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230 lines
6.4 KiB
230 lines
6.4 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: CTF AmmoPack.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "tf_halloween_souls_pickup.h"
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#ifdef CLIENT_DLL
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#include "tf_shareddefs.h"
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#else
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#include "tf_gamerules.h"
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#include "tf_player.h"
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#include "particle_parse.h"
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#endif
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#define TF_SOULS_TIMEOUT 10.0f // How long before dropped souls disappear
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LINK_ENTITY_TO_CLASS( halloween_souls_pack, CHalloweenSoulPack );
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PRECACHE_REGISTER( halloween_souls_pack );
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IMPLEMENT_NETWORKCLASS_ALIASED( HalloweenSoulPack, DT_HalloweenSoulPack )
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BEGIN_NETWORK_TABLE( CHalloweenSoulPack, DT_HalloweenSoulPack )
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#ifdef GAME_DLL
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SendPropEHandle( SENDINFO( m_hTarget ) ),
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SendPropVector( SENDINFO( m_vecPreCurvePos ) ),
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SendPropVector( SENDINFO( m_vecStartCurvePos ) ),
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SendPropFloat( SENDINFO( m_flDuration ) ),
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#else
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RecvPropEHandle( RECVINFO( m_hTarget) ),
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RecvPropVector( RECVINFO( m_vecPreCurvePos) ),
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RecvPropVector( RECVINFO( m_vecStartCurvePos) ),
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RecvPropFloat( RECVINFO( m_flDuration ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CHalloweenSoulPack )
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END_PREDICTION_DATA()
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#define SOUND_PLAYER_COLLECT_SOULS "Player.ReceiveSouls"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHalloweenSoulPack::CHalloweenSoulPack()
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: m_flCreationTime( 0.f )
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#ifdef GAME_DLL
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, m_nAmount( 1 )
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#endif
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{
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m_hTarget = NULL;
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m_flDuration = 2.f;
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}
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CHalloweenSoulPack::~CHalloweenSoulPack()
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{}
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void CHalloweenSoulPack::Spawn()
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{
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BaseClass::Spawn();
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SetMoveType( MOVETYPE_NOCLIP, MOVECOLLIDE_DEFAULT );
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SetSolid( SOLID_BBOX );
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SetCollisionGroup( COLLISION_GROUP_DEBRIS );
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SetSolidFlags( FSOLID_TRIGGER );
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#ifdef GAME_DLL
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InitSplineData();
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SetTouch(&CHalloweenSoulPack::ItemTouch);
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#else
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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#endif
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}
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void CHalloweenSoulPack::Precache()
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{
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PrecacheScriptSound( SOUND_PLAYER_COLLECT_SOULS );
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}
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void CHalloweenSoulPack::FlyThink( void )
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{
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FlyTowardsTargetEntity();
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}
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#ifdef CLIENT_DLL
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void CHalloweenSoulPack::OnDataChanged( DataUpdateType_t type )
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{
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BaseClass::OnDataChanged( type );
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if ( type == DATA_UPDATE_CREATED )
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{
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switch( GetTeamNumber() )
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{
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case TF_TEAM_RED:
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ParticleProp()->Create( "halloween_pickup_active_red", PATTACH_ABSORIGIN_FOLLOW );
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break;
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case TF_TEAM_BLUE:
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ParticleProp()->Create( "halloween_pickup_active", PATTACH_ABSORIGIN_FOLLOW );
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break;
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case TEAM_SPECTATOR:
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ParticleProp()->Create( "halloween_pickup_active_green", PATTACH_ABSORIGIN_FOLLOW );
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break;
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default:
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Assert( false );
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}
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ParticleProp()->Create( "eb_beam_angry_ring01", PATTACH_ABSORIGIN_FOLLOW );
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ParticleProp()->Create( "soul_trail", PATTACH_ABSORIGIN_FOLLOW );
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InitSplineData();
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}
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}
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void CHalloweenSoulPack::ClientThink()
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{
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FlyTowardsTargetEntity();
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}
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#endif
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#ifdef GAME_DLL
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int CHalloweenSoulPack::UpdateTransmitState()
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{
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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void CHalloweenSoulPack::ItemTouch( CBaseEntity *pOther )
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{
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// Only allow our target to pick us up, if we have one
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if ( pOther != m_hTarget && m_hTarget != NULL )
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return;
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// Only allow to be picked up when done travelling
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float flT = ( gpGlobals->curtime - m_flCreationTime ) / m_flDuration;
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if ( flT < 1.f )
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return;
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CTFPlayer * pPlayer = ToTFPlayer( pOther );
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if ( pPlayer )
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{
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CTFPlayer *pTargetPlayer = ToTFPlayer( m_hTarget );
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IGameEvent *pEvent = gameeventmanager->CreateEvent( "halloween_soul_collected" );
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if ( pEvent )
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{
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pEvent->SetInt( "intended_target", pTargetPlayer ? pTargetPlayer->GetUserID() : -1 );
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pEvent->SetInt( "collecting_player", pPlayer->GetUserID() );
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pEvent->SetInt( "soul_count", m_nAmount );
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gameeventmanager->FireEvent( pEvent, true );
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}
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// Strange Tracking
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static CSchemaItemDefHandle hItemDef( "Activated Halloween Pass");
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kill_eater_event_t eEventType = kKillEaterEvent_HalloweenSouls;
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EconEntity_NonEquippedItemKillTracking_NoPartnerBatched( pPlayer, hItemDef->GetDefinitionIndex(), eEventType, m_nAmount );
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// Play a spooky sound in their ears
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CSingleUserRecipientFilter filter( pPlayer );
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EmitSound_t params;
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params.m_nChannel = CHAN_STATIC;
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params.m_pSoundName = SOUND_PLAYER_COLLECT_SOULS;
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EmitSound( filter, pPlayer->entindex(), params );
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}
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if ( pOther == m_hTarget || ( !m_hTarget && pOther->IsPlayer() ) )
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{
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UTIL_Remove( this );
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}
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}
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#endif
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void CHalloweenSoulPack::FlyTowardsTargetEntity( void )
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{
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CBaseEntity* pEntity = m_hTarget.Get();
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float flT = ( gpGlobals->curtime - m_flCreationTime ) / m_flDuration;
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#ifdef CLIENT_DLL
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// Client doesn't need to do anything if there's no target
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if ( !pEntity )
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{
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return;
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}
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#else
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bool bIsAGhost = false;
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if ( pEntity && pEntity->IsPlayer() )
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{
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CTFPlayer* pTFPlayerTarget = assert_cast< CTFPlayer* >( pEntity );
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bIsAGhost = pTFPlayerTarget->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE );
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}
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// If flT > 2.f something has gone terribly wrong, just give up.
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// Also give up if our entity is gone, dead or now a ghost
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if( flT > 2.f || pEntity == NULL || !pEntity->IsAlive() || bIsAGhost )
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{
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m_hTarget = NULL;
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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SetContextThink( &CBaseEntity::SUB_Remove, gpGlobals->curtime + TF_SOULS_TIMEOUT, "RemoveThink" );
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return;
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}
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#endif
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// Clamp
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const float flBiasAmt = 0.2f;
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flT = clamp( Bias( flT, flBiasAmt ), 0.f, 1.f );
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// We want to fly through the front of their chest so they get a good show
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QAngle eyeAngles = pEntity->EyeAngles();
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Vector vecBehindChest;
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AngleVectors( eyeAngles, &vecBehindChest );
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vecBehindChest *= -2000;
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Vector vecNextCuvePos = pEntity->WorldSpaceCenter() + vecBehindChest;
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Vector vecOutput;
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Catmull_Rom_Spline( m_vecPreCurvePos, m_vecStartCurvePos, pEntity->WorldSpaceCenter(), vecNextCuvePos, flT, vecOutput );
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SetAbsOrigin( vecOutput );
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SetContextThink( &CHalloweenSoulPack::FlyThink, gpGlobals->curtime, "HalloweenSoulPackThink" );
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}
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void CHalloweenSoulPack::InitSplineData( void )
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{
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m_flCreationTime = gpGlobals->curtime;
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#ifdef GAME_DLL
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m_vecStartCurvePos = GetAbsOrigin();
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m_vecPreCurvePos = m_vecStartCurvePos + RandomVector( -2000, 2000 );
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m_vecPreCurvePos.SetZ( Min( m_vecPreCurvePos.GetZ(), 0.f ) );
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m_flDuration = RandomFloat( 1.f, 3.f );
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#endif
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SetContextThink( &CHalloweenSoulPack::FlyThink, gpGlobals->curtime, "HalloweenSoulPackThink" );
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}
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