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396 lines
9.0 KiB
396 lines
9.0 KiB
8 years ago
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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 !defined( OEM_BUILD ) && !defined( HLDEMO_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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#ifndef CLIENT_DLL
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#define STAR_AIR_VELOCITY 1500
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#define STAR_WATER_VELOCITY 150
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// UNDONE: Save/restore this? Don't forget to set classname and LINK_ENTITY_TO_CLASS()
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//
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// OVERLOADS SOME ENTVARS:
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//
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// speed - the ideal magnitude of my velocity
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class CNinjaStar : public CBaseEntity
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{
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void Spawn( void );
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void Precache( void );
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int Classify ( void );
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void EXPORT BubbleThink( void );
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void EXPORT StarTouch( CBaseEntity *pOther );
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void EXPORT ExplodeThink( void );
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int m_iTrail;
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public:
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static CNinjaStar *StarCreate( void );
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};
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LINK_ENTITY_TO_CLASS( ninja_star, CNinjaStar );
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CNinjaStar *CNinjaStar::StarCreate( void )
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{
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// Create a new entity with CCrossbowBolt private data
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CNinjaStar *pStar = GetClassPtr( (CNinjaStar *)NULL );
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pStar->pev->classname = MAKE_STRING("star");
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pStar->Spawn();
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return pStar;
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}
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void CNinjaStar::Spawn( )
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{
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Precache( );
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pev->movetype = MOVETYPE_FLY;
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pev->solid = SOLID_BBOX;
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pev->gravity = 0.5;
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SET_MODEL(ENT(pev), "models/nstar.mdl");
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UTIL_SetOrigin( pev, pev->origin );
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UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
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SetTouch( &CNinjaStar::StarTouch );
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SetThink( &CNinjaStar::BubbleThink );
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pev->nextthink = gpGlobals->time + 0.2;
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}
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void CNinjaStar::Precache( )
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{
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PRECACHE_MODEL ("models/nstar.mdl");
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PRECACHE_SOUND("weapons/nstar_hitbod.wav");
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PRECACHE_SOUND("weapons/nstar_hit.wav");
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PRECACHE_SOUND("weapons/nstar_fire.wav");
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PRECACHE_SOUND("fvox/beep.wav");
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m_iTrail = PRECACHE_MODEL("sprites/streak.spr");
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}
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int CNinjaStar :: Classify ( void )
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{
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return CLASS_NONE;
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}
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void CNinjaStar::StarTouch( CBaseEntity *pOther )
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{
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SetTouch( NULL );
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SetThink( NULL );
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if (pOther->pev->takedamage)
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{
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TraceResult tr = UTIL_GetGlobalTrace( );
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entvars_t *pevOwner;
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pevOwner = VARS( pev->owner );
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// UNDONE: this needs to call TraceAttack instead
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ClearMultiDamage( );
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pOther->TraceAttack(pevOwner, gSkillData.plrDmgStar, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_NEVERGIB );
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ApplyMultiDamage( pev, pevOwner );
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pev->velocity = Vector( 0, 0, 0 );
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// play body "errgh" sound
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EMIT_SOUND(ENT(pev), CHAN_BODY, "weapons/nstar_hitbod.wav", 1, ATTN_NORM);
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if ( !g_pGameRules->IsMultiplayer() )
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{
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switch (RANDOM_LONG(1,2))
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{
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case 1:
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Killed( pev, GIB_ALWAYS ); // Victim is lucky to have a heart at this point
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break;
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case 2:
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Killed( pev, GIB_NEVER ); // Victim is lucky and keeps his organs in his corpse
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break;
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}
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}
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UTIL_Remove( this );
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}
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else
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "weapons/nstar_hit.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7));
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SetThink( &CBaseEntity::SUB_Remove );
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pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit.
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if ( FClassnameIs( pOther->pev, "worldspawn" ) )
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{
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// if what we hit is static architecture, can stay around for a while.
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Vector vecDir = pev->velocity.Normalize( );
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UTIL_SetOrigin( pev, pev->origin - vecDir * 12 );
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pev->angles = UTIL_VecToAngles( vecDir );
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pev->solid = SOLID_NOT;
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pev->movetype = MOVETYPE_FLY;
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pev->velocity = Vector( 0, 0, 0 );
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pev->avelocity.z = 0;
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pev->angles.z = RANDOM_LONG(0,360);
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pev->nextthink = gpGlobals->time + 10.0;
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}
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if (UTIL_PointContents(pev->origin) != CONTENTS_WATER)
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{
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UTIL_Sparks( pev->origin );
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}
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}
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}
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void CNinjaStar::BubbleThink( void )
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{
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pev->nextthink = gpGlobals->time + 0.1;
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if (pev->waterlevel == 0)
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return;
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UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 20 );
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}
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void CNinjaStar::ExplodeThink( void )
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{
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int iContents = UTIL_PointContents ( pev->origin );
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int iScale;
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pev->dmg = 40;
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iScale = 10;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_EXPLOSION);
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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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if (iContents != CONTENTS_WATER)
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{
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WRITE_SHORT( g_sModelIndexFireball );
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}
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else
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{
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WRITE_SHORT( g_sModelIndexWExplosion );
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}
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WRITE_BYTE( iScale ); // scale * 10
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WRITE_BYTE( 15 ); // framerate
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WRITE_BYTE( TE_EXPLFLAG_NONE );
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MESSAGE_END();
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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->origin, pev, pevOwner, pev->dmg, 128, CLASS_NONE, DMG_BLAST | DMG_ALWAYSGIB );
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UTIL_Remove(this);
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}
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#endif
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enum star_e { // Do this!@
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NSTAR_IDLE = 0, // full
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NSTAR_FIRE, // full
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NSTAR_DRAW, // full
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};
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LINK_ENTITY_TO_CLASS( weapon_nstar, CNStar );
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void CNStar::Spawn( )
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{
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Precache( );
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m_iId = WEAPON_NSTAR;
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SET_MODEL(ENT(pev), "models/w_nstar.mdl");
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m_iDefaultAmmo = NSTAR_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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int CNStar::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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void CNStar::Precache( void )
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{
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PRECACHE_MODEL("models/w_nstar.mdl");
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PRECACHE_MODEL("models/v_nstar.mdl");
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PRECACHE_MODEL("models/p_nstar.mdl");
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UTIL_PrecacheOther( "ninja_star" );
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m_usNStar = PRECACHE_EVENT( 1, "events/nstar.sc" );
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}
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int CNStar::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "stars";
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p->iMaxAmmo1 = NSTAR_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = NSTAR_MAX_CLIP;
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p->iSlot = 3;
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p->iPosition = 3;
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p->iId = WEAPON_NSTAR;
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p->iFlags = 0;
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p->iWeight = NSTAR_WEIGHT;
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return 1;
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}
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BOOL CNStar::Deploy( )
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{
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return DefaultDeploy( "models/v_nstar.mdl", "models/p_nstar.mdl", NSTAR_DRAW, "nstar" );
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}
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void CNStar::Holster( int skiplocal /* = 0 */ )
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{
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m_fInReload = FALSE;// cancel any reload in progress.
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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}
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void CNStar::PrimaryAttack( void )
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{
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if (m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] > 0)
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{
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FireStar();
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}
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}
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void CNStar::FireStar()
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{
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TraceResult tr;
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if (m_iClip == 0)
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{
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PlayEmptySound( );
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return;
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}
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
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//m_iClip--;
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m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ]--;
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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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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usNStar, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
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UTIL_MakeVectors( anglesAim );
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anglesAim.x = -anglesAim.x;
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Vector vecSrc = m_pPlayer->GetGunPosition( ) - gpGlobals->v_up * 2;
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Vector vecDir = gpGlobals->v_forward;
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#ifndef CLIENT_DLL
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CNinjaStar *pStar = CNinjaStar::StarCreate();
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pStar->pev->origin = vecSrc;
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pStar->pev->angles = anglesAim;
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pStar->pev->owner = m_pPlayer->edict();
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if (m_pPlayer->pev->waterlevel == 3)
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{
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pStar->pev->velocity = vecDir * STAR_WATER_VELOCITY;
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pStar->pev->speed = STAR_WATER_VELOCITY;
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}
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else
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{
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pStar->pev->velocity = vecDir * STAR_AIR_VELOCITY;
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pStar->pev->speed = STAR_AIR_VELOCITY;
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}
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pStar->pev->avelocity.z = 10;
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#endif
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;
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if (m_iClip != 0)
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0;
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else
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
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}
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void CNStar::WeaponIdle( void )
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{
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m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ); // get the autoaim vector but ignore it; used for autoaim crosshair in DM
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ResetEmptySound( );
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SendWeaponAnim( NSTAR_IDLE );
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 30.0;
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}
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class CNStarAmmo : public CBasePlayerAmmo
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{
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void Spawn( void )
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{
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Precache( );
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SET_MODEL(ENT(pev), "models/w_nstar.mdl");
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CBasePlayerAmmo::Spawn( );
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}
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void Precache( void )
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{
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PRECACHE_MODEL ("models/w_nstar.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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}
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BOOL AddAmmo( CBaseEntity *pOther )
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{
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if (pOther->GiveAmmo( 30, "stars", NSTAR_MAX_CARRY ) != -1)
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
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return TRUE;
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}
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return FALSE;
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}
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};
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LINK_ENTITY_TO_CLASS( ammo_nstar, CNStarAmmo );
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#endif
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