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Update rpg.
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@ -1307,6 +1307,7 @@ enum rpg_e
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RPG_FIDGET,
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RPG_RELOAD, // to reload
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RPG_FIRE2, // to empty
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RPG_FIRE1, // crack-life second fire
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RPG_HOLSTER1, // loaded
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RPG_DRAW1, // loaded
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RPG_HOLSTER2, // unloaded
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@ -1317,10 +1318,11 @@ enum rpg_e
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void EV_FireRpg( event_args_t *args )
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{
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int idx;
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int idx, hand;
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vec3_t origin;
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idx = args->entindex;
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hand = args->bparam1;
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VectorCopy( args->origin, origin );
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/rocketfire1.wav", 0.9, ATTN_NORM, 0, PITCH_NORM );
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@ -1329,7 +1331,7 @@ void EV_FireRpg( event_args_t *args )
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//Only play the weapon anims if I shot it.
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if( EV_IsLocal( idx ) )
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{
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gEngfuncs.pEventAPI->EV_WeaponAnimation( RPG_FIRE2, 0 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( RPG_FIRE2 + hand, 0 );
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V_PunchAxis( 0, -5.0 );
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}
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70
dlls/rpg.cpp
70
dlls/rpg.cpp
@ -135,9 +135,9 @@ void CRpgRocket::Spawn( void )
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SetThink( &CRpgRocket::IgniteThink );
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SetTouch( &CGrenade::ExplodeTouch );
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pev->angles.x -= 30.0f;
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pev->angles.x -= 12.0f;
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UTIL_MakeVectors( pev->angles );
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pev->angles.x = -( pev->angles.x + 30.0f );
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pev->angles.x = -( pev->angles.x + 12.0f );
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pev->velocity = gpGlobals->v_forward * 250.0f;
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pev->gravity = 0.5f;
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@ -280,48 +280,6 @@ void CRpgRocket::FollowThink( void )
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}
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#endif
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void CRpg::Reload( void )
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{
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int iResult = 0;
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// don't bother with any of this if don't need to reload.
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == RPG_MAX_CLIP )
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return;
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// because the RPG waits to autoreload when no missiles are active while the LTD is on, the
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// weapons code is constantly calling into this function, but is often denied because
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// a) missiles are in flight, but the LTD is on
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// or
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// b) player is totally out of ammo and has nothing to switch to, and should be allowed to
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// shine the designator around
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//
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// Set the next attack time into the future so that WeaponIdle will get called more often
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// than reload, allowing the RPG LTD to be updated
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.7f );
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if( m_cActiveRockets && m_fSpotActive )
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{
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// no reloading when there are active missiles tracking the designator.
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// ward off future autoreload attempts by setting next attack time into the future for a bit.
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return;
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}
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#if !CLIENT_DLL
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if( m_pSpot && m_fSpotActive )
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{
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m_pSpot->Suspend( 2.1f );
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.1f;
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}
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#endif
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if( m_iClip == 0 )
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iResult = DefaultReload( RPG_MAX_CLIP, RPG_RELOAD, 2 );
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if( iResult )
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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}
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void CRpg::Spawn()
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{
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Precache();
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@ -395,7 +353,7 @@ int CRpg::AddToPlayer( CBasePlayer *pPlayer )
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BOOL CRpg::Deploy()
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{
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if( m_iClip == 0 )
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0 )
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{
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return DefaultDeploy( "models/v_rpg.mdl", "models/p_rpg.mdl", RPG_DRAW_UL, "rpg" );
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}
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@ -433,9 +391,8 @@ void CRpg::Holster( int skiplocal /* = 0 */ )
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void CRpg::PrimaryAttack()
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{
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if( m_iClip )
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
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{
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static int gun = 0;
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
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@ -445,10 +402,10 @@ void CRpg::PrimaryAttack()
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UTIL_MakeVectors( m_pPlayer->pev->v_angle );
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Vector vecSrc;
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if( gun )
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vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8;
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else
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if( m_fInAction )
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vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * -8 + gpGlobals->v_up * -8;
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else
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vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8;
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CRpgRocket *pRocket = CRpgRocket::CreateRpgRocket( vecSrc, m_pPlayer->pev->v_angle, m_pPlayer, this );
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@ -465,13 +422,10 @@ void CRpg::PrimaryAttack()
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#else
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flags = 0;
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#endif
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//PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usRpg );
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EMIT_SOUND_DYN( edict(), CHAN_WEAPON, "weapons/rocketfire1.wav", 0.9, ATTN_NORM, 0, PITCH_NORM );
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EMIT_SOUND_DYN( edict(), CHAN_ITEM, "weapons/glauncher.wav", 0.7, ATTN_NORM, 0, PITCH_NORM );
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SendWeaponAnim( RPG_FIRE2 + 1 - gun );
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m_iClip--;
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usRpg, 0.0, g_vecZero, g_vecZero, 0, 0, 0, 0, m_fInAction, 0 );
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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gun = !gun;
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m_fInAction = !m_fInAction;
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.4f );
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5f;
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}
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@ -512,7 +466,7 @@ void CRpg::WeaponIdle( void )
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0f, 1.0f );
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if( flRand <= 0.75f || m_fSpotActive )
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{
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if( m_iClip == 0 )
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0 )
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iAnim = RPG_IDLE_UL;
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else
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iAnim = RPG_IDLE;
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@ -521,7 +475,7 @@ void CRpg::WeaponIdle( void )
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}
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else
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{
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if( m_iClip == 0 )
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0 )
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iAnim = RPG_FIDGET_UL;
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else
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iAnim = RPG_FIDGET;
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@ -191,7 +191,7 @@ public:
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#define AMMO_M203BOX_GIVE 999
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#define AMMO_BUCKSHOTBOX_GIVE 12
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#define AMMO_CROSSBOWCLIP_GIVE CROSSBOW_DEFAULT_GIVE
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#define AMMO_RPGCLIP_GIVE RPG_DEFAULT_GIVE
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#define AMMO_RPGCLIP_GIVE WEAPON_NOCLIP
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#define AMMO_URANIUMBOX_GIVE 999
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#define AMMO_SNARKBOX_GIVE 5
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#define AMMO_SNIPARSBOX_GIVE 10
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@ -712,7 +712,6 @@ public:
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#endif
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void Spawn( void );
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void Precache( void );
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void Reload( void );
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int iItemSlot( void ) { return 4; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer( CBasePlayer *pPlayer );
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@ -731,7 +730,7 @@ public:
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CLaserSpot *m_pSpot;
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int m_fSpotActive;
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int m_cActiveRockets;// how many missiles in flight from this launcher right now?
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int m_fInAction;
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virtual BOOL UseDecrement( void )
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{
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#if CLIENT_WEAPONS
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