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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 "decals.h"
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#include "sporegrenade.h"
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#include "gearbox_weapons.h"
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LINK_ENTITY_TO_CLASS(monster_spore, CSporeGrenade);
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TYPEDESCRIPTION CSporeGrenade::m_SaveData[] =
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{
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DEFINE_FIELD(CSporeGrenade, m_pSporeGlow, FIELD_CLASSPTR),
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DEFINE_FIELD(CSporeGrenade, m_flNextSpriteTrailSpawn, FIELD_TIME),
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};
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IMPLEMENT_SAVERESTORE(CSporeGrenade, CGrenade);
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int gSporeExplode, gSporeExplodeC;
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void CSporeGrenade::Precache(void)
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{
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PRECACHE_MODEL("sprites/glow02.spr");
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gSporeExplode = PRECACHE_MODEL ("sprites/spore_exp_01.spr");
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gSporeExplodeC = PRECACHE_MODEL ("sprites/spore_exp_c_01.spr");
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}
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// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution.
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void CSporeGrenade::Explode(TraceResult *pTrace, int bitsDamageType)
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{
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//float flRndSound;// sound randomizer
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pev->model = iStringNull;//invisible
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pev->solid = SOLID_NOT;// intangible
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pev->takedamage = DAMAGE_NO;
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// Pull out of the wall a bit
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if (pTrace->flFraction != 1.0)
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{
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pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24) * 0.6);
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}
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Vector vecSpraySpot = pTrace->vecEndPos;
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float flSpraySpeed = RANDOM_LONG(10, 15);
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// If the trace is pointing up, then place
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// spawn position a few units higher.
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if (pTrace->vecPlaneNormal.z > 0)
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{
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vecSpraySpot = vecSpraySpot + (pTrace->vecPlaneNormal * 8);
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flSpraySpeed *= 2; // Double the speed to make them fly higher
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// in the air.
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}
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// Spawn small particles at the explosion origin.
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SpawnExplosionParticles(
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vecSpraySpot, // position
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pTrace->vecPlaneNormal, // direction
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g_sModelIndexTinySpit, // modelindex
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RANDOM_LONG(40, 50), // count
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flSpraySpeed, // speed
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RANDOM_FLOAT(600, 640)); // noise
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MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_SPRITE );
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WRITE_COORD( pev->origin.x );
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WRITE_COORD( pev->origin.y );
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WRITE_COORD( pev->origin.z );
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WRITE_SHORT( RANDOM_LONG( 0, 1 ) ? gSporeExplode : gSporeExplodeC );
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WRITE_BYTE( 25 ); // scale * 10
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WRITE_BYTE( 155 ); // framerate
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MESSAGE_END();
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// Play explode sound.
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/splauncher_impact.wav", 1, ATTN_NORM);
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CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0);
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entvars_t *pevOwner;
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if (pev->owner)
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pevOwner = VARS(pev->owner);
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else
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pevOwner = NULL;
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pev->owner = NULL; // can't traceline attack owner if this is set
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RadiusDamage(pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType);
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// Place a decal on the surface that was hit.
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UTIL_DecalTrace(pTrace, DECAL_YBLOOD5 + RANDOM_LONG(0, 1));
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pev->effects |= EF_NODRAW;
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SetThink(&CSporeGrenade::Smoke);
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pev->velocity = g_vecZero;
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pev->nextthink = gpGlobals->time + 0.3;
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if (m_pSporeGlow)
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{
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UTIL_Remove(m_pSporeGlow);
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m_pSporeGlow = NULL;
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}
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}
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void CSporeGrenade::Smoke(void)
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{
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if (UTIL_PointContents(pev->origin) == CONTENTS_WATER)
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{
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UTIL_Bubbles(pev->origin - Vector(64, 64, 64), pev->origin + Vector(64, 64, 64), 100);
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}
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UTIL_Remove(this);
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}
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void CSporeGrenade::Killed(entvars_t *pevAttacker, int iGib)
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{
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Detonate();
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}
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// Timed grenade, this think is called when time runs out.
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void CSporeGrenade::DetonateUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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{
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SetThink(&CSporeGrenade::Detonate);
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pev->nextthink = gpGlobals->time;
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}
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void CSporeGrenade::PreDetonate(void)
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{
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CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin, 400, 0.3);
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SetThink(&CSporeGrenade::Detonate);
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pev->nextthink = gpGlobals->time + 1;
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}
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void CSporeGrenade::Detonate(void)
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{
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TraceResult tr;
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Vector vecSpot;// trace starts here!
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vecSpot = pev->origin + Vector(0, 0, 8);
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UTIL_TraceLine(vecSpot, vecSpot + Vector(0, 0, -40), ignore_monsters, ENT(pev), &tr);
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Explode(&tr, DMG_BLAST);
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}
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void CSporeGrenade::BounceSound(void)
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{
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switch (RANDOM_LONG(0, 2))
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{
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/spore_hit1.wav", 0.25, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/spore_hit2.wav", 0.25, ATTN_NORM); break;
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case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/spore_hit3.wav", 0.25, ATTN_NORM); break;
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}
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}
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void CSporeGrenade::TumbleThink(void)
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{
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if (!IsInWorld())
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{
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UTIL_Remove(this);
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return;
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}
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StudioFrameAdvance();
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pev->nextthink = gpGlobals->time + 0.1;
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if (pev->dmgtime - 1 < gpGlobals->time)
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{
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CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin + pev->velocity * (pev->dmgtime - gpGlobals->time), 400, 0.1);
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}
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if (pev->dmgtime <= gpGlobals->time)
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{
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SetThink(&CSporeGrenade::Detonate);
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}
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if (pev->waterlevel != 0)
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{
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pev->velocity = pev->velocity * 0.5;
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pev->framerate = 0.2;
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}
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// Spawn particles.
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SpawnTrailParticles(
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pev->origin, // position
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-pev->velocity.Normalize(), // dir
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g_sModelIndexTinySpit, // modelindex
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RANDOM_LONG( 5, 10 ), // count
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RANDOM_FLOAT(10, 15), // speed
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RANDOM_FLOAT(2, 3) * 100); // noise ( client will divide by 100 )
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}
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//
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// Contact grenade, explode when it touches something
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//
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void CSporeGrenade::ExplodeTouch(CBaseEntity *pOther)
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{
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TraceResult tr;
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Vector vecSpot;// trace starts here!
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pev->enemy = pOther->edict();
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vecSpot = pev->origin - pev->velocity.Normalize() * 32;
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UTIL_TraceLine(vecSpot, vecSpot + pev->velocity.Normalize() * 64, ignore_monsters, ENT(pev), &tr);
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Explode(&tr, DMG_BLAST);
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}
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void CSporeGrenade::DangerSoundThink(void)
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{
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if (!IsInWorld())
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{
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UTIL_Remove(this);
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return;
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}
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CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin + pev->velocity * 0.5, pev->velocity.Length(), 0.2);
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pev->nextthink = gpGlobals->time + 0.2;
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if (pev->waterlevel != 0)
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{
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pev->velocity = pev->velocity * 0.5;
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}
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// Spawn particles.
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SpawnTrailParticles(
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pev->origin, // position
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-pev->velocity.Normalize(), // dir
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g_sModelIndexTinySpit, // modelindex
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RANDOM_LONG(5, 10), // count
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RANDOM_FLOAT(10, 15), // speed
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RANDOM_FLOAT(2, 3) * 100); // noise ( client will divide by 100 )
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}
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void CSporeGrenade::BounceTouch(CBaseEntity *pOther)
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{
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#if 0
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// don't hit the guy that launched this grenade
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if (pOther->edict() == pev->owner)
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return;
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#endif
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// only do damage if we're moving fairly fast
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if (m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 100)
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{
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entvars_t *pevOwner = VARS(pev->owner);
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if (pevOwner)
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{
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TraceResult tr = UTIL_GetGlobalTrace();
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ClearMultiDamage();
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pOther->TraceAttack(pevOwner, 1, gpGlobals->v_forward, &tr, DMG_CLUB);
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ApplyMultiDamage(pev, pevOwner);
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}
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m_flNextAttack = gpGlobals->time + 1.0; // debounce
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}
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Vector vecTestVelocity;
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// pev->avelocity = Vector (300, 300, 300);
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// this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical
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// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity.
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// trimming the Z velocity a bit seems to help quite a bit.
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vecTestVelocity = pev->velocity;
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vecTestVelocity.z *= 1.25; // 0.45
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if (!m_fRegisteredSound && vecTestVelocity.Length() <= 60)
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{
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//ALERT( at_console, "Grenade Registered!: %f\n", vecTestVelocity.Length() );
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// grenade is moving really slow. It's probably very close to where it will ultimately stop moving.
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// go ahead and emit the danger sound.
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// register a radius louder than the explosion, so we make sure everyone gets out of the way
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CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin, pev->dmg / 0.4, 0.3);
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m_fRegisteredSound = TRUE;
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}
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if (pev->flags & FL_ONGROUND)
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{
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// add a bit of static friction
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pev->velocity = pev->velocity * 0.01;
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pev->sequence = RANDOM_LONG(1, 1);
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}
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else
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{
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// play bounce sound
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BounceSound();
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}
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pev->framerate = pev->velocity.Length() / 200.0;
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if (pev->framerate > 1.0)
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pev->framerate = 1;
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else if (pev->framerate < 0.5)
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pev->framerate = 0;
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}
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void CSporeGrenade::SlideTouch(CBaseEntity *pOther)
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{
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// don't hit the guy that launched this grenade
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if (pOther->edict() == pev->owner)
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return;
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// pev->avelocity = Vector (300, 300, 300);
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if (pev->flags & FL_ONGROUND)
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{
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// add a bit of static friction
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pev->velocity = pev->velocity * 0.95;
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if (pev->velocity.x != 0 || pev->velocity.y != 0)
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{
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// maintain sliding sound
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}
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}
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else
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{
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BounceSound();
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}
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}
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void CSporeGrenade::Spawn(void)
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{
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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/spore.mdl");
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UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
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pev->gravity = 0.5; // 0.5
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pev->friction = 0.2; // 0.8
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pev->dmg = gSkillData.plrDmgSpore;
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m_fRegisteredSound = FALSE;
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m_flNextSpriteTrailSpawn = gpGlobals->time;
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m_pSporeGlow = CSprite::SpriteCreate("sprites/glow02.spr", pev->origin, FALSE);
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if (m_pSporeGlow)
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{
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m_pSporeGlow->SetTransparency(kRenderGlow, 150, 158, 19, 155, kRenderFxNoDissipation);
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m_pSporeGlow->SetAttachment(edict(), 0);
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m_pSporeGlow->SetScale(.75f);
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}
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}
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CGrenade * CSporeGrenade::ShootTimed(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time)
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{
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CSporeGrenade *pGrenade = GetClassPtr((CSporeGrenade *)NULL);
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pGrenade->Spawn();
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UTIL_SetOrigin(pGrenade->pev, vecStart);
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pGrenade->pev->velocity = vecVelocity;
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pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
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pGrenade->pev->owner = ENT(pevOwner);
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pGrenade->SetTouch(&CSporeGrenade::BounceTouch); // Bounce if touched
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// Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate
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// will insert a DANGER sound into the world sound list and delay detonation for one second so that
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// the grenade explodes after the exact amount of time specified in the call to ShootTimed().
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pGrenade->pev->dmgtime = gpGlobals->time + time;
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pGrenade->SetThink(&CSporeGrenade::TumbleThink);
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pGrenade->pev->nextthink = gpGlobals->time + 0.1;
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if (time < 0.1)
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|
{
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pGrenade->pev->nextthink = gpGlobals->time;
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pGrenade->pev->velocity = Vector(0, 0, 0);
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}
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pGrenade->pev->sequence = RANDOM_LONG(3, 6);
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pGrenade->pev->framerate = 1.0;
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// Tumble through the air
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// pGrenade->pev->avelocity.x = -400;
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pGrenade->pev->gravity = 0.5;
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pGrenade->pev->friction = 0.2; // 0.8
|
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|
|
SET_MODEL(ENT(pGrenade->pev), "models/spore.mdl");
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|
pGrenade->pev->dmg = gSkillData.plrDmgSpore;
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|
|
return pGrenade;
|
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|
|
}
|
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|
|
CGrenade *CSporeGrenade::ShootContact(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity)
|
|
|
|
{
|
|
|
|
CSporeGrenade *pGrenade = GetClassPtr((CSporeGrenade *)NULL);
|
|
|
|
pGrenade->Spawn();
|
|
|
|
pGrenade->pev->movetype = MOVETYPE_FLY;
|
|
|
|
UTIL_SetOrigin(pGrenade->pev, vecStart);
|
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|
|
pGrenade->pev->velocity = vecVelocity;
|
|
|
|
pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
|
|
|
|
pGrenade->pev->owner = ENT(pevOwner);
|
|
|
|
|
|
|
|
// make monsters afaid of it while in the air
|
|
|
|
pGrenade->SetThink(&CSporeGrenade::DangerSoundThink);
|
|
|
|
pGrenade->pev->nextthink = gpGlobals->time;
|
|
|
|
|
|
|
|
// Tumble in air
|
|
|
|
|
|
|
|
// Explode on contact
|
|
|
|
pGrenade->SetTouch(&CSporeGrenade::ExplodeTouch);
|
|
|
|
|
|
|
|
pGrenade->pev->dmg = gSkillData.plrDmgSpore;
|
|
|
|
|
|
|
|
return pGrenade;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CSporeGrenade::SpawnTrailParticles(const Vector& origin, const Vector& direction, int modelindex, int count, float speed, float noise)
|
|
|
|
{
|
|
|
|
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, origin);
|
|
|
|
WRITE_BYTE(TE_SPRITE_SPRAY);
|
|
|
|
WRITE_COORD(origin.x); // pos
|
|
|
|
WRITE_COORD(origin.y);
|
|
|
|
WRITE_COORD(origin.z);
|
|
|
|
WRITE_COORD(direction.x); // dir
|
|
|
|
WRITE_COORD(direction.y);
|
|
|
|
WRITE_COORD(direction.z);
|
|
|
|
WRITE_SHORT(modelindex); // model
|
|
|
|
WRITE_BYTE(count); // count
|
|
|
|
WRITE_BYTE(speed); // speed
|
|
|
|
WRITE_BYTE(noise); // noise ( client will divide by 100 )
|
|
|
|
MESSAGE_END();
|
|
|
|
}
|
|
|
|
|
|
|
|
void CSporeGrenade::SpawnExplosionParticles(const Vector& origin, const Vector& direction, int modelindex, int count, float speed, float noise)
|
|
|
|
{
|
|
|
|
|
|
|
|
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, origin);
|
|
|
|
WRITE_BYTE(TE_SPRITE_SPRAY);
|
|
|
|
WRITE_COORD(origin.x); // pos
|
|
|
|
WRITE_COORD(origin.y);
|
|
|
|
WRITE_COORD(origin.z);
|
|
|
|
WRITE_COORD(direction.x); // dir
|
|
|
|
WRITE_COORD(direction.y);
|
|
|
|
WRITE_COORD(direction.z);
|
|
|
|
WRITE_SHORT(modelindex); // model
|
|
|
|
WRITE_BYTE(count); // count
|
|
|
|
WRITE_BYTE(speed); // speed
|
|
|
|
WRITE_BYTE(noise); // noise ( client will divide by 100 )
|
|
|
|
MESSAGE_END();
|
|
|
|
}
|