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@ -59,12 +59,17 @@ public:
@@ -59,12 +59,17 @@ public:
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}; |
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LINK_ENTITY_TO_CLASS(weapon_ar2, CAR2); |
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class CAR2Ball: public CGrenade |
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class CAR2Ball: public CBaseEntity |
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{ |
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public: |
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static CAR2Ball *AR2Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time); |
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void AR2Touch(CBaseEntity *pOther); |
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void Precache(); |
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void Spawn(); |
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void AR2Think(); |
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void Detonate(); |
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void Explode(TraceResult *tr, int); |
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int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); |
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virtual float TouchGravGun( CBaseEntity *attacker, int stage ) |
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{ |
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pev->owner = attacker->edict(); |
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@ -80,11 +85,285 @@ public:
@@ -80,11 +85,285 @@ public:
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return 1600; |
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} |
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float m_flNextAttack; |
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bool m_fRegisteredSound; |
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int m_iShockWaveTexture; |
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}; |
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LINK_ENTITY_TO_CLASS(ar2grenade, CAR2Ball); |
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//=========================================================
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//=========================================================
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int CAR2Ball::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) |
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{ |
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Vector r = (pevInflictor->origin - pev->origin); |
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pev->velocity = r * flDamage / -7; |
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pev->avelocity.x = pev->avelocity.x*0.5 + RANDOM_FLOAT(100, -100); |
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} |
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void CAR2Ball::Precache() |
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{ |
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m_iShockWaveTexture = PRECACHE_MODEL( "sprites/shockwave.spr" ); |
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PRECACHE_MODEL( "models/ar2grenade.mdl" ); |
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} |
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void CAR2Ball::Spawn() |
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{ |
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Precache(); |
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pev->movetype = MOVETYPE_BOUNCE; |
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pev->solid = SOLID_SLIDEBOX; |
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UTIL_SetOrigin(pev, pev->origin); |
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SetTouch(&CAR2Ball::AR2Touch); // Bounce if touched
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SetThink(&CAR2Ball::AR2Think); |
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pev->nextthink = gpGlobals->time + 0.1; |
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pev->dmgtime = gpGlobals->time + 99999; |
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pev->takedamage = DAMAGE_YES; |
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pev->sequence = RANDOM_LONG(3, 6); |
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pev->framerate = 1.0; |
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pev->effects = EF_LIGHT; |
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pev->rendermode = kRenderTransAdd; |
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pev->renderfx = kRenderFxDistort; |
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pev->renderamt = 256; |
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pev->gravity = 0.0005; |
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pev->friction = 0; |
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SET_MODEL(ENT(pev), "models/ar2grenade.mdl"); |
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pev->dmg = 60; |
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m_fRegisteredSound = FALSE; |
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UTIL_SetSize(pev, Vector(-16, -16, -16), Vector(16, 16, 16)); |
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UTIL_SetOrigin(pev, pev->origin); |
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pev->avelocity.x = RANDOM_LONG(-1000, 1000); |
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pev->avelocity.y = RANDOM_LONG(-1000, 1000); |
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} |
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CAR2Ball * CAR2Ball::AR2Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time) |
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{ |
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CAR2Ball *pGrenade = (CAR2Ball *)CBaseEntity::Create( "ar2grenade", vecStart, vecVelocity, ENT(pevOwner) ); |
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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->pev->dmgtime = gpGlobals->time + time; |
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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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return pGrenade; |
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} |
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void CAR2Ball::AR2Touch(CBaseEntity *pOther) |
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{ |
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// don't hit the guy that launched this sphere
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if (pOther->edict() == pev->owner) |
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return; |
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if( ( pev->velocity.Length() >= 500 ) && (pev->dmgtime - gpGlobals->time > 5 ) ) |
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{ |
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ALERT( at_console, "Slow detonate\n"); |
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pev->dmgtime = gpGlobals->time + 5 ; |
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} |
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if( pev->velocity.Length() >= 100 ) |
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{ |
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ALERT( at_console, "Decreasing dmgtime %f\n", pev->dmg - gpGlobals->time ); |
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pev->dmgtime -= pev->velocity.Length() / 5000; |
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} |
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// only do damage if we're moving fairly fast
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if (m_flNextAttack < gpGlobals->time ) |
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{ |
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entvars_t *pevOwner = VARS(pev->owner); |
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if( !pevOwner ) |
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pevOwner = pev; |
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TraceResult tr = UTIL_GetGlobalTrace(); |
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ClearMultiDamage(); |
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pOther->TraceAttack(pevOwner, 250, gpGlobals->v_forward, &tr, DMG_CLUB); |
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if( pOther->IsPlayer() || pOther->IsMoving() ) |
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pev->velocity = gpGlobals->v_forward.Normalize() * 1600; |
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ApplyMultiDamage(pev, pevOwner); |
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m_flNextAttack = gpGlobals->time + 0.03; // debounce
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} |
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if( !pev->velocity.Length() ) |
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pev->velocity.z += 100; |
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Vector vecTestVelocity; |
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vecTestVelocity = pev->velocity; |
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if (!m_fRegisteredSound && vecTestVelocity.Length() <= 60) |
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{ |
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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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{ |
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// play bounce sound
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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/grenade_hit1.wav", 0.25, ATTN_NORM); break; |
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM); break; |
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case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM); break; |
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} |
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} |
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pev->framerate = pev->velocity.Length() / 200.0; |
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if( pev->framerate > 0.8 ) |
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pev->framerate = 0.8; |
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if( pev->framerate < 0.1 ) |
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pev->framerate = 0.1; |
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pev->effects |= EF_BRIGHTLIGHT; |
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pev->velocity = pev->velocity + pOther->pev->velocity; |
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} |
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void CAR2Ball::AR2Think() |
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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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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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pev->renderfx = kRenderFxExplode; |
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SetThink( &CAR2Ball::Detonate ); |
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} |
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if (pev->waterlevel != 0) |
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{ |
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SetThink( &CAR2Ball::Detonate ); |
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} |
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pev->effects &= ~EF_BRIGHTLIGHT; |
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} |
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void CAR2Ball::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_SHOCK ); |
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} |
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// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution.
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void CAR2Ball::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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int iContents = UTIL_PointContents ( pev->origin ); |
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// blast circles
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MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); |
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WRITE_BYTE( TE_BEAMCYLINDER ); |
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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 + 16); |
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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 + 16 + 384 / .2); // reach damage radius over .3 seconds
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WRITE_SHORT( m_iShockWaveTexture ); |
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WRITE_BYTE( 0 ); // startframe
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WRITE_BYTE( 0 ); // framerate
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WRITE_BYTE( 2 ); // life
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WRITE_BYTE( 16 ); // width
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WRITE_BYTE( 0 ); // noise
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WRITE_BYTE( 255 ); |
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WRITE_BYTE( 255 ); |
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WRITE_BYTE( 255 ); |
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WRITE_BYTE( 255 ); //brightness
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WRITE_BYTE( 0 ); // speed
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MESSAGE_END(); |
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MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); |
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WRITE_BYTE( TE_BEAMCYLINDER ); |
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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 + 16); |
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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 + 16 + ( 384/ 2 ) / .2); // reach damage radius over .3 seconds
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WRITE_SHORT( m_iShockWaveTexture ); |
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WRITE_BYTE( 0 ); // startframe
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WRITE_BYTE( 0 ); // framerate
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WRITE_BYTE( 2 ); // life
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WRITE_BYTE( 16 ); // width
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WRITE_BYTE( 0 ); // noise
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WRITE_BYTE( 255 ); |
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WRITE_BYTE( 255 ); |
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WRITE_BYTE( 255 ); |
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WRITE_BYTE( 255 ); //brightness
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WRITE_BYTE( 0 ); // speed
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MESSAGE_END(); |
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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->origin, pev, pevOwner, 30, 200, CLASS_NONE, bitsDamageType ); |
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RadiusDamage ( pev->origin, pev, pevOwner, 200, 30, CLASS_NONE, bitsDamageType ); |
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flRndSound = RANDOM_FLOAT( 0 , 1 ); |
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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/debris1.wav", 0.55, ATTN_NORM); break; |
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM); break; |
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case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM); break; |
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} |
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pev->effects |= EF_NODRAW; |
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SetThink( &CAR2Ball::SUB_Remove ); |
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pev->velocity = g_vecZero; |
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pev->nextthink = gpGlobals->time + 0.3; |
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/*
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if (iContents != CONTENTS_WATER) |
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{ |
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int sparkCount = RANDOM_LONG(0,3); |
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for ( int i = 0; i < sparkCount; i++ ) |
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Create( "spark_shower", pev->origin, pTrace->vecPlaneNormal, NULL ); |
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}*/ |
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} |
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int CAR2::SecondaryAmmoIndex(void) |
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{ |
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return m_iSecondaryAmmoType; |
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@ -92,7 +371,7 @@ int CAR2::SecondaryAmmoIndex(void)
@@ -92,7 +371,7 @@ int CAR2::SecondaryAmmoIndex(void)
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void CAR2::Spawn() |
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{ |
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pev->classname = MAKE_STRING("weapon_ar2"); // hack to allow for old names
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pev->classname = MAKE_STRING("weapon_ar2"); |
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Precache(); |
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SET_MODEL(ENT(pev), "models/w_ar2.mdl"); |
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m_iId = WEAPON_AR2; |
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@ -210,7 +489,7 @@ void CAR2::PrimaryAttack()
@@ -210,7 +489,7 @@ void CAR2::PrimaryAttack()
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Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); |
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Vector vecDir; |
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vecDir = m_pPlayer->FireBulletsPlayer(5, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 0, 15, m_pPlayer->pev, m_pPlayer->random_seed); |
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vecDir = m_pPlayer->FireBulletsPlayer(5, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 0, 3, m_pPlayer->pev, m_pPlayer->random_seed); |
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int iAnim; |
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switch (RANDOM_LONG(0, 2)) |
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@ -351,111 +630,3 @@ void CAR2::WeaponIdle(void)
@@ -351,111 +630,3 @@ void CAR2::WeaponIdle(void)
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m_flTimeWeaponIdle = gpGlobals->time+UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again.
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} |
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void CAR2Ball::Spawn() |
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{ |
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pev->movetype = MOVETYPE_BOUNCE; |
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pev->solid = SOLID_SLIDEBOX; |
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UTIL_SetOrigin(pev, pev->origin); |
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SetTouch(&CAR2Ball::AR2Touch); // Bounce if touched
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SetThink(&CAR2Ball::TumbleThink); |
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pev->nextthink = gpGlobals->time + 0.1; |
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pev->dmgtime = gpGlobals->time + 99999; |
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pev->sequence = RANDOM_LONG(3, 6); |
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pev->framerate = 1.0; |
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pev->effects = EF_LIGHT; |
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pev->rendermode = kRenderTransAdd; |
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pev->renderamt = 256; |
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pev->gravity = 0.0005; |
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pev->friction = 0; |
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SET_MODEL(ENT(pev), "models/ar2grenade.mdl"); |
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pev->dmg = 30; |
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m_fRegisteredSound = FALSE; |
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UTIL_SetSize(pev, Vector(-16, -16, -16), Vector(16, 16, 16)); |
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UTIL_SetOrigin(pev, pev->origin); |
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pev->avelocity.x = RANDOM_LONG(-1000, 1000); |
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pev->avelocity.y = RANDOM_LONG(-1000, 1000); |
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} |
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CAR2Ball * CAR2Ball::AR2Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time) |
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{ |
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CAR2Ball *pGrenade = (CAR2Ball *)CBaseEntity::Create( "ar2grenade", vecStart, vecVelocity, ENT(pevOwner) ); |
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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->pev->dmgtime = gpGlobals->time + time; |
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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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return pGrenade; |
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} |
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void CAR2Ball::AR2Touch(CBaseEntity *pOther) |
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{ |
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// don't hit the guy that launched this sphere
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if (pOther->edict() == pev->owner) |
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return; |
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if( ( pev->velocity.Length() >= 500 ) && (pev->dmgtime - gpGlobals->time > 5 ) ) |
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{ |
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ALERT( at_console, "Slow detonate\n"); |
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pev->dmgtime = gpGlobals->time + 5 ; |
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} |
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if( pev->velocity.Length() >= 100 ) |
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{ |
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ALERT( at_console, "Decreasing dmgtime %f\n", pev->dmg - gpGlobals->time ); |
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pev->dmgtime -= pev->velocity.Length() / 5000; |
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} |
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// only do damage if we're moving fairly fast
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if (m_flNextAttack < gpGlobals->time ) |
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{ |
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entvars_t *pevOwner = VARS(pev->owner); |
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if( !pevOwner ) |
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pevOwner = pev; |
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TraceResult tr = UTIL_GetGlobalTrace(); |
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ClearMultiDamage(); |
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pOther->TraceAttack(pevOwner, 250, gpGlobals->v_forward, &tr, DMG_CLUB); |
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if( pOther->IsPlayer() || pOther->IsMoving() ) |
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pev->velocity = gpGlobals->v_forward.Normalize() * 1600; |
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ApplyMultiDamage(pev, pevOwner); |
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m_flNextAttack = gpGlobals->time + 0.03; // debounce
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} |
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if( !pev->velocity.Length() ) |
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pev->velocity.z += 100; |
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Vector vecTestVelocity; |
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vecTestVelocity = pev->velocity; |
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if (!m_fRegisteredSound && vecTestVelocity.Length() <= 60) |
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{ |
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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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{ |
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// play bounce sound
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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/grenade_hit1.wav", 0.25, ATTN_NORM); break; |
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM); break; |
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case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM); break; |
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} |
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} |
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pev->framerate = pev->velocity.Length() / 200.0; |
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} |
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