		else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
			USPFire( (0.08) * (1 - m_flAccuracy), 0.225, false );
		else
			USPFire( (0.1) * (1 - m_flAccuracy), 0.225, false );
	}

}
Exemplo n.º 3
0
void CWeaponM4A1::M4A1Fire( float flSpread, float flCycleTime )
{
	if ( !CSBaseGunFire( flSpread, flCycleTime ) )
		return;

	CCSPlayer *pPlayer = GetPlayerOwner();
	if (pPlayer->GetAbsVelocity().Length2D() > 0)
		KickBack (1.0, 0.45, 0.28, 0.045, 3.75, 3, 7);
	else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
		KickBack (1.2, 0.5, 0.23, 0.15, 5.5, 3.5, 6);
	else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
		KickBack (0.6, 0.3, 0.2, 0.0125, 3.25, 2, 7);
	else
		KickBack (0.65, 0.35, 0.25, 0.015, 3.5, 2.25, 7);
}
Exemplo n.º 4
0
void CWeaponSG552::SG552Fire( float flSpread, float flCycleTime )
{
	if ( !CSBaseGunFire( flSpread, flCycleTime ) )
		return;

	CCSPlayer *pPlayer = GetPlayerOwner();
	if (pPlayer->GetAbsVelocity().Length2D() > 0)
		KickBack (1, 0.45, 0.28, 0.04, 4.25, 2.5, 7);
	else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
		KickBack (1.25, 0.45, 0.22, 0.18, 6, 4, 5);
	else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
		KickBack (0.6, 0.35, 0.2, 0.0125, 3.7, 2, 10);
	else
		KickBack (0.625, 0.375, 0.25, 0.0125, 4, 2.25, 9);
}
void CDEagle::PrimaryAttack()
{
	CCSPlayer *pPlayer = GetPlayerOwner();
	
	if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
		DEAGLEFire( (1.5) * (1 - m_flAccuracy), 0.3, false );
	
	else if (pPlayer->GetAbsVelocity().Length2D() > 0)
		DEAGLEFire( (0.25) * (1 - m_flAccuracy), 0.3, false );
	
	else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
		DEAGLEFire( (0.115) * (1 - m_flAccuracy), 0.3, false );
	
	else
		DEAGLEFire( (0.13) * (1 - m_flAccuracy), 0.3, false );
}
Exemplo n.º 6
0
void CAK47::AK47Fire( float flSpread, float flCycleTime )
{
    if ( !CSBaseGunFire( flSpread, flCycleTime ) )
        return;

    CCSPlayer *pPlayer = GetPlayerOwner();

    if (pPlayer->GetAbsVelocity().Length2D() > 0 )
        KickBack ( 1.5, 0.45, 0.225, 0.05, 6.5, 2.5, 7 );
    else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
        KickBack ( 2, 1.0, 0.5, 0.35, 9, 6, 5 );
    else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
        KickBack ( 0.9, 0.35, 0.15, 0.025, 5.5, 1.5, 9 );
    else
        KickBack ( 1, 0.375, 0.175, 0.0375, 5.75, 1.75, 8 );
}
Exemplo n.º 7
0
void CWeaponG3SG1::PrimaryAttack()
{
	CCSPlayer *pPlayer = GetPlayerOwner();
	
	if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
		G3SG1Fire( (0.45) * (1 - m_flAccuracy), 0.25, false );
	
	else if (pPlayer->GetAbsVelocity().Length2D() > 0)
		G3SG1Fire( 0.15, 0.25, false );
	
	else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
		G3SG1Fire( (0.035) * (1 - m_flAccuracy), 0.25, false );
	
	else
		G3SG1Fire( (0.055) * (1 - m_flAccuracy), 0.25, false );
}
Exemplo n.º 8
0
void CWeaponScout::PrimaryAttack( void )
{
    CCSPlayer *pPlayer = GetPlayerOwner();
    if (pPlayer == NULL)
    {
        Assert(pPlayer != NULL);
        return;
    }

    if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
        SCOUTFire( 0.2 );
    else if (pPlayer->GetAbsVelocity().Length2D() > 170)
        SCOUTFire( 0.075 );
    else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
        SCOUTFire( 0.0 );
    else
        SCOUTFire( 0.007 );
}
Exemplo n.º 9
0
void CWeaponElite::PrimaryAttack()
{
	CCSPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

	if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
		ELITEFire( 1.3f * (1 - m_flAccuracy) );
	
	else if (pPlayer->GetAbsVelocity().Length2D() > 5)
		ELITEFire( 0.175f * (1 - m_flAccuracy) );
	
	else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
		ELITEFire( 0.08f * (1 - m_flAccuracy) );
	
	else
		ELITEFire( 0.1f * (1 - m_flAccuracy));
}
Exemplo n.º 10
0
void CAK47::AK47Fire( float flSpread )
{
	if ( !CSBaseGunFire( flSpread, GetCSWpnData().m_flCycleTime, true ) )
		return;

	CCSPlayer *pPlayer = GetPlayerOwner();

	// CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
	if ( !pPlayer )
		return;

	if (pPlayer->GetAbsVelocity().Length2D() > 5 )
		pPlayer->KickBack ( 1.5, 0.45, 0.225, 0.05, 6.5, 2.5, 7 );
	else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
		pPlayer->KickBack ( 2, 1.0, 0.5, 0.35, 9, 6, 5 );
	else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
		pPlayer->KickBack ( 0.9, 0.35, 0.15, 0.025, 5.5, 1.5, 9 );
	else
		pPlayer->KickBack ( 1, 0.375, 0.175, 0.0375, 5.75, 1.75, 8 );
}
Exemplo n.º 11
0
void CWeaponGalil::GalilFire( float flSpread )
{
	if ( !CSBaseGunFire( flSpread, GetCSWpnData().m_flCycleTime, true ) )
		return;

	CCSPlayer *pPlayer = GetPlayerOwner();

	// CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
	if ( !pPlayer )
		return;

	if (pPlayer->GetAbsVelocity().Length2D() > 5)
		pPlayer->KickBack (1.0, 0.45, 0.28, 0.045, 3.75, 3, 7);
	else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
		pPlayer->KickBack (1.2, 0.5, 0.23, 0.15, 5.5, 3.5, 6);
	else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
		pPlayer->KickBack (0.6, 0.3, 0.2, 0.0125, 3.25, 2, 7);
	else
		pPlayer->KickBack (0.65, 0.35, 0.25, 0.015, 3.5, 2.25, 7);
}
Exemplo n.º 12
0
void CAK47::PrimaryAttack()
{
    CCSPlayer *pPlayer = GetPlayerOwner();
    if ( !pPlayer )
        Error( "CAK47::PrimaryAttack - !pPlayer" );

    if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
        AK47Fire( 0.04 + (0.4) * m_flAccuracy, 0.0955 );
    else if (pPlayer->GetAbsVelocity().Length2D() > 140)
        AK47Fire( 0.04 + (0.07) * m_flAccuracy, 0.0955 );
    else
        AK47Fire( (0.0275) * m_flAccuracy, 0.0955 );
}
Exemplo n.º 13
0
void CWeaponSG552::PrimaryAttack()
{
	CCSPlayer *pPlayer = GetPlayerOwner();

	if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
		SG552Fire( 0.035 + (0.45) * (m_flAccuracy), 0.0825 );
	else if (pPlayer->GetAbsVelocity().Length2D() > 140)
		SG552Fire( 0.035 + (0.075) * (m_flAccuracy), 0.0825 );
	else if (pPlayer->GetFOV() == 90)
		SG552Fire( (0.02) * (m_flAccuracy), 0.0825 );
	else
		SG552Fire( (0.02) * (m_flAccuracy), 0.135 );
}
Exemplo n.º 14
0
void CAK47::PrimaryAttack()
{
	CCSPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;
	
	if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
		AK47Fire( 0.04f + 0.4f * m_flAccuracy );
	else if (pPlayer->GetAbsVelocity().Length2D() > 140)
		AK47Fire( 0.04f + 0.07f * m_flAccuracy );
	else
		AK47Fire( 0.0275f * m_flAccuracy );
}
Exemplo n.º 15
0
void CWeaponM4A1::PrimaryAttack()
{
	CCSPlayer *pPlayer = GetPlayerOwner();

	if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
	{
		M4A1Fire( 0.035 + (0.4) * (m_flAccuracy), 0.0875 );
	}
	else if (pPlayer->GetAbsVelocity().Length2D() > 140)
	{
		M4A1Fire( 0.035 + (0.07) * (m_flAccuracy), 0.0875 );
	}
	else
	{
		if ( m_bSilencerOn )
			M4A1Fire( (0.025) * (m_flAccuracy), 0.0875 );
		else
			M4A1Fire( (0.02) * (m_flAccuracy), 0.0875 );
	}
}
Exemplo n.º 16
0
void CWeaponGalil::PrimaryAttack()
{
	CCSPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

	// don't fire underwater
	if (pPlayer->GetWaterLevel() == 3)
	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = gpGlobals->curtime + 0.15;
		return;
	}
	
	if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
		GalilFire( 0.04f + 0.3f * m_flAccuracy );
	else if (pPlayer->GetAbsVelocity().Length2D() > 140)
		GalilFire( 0.04f + 0.07f * m_flAccuracy );
	else
		GalilFire( 0.0375f * m_flAccuracy );
}
Exemplo n.º 17
0
void CC4::PrimaryAttack()
{
	bool	PlaceBomb = false;
	CCSPlayer *pPlayer = GetPlayerOwner();


	int onGround = FBitSet( pPlayer->GetFlags(), FL_ONGROUND );

	if( m_bStartedArming == false )
	{
		if( pPlayer->m_bInBombZone && onGround )
		{
			m_bStartedArming = true;
			m_fArmedTime = gpGlobals->curtime + WEAPON_C4_ARM_TIME;
			m_bBombPlacedAnimation = false;
			//SendWeaponAnim( C4_ARM, UseDecrement() ? 1: 0 );

#if !defined( CLIENT_DLL )			
			// freeze the player in place while planting
			pPlayer->SetMaxSpeed( 1 );

			// player "arming bomb" animation
			pPlayer->SetAnimation( PLAYER_ATTACK1 );

			pPlayer->SetProgressBarTime( 3 );	
#endif
		}
		else
		{
			if ( !pPlayer->m_bInBombZone )
			{
				ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Plant_At_Bomb_Spot");
			}
			else
			{
				ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground");
			}

			m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
			return;
		}
	}
	else
	{
		if ( !onGround || !pPlayer->m_bInBombZone )
		{
			if( !pPlayer->m_bInBombZone )
			{
				ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Arming_Cancelled" );
			}
			else
			{
				ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground" );
			}

			m_flNextPrimaryAttack = gpGlobals->curtime + 1.5;
			m_bStartedArming = false;

#if !defined( CLIENT_DLL )
			// release the player from being frozen, we've somehow left the bomb zone
			pPlayer->ResetMaxSpeed();

			pPlayer->SetProgressBarTime( 0 );

			//pPlayer->SetAnimation( PLAYER_HOLDBOMB );

#endif
			/*
			if(m_bBombPlacedAnimation == true) //this means the placement animation is canceled
			{
				SendWeaponAnim( C4_DRAW, UseDecrement() ? 1: 0 );
			}
			else
			{
				SendWeaponAnim( C4_IDLE1, UseDecrement() ? 1: 0 );
			}
			*/
			
			return;
		}
		else
		{
			if( gpGlobals->curtime >= m_fArmedTime ) //the c4 is ready to be armed
			{
				//check to make sure the player is still in the bomb target area
				PlaceBomb = true;
			}
			else if( ( gpGlobals->curtime >= (m_fArmedTime - 0.75) ) && ( !m_bBombPlacedAnimation ) )
			{
				//call the c4 Placement animation 
				m_bBombPlacedAnimation = true;
				//SendWeaponAnim( C4_DROP, UseDecrement() ? 1: 0 );
				
#if !defined( CLIENT_DLL )
				// player "place" animation
				//pPlayer->SetAnimation( PLAYER_HOLDBOMB );
#endif
			}
		}
	}

	if ( PlaceBomb && m_bStartedArming )
	{
		m_bStartedArming = false;
		m_fArmedTime = 0;
		
		if( pPlayer->m_bInBombZone )
		{
#if !defined( CLIENT_DLL )
			//Broadcast("BOMBPL");

			CPlantedC4::ShootSatchelCharge( pPlayer, pPlayer->GetAbsOrigin(), QAngle(0,0,0) );

			// send director message, that something important happened here
			/*
			MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR );
				WRITE_BYTE ( 9 );	// command length in bytes
				WRITE_BYTE ( DRC_CMD_EVENT ); // bomb placed
				WRITE_SHORT( ENTINDEX(pPlayer->edict()) );
				WRITE_SHORT( 0 );
				WRITE_LONG( 11 | DRC_FLAG_FACEPLAYER );   // eventflags (priority and flags)
			MESSAGE_END();
			*/

			// tell the Ts the bomb has been planted (on radar)
			CTeam *pTeam = GetGlobalTeam( TEAM_TERRORIST );
			for ( int iPlayer=0; iPlayer < pTeam->GetNumPlayers(); iPlayer++ )
			{
				CBasePlayer *pTempPlayer = pTeam->GetPlayer( iPlayer );
				
				if ( pTempPlayer->m_lifeState != LIFE_DEAD )
				{
					/*
					MESSAGE_BEGIN( MSG_ONE, gmsgBombDrop, NULL, pTempPlayer->pev );
						WRITE_COORD( pBomb->pev->origin.x );
						WRITE_COORD( pBomb->pev->origin.y );
						WRITE_COORD( pBomb->pev->origin.z );
						WRITE_BYTE( 1 ); // bomb was planted
					MESSAGE_END();
					*/
				}			
			}

			UTIL_ClientPrintAll( HUD_PRINTCENTER,"#Bomb_Planted" );
			pPlayer->SetProgressBarTime( 0 );

			// tell bots the bomb has been planted
			//g_pBotControl->OnEvent( EVENT_BOMB_PLANTED, pPlayer );

			CSGameRules()->m_bBombDropped = false;

			// Play the plant sound.
			CPASAttenuationFilter filter( this );
			EmitSound( filter, entindex(), "c4.plant" );

			// release the player from being frozen
			pPlayer->ResetMaxSpeed();

			// Remove the C4 icon from the HUD
			//pPlayer->SetBombIcon();

			// No more c4!
			pPlayer->Weapon_Drop( this, NULL, NULL );
			UTIL_Remove( this );
#endif

			return;
		}
		else
		{
			ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Activated_At_Bomb_Spot" );

#if !defined( CLIENT_DLL )
			//pPlayer->SetAnimation( PLAYER_HOLDBOMB );

			// release the player from being frozen
			pPlayer->ResetMaxSpeed();
#endif

			m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
			return;
		}
	}

	m_flNextPrimaryAttack = gpGlobals->curtime + 0.3;
	m_flTimeWeaponIdle = gpGlobals->curtime + random->RandomFloat ( 10, 15 );
}
Exemplo n.º 18
0
void CC4::PrimaryAttack()
{
	bool	PlaceBomb = false;
	CCSPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

	int onGround = FBitSet( pPlayer->GetFlags(), FL_ONGROUND );
	CBaseEntity *groundEntity = (onGround) ? pPlayer->GetGroundEntity() : NULL;
	if ( groundEntity )
	{
		// Don't let us stand on players, breakables, or pushaway physics objects to plant
		if ( groundEntity->IsPlayer() ||
			IsPushableEntity( groundEntity ) ||
#ifndef CLIENT_DLL
			IsBreakableEntity( groundEntity ) ||
#endif // !CLIENT_DLL
			IsPushAwayEntity( groundEntity ) )
		{
			onGround = false;
		}
	}

	if( m_bStartedArming == false && m_bBombPlanted == false )
	{
		if( pPlayer->m_bInBombZone && onGround )
		{
			m_bStartedArming = true;
			m_fArmedTime = gpGlobals->curtime + WEAPON_C4_ARM_TIME;
			m_bBombPlacedAnimation = false;


#if !defined( CLIENT_DLL )			
			// init the beep flags
			int i;
			for( i=0;i<NUM_BEEPS;i++ )
				m_bPlayedArmingBeeps[i] = false;

			// freeze the player in place while planting
			pPlayer->SetMaxSpeed( 1 );

			// player "arming bomb" animation
			pPlayer->SetAnimation( PLAYER_ATTACK1 );
	
			pPlayer->SetNextAttack( gpGlobals->curtime );

			IGameEvent * event = gameeventmanager->CreateEvent( "bomb_beginplant" );
			if( event )
			{
				event->SetInt("userid", pPlayer->GetUserID() );
				event->SetInt("site", pPlayer->m_iBombSiteIndex );
				event->SetInt( "priority", 8 );
				gameeventmanager->FireEvent( event );
			}
#endif

			SendWeaponAnim( ACT_VM_PRIMARYATTACK );

			FX_PlantBomb( pPlayer->entindex(), pPlayer->Weapon_ShootPosition() );
		}
		else
		{
			if ( !pPlayer->m_bInBombZone )
			{
				ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Plant_At_Bomb_Spot");
			}
			else
			{
				ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground");
			}

			m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
			return;
		}
	}
	else
	{
		if ( !onGround || !pPlayer->m_bInBombZone )
		{
			if( !pPlayer->m_bInBombZone )
			{
				ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Arming_Cancelled" );
			}
			else
			{
				ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground" );
			}

			m_flNextPrimaryAttack = gpGlobals->curtime + 1.5;
			m_bStartedArming = false;

#if !defined( CLIENT_DLL )
			// release the player from being frozen, we've somehow left the bomb zone
			pPlayer->ResetMaxSpeed();

			pPlayer->SetProgressBarTime( 0 );

			//pPlayer->SetAnimation( PLAYER_HOLDBOMB );

			IGameEvent * event = gameeventmanager->CreateEvent( "bomb_abortplant" );
			if( event )
			{
				event->SetInt("userid", pPlayer->GetUserID() );
				event->SetInt("site", pPlayer->m_iBombSiteIndex );
				event->SetInt( "priority", 8 );
				gameeventmanager->FireEvent( event );
			}

#endif
			if(m_bBombPlacedAnimation == true) //this means the placement animation is canceled
			{
				SendWeaponAnim( ACT_VM_DRAW );
			}
			else
			{
				SendWeaponAnim( ACT_VM_IDLE );
			}
			
			return;
		}
		else
		{
#ifndef CLIENT_DLL
			PlayArmingBeeps();
#endif

			if( gpGlobals->curtime >= m_fArmedTime ) //the c4 is ready to be armed
			{
				//check to make sure the player is still in the bomb target area
				PlaceBomb = true;
			}
			else if( ( gpGlobals->curtime >= (m_fArmedTime - 0.75) ) && ( !m_bBombPlacedAnimation ) )
			{
				//call the c4 Placement animation 
				m_bBombPlacedAnimation = true;

				SendWeaponAnim( ACT_VM_SECONDARYATTACK );
				
#if !defined( CLIENT_DLL )
				// player "place" animation
				//pPlayer->SetAnimation( PLAYER_HOLDBOMB );
#endif
			}
		}
	}

	if ( PlaceBomb && m_bStartedArming )
	{
		m_bStartedArming = false;
		m_fArmedTime = 0;
		
		if( pPlayer->m_bInBombZone )
		{
#if !defined( CLIENT_DLL )

			CPlantedC4 *pC4 = CPlantedC4::ShootSatchelCharge( pPlayer, pPlayer->GetAbsOrigin(), pPlayer->GetAbsAngles() );

			if ( pC4 )
			{
				pC4->SetBombSiteIndex( pPlayer->m_iBombSiteIndex );

				trace_t tr;
				UTIL_TraceEntity( pC4, GetAbsOrigin(), GetAbsOrigin() + Vector(0,0,-200), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
				pC4->SetAbsOrigin( tr.endpos );

				CBombTarget *pBombTarget = (CBombTarget*)UTIL_EntityByIndex( pPlayer->m_iBombSiteIndex );
				
				if ( pBombTarget )
				{
					CBaseEntity *pAttachPoint = gEntList.FindEntityByName( NULL, pBombTarget->GetBombMountTarget() );

					if ( pAttachPoint )
					{
						pC4->SetAbsOrigin( pAttachPoint->GetAbsOrigin() );
						pC4->SetAbsAngles( pAttachPoint->GetAbsAngles() );
						pC4->SetParent( pAttachPoint );
					}

					variant_t emptyVariant;
					pBombTarget->AcceptInput( "BombPlanted", pC4, pC4, emptyVariant, 0 );
				}
			}

			IGameEvent * event = gameeventmanager->CreateEvent( "bomb_planted" );
			if( event )
			{
				event->SetInt("userid", pPlayer->GetUserID() );
				event->SetInt("site", pPlayer->m_iBombSiteIndex );
				event->SetInt("posx", pPlayer->GetAbsOrigin().x );
				event->SetInt("posy", pPlayer->GetAbsOrigin().y );
				event->SetInt( "priority", 8 );
				gameeventmanager->FireEvent( event );
			}

			// Fire a beep event also so the bots have a chance to hear the bomb
			event = gameeventmanager->CreateEvent( "bomb_beep" );

			if ( event )
			{
				event->SetInt( "entindex", entindex() );
				gameeventmanager->FireEvent( event );
			}

			pPlayer->SetProgressBarTime( 0 );

			CSGameRules()->m_bBombDropped = false;
			CSGameRules()->m_bBombPlanted = true;

			// Play the plant sound.
			Vector plantPosition = pPlayer->GetAbsOrigin() + Vector( 0, 0, 5 );
			CPASAttenuationFilter filter( plantPosition );
			EmitSound( filter, entindex(), "c4.plant" );

			// release the player from being frozen
			pPlayer->ResetMaxSpeed();

			// No more c4!
			pPlayer->Weapon_Drop( this, NULL, NULL );
			UTIL_Remove( this );
#endif
			//don't allow the planting to start over again next frame.
			m_bBombPlanted = true;

			return;
		}
		else
		{
			ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Activated_At_Bomb_Spot" );

#if !defined( CLIENT_DLL )
			//pPlayer->SetAnimation( PLAYER_HOLDBOMB );

			// release the player from being frozen
			pPlayer->ResetMaxSpeed();

			IGameEvent * event = gameeventmanager->CreateEvent( "bomb_abortplant" );
			if( event )
			{
				event->SetInt("userid", pPlayer->GetUserID() );
				event->SetInt("site", pPlayer->m_iBombSiteIndex );
				event->SetInt( "priority", 8 );
				gameeventmanager->FireEvent( event );
			}
#endif

			m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
			return;
		}
	}

	m_flNextPrimaryAttack = gpGlobals->curtime + 0.3;
	SetWeaponIdleTime( gpGlobals->curtime + SharedRandomFloat("C4IdleTime", 10, 15 ) );
}