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461 lines
14 KiB
461 lines
14 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Client's CWeaponBuilder class
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "hud.h"
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#include "in_buttons.h"
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#include "clientmode_tf.h"
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#include "engine/IEngineSound.h"
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#include "c_tf_weapon_builder.h"
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#include "c_weapon__stubs.h"
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#include "iinput.h"
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#include <vgui/IVGui.h>
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#include "c_tf_player.h"
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#include "c_vguiscreen.h"
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#include "ienginevgui.h"
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STUB_WEAPON_CLASS_IMPLEMENT( tf_weapon_builder, C_TFWeaponBuilder );
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PRECACHE_WEAPON_REGISTER( tf_weapon_builder );
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// SUPER HACK TO FIX DEMOS. For a couple days, we accidently renamed
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// CTFWeaponBuilder to C_TFWeaponBuilder on the server. This was fine for
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// playing the game but broke all previously recorded demos. Fixing this and
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// re-renaming the class back to the original name fixed all demos recorded
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// with the brokenly-renamed class. To handle these demos that think the class
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// is called C_TFWeaponBuilder on the server, we're creating a new class that derives from
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// the real C_TFWeaponBuilder and does nothing special except that it calls
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// IMPLEMENT_CLIENTCLASS and maps itself to serverclass "C_TFWeaponBuilder"
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// (which, if you've followed along, doesn't exist anymore).
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//
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// As a history lesson, this broke from the change in tf_player_shared.h in cl 1722245
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class C_TFWeaponBuilderReplayHack : public C_TFWeaponBuilder
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{
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DECLARE_CLASS( C_TFWeaponBuilderReplayHack, C_TFWeaponBuilder );
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public:
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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};
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IMPLEMENT_CLIENTCLASS( C_TFWeaponBuilderReplayHack, DT_TFWeaponBuilder, C_TFWeaponBuilder )
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BEGIN_PREDICTION_DATA( C_TFWeaponBuilderReplayHack )
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END_PREDICTION_DATA()
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IMPLEMENT_NETWORKCLASS_ALIASED( TFWeaponBuilder, DT_TFWeaponBuilder )
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// Recalc object sprite when we receive a new object type to build
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void RecvProxy_ObjectType( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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// Pass to normal Int recvproxy
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RecvProxy_Int32ToInt32( pData, pStruct, pOut );
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// Reset the object sprite
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C_TFWeaponBuilder *pBuilder = ( C_TFWeaponBuilder * )pStruct;
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pBuilder->SetupObjectSelectionSprite();
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}
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BEGIN_NETWORK_TABLE_NOBASE( C_TFWeaponBuilder, DT_BuilderLocalData )
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RecvPropInt( RECVINFO(m_iObjectType), 0, RecvProxy_ObjectType ),
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RecvPropEHandle( RECVINFO(m_hObjectBeingBuilt) ),
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RecvPropArray3( RECVINFO_ARRAY( m_aBuildableObjectTypes ), RecvPropBool( RECVINFO( m_aBuildableObjectTypes[0] ) ) ),
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END_NETWORK_TABLE()
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BEGIN_NETWORK_TABLE( C_TFWeaponBuilder, DT_TFWeaponBuilder )
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RecvPropInt( RECVINFO(m_iBuildState) ),
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RecvPropDataTable( "BuilderLocalData", 0, 0, &REFERENCE_RECV_TABLE( DT_BuilderLocalData ) ),
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RecvPropInt( RECVINFO(m_iObjectMode) ),
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RecvPropFloat( RECVINFO( m_flWheatleyTalkingUntil) ),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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IMPLEMENT_NETWORKCLASS_ALIASED( TFWeaponSapper, DT_TFWeaponSapper )
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BEGIN_NETWORK_TABLE( C_TFWeaponSapper, DT_TFWeaponSapper )
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RecvPropFloat( RECVINFO( m_flChargeBeginTime ) ),
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END_NETWORK_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_TFWeaponBuilder::C_TFWeaponBuilder()
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{
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m_iBuildState = 0;
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m_iObjectType = BUILDER_INVALID_OBJECT;
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m_pSelectionTextureActive = NULL;
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m_pSelectionTextureInactive = NULL;
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m_iValidBuildPoseParam = -1;
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m_flWheatleyTalkingUntil = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_TFWeaponBuilder::~C_TFWeaponBuilder()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : char const
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//-----------------------------------------------------------------------------
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const char *C_TFWeaponBuilder::GetCurrentSelectionObjectName( void )
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{
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if ( m_iObjectType == -1 || (m_iBuildState == BS_SELECTING) )
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return "";
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return GetObjectInfo( m_iObjectType )->m_pBuilderWeaponName;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool C_TFWeaponBuilder::Deploy( void )
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{
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bool bDeploy = BaseClass::Deploy();
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if ( bDeploy )
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{
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.35f;
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m_flNextSecondaryAttack = gpGlobals->curtime; // asap
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CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
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if (!pPlayer)
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return false;
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pPlayer->SetNextAttack( gpGlobals->curtime );
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m_iWorldModelIndex = modelinfo->GetModelIndex( GetWorldModel() );
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}
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return bDeploy;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_TFWeaponBuilder::SecondaryAttack( void )
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{
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if ( m_bInAttack2 )
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return;
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// require a re-press
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m_bInAttack2 = true;
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CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
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if ( !pOwner )
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return;
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pOwner->DoClassSpecialSkill();
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.2f;
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}
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//-----------------------------------------------------------------------------
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// Purpose: cache the build pos pose param
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//-----------------------------------------------------------------------------
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CStudioHdr *C_TFWeaponBuilder::OnNewModel( void )
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{
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CStudioHdr *hdr = BaseClass::OnNewModel();
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m_iValidBuildPoseParam = LookupPoseParameter( "valid_build_pos" );
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return hdr;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// ----------------------------------------------------------------------------
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void C_TFWeaponBuilder::PostDataUpdate( DataUpdateType_t type )
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{
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if ( type == DATA_UPDATE_CREATED )
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{
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// m_iViewModelIndex is set by the base Precache(), which didn't know what
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// type of object we built, so it didn't get the right viewmodel index.
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// Now that our data is filled in, go and get the right index.
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const char *pszViewModel = GetViewModel(0);
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if ( pszViewModel && pszViewModel[0] )
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{
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m_iViewModelIndex = CBaseEntity::PrecacheModel( pszViewModel );
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}
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}
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BaseClass::PostDataUpdate( type );
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}
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//-----------------------------------------------------------------------------
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// Purpose: only called for local player
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//-----------------------------------------------------------------------------
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void C_TFWeaponBuilder::Redraw()
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{
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if ( m_iValidBuildPoseParam >= 0 )
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{
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CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
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if ( !pOwner )
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return;
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// Assuming here that our model is the same as our viewmodel's model!
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CBaseViewModel *pViewModel = pOwner->GetViewModel(0);
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if ( pViewModel )
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{
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float flPoseParamValue = pViewModel->GetPoseParameter( m_iValidBuildPoseParam );
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C_BaseObject *pObj = m_hObjectBeingBuilt.Get();
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if ( pObj && pObj->WasLastPlacementPosValid() )
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{
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// pose param approach 1.0
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flPoseParamValue = Approach( 1.0, flPoseParamValue, 3.0 * gpGlobals->frametime );
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}
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else
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{
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// pose param approach 0.0
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flPoseParamValue = Approach( 0.0, flPoseParamValue, 1.5 * gpGlobals->frametime );
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}
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pViewModel->SetPoseParameter( m_iValidBuildPoseParam, flPoseParamValue );
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}
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}
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BaseClass::Redraw();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool C_TFWeaponBuilder::IsPlacingObject( void )
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{
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if ( m_iBuildState == BS_PLACING || m_iBuildState == BS_PLACING_INVALID )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int C_TFWeaponBuilder::GetSlot( void ) const
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{
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return GetObjectInfo( m_iObjectType )->m_SelectionSlot;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int C_TFWeaponBuilder::GetPosition( void ) const
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{
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return GetObjectInfo( m_iObjectType )->m_SelectionPosition;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_TFWeaponBuilder::SetupObjectSelectionSprite( void )
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{
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#ifdef CLIENT_DLL
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// Use the sprite details from the text file, with a custom sprite
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char *iconTexture = GetObjectInfo( m_iObjectType )->m_pIconActive;
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if ( iconTexture && iconTexture[ 0 ] )
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{
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m_pSelectionTextureActive = gHUD.GetIcon( iconTexture );
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}
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else
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{
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m_pSelectionTextureActive = NULL;
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}
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iconTexture = GetObjectInfo( m_iObjectType )->m_pIconInactive;
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if ( iconTexture && iconTexture[ 0 ] )
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{
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m_pSelectionTextureInactive = gHUD.GetIcon( iconTexture );
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}
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else
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{
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m_pSelectionTextureInactive = NULL;
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudTexture const *C_TFWeaponBuilder::GetSpriteActive( void ) const
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{
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return m_pSelectionTextureActive;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudTexture const *C_TFWeaponBuilder::GetSpriteInactive( void ) const
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{
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return m_pSelectionTextureInactive;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : char const
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//-----------------------------------------------------------------------------
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const char *C_TFWeaponBuilder::GetPrintName( void ) const
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{
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return GetObjectInfo( m_iObjectType )->m_AltModes[m_iObjectMode].pszStatusName;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int C_TFWeaponBuilder::GetSubType( void )
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{
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return m_iObjectType;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if this weapon can be selected via the weapon selection
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//-----------------------------------------------------------------------------
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bool C_TFWeaponBuilder::CanBeSelected( void )
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{
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CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
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if ( !pOwner )
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return false;
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if ( pOwner->CanBuild( m_iObjectType, m_iObjectMode ) != CB_CAN_BUILD )
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return false;
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return HasAmmo();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if this weapon should be visible in the weapon selection
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//-----------------------------------------------------------------------------
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bool C_TFWeaponBuilder::VisibleInWeaponSelection( void )
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{
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if ( BaseClass::VisibleInWeaponSelection() == false )
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return false;
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if ( m_iObjectType != BUILDER_INVALID_OBJECT )
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return GetObjectInfo( m_iObjectType )->m_bVisibleInWeaponSelection;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if this weapon has some ammo
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//-----------------------------------------------------------------------------
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bool C_TFWeaponBuilder::HasAmmo( void )
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{
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CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
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if ( !pOwner )
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return false;
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int iCost = pOwner->m_Shared.CalculateObjectCost( pOwner, m_iObjectType );
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return ( pOwner->GetBuildResources() >= iCost );
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}
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// -----------------------------------------------------------------------------
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// Purpose:
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// -----------------------------------------------------------------------------
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bool C_TFWeaponBuilder::CanBuildObjectType( int iObjectType )
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{
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if ( iObjectType < 0 || iObjectType >= OBJ_LAST )
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return false;
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return m_aBuildableObjectTypes[iObjectType];
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}
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// -----------------------------------------------------------------------------
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// Purpose:
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// -----------------------------------------------------------------------------
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void C_TFWeaponBuilder::UpdateAttachmentModels( void )
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{
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if ( m_iObjectType != BUILDER_INVALID_OBJECT && GetObjectInfo( m_iObjectType )->m_bUseItemInfo )
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{
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BaseClass::UpdateAttachmentModels();
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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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const char *C_TFWeaponBuilder::GetViewModel( int iViewModel ) const
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{
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if ( GetPlayerOwner() == NULL )
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{
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return BaseClass::GetViewModel();
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}
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if ( m_iObjectType != BUILDER_INVALID_OBJECT )
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{
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if ( GetObjectInfo( m_iObjectType )->m_bUseItemInfo )
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return BaseClass::GetViewModel();
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return GetObjectInfo( m_iObjectType )->m_pViewModel;
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}
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return BaseClass::GetViewModel();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *C_TFWeaponBuilder::GetWorldModel( void ) const
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{
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if ( GetPlayerOwner() == NULL )
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{
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return BaseClass::GetWorldModel();
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}
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if ( m_iObjectType != BUILDER_INVALID_OBJECT )
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{
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return GetObjectInfo( m_iObjectType )->m_pPlayerModel;
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}
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return BaseClass::GetWorldModel();
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}
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Activity C_TFWeaponBuilder::GetDrawActivity( void )
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{
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// sapper used to call different draw animations , one when invis and one when not.
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// now you can go invis *while* deploying, so let's always use the one-handed deploy.
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if ( GetType() == OBJ_ATTACHMENT_SAPPER )
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{
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return ACT_VM_DRAW_DEPLOYED;
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}
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return BaseClass::GetDrawActivity();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool C_TFWeaponBuilder::EffectMeterShouldFlash( void )
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{
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if ( !GetOwner() )
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return false;
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int iRoboSapper = 0;
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CALL_ATTRIB_HOOK_INT_ON_OTHER( GetOwner(), iRoboSapper, robo_sapper );
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return ( iRoboSapper && GetEffectBarProgress() >= 1.f );
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}
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const char *C_TFWeaponSapper::GetViewModel( int iViewModel ) const
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{
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// Skip over Builder's version
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return C_TFWeaponBase::GetViewModel();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *C_TFWeaponSapper::GetWorldModel( void ) const
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|
{
|
||
|
// Skip over Builder's version
|
||
|
return C_TFWeaponBase::GetWorldModel();
|
||
|
}
|