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262 lines
7.4 KiB
262 lines
7.4 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The Sniper Player Class
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//
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// $Workfile: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "tf_player.h"
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#include "tf_class_sniper.h"
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#include "in_buttons.h"
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#include "tf_team.h"
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#include "tf_class_support.h"
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#include "order_killmortarguy.h"
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bool IsEntityVisibleToTactical( int iLocalTeamNumber, int iLocalTeamPlayers,
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int iLocalTeamScanners, int iEntIndex, const char *pEntName, int pEntTeamNumber, const Vector &pEntOrigin );
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ConVar class_sniper_speed( "class_sniper_speed","200", FCVAR_NONE, "Sniper movement speed" );
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// Stationary Camo
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#define SNIPER_MAX_HIDE_LEVEL 60
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#define SNIPER_HIDE_INCREASE_PER_SEC 15
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#define SNIPER_FIRE_UNHIDE_TIME 5.0
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//=============================================================================
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//
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// Sniper Data Table
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//
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BEGIN_SEND_TABLE_NOBASE( CPlayerClassSniper, DT_PlayerClassSniperData )
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : const char
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//-----------------------------------------------------------------------------
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const char *CPlayerClassSniper::GetClassModelString( int nTeam )
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{
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static const char *string = "models/player/sniper.mdl";
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return string;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPlayerClassSniper::CPlayerClassSniper( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass )
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{
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for (int i = 0; i < MAX_TF_TEAMS; ++i)
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{
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SetClassModel( MAKE_STRING(GetClassModelString(i)), i );
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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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CPlayerClassSniper::~CPlayerClassSniper()
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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 CPlayerClassSniper::ClassActivate( void )
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{
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BaseClass::ClassActivate();
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// Setup movement data.
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SetupMoveData();
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m_bHiding = false;
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m_flHideTransparency = 0.0f;
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m_flLastHideUpdate = 0.0f;
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m_bCanHide = false;
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memset( &m_ClassData, 0, sizeof( m_ClassData ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassSniper::ClassDeactivate( void )
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{
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BaseClass::ClassDeactivate();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassSniper::RespawnClass( void )
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{
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BaseClass::RespawnClass();
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// Hiding values
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m_bHiding = false;
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m_flHideTransparency = m_flLastHideUpdate = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CPlayerClassSniper::ResupplyAmmo( float flFraction, ResupplyReason_t reason )
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{
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bool bGiven = false;
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if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION))
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{
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if (ResupplyAmmoType( 100 * flFraction, "Bullets" ))
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bGiven = true;
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}
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if ( BaseClass::ResupplyAmmo(flFraction, reason) )
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bGiven = true;
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return bGiven;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set sniper class specific movement data here.
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//-----------------------------------------------------------------------------
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void CPlayerClassSniper::SetupMoveData( void )
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{
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// Setup Class statistics
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m_flMaxWalkingSpeed = class_sniper_speed.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassSniper::SetupSizeData( void )
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{
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// Initially set the player to the base player class standing hull size.
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m_pPlayer->SetCollisionBounds( SNIPERCLASS_HULL_STAND_MIN, SNIPERCLASS_HULL_STAND_MAX );
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m_pPlayer->SetViewOffset( SNIPERCLASS_VIEWOFFSET_STAND );
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m_pPlayer->m_Local.m_flStepSize = SNIPERCLASS_STEPSIZE;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CPlayerClassSniper::GetDeployTime( void )
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{
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return 2.8;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Called every frame by the player PostThink()
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//-----------------------------------------------------------------------------
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void CPlayerClassSniper::ClassThink( void )
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{
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// Only hide if we have the technology
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if ( m_bCanHide )
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{
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CheckHiding();
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}
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BaseClass::ClassThink();
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}
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//-----------------------------------------------------------------------------
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// Purpose: New technology has been gained. Recalculate any class specific technology dependencies.
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//-----------------------------------------------------------------------------
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void CPlayerClassSniper::GainedNewTechnology( CBaseTechnology *pTechnology )
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{
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// Stealthed on deploy
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if ( m_pPlayer->HasNamedTechnology( "sniper_deploy_stealth" ) )
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{
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m_bCanHide = true;
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}
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else
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{
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m_bCanHide = false;
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}
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BaseClass::GainedNewTechnology( pTechnology );
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}
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//-----------------------------------------------------------------------------
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// Purpose: If the player's prone, slowly make him transparent
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//-----------------------------------------------------------------------------
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void CPlayerClassSniper::CheckHiding( void )
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{
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// Can't hide or stay hidden if taking EMP damage
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if ( m_pPlayer->HasPowerup(POWERUP_EMP) )
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{
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m_pPlayer->ClearCamouflage();
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return;
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}
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// See if the player's just fired
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if ( m_pPlayer->m_afButtonReleased & IN_ATTACK )
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{
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// Immediately mostly unhide if so
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m_pPlayer->ClearCamouflage();
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}
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else if ( !m_pPlayer->IsDeployed() )
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{
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// Not deployed? Immediately unhide if so
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m_pPlayer->ClearCamouflage();
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}
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else
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{
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// We're deployed, hide if we haven't fired for a bit.
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if ( m_pPlayer->LastAttackTime() + SNIPER_FIRE_UNHIDE_TIME < gpGlobals->curtime )
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{
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m_pPlayer->SetCamouflaged( SNIPER_MAX_HIDE_LEVEL, SNIPER_HIDE_INCREASE_PER_SEC );
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}
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else
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{
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m_pPlayer->ClearCamouflage();
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}
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}
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}
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void CPlayerClassSniper::CreatePersonalOrder( void )
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{
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if ( CreateInitialOrder() )
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return;
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// Kill a support guy?
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if ( COrderKillMortarGuy::CreateOrder( this ) )
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return;
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BaseClass::CreatePersonalOrder();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassSniper::SetPlayerHull( void )
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{
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if ( m_pPlayer->GetFlags() & FL_DUCKING )
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{
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m_pPlayer->SetCollisionBounds( SNIPERCLASS_HULL_DUCK_MIN, SNIPERCLASS_HULL_DUCK_MAX );
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}
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else
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{
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m_pPlayer->SetCollisionBounds( SNIPERCLASS_HULL_STAND_MIN, SNIPERCLASS_HULL_STAND_MAX );
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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 CPlayerClassSniper::ResetViewOffset( void )
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{
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if ( m_pPlayer )
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{
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m_pPlayer->SetViewOffset( SNIPERCLASS_VIEWOFFSET_STAND );
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}
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}
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