2016-03-27 11:49:47 +02:00
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/*
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===========================================================================
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Copyright (C) 2015 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// actor_weaponless.cpp
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#include "actor.h"
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void Actor::InitWeaponless
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(
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GlobalFuncs_t *func
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)
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{
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func->ThinkState = &Actor::Think_Weaponless;
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func->BeginState = &Actor::Begin_Weaponless;
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func->SuspendState = &Actor::Suspend_Weaponless;
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func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
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func->FinishedAnimation = &Actor::FinishedAnimation_Weaponless;
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func->IsState = &Actor::IsAttackState;
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}
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void Actor::Begin_Weaponless
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(
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void
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)
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{
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2018-08-29 14:41:48 +02:00
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DoForceActivate();
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m_csMood = STRING_ALERT;
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m_csIdleMood = STRING_NERVOUS;
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if (level.inttime < m_iEnemyChangeTime + 200)
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{
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SetLeashHome(origin);
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if (AttackEntryAnimation())
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{
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m_bLockThinkState = true;
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2019-06-30 23:03:24 +02:00
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TransitionState(902, 0);
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2018-08-29 14:41:48 +02:00
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}
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}
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2019-06-30 23:03:24 +02:00
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TransitionState(900, 0);
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2016-03-27 11:49:47 +02:00
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}
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void Actor::Suspend_Weaponless
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(
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void
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)
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{
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2018-08-29 14:41:48 +02:00
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if (m_State <= 902)
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{
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2019-06-30 23:03:24 +02:00
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TransitionState(900, 0);
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2018-08-29 14:41:48 +02:00
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}
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2016-03-27 11:49:47 +02:00
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}
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void Actor::Think_Weaponless
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(
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void
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)
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{
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2018-08-29 14:41:48 +02:00
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if (RequireThink())
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{
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UpdateEyeOrigin();
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NoPoint();
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UpdateEnemy(500);
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if (m_State == 902)
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{
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ContinueAnimation();
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}
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else
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{
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m_bLockThinkState = false;
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if (!m_Enemy)
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{
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2018-09-05 16:55:10 +02:00
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SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
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2018-08-29 14:41:48 +02:00
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IdleThink();
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return;
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}
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if (m_State == 900)
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{
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State_Weaponless_Normal();
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}
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else if (m_State == 901)
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{
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2018-09-17 23:50:38 +02:00
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State_Weaponless_Grenade();
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2018-08-29 14:41:48 +02:00
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}
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else
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{
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Com_Printf("Think_Weaponless: invalid think state %i\n", m_State);
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2018-09-17 23:50:38 +02:00
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char assertStr[16317] = { 0 };
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strcpy(assertStr, "\"invalid think state\"\n\tMessage: ");
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Q_strcat(assertStr, sizeof(assertStr), DumpCallTrace("thinkstate = %i", m_State));
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assert(!assertStr);
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2018-08-29 14:41:48 +02:00
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}
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2018-09-17 23:50:38 +02:00
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CheckForTransition(THINKSTATE_GRENADE, THINKLEVEL_NORMAL);
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2018-08-29 14:41:48 +02:00
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}
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PostThink(true);
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if (GetWeapon(WEAPON_MAIN))
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2018-09-05 16:55:10 +02:00
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SetThink(THINKSTATE_ATTACK, THINK_TURRET);
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2018-08-29 14:41:48 +02:00
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}
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2016-03-27 11:49:47 +02:00
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}
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void Actor::FinishedAnimation_Weaponless
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(
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void
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)
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{
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2018-08-29 14:41:48 +02:00
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if (m_State <= 902)
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{
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2019-06-30 23:03:24 +02:00
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TransitionState(900, 4000);
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2018-08-29 14:41:48 +02:00
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}
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2016-03-27 11:49:47 +02:00
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}
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void Actor::State_Weaponless_Normal
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(
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void
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)
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{
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2018-08-29 14:41:48 +02:00
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int iStateTime;
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if (m_bScriptGoalValid)
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SetPath(
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m_vScriptGoal,
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2018-09-17 23:50:38 +02:00
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NULL,
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2018-08-29 14:41:48 +02:00
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0,
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NULL,
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0);
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if (PathExists() && !PathComplete())
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{
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FaceMotion();
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Anim_RunToDanger(3);
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}
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else
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{
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m_bScriptGoalValid = false;
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2018-09-17 23:50:38 +02:00
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AimAtTargetPos();
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2018-08-29 14:41:48 +02:00
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Anim_Stand();
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2018-09-05 16:55:10 +02:00
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if (level.inttime >= m_iStateTime)
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2018-08-29 14:41:48 +02:00
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{
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if (DecideToThrowGrenade(m_Enemy->velocity + m_Enemy->origin, &m_vGrenadeVel, &m_eGrenadeMode))
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{
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2018-09-05 16:55:10 +02:00
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SetDesiredYawDir(m_vGrenadeVel);
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2018-08-29 14:41:48 +02:00
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m_State = 901;
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m_eNextAnimMode = 1;
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m_bNextForceStart = false;
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m_csNextAnimString = (m_eGrenadeMode == AI_GREN_TOSS_ROLL) ? STRING_ANIM_GRENADETOSS_SCR : STRING_ANIM_GRENADETHROW_SCR;
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iStateTime = level.inttime;
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}
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else
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{
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m_State = 900;
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iStateTime = level.inttime + 1000;
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}
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m_iStateTime = iStateTime;
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}
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}
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2016-03-27 11:49:47 +02:00
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}
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2018-09-17 23:50:38 +02:00
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void Actor::State_Weaponless_Grenade
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(
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void
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)
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{
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GenericGrenadeTossThink();
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}
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