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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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//
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// monhunt_gamerules.cpp
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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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#ifndef NO_VOICEGAMEMGR
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#include "voice_gamemgr.h"
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#endif
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#include "monhunt_gamerules.h"
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#include "game.h"
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//#include "mp3.h"
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extern DLL_GLOBAL BOOL g_fGameOver;
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extern int gmsgScoreInfo;
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extern int gmsgPlayMP3; //AJH - Killars MP3player
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extern int gmsgDeathMsg;
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extern cvar_t timeleft, fragsleft;
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extern cvar_t mp_chattime;
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void CMonsterplay::Think( void )
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{
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// longest the intermission can last, in seconds
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#define MAX_INTERMISSION_TIME 120
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#ifndef NO_VOICEGAMEMGR
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CVoiceGameMgr g_VoiceGameMgr;
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#endif
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float g_flIntermissionStartTime = 0;
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#ifndef NO_VOICEGAMEMGR
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g_VoiceGameMgr.Update(gpGlobals->frametime);
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#endif
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///// Check game rules /////
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static int last_frags;
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static int last_time;
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int frags_remaining = 0;
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int time_remaining = 0;
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int ltime = 0; //Check to see if the times have changed
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if ( g_fGameOver ) // someone else quit the game already
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{
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// bounds check
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int time = (int)CVAR_GET_FLOAT( "mp_chattime" );
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if ( time < 1 )
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CVAR_SET_STRING( "mp_chattime", "1" );
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else if ( time > MAX_INTERMISSION_TIME )
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CVAR_SET_STRING( "mp_chattime", UTIL_dtos1( MAX_INTERMISSION_TIME ) );
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m_flIntermissionEndTime = g_flIntermissionStartTime + mp_chattime.value;
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// check to see if we should change levels now
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if ( m_flIntermissionEndTime < gpGlobals->time )
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{
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if ( m_iEndIntermissionButtonHit // check that someone has pressed a key, or the max intermission time is over
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|| ( ( g_flIntermissionStartTime + MAX_INTERMISSION_TIME ) < gpGlobals->time) )
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ChangeLevel(); // intermission is over
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}
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return;
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}
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float flTimeLimit = timelimit.value * 60;
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float flFragLimit = fraglimit.value;
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time_remaining = (int)(flTimeLimit ? ( flTimeLimit - gpGlobals->time ) : 0);
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if ( flTimeLimit != 0 && gpGlobals->time >= flTimeLimit )
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{
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GoToIntermission();
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return;
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}
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if ( flFragLimit )
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{
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int bestfrags = 9999;
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int remain;
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// check if any player is over the frag limit
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBaseEntity *pPlayer = UTIL_PlayerByIndex( i );
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if ( pPlayer && pPlayer->pev->frags >= flFragLimit )
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{
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GoToIntermission();
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return;
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}
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if ( pPlayer )
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{
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remain = flFragLimit - pPlayer->pev->frags;
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if ( remain < bestfrags )
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{
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bestfrags = remain;
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}
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}
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}
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frags_remaining = bestfrags;
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}
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// Updates when frags change
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if ( frags_remaining != last_frags )
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{
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g_engfuncs.pfnCvar_DirectSet( &fragsleft, UTIL_VarArgs( "%i", frags_remaining ) );
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}
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// Updates once per second
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if ( timeleft.value != last_time )
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{
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g_engfuncs.pfnCvar_DirectSet( &timeleft, UTIL_VarArgs( "%i", time_remaining ) );
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}
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last_frags = frags_remaining;
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last_time = time_remaining;
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//fMonHuntNextSpawn = gpGlobals->time + 6;
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/*if (bMonsterCheck < 1)
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{
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CBaseEntity *pMonsterCheck;
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pMonsterCheck = UTIL_FindEntityByClassname(NULL, "monstermaker");
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if ( !FNullEnt( pMonsterCheck->edict() ))
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bMonsterMakers = true;
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fMonHuntNextSpawn = gpGlobals->time + 6;
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UTIL_SayTextAllHS( "MONSTER CHECKED" );
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bMonsterCheck = 1;
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}*/
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//If there is no Monster Makers.
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//if (/*!bMonsterMakers && (*/gpGlobals->time > fMonHuntNextSpawn/*)*/)
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/*{
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CBaseEntity *pMonsterSpawner;
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pMonsterSpawner = UTIL_FindEntityByClassname(NULL, "info_player_deathmatch");
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CBaseEntity *pMonster = CBaseEntity::Create("monster_barney", pMonsterSpawner->pev->origin, pMonsterSpawner->pev->angles);
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UTIL_SayTextAllHS( "CALLED" );
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fMonHuntNextSpawn = gpGlobals->time + 6; //TODO: CVAR SET FUCK
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}*/
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//if ( RANDOM_LONG(0,10) > 9)
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//{
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// CBaseEntity *pMonsterSpawner;
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// for ( int i = RANDOM_LONG(1,5); i > 0; i-- )
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// pMonsterSpawner = UTIL_FindEntityByClassname(NULL, "info_player_deathmatch");
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// CBaseEntity *pMonster = CBaseEntity::Create("monster_barney", pMonsterSpawner->pev->origin, pMonsterSpawner->pev->angles);
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// UTIL_SayTextAllHS( "CALLED" );
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// fMonHuntNextSpawn = gpGlobals->time + 6; //TODO: CVAR SET FUCK
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//}
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}
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CMonsterplay :: CMonsterplay()
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{
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//Genuflect
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}
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BOOL CMonsterplay::IsMonster()
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{
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return TRUE;
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}
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void CMonsterplay::PlayerSpawn( CBasePlayer *pPlayer )
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{
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BOOL addDefault;
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CBaseEntity *pWeaponEntity = NULL;
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pPlayer->pev->weapons |= (1<<WEAPON_SUIT);
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addDefault = TRUE;
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//entvars_t *pev = &pEntity->v;
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// CBasePlayer *pPlayer;
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edict_t *pClient = g_engfuncs.pfnPEntityOfEntIndex( 1 );
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while( ( pWeaponEntity = UTIL_FindEntityByClassname( pWeaponEntity, "game_player_equip" ) ) )
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{
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pWeaponEntity->Touch( pPlayer );
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addDefault = FALSE;
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}
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if ( addDefault )
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{
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pPlayer->GiveNamedItem( "weapon_fotn" );
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pPlayer->GiveNamedItem( "weapon_9mmhandgun" );
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pPlayer->GiveNamedItem( "ammo_9mmclip" );
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pPlayer->GiveNamedItem( "weapon_shotgun" );
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pPlayer->GiveNamedItem( "ammo_buckshot" );
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pPlayer->GiveNamedItem( "weapon_9mmAR" );
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pPlayer->GiveNamedItem( "ammo_9mmAR" );
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pPlayer->GiveNamedItem( "ammo_ARgrenades" );
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pPlayer->GiveNamedItem( "weapon_handgrenade" );
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pPlayer->GiveNamedItem( "weapon_tripmine" );
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pPlayer->GiveNamedItem( "weapon_rpg" );
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pPlayer->GiveNamedItem( "ammo_rpgclip" );
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pPlayer->GiveNamedItem( "weapon_satchel" );
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pPlayer->GiveNamedItem( "weapon_snark" );
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pPlayer->GiveNamedItem( "weapon_soda" );
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pPlayer->GiveNamedItem( "weapon_dosh" );
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pPlayer->GiveNamedItem( "weapon_beamkatana" );
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pPlayer->GiveNamedItem( "weapon_ak47" );
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pPlayer->GiveNamedItem( "weapon_bow" );
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pPlayer->GiveNamedItem( "weapon_jason" );
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pPlayer->GiveNamedItem( "weapon_jihad" );
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pPlayer->GiveNamedItem( "weapon_jackal" );
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pPlayer->GiveNamedItem( "weapon_nstar" );
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pPlayer->GiveNamedItem( "weapon_mw2" );
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pPlayer->GiveNamedItem( "weapon_zapper" );
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pPlayer->GiveNamedItem( "weapon_goldengun" );
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pPlayer->GiveNamedItem( "weapon_boombox" );
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pPlayer->GiveNamedItem( "weapon_scientist" );
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pPlayer->GiveNamedItem( "weapon_modman" );
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}
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}
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void CMonsterplay::PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )
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{
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CBaseEntity *pKira = CBaseEntity::Instance(pKiller);
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if (pKira->Classify() != CLASS_PLAYER && pKira->pev->flags & FL_MONSTER)
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{
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MESSAGE_BEGIN( MSG_ALL, gmsgDeathMsg );
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WRITE_BYTE( -1 ); // the killer
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WRITE_BYTE( ENTINDEX(pVictim->edict()) ); // the victim
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WRITE_STRING( PrepareMonsterName( STRING(pKiller->classname) ) ); // what they were killed by (should this be a string?)
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MESSAGE_END();
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pVictim->m_iDeaths += 1;
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// update the scores
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// killed scores
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MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo );
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WRITE_BYTE( ENTINDEX(pVictim->edict()) );
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WRITE_SHORT( pVictim->pev->frags );
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WRITE_SHORT( pVictim->m_iDeaths );
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WRITE_SHORT( 0 );
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WRITE_SHORT( GetTeamIndex( pVictim->m_szTeamName ) + 1 );
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WRITE_SHORT( pVictim->m_fHSDev );
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MESSAGE_END();
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}
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else
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return CHalfLifeMultiplay::PlayerKilled(pVictim, pKiller, pInflictor);
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}
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int CMonsterplay::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
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{
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if ( !pPlayer || !pTarget || !pTarget->IsPlayer() )
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return GR_NOTTEAMMATE;
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// monster hunt has only teammates
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return GR_TEAMMATE;
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}
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BOOL CMonsterplay::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker )
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{
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if ( pAttacker && PlayerRelationship( pPlayer, pAttacker ) == GR_TEAMMATE )
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{
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// my teammate hit me.
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if ( (friendlyfire.value == 0) && (pAttacker != pPlayer) )
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{
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// friendly fire is off, and this hit came from someone other than myself, then don't get hurt
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return FALSE;
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}
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}
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return CHalfLifeMultiplay::FPlayerCanTakeDamage( pPlayer, pAttacker );
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}
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BOOL CMonsterplay::FAllowMonsters( void )
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{
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return TRUE;
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}
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int CMonsterplay::iKillforMonster(const char *classname)
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{
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if ( !strcmp( classname, "Gay Glenn" ) )
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return 1;
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else if ( !strcmp( classname, "Barney" ) )
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return 2;
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else if ( !strcmp( classname, "X-Mas Tree" ) )
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return 5;
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else if ( !strcmp( classname, "Scientist" ) )
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return 1;
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else if ( !strcmp( classname, "Sinistar" ) )
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return 3;
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else if ( !strcmp( classname, "Chris-Chan" ) )
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return 0;
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else if ( !strcmp( classname, "Zombie" ) )
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return 2;
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else if ( !strcmp( classname, "snark" ) )
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return 0;
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else
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return 1;
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}
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//What for? To strip "monster_" and give it a proper name.
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const char *CMonsterplay::PrepareMonsterName( const char *monster_name )
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{
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// Hack to fix name change
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const char *gayglenn = "Gay Glenn";
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const char *barney = "Barney";
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const char *scientist = "Scientist";
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const char *xmast = "X-Mas Tree";
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const char *sinistar = "Sinistar";
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const char *cwc = "Chris-Chan";
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const char *zombie = "Zombie";
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const char *controller = "Alien Controller";
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const char *bullsquid = "Bull Squid";
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const char *grinman = "Grinman";
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monster_name += 8;
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// replace the code names with the 'real' names
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if ( !strcmp( monster_name, "gay" ) )
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monster_name = gayglenn;
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else if ( !strcmp( monster_name, "barney" ) )
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monster_name = barney;
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else if ( !strcmp( monster_name, "xmast" ) )
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monster_name = xmast;
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else if ( !strcmp( monster_name, "scientist" ) )
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monster_name = scientist;
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else if ( !strcmp( monster_name, "sinistar" ) )
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monster_name = sinistar;
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else if ( !strcmp( monster_name, "chrischan" ) )
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monster_name = cwc;
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else if ( !strcmp( monster_name, "zombie" ) )
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monster_name = zombie;
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else if ( !strcmp( monster_name, "alien_controller") )
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monster_name = controller;
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else if ( !strcmp( monster_name, "bullsquid") )
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monster_name = bullsquid;
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|
else if ( !strcmp( monster_name, "grinman") )
|
|
|
|
monster_name = grinman;
|
|
|
|
|
|
|
|
return monster_name;
|
|
|
|
}
|