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// includes needed for everything to compile
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#include "extdll.h"
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#include "decals.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 "shake.h"
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#include "gamerules.h"
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#include "ctf_gameplay.h"
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#include "teamplay_gamerules.h"
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LINK_ENTITY_TO_CLASS( object_flag, CObjectFlag );
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void CObjectFlag :: Spawn( )
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{
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// Calls the precache function to precache any models, sounds,ect you need
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//before it spawns
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Precache( );
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// Setup what model we want to use for the flag, change this to
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// whatever you want. Just remember precache it.
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SET_MODEL( ENT(pev), "models/flag.mdl" );
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UTIL_SetOrigin( pev, pev->origin + Vector(0,0,10) );
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UTIL_SetSize( pev, Vector(-16,-16,0), Vector(16,16,16) );
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// This is so it falls to the brush below it
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pev->movetype = MOVETYPE_TOSS;
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// This allows you to trigger it by walking through it
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pev->solid = SOLID_TRIGGER;
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// This just sets our Touch to Touch, which is down a little further
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SetTouch(Touch);
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// This just makes a GlowShell around the model, you can
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// change the colour of the shell by changing the RGB values,
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// which are the XYZ values in this case. So at the moment we have
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// a nice bright red colour. Feel free to change this to your needs.
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pev->renderfx = kRenderFxGlowShell;
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pev->rendercolor.x = 255;
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pev->rendercolor.y = 0;
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pev->rendercolor.z = 0;
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pev->renderamt = 10; // 10 units off the sides of the model
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// This just sets our IsInPlay bool to false, because its only just spawned and
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// no one has picked it up yet.
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m_fIsInPlay = false;
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}
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// This is the Precache function which is called from the Spawn function.
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void CObjectFlag :: Precache( )
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{
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// Precache's the model
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PRECACHE_MODEL( "models/flag.mdl" );
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}
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// This is the Touch function which was set above, in the Spawn function,
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// its basically the stuff that runs when the flag has been touched by a player
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void CObjectFlag :: Touch(CBaseEntity *pOther)
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{
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// If its in play, do nothing
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if(m_fIsInPlay)
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return;
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// Determine if the object that touches it, is a player
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// and check if the player is alive.
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if(!pOther)
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return;
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if(!pOther->IsPlayer())
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return;
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if(!pOther->IsAlive())
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return;
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CBasePlayer *pPlayer = (CBasePlayer *)pOther;
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// Print to the HUD who has taken the flag
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UTIL_ClientPrintAll( HUD_PRINTCENTER, UTIL_VarArgs( "%s has the Flag!\n", STRING( pPlayer->pev->netname )));
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pPlayer->m_fHasObject = true;
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// Set the client attachment using an event
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PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, g_vecZero, g_vecZero, 0, 0, FLAG_STOLEN, 0, 0, 0);
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m_fIsInPlay = true;
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// Give the illusion of the player taking the model by not drawing it
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pev->effects = EF_NODRAW;
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// Now don't let it accept any more touch's
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SetTouch(NULL);
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// This is the Flag that is dropped by a player when killed,disconnected,ect.
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// Its basically the same as CObjectFlag, with a few changes.
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LINK_ENTITY_TO_CLASS( dropped_flag, CDroppedFlag );
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void CDroppedFlag :: Spawn( )
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{
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// Calls the precache function to precache any models or sounds,ect
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// you need before it spawns.
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Precache( );
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// Setup what model we want to use for the flag, change this to
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// whatever you want. Just remember precache it.
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SET_MODEL( ENT(pev), "models/flag.mdl" );
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UTIL_SetOrigin( pev, pev->origin );
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UTIL_SetSize( pev, Vector(-16,-16,0), Vector(16,16,16) );
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// This is so it falls to the brush below it
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pev->movetype = MOVETYPE_TOSS;
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// This allows you to trigger it by walking through it
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pev->solid = SOLID_TRIGGER;
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// This just sets our Touch to Touch, which is down a little further
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SetTouch(Touch);
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// This just makes a GlowShell around the model, you can
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// change the colour of the shell by changing the RGB values,
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// which are the XYZ values in this case. So at the moment we have
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// a nice bright red colour. Feel free to change this to your needs.
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pev->effects = EF_BRIGHTFIELD;
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pev->renderfx = kRenderFxGlowShell;
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pev->rendercolor.x = 255;
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pev->rendercolor.y = 0;
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pev->rendercolor.z = 0;
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pev->renderamt = 10; // 10 units off the sides of the model
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pev->avelocity.z = 25;
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}
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// This is the Precache function which is called from the Spawn function.
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void CDroppedFlag :: Precache( )
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{
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// Precache's the model
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PRECACHE_MODEL( "models/flag.mdl" );
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}
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// This is the Touch function which was set above, in the Spawn function,
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// its basically the stuff that runs when the flag has been touched by a player.
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void CDroppedFlag :: Touch(CBaseEntity *pOther)
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{
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// Determine if the object that touches it, is a player
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// and check if the player is alive.
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if(!pOther)
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return;
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if(!pOther->IsPlayer())
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return;
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if(!pOther->IsAlive())
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return;
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CBasePlayer *pPlayer = (CBasePlayer *)pOther;
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// Print to the HUD who has taken the flag
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UTIL_ClientPrintAll( HUD_PRINTCENTER, UTIL_VarArgs( "%s has the Flag!\n", STRING( pPlayer->pev->netname )));
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// Set it to true because the player has the flag
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pPlayer->m_fHasObject = true;
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// Set the client attachment using an event
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PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, g_vecZero, g_vecZero, 0, 0, FLAG_STOLEN, 0, 0, 0);
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// remove this item
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SetThink(SUB_Remove);
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// next think time to now!
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pev->nextthink = gpGlobals->time;
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}
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LINK_ENTITY_TO_CLASS( capture_team1, CCaptureTeam1 );
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void CCaptureTeam1 :: Spawn( )
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{
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// Calls the precache function to precache any models, sounds,ect
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// you need before it spawns
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Precache( );
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SET_MODEL( ENT(pev), STRING(pev->model) );
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UTIL_SetOrigin( pev, pev->origin );
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pev->movetype = MOVETYPE_FLY;
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// This allows you to trigger it by walking through it
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pev->solid = SOLID_TRIGGER;
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// This just sets our Touch to Touch and our Think to Think
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// which is down a little further.
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SetTouch(Touch);
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SetThink(Think);
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// Sets next think time
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pev->nextthink = gpGlobals->time + 0.1;
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// Make the entity invisible
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pev->rendermode = kRenderTransTexture;
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pev->renderamt = 0;
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}
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// This is the Precache function which is called from the Spawn function.
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void CCaptureTeam1 :: Precache( )
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{
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PRECACHE_MODEL( STRING(pev->model) );
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}
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void CCaptureTeam1 :: Think( )
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{
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// loop through every player and check if they are in the area
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for(int i=0; i<gpGlobals->maxClients; i++)
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{
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CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex(i);
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if(pPlayer && pPlayer->m_iTeam == 1)
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{
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if((pPlayer->pev->origin.x >= pev->mins.x) && (pPlayer->pev->origin.x <= pev->maxs.x) &&
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(pPlayer->pev->origin.y >= pev->mins.y) && (pPlayer->pev->origin.y <= pev->maxs.y) &&
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(pPlayer->pev->origin.z >= pev->mins.z) && (pPlayer->pev->origin.z <= pev->maxs.z))
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pPlayer->m_bInCapture = true;
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else
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pPlayer->m_bInCapture = false;
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}
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}
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// Set next think time
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pev->nextthink = gpGlobals->time + 0.1;
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}
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// This is the Touch function which was set above, in the Spawn function,
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// its basically the stuff that runs when the capture point has been touched by a player
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void CCaptureTeam1 :: Touch( CBaseEntity* pOther )
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{
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// Determine if the object that touches it, is a player
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// and check if the player is alive.
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if(!pOther)
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return;
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if(!pOther->IsPlayer())
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return;
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if(!pOther->IsAlive())
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return;
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CBasePlayer *pPlayer = (CBasePlayer *)pOther;
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if(pPlayer && pPlayer->m_iTeam == 1)
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{
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// Check to see if they have the object
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if( !pPlayer->m_fHasObject )
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return;
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else
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{
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// Print to HUD who has captured the flag
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UTIL_ClientPrintAll( HUD_PRINTCENTER, UTIL_VarArgs
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( "%s has captured the Flag!\n", STRING( pPlayer->pev->netname )));
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// Remove the flag
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pPlayer->m_fHasObject = false;
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PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, g_vecZero,
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g_vecZero, 0, 0, FLAG_CAPTURE, 0, 0, 0);
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// Reset the flag
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CObjectFlag *pFlag = (CObjectFlag *)UTIL_FindEntityByClassname(NULL, "object_flag");
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if(pFlag)
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{
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pFlag->m_fIsInPlay = false;
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// Do a funky effect on the flag when it gets reset
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pFlag->pev->effects = EF_BRIGHTFIELD;
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}
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}
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}
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else
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return; // wrong team
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}
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void CCaptureTeam1 :: KeyValue( KeyValueData* Data )
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{
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// This will store the points but its not fully implemented. I'll leave it for you to do.
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if( FStrEq( Data->szKeyName, "points" ) )
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{
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int m_iPoints = atoi(Data->szValue);
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Data->fHandled = true;
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}
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CBaseEntity::KeyValue(Data); // call the parent function
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}
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LINK_ENTITY_TO_CLASS( capture_team2, CCaptureTeam2 );
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void CCaptureTeam2 :: Spawn( )
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{
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// Calls the precache function to precache any models, sounds,ect
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// you need before it spawns.
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Precache( );
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SET_MODEL( ENT(pev), STRING(pev->model) );
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UTIL_SetOrigin( pev, pev->origin );
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pev->movetype = MOVETYPE_FLY;
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// This allows you to trigger it by walking through it
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pev->solid = SOLID_TRIGGER;
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// This just sets our Touch to Touch and our Think to Think
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// which is down a little further.
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SetTouch(Touch);
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SetThink(Think);
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// Set next think time
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pev->nextthink = gpGlobals->time + 0.1;
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// Make the entity invisible
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pev->rendermode = kRenderTransTexture;
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pev->renderamt = 0;
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}
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void CCaptureTeam2 :: Precache( )
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{
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PRECACHE_MODEL( STRING(pev->model) );
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}
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void CCaptureTeam2 :: Think( )
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{
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// loop through every player and check if they are in the area
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for(int i=0; i<gpGlobals->maxClients; i++)
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{
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CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex(i);
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if(pPlayer && pPlayer->m_iTeam == 2)
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{
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if((pPlayer->pev->origin.x >= pev->mins.x) && (pPlayer->pev->origin.x <= pev->maxs.x) &&
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(pPlayer->pev->origin.y >= pev->mins.y) && (pPlayer->pev->origin.y <= pev->maxs.y) &&
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(pPlayer->pev->origin.z >= pev->mins.z) && (pPlayer->pev->origin.z <= pev->maxs.z))
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pPlayer->m_bInCapture = true;
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else
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pPlayer->m_bInCapture = false;
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}
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}
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// Set the next think time
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pev->nextthink = gpGlobals->time + 0.1;
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}
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void CCaptureTeam2 :: Touch( CBaseEntity* pOther )
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{
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// Determine if the object that touches it, is a player
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// and check if the player is alive.
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if(!pOther)
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return;
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if(!pOther->IsPlayer())
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return;
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if(!pOther->IsAlive())
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return;
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CBasePlayer *pPlayer = (CBasePlayer *)pOther;
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if(pPlayer && pPlayer->m_iTeam == 2)
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{
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// Check to see if they have the object
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if( !pPlayer->m_fHasObject )
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return;
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else
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|
{
|
|
|
|
// Print to HUD who has captured the flag
|
|
|
|
UTIL_ClientPrintAll( HUD_PRINTCENTER, UTIL_VarArgs
|
|
|
|
( "%s has captured the Flag!\n", STRING( pPlayer->pev->netname )));
|
|
|
|
|
|
|
|
// Remove the object
|
|
|
|
pPlayer->m_fHasObject = false;
|
|
|
|
|
|
|
|
PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, g_vecZero,
|
|
|
|
g_vecZero, 0, 0, FLAG_CAPTURE, 0, 0, 0);
|
|
|
|
|
|
|
|
// Reset the object
|
|
|
|
CObjectFlag *pFlag = (CObjectFlag *)UTIL_FindEntityByClassname(NULL, "object_flag");
|
|
|
|
if(pFlag)
|
|
|
|
{
|
|
|
|
pFlag->m_fIsInPlay = false;
|
|
|
|
|
|
|
|
// Do a funky effect on the flag when it gets reset
|
|
|
|
pFlag->pev->effects = EF_BRIGHTFIELD;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
return; // Wrong team
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CCaptureTeam2 :: KeyValue( KeyValueData* Data )
|
|
|
|
{
|
|
|
|
// This will store the points but its not fully implemented. I'll leave it for you to do.
|
|
|
|
if( FStrEq( Data->szKeyName, "points" ) )
|
|
|
|
{
|
|
|
|
int m_iPoints = atoi(Data->szValue);
|
|
|
|
Data->fHandled = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
CBaseEntity::KeyValue(Data); // call the parent function
|
|
|
|
}
|
|
|
|
|