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Add new weapon: Gate Of Babylon
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701
dlls/gateofbabylon.cpp
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701
dlls/gateofbabylon.cpp
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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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#include "sprite.h"
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#include "com_model.h"
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#ifndef CLIENT_DLL
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#define BOLT_AIR_VELOCITY 2700
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#define BOLT_WATER_VELOCITY 2000
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class CGateOfBabylonBolt : public CBaseEntity
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{
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public:
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static CGateOfBabylonBolt *BoltCreate( void );
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private:
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void Spawn( void );
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void Precache( void );
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void EXPORT BubbleThink( void );
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void EXPORT BoltTouch( CBaseEntity *pOther );
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void EXPORT RemoveThink();
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void Trail( void );
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float TouchGravGun( CBaseEntity *attacker, int stage );
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int m_iTrail;
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};
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class CGateOfBabylonSpawner : public CBaseEntity
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{
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public:
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static CGateOfBabylonSpawner *CreateSpawner( CGateOfBabylon *pGates, int iNumber );
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private:
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void Spawn( void );
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void Precache( void );
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int Save( CSave &save );
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int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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void UpdatePosition( void );
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void Animate( void );
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void EXPORT FollowPlayerThink( void );
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bool FireBolts( void );
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CGateOfBabylon *m_pGates;
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Vector m_vecOffset;
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float m_flNextNPThrow;
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float m_flLastTimeAnim;
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int m_iNumber;
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int m_iMaxFrames;
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friend class CGateOfBabylon;
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};
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LINK_ENTITY_TO_CLASS( gateofbabylon_spawner, CGateOfBabylonSpawner );
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LINK_ENTITY_TO_CLASS( weapon_gateofbabylon, CGateOfBabylon );
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LINK_ENTITY_TO_CLASS( gateofbabylon_bolt, CGateOfBabylonBolt );
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enum gauss_e
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{
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CROWBAR_IDLE = 0,
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CROWBAR_DRAW,
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CROWBAR_HOLSTER,
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CROWBAR_ATTACK1HIT,
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CROWBAR_ATTACK1MISS,
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CROWBAR_ATTACK2MISS,
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CROWBAR_ATTACK2HIT,
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CROWBAR_ATTACK3MISS,
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CROWBAR_ATTACK3HIT
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};
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static float UTIL_MyWeaponTimeBase( void )
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{
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return gpGlobals->time;
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}
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CGateOfBabylonBolt *CGateOfBabylonBolt::BoltCreate( void )
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{
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// Create a new entity with CGateOfBabylonBolt private data
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CGateOfBabylonBolt *pBolt = GetClassPtr( (CGateOfBabylonBolt *)NULL );
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pBolt->pev->classname = MAKE_STRING( "gateofbabylon_bolt" ); // g-cont. enable save\restore
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pBolt->Spawn();
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return pBolt;
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}
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void CGateOfBabylonBolt::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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pev->renderamt = 255;
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pev->rendermode = kRenderTransColor;
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SET_MODEL( ENT( pev ), "models/w_crowbar.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( &CGateOfBabylonBolt::BoltTouch );
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SetThink( &CGateOfBabylonBolt::BubbleThink );
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pev->nextthink = gpGlobals->time + 0.1;
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}
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void CGateOfBabylonBolt::Precache()
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{
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PRECACHE_MODEL( "models/w_crowbar.mdl" );
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PRECACHE_SOUND( "weapons/xbow_hitbod1.wav" );
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PRECACHE_SOUND( "weapons/xbow_hitbod2.wav" );
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PRECACHE_SOUND( "weapons/xbow_fly1.wav" );
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PRECACHE_SOUND( "weapons/xbow_hit1.wav" );
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PRECACHE_SOUND( "fvox/beep.wav" );
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m_iTrail = PRECACHE_MODEL( "sprites/lgtning.spr" );
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}
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void CGateOfBabylonBolt::RemoveThink( void )
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{
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pev->nextthink = gpGlobals->time + 0.1;
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pev->renderamt -= 2;
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if( pev->renderamt <= 0 )
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{
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SUB_Remove();
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}
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}
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void CGateOfBabylonBolt::BoltTouch( CBaseEntity *pOther )
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{
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const char *szSoundName;
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TraceResult tr = UTIL_GetGlobalTrace();
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if( pOther->pev->owner == pev->owner &&
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FClassnameIs( pOther->pev, "gateofbabylon_bolt" ) )
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{
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return; // ignore same entities from same player
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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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entvars_t *pevOwner;
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int bitsDamageType = DMG_ALWAYSGIB;
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float flDamage;
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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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if( pOther->IsPlayer() )
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{
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flDamage = gSkillData.plrDmgCrossbowClient / 3.5f;
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}
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else
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{
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flDamage = gSkillData.plrDmgCrossbowMonster / 3.5f;
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bitsDamageType |= DMG_BULLET | DMG_ALWAYSGIB;
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}
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pOther->TraceAttack( pevOwner, flDamage, pev->velocity.Normalize(), &tr, bitsDamageType);
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ApplyMultiDamage( pev, pevOwner );
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pev->velocity = g_vecZero;
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// play body "thwack" sound
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switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0: szSoundName = "weapons/xbow_hitbod1.wav"; break;
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case 1: szSoundName = "weapons/xbow_hitbod2.wav"; break;
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}
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EMIT_SOUND( ENT( pev ), CHAN_BODY, szSoundName, 1, ATTN_NORM );
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if( !g_pGameRules->IsMultiplayer() )
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{
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Killed( pev, GIB_NEVER );
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}
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}
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else
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{
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switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0: szSoundName = "weapons/xbow_hit1.wav"; break;
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case 1: szSoundName = "weapons/xbow_hit2.wav"; break;
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}
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, szSoundName, RANDOM_FLOAT( 0.95, 1.0 ), ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 7 ) );
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float saveRoll = pev->angles.z;
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SetThink( &CGateOfBabylonBolt::RemoveThink );
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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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DecalGunshot( &tr, BULLET_PLAYER_CROWBAR );
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UTIL_SetOrigin( pev, pev->origin - vecDir * RANDOM_FLOAT( 10, 15 ) );
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pev->angles = UTIL_VecToAngles( -vecDir );
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pev->angles.z = saveRoll;
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pev->solid = SOLID_NOT;
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pev->movetype = MOVETYPE_FLY;
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pev->velocity = g_vecZero;
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pev->avelocity.z = 0;
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pev->nextthink = gpGlobals->time + 10.0;
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}
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else if( pOther->pev->movetype == MOVETYPE_PUSH || pOther->pev->movetype == MOVETYPE_PUSHSTEP )
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{
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Vector vecDir = pev->velocity.Normalize();
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UTIL_SetOrigin( pev, pev->origin - vecDir * RANDOM_FLOAT( 10, 15 ) );
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pev->angles = UTIL_VecToAngles( -vecDir );
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pev->angles.z = saveRoll;
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pev->solid = SOLID_NOT;
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pev->velocity = g_vecZero;
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pev->avelocity.z = 0;
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pev->nextthink = gpGlobals->time + 10.0;
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// g-cont. Setup movewith feature
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if( gPhysicsInterfaceInitialized )
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{
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pev->movetype = MOVETYPE_COMPOUND; // set movewith type
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pev->aiment = ENT( pOther->pev ); // set parent
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}
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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 CGateOfBabylonBolt::Trail( void )
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{
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// trail
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
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{
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WRITE_BYTE( TE_BEAMFOLLOW );
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WRITE_SHORT( entindex() ); // entity
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WRITE_SHORT( m_iTrail ); // model
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WRITE_BYTE( 10 ); // life
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WRITE_BYTE( 5 ); // width
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switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
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WRITE_BYTE( 255 ); // r, g, b
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WRITE_BYTE( 128 ); // r, g, b
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WRITE_BYTE( 14 ); // r, g, b
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break;
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case 1:
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WRITE_BYTE( 192 ); // r, g, b
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WRITE_BYTE( 128 ); // r, g, b
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WRITE_BYTE( 14 ); // r, g, b
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break;
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}
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WRITE_BYTE( 255 ); // brightness
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}
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MESSAGE_END();
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}
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void CGateOfBabylonBolt::BubbleThink( void )
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{
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pev->nextthink = gpGlobals->time + 0.1;
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Trail();
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if( pev->waterlevel != 0 )
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{
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UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 );
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}
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}
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float CGateOfBabylonBolt::TouchGravGun(CBaseEntity *attacker, int stage)
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{
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if( stage >= 2 )
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{
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pev->movetype = MOVETYPE_FLY;
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pev->solid = SOLID_BBOX;
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pev->nextthink = gpGlobals->time + 60.0;
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SetTouch( &CGateOfBabylonBolt::BoltTouch );
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UTIL_MakeVectors( attacker->pev->v_angle + attacker->pev->punchangle);
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pev->angles = UTIL_VecToAngles(-gpGlobals->v_forward);
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}
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return 2000;
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}
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#endif
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void CGateOfBabylonSpawner::Spawn( void )
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{
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Precache();
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SET_MODEL( ENT(pev), "sprites/tele1.spr" );
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m_iMaxFrames = MODEL_FRAMES( pev->modelindex ) - 1;
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pev->movetype = MOVETYPE_NOCLIP;
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pev->solid = SOLID_NOT;
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pev->scale = RANDOM_FLOAT( 0.25, 0.4 );
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pev->rendermode = kRenderTransAdd;
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pev->renderamt = 255;
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pev->framerate = 10.0f;
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m_flNextNPThrow = 0;
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m_flLastTimeAnim = 0;
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UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
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SetTouch( NULL );
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pev->nextthink = gpGlobals->time + 0.001;
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}
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void CGateOfBabylonSpawner::Precache( void )
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{
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PRECACHE_MODEL( "sprites/tele1.spr" );
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}
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void CGateOfBabylonSpawner::UpdatePosition( void )
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{
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UTIL_MakeVectors( m_pGates->m_pPlayer->pev->angles );
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pev->origin = m_pGates->m_pPlayer->pev->origin +
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gpGlobals->v_right * m_vecOffset.x +
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gpGlobals->v_up * m_vecOffset.y;
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UTIL_SetOrigin( pev, pev->origin );
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Vector angles = m_pGates->m_pPlayer->pev->angles;
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angles.x = 0;
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pev->angles = angles;
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}
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void CGateOfBabylonSpawner::Animate( void )
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{
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pev->frame += pev->framerate * (gpGlobals->time - m_flLastTimeAnim);
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if( pev->frame > m_iMaxFrames )
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{
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if( m_iMaxFrames > 0 )
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pev->frame = fmod( pev->frame, m_iMaxFrames );
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}
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m_flLastTimeAnim = gpGlobals->time;
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}
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void CGateOfBabylonSpawner::FollowPlayerThink( void )
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{
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pev->nextthink = gpGlobals->time + 0.01; // update at 100 fps
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if( !m_pGates )
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return; // wait for gates
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if( m_pGates->m_pPlayer->pev->deadflag > DEAD_NO )
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{
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SetThink( &CBaseEntity::SUB_Remove );
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return;
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}
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// don't draw if player changed weapon
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if( m_pGates->m_pPlayer->m_pActiveItem->m_iId != WEAPON_GATEOFBABYLON )
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{
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if( !(pev->effects & EF_NODRAW) )
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pev->effects |= EF_NODRAW;
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}
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else
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{
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// restore drawing
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if( pev->effects & EF_NODRAW )
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pev->effects &= ~EF_NODRAW;
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UpdatePosition();
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Animate();
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}
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}
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CGateOfBabylonSpawner *CGateOfBabylonSpawner::CreateSpawner(
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CGateOfBabylon *pGates,
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int iNumber )
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{
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// Create a new entity with CGateOfBabylonBolt private data
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CGateOfBabylonSpawner *pBolt = GetClassPtr( (CGateOfBabylonSpawner *)NULL );
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pBolt->pev->classname = MAKE_STRING( "gateofbabylon_spawner" ); // g-cont. enable save\r/estore
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pBolt->m_pGates = pGates;
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pBolt->m_iNumber = iNumber;
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int i = 0;
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do
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{
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pBolt->m_vecOffset.x = RANDOM_FLOAT( 10, 50 ) * (iNumber & 1 ? 1: -1) ;
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pBolt->m_vecOffset.y = RANDOM_FLOAT( 10, 60 );
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} while( pGates->IntersectOtherSpawner( pBolt ) && i++ < 10 ); // don't go into infinite loop
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pBolt->SetThink( &CGateOfBabylonSpawner::FollowPlayerThink );
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pBolt->Spawn();
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return pBolt;
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}
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bool CGateOfBabylonSpawner::FireBolts( void )
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{
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TraceResult tr;
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CBasePlayer *pPlayer = m_pGates->m_pPlayer;
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if( m_flNextNPThrow > gpGlobals->time )
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{
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return false;
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}
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m_flNextNPThrow = gpGlobals->time + RANDOM_FLOAT( 0.5, 1.0 );
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Vector anglesAim = pPlayer->pev->v_angle;
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UTIL_MakeVectors( anglesAim );
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Vector vecSrc = pev->origin + gpGlobals->v_up * 2;
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Vector vecDir;
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UTIL_TraceLine( vecSrc, pPlayer->GetGunPosition() + gpGlobals->v_forward * 8192,
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dont_ignore_monsters, ignore_glass, pPlayer->edict(), &tr );
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if( tr.fStartSolid )
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return false;
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if( tr.flFraction != 1.0f )
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{
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vecDir = (pPlayer->GetGunPosition() + gpGlobals->v_forward * ( tr.vecEndPos - vecSrc ).Length()) - vecSrc;
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vecDir = vecDir.Normalize();
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}
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else
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{
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return false;
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}
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vecDir = vecDir + gpGlobals->v_right * RANDOM_FLOAT( 0, 0.02 ) -
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gpGlobals->v_up * RANDOM_FLOAT( 0, 0.02 );
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#ifndef CLIENT_DLL
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CGateOfBabylonBolt *pBolt = CGateOfBabylonBolt::BoltCreate();
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pBolt->pev->origin = vecSrc;
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pBolt->pev->angles = UTIL_VecToAngles( -gpGlobals->v_forward );
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||||
pBolt->pev->angles.z = RANDOM_FLOAT(0, 360);
|
||||
pBolt->pev->owner = pPlayer->edict();
|
||||
|
||||
if( pPlayer->pev->waterlevel == 3 )
|
||||
{
|
||||
pBolt->pev->velocity = vecDir * BOLT_WATER_VELOCITY;
|
||||
pBolt->pev->speed = BOLT_WATER_VELOCITY;
|
||||
}
|
||||
else
|
||||
{
|
||||
pBolt->pev->velocity = vecDir * BOLT_AIR_VELOCITY;
|
||||
pBolt->pev->speed = BOLT_AIR_VELOCITY;
|
||||
}
|
||||
pBolt->pev->avelocity.z = 10;
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
TYPEDESCRIPTION CGateOfBabylonSpawner::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD( CGateOfBabylonSpawner, m_iNumber, FIELD_INTEGER ),
|
||||
DEFINE_FIELD( CGateOfBabylonSpawner, m_iMaxFrames, FIELD_INTEGER ),
|
||||
DEFINE_FIELD( CGateOfBabylonSpawner, m_vecOffset, FIELD_VECTOR ),
|
||||
DEFINE_FIELD( CGateOfBabylonSpawner, m_flNextNPThrow, FIELD_TIME ),
|
||||
DEFINE_FIELD( CGateOfBabylonSpawner, m_flLastTimeAnim, FIELD_TIME ),
|
||||
DEFINE_FIELD( CGateOfBabylonSpawner, m_pGates, FIELD_CLASSPTR )
|
||||
};
|
||||
|
||||
IMPLEMENT_SAVERESTORE( CGateOfBabylonSpawner, CBaseEntity );
|
||||
|
||||
TYPEDESCRIPTION CGateOfBabylon::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD( CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_TIME ),
|
||||
DEFINE_FIELD( CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_TIME ),
|
||||
DEFINE_FIELD( CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_TIME ),
|
||||
DEFINE_FIELD( CGateOfBabylon, m_iSpawnerCount, FIELD_INTEGER ),
|
||||
DEFINE_ARRAY( CGateOfBabylon, m_pSpawners, FIELD_CLASSPTR, MAX_SPAWNERS )
|
||||
};
|
||||
|
||||
IMPLEMENT_SAVERESTORE( CGateOfBabylon, CBasePlayerWeapon );
|
||||
|
||||
|
||||
int CGateOfBabylon::ObjectCaps()
|
||||
{
|
||||
return FCAP_ACROSS_TRANSITION;
|
||||
}
|
||||
|
||||
void CGateOfBabylon::Spawn()
|
||||
{
|
||||
Precache();
|
||||
m_iId = WEAPON_GATEOFBABYLON;
|
||||
//m_iSpawnerCount = 0;
|
||||
SET_MODEL( ENT( pev ), "models/w_crowbar.mdl" );
|
||||
|
||||
FallInit();// get ready to fall down.
|
||||
}
|
||||
|
||||
int CGateOfBabylon::AddToPlayer( CBasePlayer *pPlayer )
|
||||
{
|
||||
if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
|
||||
{
|
||||
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
|
||||
WRITE_BYTE( m_iId );
|
||||
MESSAGE_END();
|
||||
|
||||
m_iSpawnerCount = 0;
|
||||
|
||||
//AddSpawners();
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
void CGateOfBabylon::Precache( void )
|
||||
{
|
||||
PRECACHE_MODEL( "models/w_crowbar.mdl" );
|
||||
PRECACHE_MODEL( "models/v_crowbar.mdl" );
|
||||
PRECACHE_MODEL( "models/p_crowbar.mdl" );
|
||||
|
||||
PRECACHE_SOUND( "weapons/xbow_fire1.wav" );
|
||||
PRECACHE_SOUND( "weapons/xbow_reload1.wav" );
|
||||
|
||||
UTIL_PrecacheOther( "gateofbabylon_bolt" );
|
||||
UTIL_PrecacheOther( "gateofbabylon_spawner" );
|
||||
}
|
||||
|
||||
int CGateOfBabylon::GetItemInfo( ItemInfo *p )
|
||||
{
|
||||
p->pszName = STRING( pev->classname );
|
||||
p->pszAmmo1 = NULL;
|
||||
p->iMaxAmmo1 = WEAPON_NOCLIP;
|
||||
p->pszAmmo2 = NULL;
|
||||
p->iMaxAmmo2 = WEAPON_NOCLIP;
|
||||
p->iMaxClip = WEAPON_NOCLIP;
|
||||
p->iSlot = 0;
|
||||
p->iPosition = 3;
|
||||
p->iId = WEAPON_GATEOFBABYLON;
|
||||
p->iWeight = 9999; // superimba, switch everytime
|
||||
p->iFlags = 0;
|
||||
return 1;
|
||||
}
|
||||
|
||||
BOOL CGateOfBabylon::Deploy()
|
||||
{
|
||||
return DefaultDeploy( "models/v_crowbar.mdl", "models/p_crowbar.mdl", CROWBAR_DRAW, "crowbar" );
|
||||
}
|
||||
|
||||
void CGateOfBabylon::Holster( int skiplocal /* = 0 */ )
|
||||
{
|
||||
m_pPlayer->m_flNextAttack = UTIL_MyWeaponTimeBase() + 0.01;
|
||||
SendWeaponAnim( CROWBAR_HOLSTER );
|
||||
}
|
||||
|
||||
void CGateOfBabylon::PrimaryAttack( void )
|
||||
{
|
||||
BOOL fire = FALSE;
|
||||
int j = 0;
|
||||
|
||||
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
|
||||
|
||||
if( !m_iSpawnerCount )
|
||||
{
|
||||
PlayEmptySound();
|
||||
return;
|
||||
}
|
||||
|
||||
do
|
||||
{
|
||||
int i = RANDOM_LONG( 0, m_iSpawnerCount - 1 );
|
||||
|
||||
if( m_pSpawners[i] )
|
||||
{
|
||||
fire = m_pSpawners[i]->FireBolts();
|
||||
}
|
||||
} while( !fire && j++ < m_iSpawnerCount); // give up after some retries
|
||||
|
||||
if( fire )
|
||||
{
|
||||
SendWeaponAnim( RANDOM_LONG( CROWBAR_ATTACK1HIT, CROWBAR_ATTACK3HIT ) );
|
||||
|
||||
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
||||
}
|
||||
else
|
||||
{
|
||||
PlayEmptySound();
|
||||
}
|
||||
|
||||
|
||||
m_flNextPrimaryAttack = UTIL_MyWeaponTimeBase() + 0.1;
|
||||
m_flNextSecondaryAttack = UTIL_MyWeaponTimeBase() + 1;
|
||||
}
|
||||
|
||||
void CGateOfBabylon::SecondaryAttack()
|
||||
{
|
||||
if( m_iSpawnerCount == MAX_SPAWNERS )
|
||||
{
|
||||
// remove them all!
|
||||
for( m_iSpawnerCount = MAX_SPAWNERS - 1; m_iSpawnerCount >= 0; m_iSpawnerCount-- )
|
||||
{
|
||||
UTIL_Remove( m_pSpawners[m_iSpawnerCount] );
|
||||
m_pSpawners[m_iSpawnerCount] = NULL;
|
||||
}
|
||||
m_iSpawnerCount = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
UTIL_Remove( m_pSpawners[m_iSpawnerCount]);
|
||||
|
||||
m_pSpawners[m_iSpawnerCount] = CGateOfBabylonSpawner::CreateSpawner( this, m_iSpawnerCount );
|
||||
m_iSpawnerCount++;
|
||||
}
|
||||
|
||||
pev->nextthink = UTIL_MyWeaponTimeBase() + 1;
|
||||
m_flNextSecondaryAttack = UTIL_MyWeaponTimeBase() + 1;
|
||||
}
|
||||
|
||||
void CGateOfBabylon::AddSpawners( void )
|
||||
{
|
||||
#if 0
|
||||
CBaseEntity *pEnt = NULL;
|
||||
CGateOfBabylonSpawner *pSpawner;
|
||||
int iSpawnerCount = 0;
|
||||
|
||||
while( ( pEnt = UTIL_FindEntityInSphere( pEnt, m_pPlayer->pev->origin, 100 ) ) )
|
||||
{
|
||||
if( !FClassnameIs( pEnt->pev, "gateofbabylon_spawner" ) )
|
||||
continue;
|
||||
|
||||
pSpawner = static_cast<CGateOfBabylonSpawner*>( pEnt );
|
||||
|
||||
UTIL_Remove( m_pSpawners[iSpawnerCount] );
|
||||
|
||||
m_pSpawners[iSpawnerCount] = pSpawner;
|
||||
pSpawner->m_iNumber = iSpawnerCount;
|
||||
pSpawner->m_pGates = this;
|
||||
pSpawner->SetThink( &CGateOfBabylonSpawner::FollowPlayerThink );
|
||||
iSpawnerCount++;
|
||||
}
|
||||
|
||||
m_iSpawnerCount = iSpawnerCount;
|
||||
#endif
|
||||
}
|
||||
|
||||
void CGateOfBabylon::Reload( void )
|
||||
{
|
||||
}
|
||||
|
||||
void CGateOfBabylon::WeaponIdle( void )
|
||||
{
|
||||
ResetEmptySound();
|
||||
|
||||
if( m_flTimeWeaponIdle >= UTIL_MyWeaponTimeBase() )
|
||||
return;
|
||||
|
||||
m_flTimeWeaponIdle = UTIL_MyWeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||||
SendWeaponAnim( CROWBAR_IDLE );
|
||||
}
|
||||
|
||||
bool CGateOfBabylon::IntersectOtherSpawner( CGateOfBabylonSpawner *spawner )
|
||||
{
|
||||
for( int i = 0; i < m_iSpawnerCount; i++ )
|
||||
{
|
||||
CGateOfBabylonSpawner *o = m_pSpawners[i];
|
||||
|
||||
if( spawner == o || !o )
|
||||
continue;
|
||||
|
||||
if( abs( spawner->m_vecOffset.x - o->m_vecOffset.x ) < 16 * pev->scale )
|
||||
return true;
|
||||
|
||||
if( abs( spawner->m_vecOffset.y - o->m_vecOffset.y ) < 16 * pev->scale )
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user