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@ -28,6 +28,7 @@ spawn and use functions for editor-placed triggers
@@ -28,6 +28,7 @@ spawn and use functions for editor-placed triggers
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#include "trains.h" |
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#include "gamerules.h" |
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#include "triggers.h" |
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#include "skill.h" |
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//=========================================================
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// CTriggerXenReturn
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@ -124,12 +125,167 @@ void CTriggerXenReturn::TeleportTouch(CBaseEntity* pOther)
@@ -124,12 +125,167 @@ void CTriggerXenReturn::TeleportTouch(CBaseEntity* pOther)
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// CTriggerGenewormHit
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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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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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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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LINK_ENTITY_TO_CLASS(trigger_geneworm_hit, CTriggerMultiple); |
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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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// CPlayerFreeze
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