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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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enum torch_e {
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TORCH_IDLE_OFF = 0,
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TORCH_DRAW,
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TORCH_IDLE_ON,
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TORCH_SWITCH,
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TORCH_HOLSTER_OFF,
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TORCH_HOLSTER_ON
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};
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LINK_ENTITY_TO_CLASS( weapon_torch, CTorch )
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void CTorch::Spawn()
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/w_torch.mdl" );
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m_iId = WEAPON_TORCH;
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m_iClip = -1;
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FallInit();// get ready to fall down.
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}
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void CTorch::Precache()
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{
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PRECACHE_MODEL( "models/v_torch.mdl" );
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PRECACHE_MODEL( "models/w_torch.mdl" );
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PRECACHE_MODEL( "models/p_torch.mdl" );
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PRECACHE_SOUND( "items/flashlight1.wav" );
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UTIL_PrecacheOther( "light_spot2" );
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UTIL_PrecacheOther( "wall_spot2" );
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}
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int CTorch::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = NULL;
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p->iMaxAmmo1 = -1;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = WEAPON_NOCLIP;
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p->iSlot = 0;
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p->iPosition = 1;
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p->iId = WEAPON_TORCH;
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p->iWeight = TORCH_WEIGHT;
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return 1;
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}
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int CTorch::AddToPlayer( CBasePlayer *pPlayer )
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{
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if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
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WRITE_BYTE( m_iId );
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MESSAGE_END();
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return TRUE;
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}
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return FALSE;
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}
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BOOL CTorch::Deploy()
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{
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return DefaultDeploy( "models/v_torch.mdl", "models/p_torch.mdl", TORCH_DRAW, "torch" );
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}
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void CTorch::Holster( int skiplocal /*= 0*/ )
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{
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if( m_fIsOn )
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PrimaryAttack();
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SendWeaponAnim( TORCH_HOLSTER_OFF );
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
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}
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void CTorch::PrimaryAttack()
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{
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SendWeaponAnim( TORCH_SWITCH );
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "items/flashlight1.wav", VOL_NORM, ATTN_NORM );
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m_fIsOn = ( m_fIsOn == FALSE );
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if( !m_fIsOn )
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{
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SetBits( m_pLightSpot->pev->effects, EF_NODRAW );
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ClearBits( m_pLightSpot->pev->effects, EF_DIMLIGHT );
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SetBits( m_pWallSpot->pev->effects, EF_NODRAW );
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}
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4f;
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}
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void CTorch::WeaponIdle()
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{
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UpdateSpot();
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f; // how long till we do this again.
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}
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void CTorch::UpdateSpot()
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{
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if( m_fIsOn )
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{
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if( !m_pLightSpot )
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{
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m_pLightSpot = CLightSpot::CreateSpot();
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m_pWallSpot = CWallSpot::CreateSpot();
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}
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else
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{
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ClearBits( m_pLightSpot->pev->effects, EF_NODRAW );
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SetBits( m_pLightSpot->pev->effects, EF_DIMLIGHT );
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ClearBits( m_pWallSpot->pev->effects, EF_NODRAW );
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}
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UTIL_MakeVectors( m_pPlayer->pev->v_angle );
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecAiming = gpGlobals->v_forward;
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TraceResult tr;
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UTIL_SetOrigin( m_pLightSpot->pev, vecSrc + vecAiming * 10.0f );
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UTIL_TraceLine( vecSrc, vecSrc + vecAiming * 250.0f, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
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UTIL_SetOrigin( m_pWallSpot->pev, tr.vecEndPos );
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}
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}
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