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376 lines
10 KiB
376 lines
10 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "cbase.h"
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#include "c_tf_projectile_arrow.h"
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#include "particles_new.h"
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#include "SpriteTrail.h"
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#include "c_tf_player.h"
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#include "collisionutils.h"
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#include "util_shared.h"
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#include "c_rope.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_NETWORKCLASS_ALIASED( TFProjectile_Arrow, DT_TFProjectile_Arrow )
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BEGIN_NETWORK_TABLE( C_TFProjectile_Arrow, DT_TFProjectile_Arrow )
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RecvPropBool( RECVINFO( m_bArrowAlight ) ),
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RecvPropBool( RECVINFO( m_bCritical ) ),
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RecvPropInt( RECVINFO( m_iProjectileType ) ),
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END_NETWORK_TABLE()
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//-----------------------------------------------------------------------------
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IMPLEMENT_NETWORKCLASS_ALIASED( TFProjectile_HealingBolt, DT_TFProjectile_HealingBolt )
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BEGIN_NETWORK_TABLE( C_TFProjectile_HealingBolt, DT_TFProjectile_HealingBolt )
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END_NETWORK_TABLE()
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IMPLEMENT_NETWORKCLASS_ALIASED( TFProjectile_GrapplingHook, DT_TFProjectile_GrapplingHook )
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BEGIN_NETWORK_TABLE( C_TFProjectile_GrapplingHook, DT_TFProjectile_GrapplingHook )
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END_NETWORK_TABLE()
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#define NEAR_MISS_THRESHOLD 120
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_TFProjectile_Arrow::C_TFProjectile_Arrow( void )
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{
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m_fAttachTime = 0.f;
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m_nextNearMissCheck = 0.f;
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m_bNearMiss = false;
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m_bArrowAlight = false;
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m_bCritical = true;
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m_pCritEffect = NULL;
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m_iCachedDeflect = false;
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m_flLifeTime = 40.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_TFProjectile_Arrow::~C_TFProjectile_Arrow( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_TFProjectile_Arrow::OnDataChanged( DataUpdateType_t updateType )
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{
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if ( updateType == DATA_UPDATE_CREATED )
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{
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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#ifdef STAGING_ONLY
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if ( m_iProjectileType == TF_PROJECTILE_SNIPERBULLET )
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{
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switch ( GetTeamNumber() )
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{
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case TF_TEAM_BLUE:
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ParticleProp()->Create( "bullet_distortion_trail", PATTACH_ABSORIGIN_FOLLOW );
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break;
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case TF_TEAM_RED:
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ParticleProp()->Create( "bullet_distortion_trail", PATTACH_ABSORIGIN_FOLLOW );
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break;
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}
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}
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else if ( m_bArrowAlight )
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#else
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if ( m_bArrowAlight )
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#endif // STAGING_ONLY
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{
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ParticleProp()->Create( "flying_flaming_arrow", PATTACH_POINT_FOLLOW, "muzzle" );
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}
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}
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if ( m_bCritical )
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{
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if ( updateType == DATA_UPDATE_CREATED || m_iCachedDeflect != GetDeflected() )
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{
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CreateCritTrail();
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}
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}
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m_iCachedDeflect = GetDeflected();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_TFProjectile_Arrow::NotifyBoneAttached( C_BaseAnimating* attachTarget )
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{
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BaseClass::NotifyBoneAttached( attachTarget );
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m_fAttachTime = gpGlobals->curtime;
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_TFProjectile_Arrow::ClientThink( void )
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{
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// Perform a near-miss check.
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if ( !m_bNearMiss && (gpGlobals->curtime > m_nextNearMissCheck) )
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{
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CheckNearMiss();
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m_nextNearMissCheck = gpGlobals->curtime + 0.05f;
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}
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// Remove crit effect if we hit a wall.
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if ( GetMoveType() == MOVETYPE_NONE && m_pCritEffect )
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{
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ParticleProp()->StopEmission( m_pCritEffect );
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m_pCritEffect = NULL;
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}
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BaseClass::ClientThink();
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// DO THIS LAST: Destroy us automatically after a period of time.
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if ( m_pAttachedTo )
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{
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if ( gpGlobals->curtime - m_fAttachTime > m_flLifeTime )
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{
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Release();
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return;
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}
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else if ( m_pAttachedTo->IsEffectActive( EF_NODRAW ) && !IsEffectActive( EF_NODRAW ) )
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{
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AddEffects( EF_NODRAW );
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UpdateVisibility();
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}
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else if ( !m_pAttachedTo->IsEffectActive( EF_NODRAW ) && IsEffectActive( EF_NODRAW ) && (m_pAttachedTo != C_BasePlayer::GetLocalPlayer()) )
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{
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RemoveEffects( EF_NODRAW );
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UpdateVisibility();
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}
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}
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if ( IsDormant() && !IsEffectActive( EF_NODRAW ) )
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{
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AddEffects( EF_NODRAW );
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UpdateVisibility();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_TFProjectile_Arrow::CheckNearMiss( void )
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{
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// Check against the local player. If we're near him play a near miss sound.
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C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
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if ( !pLocalPlayer || !pLocalPlayer->IsAlive() )
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return;
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// If we are attached to something or stationary we don't want to do near miss checks.
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if ( m_pAttachedTo || (GetMoveType() == MOVETYPE_NONE) )
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{
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m_bNearMiss = true;
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return;
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}
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// Can't hear near miss sounds from friendly arrows.
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if ( pLocalPlayer->GetTeamNumber() == GetTeamNumber() )
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return;
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Vector vecPlayerPos = pLocalPlayer->GetAbsOrigin();
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Vector vecArrowPos = GetAbsOrigin(), forward;
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AngleVectors( GetAbsAngles(), &forward );
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Vector vecArrowDest = GetAbsOrigin() + forward * 200.f;
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// If the arrow is moving away from the player just stop checking.
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float dist1 = vecArrowPos.DistToSqr( vecPlayerPos );
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float dist2 = vecArrowDest.DistToSqr( vecPlayerPos );
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if ( dist2 > dist1 )
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{
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m_bNearMiss = true;
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return;
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}
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// Check to see if the arrow is passing near the player.
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Vector vecClosestPoint;
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float dist;
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CalcClosestPointOnLineSegment( vecPlayerPos, vecArrowPos, vecArrowDest, vecClosestPoint, &dist );
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dist = vecPlayerPos.DistTo( vecClosestPoint );
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if ( dist > NEAR_MISS_THRESHOLD )
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return;
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// The arrow is passing close to the local player.
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m_bNearMiss = true;
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SetNextClientThink( CLIENT_THINK_NEVER );
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// If the arrow is about to hit something, don't play the sound and stop this check.
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trace_t tr;
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UTIL_TraceLine( vecArrowPos, vecArrowPos + forward * 400.f, CONTENTS_HITBOX|CONTENTS_MONSTER|CONTENTS_SOLID, this, COLLISION_GROUP_NONE, &tr );
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if ( tr.DidHit() )
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return;
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// We're good for a near miss!
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float soundlen = 0;
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EmitSound_t params;
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params.m_flSoundTime = 0;
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params.m_pSoundName = "Weapon_Arrow.Nearmiss";
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params.m_pflSoundDuration = &soundlen;
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CSingleUserRecipientFilter localFilter( pLocalPlayer );
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EmitSound( localFilter, pLocalPlayer->entindex(), params );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_TFProjectile_Arrow::CreateCritTrail( void )
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{
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if ( IsDormant() )
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return;
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if ( m_pCritEffect )
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{
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ParticleProp()->StopEmission( m_pCritEffect );
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m_pCritEffect = NULL;
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}
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if ( m_bCritical )
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{
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switch( GetTeamNumber() )
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{
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case TF_TEAM_BLUE:
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m_pCritEffect = ParticleProp()->Create( "critical_rocket_blue", PATTACH_ABSORIGIN_FOLLOW );
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break;
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case TF_TEAM_RED:
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m_pCritEffect = ParticleProp()->Create( "critical_rocket_red", PATTACH_ABSORIGIN_FOLLOW );
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break;
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default:
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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void C_TFProjectile_HealingBolt::OnDataChanged( DataUpdateType_t updateType )
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{
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if ( updateType == DATA_UPDATE_CREATED )
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{
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switch( GetTeamNumber() )
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{
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case TF_TEAM_BLUE:
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ParticleProp()->Create( "healshot_trail_blue", PATTACH_ABSORIGIN_FOLLOW );
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break;
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case TF_TEAM_RED:
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ParticleProp()->Create( "healshot_trail_red", PATTACH_ABSORIGIN_FOLLOW );
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break;
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}
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}
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BaseClass::OnDataChanged( updateType );
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}
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void C_TFProjectile_GrapplingHook::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if ( updateType == DATA_UPDATE_CREATED )
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{
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int nTeam = GetTeamNumber();
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C_TFPlayer *pTFPlayer = ToTFPlayer( GetOwnerEntity() );
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if ( pTFPlayer && pTFPlayer->IsPlayerClass( TF_CLASS_SPY ) && pTFPlayer->m_Shared.InCond( TF_COND_DISGUISED ) && pTFPlayer->GetTeamNumber() != GetLocalPlayerTeam() )
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{
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nTeam = pTFPlayer->m_Shared.GetDisguiseTeam();
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}
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const char *pszMaterialName = "cable/cable";
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switch ( nTeam )
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{
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case TF_TEAM_BLUE:
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pszMaterialName = "cable/cable_blue";
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break;
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case TF_TEAM_RED:
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pszMaterialName = "cable/cable_red";
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break;
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}
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C_BaseEntity *pStartEnt = GetOwnerEntity();
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int iAttachment = 0;
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if ( pTFPlayer )
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{
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CTFWeaponBase *pWeapon = assert_cast< CTFWeaponBase* >( pTFPlayer->GetActiveWeapon() );
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if ( pWeapon )
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{
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pStartEnt = pWeapon;
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int iMuzzle = pWeapon->LookupAttachment( "muzzle" );
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if ( iMuzzle != -1 )
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{
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iAttachment = iMuzzle;
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}
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}
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}
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int iHookAttachment = LookupAttachment( "rope_locator" );
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if ( iHookAttachment == -1 )
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iHookAttachment = 0;
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m_hRope = C_RopeKeyframe::Create( pStartEnt, this, iAttachment, iHookAttachment, 2, pszMaterialName );
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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}
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void C_TFProjectile_GrapplingHook::UpdateOnRemove()
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{
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RemoveRope();
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BaseClass::UpdateOnRemove();
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}
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void C_TFProjectile_GrapplingHook::ClientThink()
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{
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UpdateRope();
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}
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void C_TFProjectile_GrapplingHook::UpdateRope()
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{
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C_TFPlayer *pTFPlayer = ToTFPlayer( GetOwnerEntity() );
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if ( !pTFPlayer || !pTFPlayer->IsAlive() )
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{
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RemoveRope();
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return;
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}
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Vector vecStart = pTFPlayer->WorldSpaceCenter();
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if ( pTFPlayer->GetActiveWeapon() )
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{
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int iAttachment = pTFPlayer->GetActiveWeapon()->LookupAttachment( "muzzle" );
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if ( iAttachment != -1 )
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{
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GetAttachment( iAttachment, vecStart );
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}
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}
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float flDist = vecStart.DistTo( WorldSpaceCenter() );
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if ( m_hRope )
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{
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float flHangDist = pTFPlayer->GetGrapplingHookTarget() ? 0.1f * flDist : 1.5f * flDist;
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assert_cast< C_RopeKeyframe* >( m_hRope.Get() )->SetupHangDistance( flHangDist );
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}
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}
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void C_TFProjectile_GrapplingHook::RemoveRope()
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{
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if ( m_hRope )
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{
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m_hRope->Release();
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m_hRope = NULL;
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}
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}
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