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/***
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*
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* Copyright (c) 2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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/*
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===== ctf_items.cpp ========================================================
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This contains the Flag entity information for the Half-Life : Opposing force CTF Gamemode.
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "player.h"
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#include "weapons.h"
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#include "gamerules.h"
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#include "skill.h"
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#include "game.h"
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#include "items.h"
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#include "ctf_gamerules.h"
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#include "ctf_powerups.h"
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extern int gmsgRuneStatus;
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extern bool g_bSpawnedRunes;
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edict_t *RuneSelectSpawnPoint(void);
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static const char* g_pszRuneClassName[] =
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{
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IT_CTF_ACCELERATOR_CLASSNAME,
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IT_CTF_BACKPACK_CLASSNAME,
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IT_CTF_LONGJUMP_CLASSNAME,
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IT_CTF_PORTABLEHEV_CLASSNAME,
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IT_CTF_REGEN_CLASSNAME,
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};
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const char* GetRuneClass(int index)
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{
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return g_pszRuneClassName[index];
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}
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LINK_ENTITY_TO_CLASS(info_ctfspawn_powerup, CPowerupCTFBase);
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LINK_ENTITY_TO_CLASS(item_ctfaccelerator, CPowerupAccelerator);
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LINK_ENTITY_TO_CLASS(item_ctfbackpack, CPowerupBackpack);
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LINK_ENTITY_TO_CLASS(item_ctflongjump, CPowerupJumppack);
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LINK_ENTITY_TO_CLASS(item_ctfportablehev, CPowerupPorthev);
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LINK_ENTITY_TO_CLASS(item_ctfregeneration, CPowerupRegen);
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/***************************************
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****************************************
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RUNES
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****************************************
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***************************************/
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void CPowerupCTFBase::KeyValue(KeyValueData* pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "team_no"))
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{
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m_teamNo = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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CBaseEntity::KeyValue(pkvd);
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}
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static const char* SelectRuneRandom( int* pRuneFlag )
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{
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switch (RANDOM_LONG(0, ARRAYSIZE(g_pszRuneClassName) - 1))
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{
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case 0: *pRuneFlag = IT_CTF_ACCELERATOR_FLAG; return "models/w_accelerator.mdl";
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case 1: *pRuneFlag = IT_CTF_BACKPACK_FLAG; return "models/w_backpack.mdl";
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case 2: *pRuneFlag = IT_CTF_REGEN_FLAG; return "models/w_health.mdl";
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case 3: *pRuneFlag = IT_CTF_LONGJUMP_FLAG; return "models/w_jumppack.mdl";
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case 4: *pRuneFlag = IT_CTF_PORTABLEHEV_FLAG; return "models/w_porthev.mdl";
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default: *pRuneFlag = -1; return NULL;
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}
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}
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void CPowerupCTFBase::Spawn(void)
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{
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if (GetRuneFlag() < 0)
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{
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int flag;
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const char* modelname = SelectRuneRandom(&flag);
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if (modelname != NULL && flag > 0)
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{
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const char* printname = NULL;
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if (flag & IT_CTF_ACCELERATOR_FLAG)
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printname = "Accelerator";
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else if (flag & IT_CTF_BACKPACK_FLAG)
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printname = "Backpack";
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else if (flag & IT_CTF_LONGJUMP_FLAG)
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printname = "Long jump";
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else if (flag & IT_CTF_PORTABLEHEV_FLAG)
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printname = "Portable HEV";
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else
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printname = "Regeneration";
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m_iszPrintName = ALLOC_STRING(printname);
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}
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PRECACHE_MODEL("models/w_accelerator.mdl");
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PRECACHE_MODEL("models/w_backpack.mdl");
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PRECACHE_MODEL("models/w_health.mdl");
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PRECACHE_MODEL("models/w_jumppack.mdl");
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PRECACHE_MODEL("models/w_porthev.mdl");
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SET_MODEL(ENT(pev), modelname);
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}
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else
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{
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const char* modelname = GetRuneModel();
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PRECACHE_MODEL(modelname);
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SET_MODEL(ENT(pev), modelname);
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m_iRuneFlag = GetRuneFlag();
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}
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if (m_iRuneFlag < 0 || !STRING(pev->model))
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{
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ALERT(at_error, "Could not properly setup rune entity. Removing...\n");
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UTIL_Remove(this);
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}
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#if 1
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ALERT(at_console, "Spawning rune %d with model %s.\n", m_iRuneFlag, STRING(pev->model));
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#endif
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m_iszPrintName = MAKE_STRING("Unknown");
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m_bTouchable = FALSE;
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dropped = false;
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pev->movetype = MOVETYPE_TOSS;
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pev->solid = SOLID_TRIGGER;
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vec3_t forward, right, up;
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UTIL_SetSize(pev, Vector(-15, -15, -15), Vector(15, 15, 15));
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pev->angles.z = pev->angles.x = 0;
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pev->angles.y = RANDOM_LONG(0, 360);
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//If we got an owner, it means we are either dropping the flag or diying and letting it go.
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if (pev->owner)
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g_engfuncs.pfnAngleVectors(pev->owner->v.angles, forward, right, up);
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else
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g_engfuncs.pfnAngleVectors(pev->angles, forward, right, up);
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UTIL_SetOrigin(pev, pev->origin);
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pev->velocity = (forward * 400) + (up * 200);
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if (pev->owner == NULL)
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{
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pev->origin.z += 16;
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pev->velocity.z = 300;
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}
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pev->owner = NULL;
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SetTouch(&CPowerupCTFBase::RuneTouch);
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pev->nextthink = gpGlobals->time + 1;
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SetThink(&CPowerupCTFBase::MakeTouchable);
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}
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void CPowerupCTFBase::RuneRespawn(void)
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{
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edict_t *pentSpawnSpot;
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vec3_t vOrigin;
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pentSpawnSpot = RuneSelectSpawnPoint();
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vOrigin = VARS(pentSpawnSpot)->origin;
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UTIL_SetOrigin(pev, vOrigin);
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if (dropped)
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UTIL_LogPrintf("\"<-1><><>\" triggered triggered \"Respawn_ResistRune\"\n");
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Spawn();
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}
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void CPowerupCTFBase::MakeTouchable(void)
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{
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m_bTouchable = TRUE;
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pev->nextthink = gpGlobals->time + 120; // if no one touches it in two minutes,
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// respawn it somewhere else, so inaccessible
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// ones will come 'back'
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SetThink(&CPowerupCTFBase::RuneRespawn);
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}
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void CPowerupCTFBase::RuneTouch(CBaseEntity *pOther)
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{
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//No toucher?
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if (!pOther)
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return;
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//Not a player?
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if (!pOther->IsPlayer())
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return;
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//DEAD?!
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if (pOther->pev->health <= 0)
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return;
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//Spectating?
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if (pOther->pev->movetype == MOVETYPE_NOCLIP)
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return;
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// If only a specific team can use this power up,
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// ensure toucher is allowed to.
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if (m_teamNo > 0)
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{
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// Not in the same team, return.
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if (pOther->pev->team != m_teamNo - 1)
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return;
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}
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/*
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//Only one per customer
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if (pPlayer->m_iRuneStatus)
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{
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ClientPrint(pOther->pev, HUD_PRINTCENTER, "You already have a rune!\n");
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return;
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}
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*/
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if (!m_bTouchable)
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return;
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//pPlayer->m_iRuneStatus = m_iRuneFlag; //Add me the rune flag
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ClientPrint(pOther->pev, HUD_PRINTCENTER, "You got the rune of %s!\n", STRING(m_iszPrintName));
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#if 0
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UTIL_LogPrintf("\"%s<%i><%s><%s>\" triggered \"Found_Rune\"\n",
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STRING(pOther->pev->netname),
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GETPLAYERUSERID(pOther->edict()),
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GETPLAYERAUTHID(pOther->edict()),
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pPlayer->m_szTeamName);
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#endif
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if (RANDOM_LONG(0, 1) == 1)
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/ammopickup1.wav", 1, ATTN_NORM);
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else
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/ammopickup2.wav", 1, ATTN_NORM);
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//Update my client side rune hud thingy.
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/* MESSAGE_BEGIN(MSG_ONE, gmsgRuneStatus, NULL, pOther->pev);
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WRITE_BYTE(pPlayer->m_iRuneStatus);
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MESSAGE_END();
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*/
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//And Remove this entity
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UTIL_Remove(this);
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}
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/***************************************
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****************************************
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RUNES
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****************************************
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***************************************/
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/*----------------------------------------------------------------------
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The Rune Game modes
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Rune 1 - Earth Magic
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resistance
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Rune 2 - Black Magic
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strength
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Rune 3 - Hell Magic
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haste
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Rune 4 - Elder Magic
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regeneration
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----------------------------------------------------------------------*/
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BOOL IsRuneSpawnPointValid(CBaseEntity *pSpot)
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{
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#if 0
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CBaseEntity *ent = NULL;
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while ((ent = UTIL_FindEntityInSphere(ent, pSpot->pev->origin, 128)) != NULL)
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{
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//Try not to spawn it near other runes.
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if (!strcmp(STRING(ent->pev->classname), "item_rune1") ||
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!strcmp(STRING(ent->pev->classname), "item_rune2") ||
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!strcmp(STRING(ent->pev->classname), "item_rune3") ||
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!strcmp(STRING(ent->pev->classname), "item_rune4"))
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return FALSE;
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}
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#endif
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return TRUE;
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}
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edict_t *RuneSelectSpawnPoint(void)
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{
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CBaseEntity *pSpot;
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pSpot = NULL;
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// Randomize the start spot
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for (int i = RANDOM_LONG(1, 5); i > 0; i--)
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pSpot = UTIL_FindEntityByClassname(pSpot, CTF_POWERUP_SPAWN_ENTITY_CLASSNAME);
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if (!pSpot) // skip over the null point
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pSpot = UTIL_FindEntityByClassname(pSpot, CTF_POWERUP_SPAWN_ENTITY_CLASSNAME);
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CBaseEntity *pFirstSpot = pSpot;
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do
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{
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if (pSpot)
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{
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if (IsRuneSpawnPointValid(pSpot))
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{
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if (pSpot->pev->origin == Vector(0, 0, 0))
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{
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pSpot = UTIL_FindEntityByClassname(pSpot, CTF_POWERUP_SPAWN_ENTITY_CLASSNAME);
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continue;
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}
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// if so, go to pSpot
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goto ReturnSpot;
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}
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}
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// increment pSpot
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pSpot = UTIL_FindEntityByClassname(pSpot, CTF_POWERUP_SPAWN_ENTITY_CLASSNAME);
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} while (pSpot != pFirstSpot); // loop if we're not back to the start
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// we haven't found a place to spawn yet, so kill any guy at the first spawn point and spawn there
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if (pSpot)
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goto ReturnSpot;
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ReturnSpot:
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if (!pSpot)
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{
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ALERT(at_error, "RuneSelectSpawnPoint: no %s on level\n", CTF_POWERUP_SPAWN_ENTITY_CLASSNAME);
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return INDEXENT(0);
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}
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return pSpot->edict();
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}
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void VectorScale(const float *in, float scale, float *out)
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{
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out[0] = in[0] * scale;
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out[1] = in[1] * scale;
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out[2] = in[2] * scale;
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}
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void G_ProjectSource(vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
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{
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result[0] = point[0] + forward[0] * distance[0] + right[0] * distance[1];
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result[1] = point[1] + forward[1] * distance[0] + right[1] * distance[1];
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result[2] = point[2] + forward[2] * distance[0] + right[2] * distance[1] + distance[2];
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}
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#define VectorSet(v, x, y, z) (v[0]=(x), v[1]=(y), v[2]=(z))
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void DropRune(CBasePlayer *pPlayer)
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{
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TraceResult tr;
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// do they even have a rune?
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if (pPlayer->m_iRuneStatus == 0)
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return;
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// Make Sure there's enough room to drop the rune here
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// This is so hacky ( the reason why we are doing this), and I hate it to death.
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UTIL_MakeVectors(pPlayer->pev->v_angle);
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Vector vecSrc = pPlayer->GetGunPosition();
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Vector vecEnd = vecSrc + gpGlobals->v_forward * 32;
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UTIL_TraceHull(vecSrc, vecEnd, dont_ignore_monsters, human_hull, ENT(pPlayer->pev), &tr);
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if (tr.flFraction != 1)
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{
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ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "Not enough room to drop the rune here.");
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return;
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}
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CBaseEntity *pRune = NULL;
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const char * runeName;
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if (pPlayer->m_iRuneStatus == IT_CTF_ACCELERATOR_FLAG)
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{
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pRune = CBaseEntity::Create(IT_CTF_ACCELERATOR_CLASSNAME, pPlayer->pev->origin, pPlayer->pev->angles, pPlayer->edict());
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runeName = "AcceleratorRune";
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if (pRune)
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((CPowerupAccelerator*)pRune)->dropped = true;
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}
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else if (pPlayer->m_iRuneStatus == IT_CTF_BACKPACK_FLAG)
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{
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pRune = CBaseEntity::Create(IT_CTF_BACKPACK_CLASSNAME, pPlayer->pev->origin, pPlayer->pev->angles, pPlayer->edict());
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runeName = "BackpackRune";
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if (pRune)
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((CPowerupBackpack*)pRune)->dropped = true;
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}
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else if (pPlayer->m_iRuneStatus == IT_CTF_REGEN_FLAG)
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{
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pRune = CBaseEntity::Create(IT_CTF_REGEN_CLASSNAME, pPlayer->pev->origin, pPlayer->pev->angles, pPlayer->edict());
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runeName = "RegenRune";
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if (pRune)
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((CPowerupRegen*)pRune)->dropped = true;
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}
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else if (pPlayer->m_iRuneStatus == IT_CTF_LONGJUMP_FLAG)
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{
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pRune = CBaseEntity::Create(IT_CTF_LONGJUMP_CLASSNAME, pPlayer->pev->origin, pPlayer->pev->angles, pPlayer->edict());
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runeName = "JumppackRune";
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if (pRune)
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((CPowerupJumppack*)pRune)->dropped = true;
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}
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else if (pPlayer->m_iRuneStatus == IT_CTF_PORTABLEHEV_FLAG)
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{
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pRune = CBaseEntity::Create(IT_CTF_PORTABLEHEV_CLASSNAME, pPlayer->pev->origin, pPlayer->pev->angles, pPlayer->edict());
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runeName = "PorthevRune";
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if (pRune)
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((CPowerupPorthev*)pRune)->dropped = true;
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}
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else
|
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{
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runeName = "Unknown";
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}
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pPlayer->m_iRuneStatus = 0;
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UTIL_LogPrintf("\"%s<%i><%s><%s>\" triggered \"Dropped_%s\"\n",
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STRING(pPlayer->pev->netname),
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GETPLAYERUSERID(pPlayer->edict()),
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GETPLAYERAUTHID(pPlayer->edict()),
|
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|
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pPlayer->m_szTeamName,
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runeName);
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MESSAGE_BEGIN(MSG_ONE, gmsgRuneStatus, NULL, pPlayer->pev);
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WRITE_BYTE(pPlayer->m_iRuneStatus);
|
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MESSAGE_END();
|
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|
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}
|
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|
|
/*
|
|
|
|
================
|
|
|
|
SpawnRunes
|
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|
|
spawn all the runes
|
|
|
|
self is the entity that was created for us, we remove it
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void SpawnRunes(void)
|
|
|
|
{
|
|
|
|
if (g_bSpawnedRunes)
|
|
|
|
return;
|
|
|
|
|
|
|
|
edict_t *pentSpawnSpot = NULL;
|
|
|
|
|
|
|
|
for (int i = 0; i < ARRAYSIZE(g_pszRuneClassName); i++)
|
|
|
|
{
|
|
|
|
pentSpawnSpot = RuneSelectSpawnPoint();
|
|
|
|
CBaseEntity::Create(g_pszRuneClassName[i], VARS(pentSpawnSpot)->origin, VARS(pentSpawnSpot)->angles, NULL);
|
|
|
|
}
|
|
|
|
|
|
|
|
g_bSpawnedRunes = TRUE;
|
|
|
|
}
|