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/***
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*
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* Copyright (c) 1996-2001, 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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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// shock - projectile shot from shockrifles.
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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 "monsters.h"
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#include "schedule.h"
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#include "nodes.h"
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#include "effects.h"
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#include "decals.h"
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#include "soundent.h"
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#include "game.h"
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#include "weapons.h"
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#include "gamerules.h"
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#include "customentity.h"
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//=========================================================
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// Shockrifle projectile
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//=========================================================
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class CShock : public CBaseAnimating
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{
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public:
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void Spawn(void);
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void Precache();
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static void Shoot(entvars_t *pevOwner, const Vector angles, const Vector vecStart, const Vector vecVelocity);
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void Touch(CBaseEntity *pOther);
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void EXPORT FlyThink();
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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static TYPEDESCRIPTION m_SaveData[];
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void CreateEffects();
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void ClearEffects();
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void UpdateOnRemove();
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CBeam *m_pBeam;
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CBeam *m_pNoise;
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CSprite *m_pSprite;
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};
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LINK_ENTITY_TO_CLASS(shock_beam, CShock)
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TYPEDESCRIPTION CShock::m_SaveData[] =
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{
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DEFINE_FIELD(CShock, m_pBeam, FIELD_CLASSPTR),
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DEFINE_FIELD(CShock, m_pNoise, FIELD_CLASSPTR),
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DEFINE_FIELD(CShock, m_pSprite, FIELD_CLASSPTR),
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};
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IMPLEMENT_SAVERESTORE(CShock, CBaseAnimating)
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void CShock::Spawn(void)
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{
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Precache();
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pev->movetype = MOVETYPE_FLY;
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pev->solid = SOLID_BBOX;
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pev->classname = MAKE_STRING("shock_beam");
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SET_MODEL(ENT(pev), "models/shock_effect.mdl");
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UTIL_SetOrigin(pev, pev->origin);
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if ( g_pGameRules->IsMultiplayer() )
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pev->dmg = gSkillData.plrDmgShockroachMultiplayer;
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else
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pev->dmg = gSkillData.plrDmgShockroachSingleplayer;
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UTIL_SetSize(pev, Vector(-4, -4, -4), Vector(4, 4, 4));
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CreateEffects();
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SetThink( &CShock::FlyThink );
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pev->nextthink = gpGlobals->time;
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}
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void CShock::Precache()
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{
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PRECACHE_MODEL("sprites/flare3.spr");
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PRECACHE_MODEL("sprites/lgtning.spr");
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PRECACHE_MODEL("models/shock_effect.mdl");
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PRECACHE_SOUND("weapons/shock_impact.wav");
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}
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void CShock::FlyThink()
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{
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if (pev->waterlevel == 3)
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{
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entvars_t *pevOwner = VARS(pev->owner);
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/shock_impact.wav", VOL_NORM, ATTN_NORM);
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RadiusDamage(pev->origin, pev, pevOwner ? pevOwner : pev, pev->dmg * 3, 144, CLASS_NONE, DMG_SHOCK | DMG_ALWAYSGIB );
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ClearEffects();
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SetThink( &CBaseEntity::SUB_Remove );
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pev->nextthink = gpGlobals->time;
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}
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else
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{
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pev->nextthink = gpGlobals->time + 0.05;
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}
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}
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void CShock::Shoot(entvars_t *pevOwner, const Vector angles, const Vector vecStart, const Vector vecVelocity)
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{
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CShock *pShock = GetClassPtr((CShock *)NULL);
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UTIL_SetOrigin(pShock->pev, vecStart);
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pShock->Spawn();
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pShock->pev->velocity = vecVelocity;
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pShock->pev->owner = ENT(pevOwner);
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pShock->pev->angles = angles;
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pShock->pev->nextthink = gpGlobals->time;
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}
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void CShock::Touch(CBaseEntity *pOther)
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{
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// Do not collide with the owner.
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if (ENT(pOther->pev) == pev->owner)
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return;
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TraceResult tr = UTIL_GetGlobalTrace( );
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE(TE_DLIGHT);
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WRITE_COORD(pev->origin.x); // X
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WRITE_COORD(pev->origin.y); // Y
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WRITE_COORD(pev->origin.z); // Z
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WRITE_BYTE( 8 ); // radius * 0.1
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WRITE_BYTE( 0 ); // r
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WRITE_BYTE( 255 ); // g
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WRITE_BYTE( 255 ); // b
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WRITE_BYTE( 10 ); // time * 10
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WRITE_BYTE( 10 ); // decay * 0.1
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MESSAGE_END( );
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CBaseMonster* pMonster = pOther->MyMonsterPointer();
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if (pMonster && pMonster->IsAlive())
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{
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pMonster->GlowShellOn( Vector( 0, 220, 255 ), .5f );
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}
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ClearEffects();
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if (!pOther->pev->takedamage)
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{
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// make a splat on the wall
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#if FEATURE_OPFOR_DECALS
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const int baseDecal = DECAL_OPFOR_SCORCH1;
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#else
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const int baseDecal = DECAL_SMALLSCORCH1;
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#endif
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UTIL_DecalTrace(&tr, baseDecal + RANDOM_LONG(0, 2));
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int iContents = UTIL_PointContents(pev->origin);
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// Create sparks
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if (iContents != CONTENTS_WATER)
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{
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UTIL_Sparks(tr.vecEndPos);
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}
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}
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else
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{
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int damageType = DMG_SHOCK;
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if (pMonster && !pMonster->IsAlive())
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{
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damageType |= DMG_CLUB;
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}
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ClearMultiDamage();
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entvars_t *pevOwner = VARS(pev->owner);
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entvars_t *pevAttacker = pevOwner ? pevOwner : pev;
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pOther->TraceAttack(pevAttacker, pev->dmg, pev->velocity.Normalize(), &tr, damageType );
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ApplyMultiDamage(pev, pevAttacker);
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if (pOther->IsPlayer() && (UTIL_PointContents(pev->origin) != CONTENTS_WATER))
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{
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const Vector position = tr.vecEndPos;
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MESSAGE_BEGIN( MSG_ONE, SVC_TEMPENTITY, NULL, pOther->pev );
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WRITE_BYTE( TE_SPARKS );
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WRITE_COORD( position.x );
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WRITE_COORD( position.y );
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WRITE_COORD( position.z );
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MESSAGE_END();
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}
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}
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// splat sound
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/shock_impact.wav", VOL_NORM, ATTN_NORM);
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pev->modelindex = 0;
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pev->solid = SOLID_NOT;
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SetThink( &CBaseEntity::SUB_Remove );
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pev->nextthink = gpGlobals->time + 0.01; // let the sound play
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}
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void CShock::CreateEffects()
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{
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m_pSprite = CSprite::SpriteCreate( "sprites/flare3.spr", pev->origin, FALSE );
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m_pSprite->SetAttachment( edict(), 0 );
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m_pSprite->pev->scale = 0.35;
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m_pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 170, kRenderFxNoDissipation );
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//m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY;
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//m_pSprite->pev->flags |= FL_SKIPLOCALHOST;
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m_pBeam = CBeam::BeamCreate( "sprites/lgtning.spr", 30 );
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if (m_pBeam)
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{
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m_pBeam->EntsInit( entindex(), entindex() );
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m_pBeam->SetStartAttachment( 1 );
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m_pBeam->SetEndAttachment( 2 );
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m_pBeam->SetBrightness( 180 );
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m_pBeam->SetScrollRate( 10 );
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m_pBeam->SetNoise( 0 );
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m_pBeam->SetFlags( BEAM_FSHADEOUT );
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m_pBeam->SetColor( 0, 255, 255 );
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//m_pBeam->pev->spawnflags = SF_BEAM_TEMPORARY;
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m_pBeam->RelinkBeam();
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}
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else
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{
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ALERT(at_console, "Could no create shockbeam beam!\n");
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}
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m_pNoise = CBeam::BeamCreate( "sprites/lgtning.spr", 30 );
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if (m_pNoise)
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{
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m_pNoise->EntsInit( entindex(), entindex() );
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m_pNoise->SetStartAttachment( 1 );
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m_pNoise->SetEndAttachment( 2 );
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m_pNoise->SetBrightness( 180 );
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m_pNoise->SetScrollRate( 30 );
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m_pNoise->SetNoise( 30 );
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m_pNoise->SetFlags( BEAM_FSHADEOUT );
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m_pNoise->SetColor( 255, 255, 173 );
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//m_pNoise->pev->spawnflags = SF_BEAM_TEMPORARY;
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m_pNoise->RelinkBeam();
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}
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else
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{
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ALERT(at_console, "Could no create shockbeam noise!\n");
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}
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}
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void CShock::ClearEffects()
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{
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if (m_pBeam)
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{
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UTIL_Remove( m_pBeam );
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m_pBeam = NULL;
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}
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if (m_pNoise)
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{
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UTIL_Remove( m_pNoise );
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m_pNoise = NULL;
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}
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if (m_pSprite)
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{
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UTIL_Remove( m_pSprite );
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m_pSprite = NULL;
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}
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}
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void CShock::UpdateOnRemove()
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{
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CBaseAnimating::UpdateOnRemove();
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ClearEffects();
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}
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