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499 lines
13 KiB
499 lines
13 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 "tf_weapon_buff_item.h"
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#include "tf_gamerules.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#include "c_tf_player.h"
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#include "c_baseentity.h"
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// Server specific.
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#else
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#include "tf_player.h"
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#include "tf_gamestats.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//=============================================================================
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//
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// Weapon Buff Item tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFBuffItem, DT_TFWeaponBuffItem )
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BEGIN_NETWORK_TABLE( CTFBuffItem, DT_TFWeaponBuffItem )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFBuffItem )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_buff_item, CTFBuffItem );
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PRECACHE_WEAPON_REGISTER( tf_weapon_buff_item );
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// Models and Buffs need to be aligned
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const char* BannerModels[] =
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{
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"models/weapons/c_models/c_buffbanner/c_buffbanner.mdl",
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#ifdef STAGING_ONLY
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"models/workshop/weapons/c_models/c_battalion_buffbanner/c_battalion_buffbanner.mdl",
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"models/workshop_partner/weapons/c_models/c_shogun_warbanner/c_shogun_warbanner.mdl",
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#else
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"models/weapons/c_models/c_battalion_buffbanner/c_batt_buffbanner.mdl",
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"models/weapons/c_models/c_shogun_warbanner/c_shogun_warbanner.mdl",
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#endif
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"models/workshop/weapons/c_models/c_paratooper_pack/c_paratrooper_parachute.mdl"
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};
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#define CLOSED_PARACHUTE_MDL "models/workshop/weapons/c_models/c_paratooper_pack/c_paratrooper_pack.mdl"
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#define OPEN_PARACHUTE_MDL "models/workshop/weapons/c_models/c_paratooper_pack/c_paratrooper_pack_open.mdl"
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COMPILE_TIME_ASSERT( ARRAYSIZE( BannerModels ) == NUM_BUFF_ITEM_TYPES );
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//=============================================================================
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//
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// Weapon Buff Item functions.
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//
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFBuffItem::CTFBuffItem()
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{
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#ifdef CLIENT_DLL
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ListenForGameEvent( "deploy_buff_banner" );
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m_iBuffType = -1;
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m_hBannerEntity = NULL;
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#endif
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m_bPlayingHorn = false;
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UseClientSideAnimation();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFBuffItem::~CTFBuffItem()
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{
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#ifdef CLIENT_DLL
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if ( m_hBannerEntity )
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{
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m_hBannerEntity->Release();
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m_hBannerEntity = 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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void CTFBuffItem::Precache()
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{
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// Need to make this dynamic, but the item data isn't available here?
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for ( int i=0; i<ARRAYSIZE(BannerModels); i++ )
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{
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PrecacheModel( BannerModels[i] );
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}
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PrecacheModel( "models/weapons/c_models/c_buffpack/c_buffpack.mdl" );
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#ifdef STAGING_ONLY
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PrecacheModel( "models/workshop/weapons/c_models/c_battalion_buffpack/c_battalion_buffpack.mdl" );
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PrecacheModel( "models/workshop_partner/weapons/c_models/c_shogun_warpack/c_shogun_warpack.mdl" );
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#else
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PrecacheModel( "models/weapons/c_models/c_battalion_buffpack/c_batt_buffpack.mdl" );
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PrecacheModel( "models/weapons/c_models/c_shogun_warpack/c_shogun_warpack.mdl" );
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#endif
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PrecacheModel( OPEN_PARACHUTE_MDL );
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PrecacheModel( CLOSED_PARACHUTE_MDL );
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PrecacheScriptSound( "Weapon_BuffBanner.HornRed" );
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PrecacheScriptSound( "Weapon_BuffBanner.HornBlue" );
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PrecacheScriptSound( "Weapon_BattalionsBackup.HornRed" );
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PrecacheScriptSound( "Weapon_BattalionsBackup.HornBlue" );
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PrecacheScriptSound( "Weapon_BuffBanner.Flag" );
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PrecacheScriptSound( "Samurai.Conch" );
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BaseClass::Precache();
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}
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// -----------------------------------------------------------------------------
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// Purpose:
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// -----------------------------------------------------------------------------
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void CTFBuffItem::PrimaryAttack()
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{
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if ( !CanAttack() )
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return;
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CTFPlayer* pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( !pPlayer )
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return;
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if ( pPlayer->m_Shared.GetRageMeter() < 100.f )
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return;
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if ( m_bPlayingHorn )
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return;
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if ( pPlayer->GetTeamNumber() == TF_TEAM_RED )
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{
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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}
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else
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{
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_SECONDARY );
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SendWeaponAnim( ACT_VM_SECONDARYATTACK );
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}
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SetContextThink( &CTFBuffItem::BlowHorn, gpGlobals->curtime + 0.22f, "BlowHorn" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Attaches the item to the player.
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//-----------------------------------------------------------------------------
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void CTFBuffItem::Equip( CBaseCombatCharacter* pOwner )
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{
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BaseClass::Equip( pOwner );
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CTFPlayer *pTFPlayer = ToTFPlayer( pOwner );
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if ( pTFPlayer )
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{
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pTFPlayer->m_Shared.SetParachuteEquipped( true );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Remove item from the player.
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//-----------------------------------------------------------------------------
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void CTFBuffItem::Detach( void )
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{
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CTFPlayer *pTFPlayer = GetTFPlayerOwner();
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if ( pTFPlayer )
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{
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pTFPlayer->m_Shared.SetParachuteEquipped( false );
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}
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BaseClass::Detach();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFBuffItem::BlowHorn( void )
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{
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CTFPlayer* pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( !pPlayer )
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return;
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if ( !pPlayer->IsAlive() )
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return;
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#ifdef GAME_DLL
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// Use the buff type to try and figure out what sort of mesh we have and what
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// sort of sound to play. This isn't the cleanest thing in the world.
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int iBuffType = 0;
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CALL_ATTRIB_HOOK_INT( iBuffType, set_buff_type );
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// Samurai conch shell.
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if ( iBuffType == EConcheror )
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{
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pPlayer->EmitSound( "Samurai.Conch" );
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}
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// Bugle.
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else if ( iBuffType == EBuffBanner )
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{
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if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
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{
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pPlayer->EmitSound( "Weapon_BuffBanner.HornBlue" );
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}
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else
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{
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pPlayer->EmitSound( "Weapon_BuffBanner.HornRed" );
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}
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}
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else if ( iBuffType == EBattalion )
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{
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if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
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{
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pPlayer->EmitSound( "Weapon_BattalionsBackup.HornBlue" );
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}
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else
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{
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pPlayer->EmitSound( "Weapon_BattalionsBackup.HornRed" );
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}
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}
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// Strange Tracking
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if ( !pPlayer->IsBot() )
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{
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EconEntity_OnOwnerKillEaterEventNoPartner( dynamic_cast<CEconEntity *>( this ), pPlayer, kKillEaterEvent_BannersDeployed );
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}
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#endif
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m_bPlayingHorn = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFBuffItem::RaiseFlag( void )
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{
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CTFPlayer* pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( !pPlayer )
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return;
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if ( !pPlayer->IsAlive() )
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return;
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m_bPlayingHorn = false;
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int iBuffType = 0;
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CALL_ATTRIB_HOOK_INT( iBuffType, set_buff_type );
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#if GAME_DLL
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// this event needs to be sent before we call ActivateSoldierBuff() below
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IGameEvent* event = gameeventmanager->CreateEvent( "deploy_buff_banner" );
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if ( event )
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{
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event->SetInt( "buff_type", iBuffType );
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event->SetInt( "buff_owner", pPlayer->GetUserID() );
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gameeventmanager->FireEvent( event );
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}
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pPlayer->EmitSound( "Weapon_BuffBanner.Flag" );
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pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_BATTLECRY );
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#endif
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pPlayer->m_Shared.ActivateRageBuff( this, iBuffType );
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pPlayer->SelectLastItem();
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}
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//-----------------------------------------------------------------------------
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// Don't let them holster while they are blowing the horn.
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//-----------------------------------------------------------------------------
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bool CTFBuffItem::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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if ( m_bPlayingHorn )
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{
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return false;
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}
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else
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{
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return BaseClass::Holster( pSwitchingTo );
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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 CTFBuffItem::FireGameEvent( IGameEvent* event )
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{
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#ifdef CLIENT_DLL
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const char *name = event->GetName();
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if ( 0 == Q_strcmp( name, "deploy_buff_banner" ) )
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{
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CTFPlayer* pPlayer = ToTFPlayer( ClientEntityList().GetEnt( engine->GetPlayerForUserID( event->GetInt( "buff_owner" ) ) ) );
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if ( pPlayer == GetOwner() )
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{
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CreateBanner();
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}
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}
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BaseClass::FireGameEvent( event );
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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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void CTFBuffItem::CreateBanner()
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{
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#ifdef CLIENT_DLL
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if ( m_hBannerEntity == NULL )
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{
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CTFPlayer* pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( !pPlayer || !pPlayer->IsAlive() )
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return;
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C_TFBuffBanner* pBanner = new C_TFBuffBanner;
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if ( !pBanner )
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return;
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//Assert( iBuffType > 0 );
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//Assert( iBuffType <= ARRAYSIZE(BannerModels) );
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pBanner->m_nSkin = 0;
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pBanner->InitializeAsClientEntity( BannerModels[GetBuffType()-1], RENDER_GROUP_OPAQUE_ENTITY );
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pBanner->SetBuffItem( this );
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pBanner->SetBuffType( GetBuffType() );
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pBanner->ForceClientSideAnimationOn();
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SetBanner( pBanner );
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int iSpine = pPlayer->LookupBone( "bip_spine_3" );
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Assert( iSpine != -1 );
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if ( iSpine != -1 )
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{
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pBanner->AttachEntityToBone( pPlayer, iSpine );
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}
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}
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#endif
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}
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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void CTFBuffItem::NotifyShouldTransmit( ShouldTransmitState_t state )
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{
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if ( state == SHOULDTRANSMIT_END )
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{
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// Kill the item - It will be recreated later
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if ( m_hBannerEntity )
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{
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m_hBannerEntity->Release();
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m_hBannerEntity = NULL;
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}
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}
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BaseClass::NotifyShouldTransmit( state );
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}
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void CTFBuffItem::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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}
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BaseClass::OnDataChanged( updateType );
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}
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void CTFBuffItem::ClientThink( void )
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{
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if ( m_iBuffType == -1 || m_iBuffType == 0 )
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{
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m_iBuffType = GetBuffType();
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if ( m_iBuffType != EParachute )
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{
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SetNextClientThink( CLIENT_THINK_NEVER );
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}
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}
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}
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#endif // CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFBuffItem::WeaponReset( void )
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{
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BaseClass::WeaponReset();
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m_bPlayingHorn = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFBuffItem::SendWeaponAnim( int iActivity )
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{
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CTFPlayer *pPlayer = GetTFPlayerOwner();
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if ( !pPlayer )
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return BaseClass::SendWeaponAnim( iActivity );
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switch ( iActivity )
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{
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case ACT_VM_DRAW:
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iActivity = ACT_ITEM1_VM_DRAW;
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break;
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case ACT_VM_HOLSTER:
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iActivity = ACT_ITEM1_VM_HOLSTER;
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break;
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case ACT_VM_IDLE:
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if ( m_bPlayingHorn )
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{
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RaiseFlag();
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iActivity = ACT_RESET;
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}
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else
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{
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iActivity = ACT_ITEM1_VM_IDLE;
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}
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break;
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case ACT_VM_PULLBACK:
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iActivity = ACT_ITEM1_VM_PULLBACK;
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break;
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case ACT_VM_PRIMARYATTACK:
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m_bPlayingHorn = true;
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iActivity = ACT_ITEM1_VM_PRIMARYATTACK;
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break;
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case ACT_VM_SECONDARYATTACK:
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m_bPlayingHorn = true;
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iActivity = ACT_ITEM1_VM_SECONDARYATTACK;
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break;
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case ACT_VM_IDLE_TO_LOWERED:
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iActivity = ACT_ITEM1_VM_IDLE_TO_LOWERED;
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break;
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case ACT_VM_IDLE_LOWERED:
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iActivity = ACT_ITEM1_VM_IDLE_LOWERED;
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break;
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case ACT_VM_LOWERED_TO_IDLE:
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iActivity = ACT_ITEM1_VM_LOWERED_TO_IDLE;
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break;
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default:
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break;
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}
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||
|
return BaseClass::SendWeaponAnim( iActivity );
|
||
|
}
|
||
|
|
||
|
bool CTFBuffItem::CanReload( void )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: UI Progress
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFBuffItem::GetProgress( void )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
return 0.f;
|
||
|
|
||
|
return pPlayer->m_Shared.GetRageMeter() / 100.0f;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: UI Progress (same as GetProgress() without the division by 100.0f)
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFBuffItem::IsFull( void )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
return false;
|
||
|
|
||
|
return ( pPlayer->m_Shared.GetRageMeter() >= 100.0f );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFBuffItem::EffectMeterShouldFlash( void )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
return false;
|
||
|
|
||
|
if ( pPlayer && (IsFull() || pPlayer->m_Shared.IsRageDraining()) )
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|