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Add trigger_geneworm_hit
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@ -28,6 +28,7 @@ spawn and use functions for editor-placed triggers
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#include "trains.h"
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#include "trains.h"
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#include "gamerules.h"
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#include "gamerules.h"
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#include "triggers.h"
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#include "triggers.h"
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#include "skill.h"
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//=========================================================
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//=========================================================
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// CTriggerXenReturn
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// CTriggerXenReturn
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@ -124,12 +125,167 @@ void CTriggerXenReturn::TeleportTouch(CBaseEntity* pOther)
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// CTriggerGenewormHit
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// CTriggerGenewormHit
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//=========================================================
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//=========================================================
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class CTriggerGenewormHit : public CTriggerMultiple
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#define SF_TRIGGER_HURT_TARGETONCE 1// Only fire hurt target once
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#define SF_TRIGGER_HURT_START_OFF 2//spawnflag that makes trigger_push spawn turned OFF
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#define SF_TRIGGER_HURT_NO_CLIENTS 8//spawnflag that makes trigger_push spawn turned OFF
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#define SF_TRIGGER_HURT_CLIENTONLYFIRE 16// trigger hurt will only fire its target if it is hurting a client
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#define SF_TRIGGER_HURT_CLIENTONLYTOUCH 32// only clients may touch this trigger.
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class CTriggerGenewormHit : public CBaseTrigger
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{
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{
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public:
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public:
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void Spawn();
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void Precache();
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void EXPORT GeneWormTouch(CBaseEntity *pOther);
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static const char* pAttackSounds[];
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static TYPEDESCRIPTION m_SaveData[];
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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float m_flLastDamageTime;
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};
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};
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LINK_ENTITY_TO_CLASS(trigger_geneworm_hit, CTriggerMultiple);
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TYPEDESCRIPTION CTriggerGenewormHit::m_SaveData[] =
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{
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DEFINE_FIELD(CTriggerGenewormHit, m_flLastDamageTime, FIELD_TIME),
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};
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IMPLEMENT_SAVERESTORE(CTriggerGenewormHit, CBaseTrigger)
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const char *CTriggerGenewormHit::pAttackSounds[] =
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{
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"zombie/claw_strike1.wav",
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"zombie/claw_strike2.wav",
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"zombie/claw_strike3.wav"
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};
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void CTriggerGenewormHit::Spawn()
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{
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Precache();
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InitTrigger();
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SetTouch(&CTriggerGenewormHit::GeneWormTouch);
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if(pev->targetname)
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SetUse(&CBaseTrigger::ToggleUse);
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if(pev->spawnflags & SF_TRIGGER_HURT_START_OFF)
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pev->solid = SOLID_NOT;
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UTIL_SetOrigin(pev, pev->origin);
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pev->dmg = gSkillData.gwormDmgHit;
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m_flLastDamageTime = gpGlobals->time;
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}
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void CTriggerGenewormHit::Precache()
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{
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PRECACHE_SOUND_ARRAY(pAttackSounds);
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}
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void CTriggerGenewormHit::GeneWormTouch(CBaseEntity *pOther)
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{
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if( gpGlobals->time - m_flLastDamageTime < 2 || !pOther->pev->takedamage )
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return;
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if( ( pev->spawnflags & SF_TRIGGER_HURT_CLIENTONLYTOUCH ) && !pOther->IsPlayer() )
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{
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// this trigger is only allowed to touch clients, and this ain't a client.
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return;
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}
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if( ( pev->spawnflags & SF_TRIGGER_HURT_NO_CLIENTS ) && pOther->IsPlayer() )
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return;
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// HACKHACK -- In multiplayer, players touch this based on packet receipt.
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// So the players who send packets later aren't always hurt. Keep track of
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// how much time has passed and whether or not you've touched that player
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if( g_pGameRules->IsMultiplayer() )
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{
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if( pev->dmgtime > gpGlobals->time )
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{
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if( gpGlobals->time != pev->pain_finished )
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{
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// too early to hurt again, and not same frame with a different entity
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if( pOther->IsPlayer() )
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{
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int playerMask = 1 << ( pOther->entindex() - 1 );
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// If I've already touched this player (this time), then bail out
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if( pev->impulse & playerMask )
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return;
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// Mark this player as touched
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// BUGBUG - There can be only 32 players!
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pev->impulse |= playerMask;
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}
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else
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{
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return;
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}
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}
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}
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else
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{
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// New clock, "un-touch" all players
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pev->impulse = 0;
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if( pOther->IsPlayer() )
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{
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int playerMask = 1 << ( pOther->entindex() - 1 );
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// Mark this player as touched
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// BUGBUG - There can be only 32 players!
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pev->impulse |= playerMask;
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}
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}
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}
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else // Original code -- single player
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{
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if( pev->dmgtime > gpGlobals->time && gpGlobals->time != pev->pain_finished )
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{
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// too early to hurt again, and not same frame with a different entity
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return;
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}
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}
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// If this is time_based damage (poison, radiation), override the pev->dmg with a
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// default for the given damage type. Monsters only take time-based damage
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// while touching the trigger. Player continues taking damage for a while after
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// leaving the trigger
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pOther->TakeDamage( pev, pev, gSkillData.gwormDmgHit, m_bitsDamageInflict );
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// Store pain time so we can get all of the other entities on this frame
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pev->pain_finished = gpGlobals->time;
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// Apply damage every half second
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pev->dmgtime = gpGlobals->time + 0.5;// half second delay until this trigger can hurt toucher again
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EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, RANDOM_SOUND_ARRAY(pAttackSounds), VOL_NORM, 0.1, 0, 100 + RANDOM_FLOAT(-5,5));
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m_flLastDamageTime = gpGlobals->time;
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if( pev->target )
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{
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// trigger has a target it wants to fire.
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if( pev->spawnflags & SF_TRIGGER_HURT_CLIENTONLYFIRE )
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{
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// if the toucher isn't a client, don't fire the target!
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if( !pOther->IsPlayer() )
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{
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return;
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}
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}
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SUB_UseTargets( pOther, USE_TOGGLE, 0 );
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if( pev->spawnflags & SF_TRIGGER_HURT_TARGETONCE )
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pev->target = 0;
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}
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}
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LINK_ENTITY_TO_CLASS(trigger_geneworm_hit, CTriggerGenewormHit)
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//=========================================================
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//=========================================================
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// CPlayerFreeze
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// CPlayerFreeze
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