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329 lines
6.3 KiB
329 lines
6.3 KiB
8 years ago
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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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* 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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#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 "weapons.h"
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#include "nodes.h"
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#include "player.h"
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#include "soundent.h"
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#include "gamerules.h"
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#include "flashlightspot.h"
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extern int gmsgGlow;
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enum torch_e {
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TORCH_IDLE_OFF = 0,
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TORCH_DRAW,
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TORCH_IDLE_ON,
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TORCH_SWITCH,
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TORCH_HOLSTER_OFF,
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TORCH_HOLSTER_ON,
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};
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LINK_ENTITY_TO_CLASS(weapon_torch, CTorch);
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#ifndef CLIENT_DLL
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TYPEDESCRIPTION CTorch::m_SaveData[] =
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{
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DEFINE_FIELD(CTorch, m_pSpot, FIELD_CLASSPTR),
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DEFINE_FIELD(CTorch, m_pGlow, FIELD_CLASSPTR),
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DEFINE_FIELD(CTorch, m_fIsOn, FIELD_BOOLEAN),
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};
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int CTorch::Save(CSave &save)
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{
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if (!CBasePlayerWeapon::Save(save))
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return 0;
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return save.WriteFields("TORCH", this, m_SaveData, ARRAYSIZE(m_SaveData));
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}
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int CTorch::Restore(CRestore &restore)
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{
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if (!CBasePlayerWeapon::Restore(restore))
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return 0;
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int status = restore.ReadFields("TORCH", this, m_SaveData, ARRAYSIZE(m_SaveData));
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if (status)
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{
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if (m_fIsOn)
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{
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m_fUpdate = TRUE;
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}
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}
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return status;
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}
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#endif
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void CTorch::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_torch.mdl");
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m_iId = WEAPON_TORCH;
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m_iClip = -1;
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m_fIsOn = FALSE;
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m_fUpdate = FALSE;
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#ifndef CLIENT_DLL
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m_pSpot = NULL;
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m_pGlow = NULL;
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#endif
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FallInit();// get ready to fall down.
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}
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void CTorch::Precache(void)
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{
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PRECACHE_MODEL("models/v_torch.mdl");
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PRECACHE_MODEL("models/w_torch.mdl");
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PRECACHE_MODEL("models/p_torch.mdl");
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PRECACHE_SOUND( SOUND_FLASHLIGHT_ON );
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PRECACHE_MODEL("sprites/glow01.spr");
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PRECACHE_MODEL("sprites/glow02.spr");
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PRECACHE_MODEL("sprites/glow03.spr");
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PRECACHE_MODEL("sprites/glow04.spr");
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PRECACHE_MODEL("sprites/glow05.spr");
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PRECACHE_MODEL("sprites/flare1.spr");
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PRECACHE_MODEL("sprites/flare2.spr");
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PRECACHE_MODEL("sprites/flare3.spr");
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PRECACHE_MODEL("sprites/flare4.spr");
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PRECACHE_MODEL("sprites/flare5.spr");
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PRECACHE_MODEL("sprites/flare6.spr");
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PRECACHE_MODEL("sprites/blueflare1.spr");
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m_usTorch = PRECACHE_EVENT(1, "events/torch.sc");
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UTIL_PrecacheOther( "flashlight_spot" );
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}
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int CTorch::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = NULL;
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p->iMaxAmmo1 = -1;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = WEAPON_NOCLIP;
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p->iSlot = 0;
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p->iPosition = 1;
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p->iId = WEAPON_TORCH;
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p->iWeight = TORCH_WEIGHT;
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return 1;
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}
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int CTorch::AddToPlayer(CBasePlayer *pPlayer)
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{
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if (CBasePlayerWeapon::AddToPlayer(pPlayer))
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{
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MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
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WRITE_BYTE(m_iId);
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MESSAGE_END();
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return TRUE;
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}
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return FALSE;
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}
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BOOL CTorch::Deploy()
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{
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return DefaultDeploy("models/v_torch.mdl", "models/p_torch.mdl", TORCH_DRAW, "torch");
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}
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void CTorch::Holster(int skiplocal /*= 0*/)
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
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if ( m_fIsOn )
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TurnOff();
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SendWeaponAnim(TORCH_HOLSTER_OFF);
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}
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void CTorch::PrimaryAttack()
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{
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// don't fire underwater
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if (m_pPlayer->pev->waterlevel == 3)
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{
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m_flNextPrimaryAttack = 0.15;
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return;
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}
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int flags;
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#if defined( CLIENT_WEAPONS )
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flags = FEV_NOTHOST;
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#else
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flags = 0;
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#endif
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ToggleFlashlight();
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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usTorch, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, m_fIsOn, 0);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.2);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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UpdateSpot();
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}
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void CTorch::WeaponIdle(void)
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{
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UpdateSpot();
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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return;
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int iAnim;
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if (m_fIsOn)
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iAnim = TORCH_IDLE_ON;
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else
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iAnim = TORCH_IDLE_OFF;
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SendWeaponAnim(iAnim);
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again.
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}
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void CTorch::TurnOn(void)
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{
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m_fIsOn = TRUE;
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#ifndef CLIENT_DLL
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if (!m_pSpot)
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{
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m_pSpot = CFlashlightSpot::CreateSpot();
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}
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MESSAGE_BEGIN(MSG_ONE, gmsgGlow, NULL, m_pPlayer->pev);
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WRITE_BYTE(1);
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MESSAGE_END();
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#endif
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m_pPlayer->pev->effects |= EF_DIMLIGHT;
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}
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void CTorch::TurnOff(void)
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{
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m_fIsOn = FALSE;
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#ifndef CLIENT_DLL
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if (m_pSpot)
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{
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m_pSpot->Killed(NULL, GIB_NORMAL);
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m_pSpot = NULL;
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}
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if (m_pGlow)
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{
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UTIL_Remove(m_pGlow);
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m_pGlow = NULL;
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}
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MESSAGE_BEGIN(MSG_ONE, gmsgGlow, NULL, m_pPlayer->pev);
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WRITE_BYTE(0);
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MESSAGE_END();
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#endif
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m_pPlayer->pev->effects &= ~EF_DIMLIGHT;
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}
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void CTorch::ToggleFlashlight(void)
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{
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if (!m_fIsOn)
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TurnOn();
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else
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TurnOff();
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}
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#define TORCH_TRACE_DISTANCE 144
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#define TORCH_SPOT_MAX_ALPHA 128
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#define TORCH_GLOW_MAX_ALPHA 200
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void CTorch::UpdateSpot(void)
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{
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#ifndef CLIENT_DLL
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if (m_fUpdate)
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{
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TurnOn();
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m_fUpdate = FALSE;
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}
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if (m_fIsOn && m_pSpot)
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{
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if (!m_pSpot)
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{
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m_pSpot = CFlashlightSpot::CreateSpot();
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}
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UTIL_MakeVectors(m_pPlayer->pev->v_angle);
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecAiming = gpGlobals->v_forward;
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TraceResult tr;
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UTIL_TraceLine(vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr);
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UTIL_SetOrigin(m_pSpot->pev, tr.vecEndPos);
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if (!m_pGlow)
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{
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m_pGlow = CSprite::SpriteCreate("sprites/flare1.spr", pev->origin, FALSE);
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m_pGlow->SetTransparency(kRenderGlow, 255, 255, 255, 0, kRenderFxNoDissipation);
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m_pGlow->SetScale(1.0f);
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}
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UTIL_SetOrigin(m_pGlow->pev, tr.vecEndPos);
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if (UTIL_PointContents(tr.vecEndPos) == CONTENTS_SKY)
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{
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m_pSpot->pev->renderamt = 0;
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m_pGlow->SetBrightness(0);
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}
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else
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{
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m_pSpot->pev->renderamt = TORCH_SPOT_MAX_ALPHA;
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float dist = (tr.vecEndPos - vecSrc).Length();
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float brightness;
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if (dist < TORCH_TRACE_DISTANCE)
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brightness = ((TORCH_TRACE_DISTANCE - dist) * TORCH_GLOW_MAX_ALPHA) / TORCH_TRACE_DISTANCE;
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else
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brightness = 0;
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m_pGlow->SetBrightness(brightness);
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// ALERT(at_console, "Server: Glow brightness: %f\n", brightness);
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}
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}
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#endif
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}
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