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/***
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*
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* Copyright (c) 1996-2002, 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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#if !OEM_BUILD
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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 "gamerules.h"
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#if !CLIENT_DLL
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LINK_ENTITY_TO_CLASS( laser_spot, CLaserSpot )
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//=========================================================
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//=========================================================
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CLaserSpot *CLaserSpot::CreateSpot( void )
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{
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CLaserSpot *pSpot = GetClassPtr( (CLaserSpot *)NULL );
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pSpot->Spawn();
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pSpot->pev->classname = MAKE_STRING( "laser_spot" );
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return pSpot;
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}
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//=========================================================
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//=========================================================
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void CLaserSpot::Spawn( void )
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{
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Precache();
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pev->movetype = MOVETYPE_NONE;
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pev->solid = SOLID_NOT;
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pev->rendermode = kRenderGlow;
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pev->renderfx = kRenderFxNoDissipation;
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pev->renderamt = 255;
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SET_MODEL( ENT( pev ), "sprites/laserdot.spr" );
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UTIL_SetOrigin( pev, pev->origin );
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}
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//=========================================================
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// Suspend- make the laser sight invisible.
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//=========================================================
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void CLaserSpot::Suspend( float flSuspendTime )
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{
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pev->effects |= EF_NODRAW;
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SetThink( &CLaserSpot::Revive );
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pev->nextthink = gpGlobals->time + flSuspendTime;
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}
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//=========================================================
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// Revive - bring a suspended laser sight back.
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//=========================================================
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void CLaserSpot::Revive( void )
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{
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pev->effects &= ~EF_NODRAW;
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SetThink( NULL );
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}
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void CLaserSpot::Precache( void )
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{
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PRECACHE_MODEL( "sprites/laserdot.spr" );
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}
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LINK_ENTITY_TO_CLASS( rpg_rocket, CRpgRocket )
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//=========================================================
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//=========================================================
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CRpgRocket *CRpgRocket::CreateRpgRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CRpg *pLauncher )
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{
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CRpgRocket *pRocket = GetClassPtr( (CRpgRocket *)NULL );
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UTIL_SetOrigin( pRocket->pev, vecOrigin );
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pRocket->pev->angles = vecAngles;
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pRocket->Spawn();
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pRocket->SetTouch( &CRpgRocket::RocketTouch );
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pRocket->m_hLauncher = pLauncher;// remember what RPG fired me.
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pLauncher->m_cActiveRockets++;// register this missile as active for the launcher
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pRocket->pev->owner = pOwner->edict();
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return pRocket;
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}
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//=========================================================
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//=========================================================
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void CRpgRocket::Spawn( void )
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{
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Precache();
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// motor
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pev->movetype = MOVETYPE_BOUNCE;
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pev->solid = SOLID_BBOX;
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SET_MODEL( ENT( pev ), "models/rpgrocket.mdl" );
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UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
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UTIL_SetOrigin( pev, pev->origin );
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pev->classname = MAKE_STRING( "rpg_rocket" );
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SetThink( &CRpgRocket::IgniteThink );
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SetTouch( &CGrenade::ExplodeTouch );
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pev->angles.x -= 30.0f;
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UTIL_MakeVectors( pev->angles );
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pev->angles.x = -( pev->angles.x + 30.0f );
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pev->velocity = gpGlobals->v_forward * 250.0f;
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pev->gravity = 0.5f;
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pev->nextthink = gpGlobals->time + 0.4f;
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pev->dmg = gSkillData.plrDmgRPG;
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}
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//=========================================================
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//=========================================================
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void CRpgRocket::RocketTouch( CBaseEntity *pOther )
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{
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if( CRpg* pLauncher = (CRpg*)( (CBaseEntity*)( m_hLauncher ) ) )
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{
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// my launcher is still around, tell it I'm dead.
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pLauncher->m_cActiveRockets--;
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}
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STOP_SOUND( edict(), CHAN_VOICE, "weapons/rocket1.wav" );
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ExplodeTouch( pOther );
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}
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//=========================================================
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//=========================================================
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void CRpgRocket::Precache( void )
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{
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PRECACHE_MODEL( "models/rpgrocket.mdl" );
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m_iTrail = PRECACHE_MODEL( "sprites/smoke.spr" );
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PRECACHE_SOUND( "weapons/rocket1.wav" );
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}
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void CRpgRocket::IgniteThink( void )
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{
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// pev->movetype = MOVETYPE_TOSS;
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pev->movetype = MOVETYPE_FLY;
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pev->effects |= EF_LIGHT;
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// make rocket sound
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/rocket1.wav", 1, 0.5f );
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// rocket trail
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
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WRITE_BYTE( TE_BEAMFOLLOW );
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WRITE_SHORT( entindex() ); // entity
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WRITE_SHORT( m_iTrail ); // model
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WRITE_BYTE( 40 ); // life
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WRITE_BYTE( 5 ); // width
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WRITE_BYTE( 224 ); // r, g, b
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WRITE_BYTE( 224 ); // r, g, b
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WRITE_BYTE( 255 ); // r, g, b
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WRITE_BYTE( 255 ); // brightness
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MESSAGE_END(); // move PHS/PVS data sending into here (SEND_ALL, SEND_PVS, SEND_PHS)
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m_flIgniteTime = gpGlobals->time;
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// set to follow laser spot
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SetThink( &CRpgRocket::FollowThink );
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pev->nextthink = gpGlobals->time + 0.1f;
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}
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void CRpgRocket::FollowThink( void )
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{
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CBaseEntity *pOther = NULL;
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Vector vecTarget;
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Vector vecDir;
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float flDist, flMax, flDot;
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TraceResult tr;
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UTIL_MakeAimVectors( pev->angles );
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vecTarget = gpGlobals->v_forward;
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flMax = 4096;
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// Examine all entities within a reasonable radius
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while( ( pOther = UTIL_FindEntityByClassname( pOther, "laser_spot" ) ) != NULL )
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{
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UTIL_TraceLine( pev->origin, pOther->pev->origin, dont_ignore_monsters, ENT( pev ), &tr );
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// ALERT( at_console, "%f\n", tr.flFraction );
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if( tr.flFraction >= 0.9f )
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{
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vecDir = pOther->pev->origin - pev->origin;
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flDist = vecDir.Length();
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vecDir = vecDir.Normalize();
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flDot = DotProduct( gpGlobals->v_forward, vecDir );
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if( ( flDot > 0 ) && ( flDist * ( 1 - flDot ) < flMax ) )
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{
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flMax = flDist * ( 1 - flDot );
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vecTarget = vecDir;
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}
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}
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}
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pev->angles = UTIL_VecToAngles( vecTarget );
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// this acceleration and turning math is totally wrong, but it seems to respond well so don't change it.
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float flSpeed = pev->velocity.Length();
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if( gpGlobals->time - m_flIgniteTime < 1.0f )
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{
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pev->velocity = pev->velocity * 0.2f + vecTarget * ( flSpeed * 0.8f + 400.0f );
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if( pev->waterlevel == 3 )
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{
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// go slow underwater
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if( pev->velocity.Length() > 300.0f )
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{
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pev->velocity = pev->velocity.Normalize() * 300.0f;
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}
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UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1f, pev->origin, 4 );
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}
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else
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{
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if( pev->velocity.Length() > 2000.0f )
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{
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pev->velocity = pev->velocity.Normalize() * 2000.0f;
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}
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}
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}
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else
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{
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if( pev->effects & EF_LIGHT )
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{
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pev->effects = 0;
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STOP_SOUND( ENT( pev ), CHAN_VOICE, "weapons/rocket1.wav" );
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}
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pev->velocity = pev->velocity * 0.2f + vecTarget * flSpeed * 0.798f;
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if( pev->waterlevel == 0 && pev->velocity.Length() < 1500.0f )
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{
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if( CRpg *pLauncher = (CRpg*)( (CBaseEntity*)( m_hLauncher ) ) )
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{
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// my launcher is still around, tell it I'm dead.
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pLauncher->m_cActiveRockets--;
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}
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Detonate();
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}
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}
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// ALERT( at_console, "%.0f\n", flSpeed );
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pev->nextthink = gpGlobals->time + 0.1f;
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}
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#endif
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#endif
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