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580 lines
15 KiB
580 lines
15 KiB
![]()
4 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_wrench.h"
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#include "decals.h"
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#include "baseobject_shared.h"
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#include "tf_viewmodel.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 "in_buttons.h"
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#include "tf_hud_menu_eureka_teleport.h"
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// NVNT haptics system interface
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#include "haptics/ihaptics.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 "variant_t.h"
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#include "tf_gamerules.h"
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#include "particle_parse.h"
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#include "tf_fx.h"
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#include "tf_obj_sentrygun.h"
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#endif
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// Maximum time between robo arm hits to maintain the three-hit-combo
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#define ROBOARM_COMBO_TIMEOUT 1.0f
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//=============================================================================
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//
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// Weapon Wrench tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFWrench, DT_TFWeaponWrench )
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BEGIN_NETWORK_TABLE( CTFWrench, DT_TFWeaponWrench )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFWrench )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_wrench, CTFWrench );
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PRECACHE_WEAPON_REGISTER( tf_weapon_wrench );
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//=============================================================================
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//
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// Robot Arm tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFRobotArm, DT_TFWeaponRobotArm )
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BEGIN_NETWORK_TABLE( CTFRobotArm, DT_TFWeaponRobotArm )
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#ifdef GAME_DLL
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SendPropEHandle(SENDINFO(m_hRobotArm)),
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#else
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RecvPropEHandle(RECVINFO(m_hRobotArm)),
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#endif
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END_NETWORK_TABLE()
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#ifdef CLIENT_DLL
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BEGIN_PREDICTION_DATA( CTFRobotArm )
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// DEFINE_PRED_FIELD( name, fieldtype, flags )
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DEFINE_PRED_FIELD( m_iComboCount, FIELD_INTEGER, 0 ),
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DEFINE_PRED_FIELD( m_flLastComboHit, FIELD_FLOAT, 0 ),
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END_PREDICTION_DATA()
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#endif
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LINK_ENTITY_TO_CLASS( tf_weapon_robot_arm, CTFRobotArm );
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PRECACHE_WEAPON_REGISTER( tf_weapon_robot_arm );
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IMPLEMENT_NETWORKCLASS_ALIASED( TFWearableRobotArm, DT_TFWearableRobotArm )
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BEGIN_NETWORK_TABLE( CTFWearableRobotArm, DT_TFWearableRobotArm )
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END_NETWORK_TABLE()
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LINK_ENTITY_TO_CLASS( tf_wearable_robot_arm, CTFWearableRobotArm );
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//=============================================================================
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//
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// Weapon Wrench functions.
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//
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFWrench::CTFWrench()
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: m_bReloadDown( false )
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{}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFWrench::Spawn()
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{
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BaseClass::Spawn();
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}
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#ifdef GAME_DLL
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void CTFWrench::OnFriendlyBuildingHit( CBaseObject *pObject, CTFPlayer *pPlayer, Vector hitLoc )
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{
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bool bHelpTeammateBuildStructure = pObject->IsBuilding() && pObject->GetOwner() != GetOwner();
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// Did this object hit do any work? repair or upgrade?
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bool bUsefulHit = pObject->InputWrenchHit( pPlayer, this, hitLoc );
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// award achievement if we helped a teammate build a structure
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if ( bUsefulHit && bHelpTeammateBuildStructure )
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{
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CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
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if ( pOwner && pOwner->IsPlayerClass( TF_CLASS_ENGINEER ) )
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{
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pOwner->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_HELP_BUILD_STRUCTURE );
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}
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}
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CDisablePredictionFiltering disabler;
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if ( pObject->IsDisposableBuilding() )
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{
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CSingleUserRecipientFilter singleFilter( pPlayer );
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EmitSound( singleFilter, pObject->entindex(), "Player.UseDeny" );
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}
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else
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{
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if ( bUsefulHit )
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{
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// play success sound
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WeaponSound( SPECIAL1 );
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}
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else
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{
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// play failure sound
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WeaponSound( SPECIAL2 );
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}
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}
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}
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#endif
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void CTFWrench::Smack( void )
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{
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// see if we can hit an object with a higher range
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// Get the current player.
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CTFPlayer *pPlayer = GetTFPlayerOwner();
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if ( !pPlayer )
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return;
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if ( !CanAttack() )
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return;
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// Setup a volume for the melee weapon to be swung - approx size, so all melee behave the same.
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static Vector vecSwingMins( -18, -18, -18 );
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static Vector vecSwingMaxs( 18, 18, 18 );
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// Setup the swing range.
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Vector vecForward;
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AngleVectors( pPlayer->EyeAngles(), &vecForward );
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Vector vecSwingStart = pPlayer->Weapon_ShootPosition();
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Vector vecSwingEnd = vecSwingStart + vecForward * 70;
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// only trace against objects
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// See if we hit anything.
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trace_t trace;
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CTraceFilterIgnorePlayers traceFilter( NULL, COLLISION_GROUP_NONE );
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UTIL_TraceLine( vecSwingStart, vecSwingEnd, MASK_SOLID, &traceFilter, &trace );
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if ( trace.fraction >= 1.0 )
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{
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UTIL_TraceHull( vecSwingStart, vecSwingEnd, vecSwingMins, vecSwingMaxs, MASK_SOLID, &traceFilter, &trace );
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}
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// We hit, setup the smack.
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if ( trace.fraction < 1.0f &&
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trace.m_pEnt &&
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trace.m_pEnt->IsBaseObject() &&
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trace.m_pEnt->GetTeamNumber() == pPlayer->GetTeamNumber() )
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{
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#ifdef GAME_DLL
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OnFriendlyBuildingHit( dynamic_cast< CBaseObject * >( trace.m_pEnt ), pPlayer, trace.endpos );
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#else
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// NVNT if the local player is the owner of this wrench
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// Notify the haptics system we just repaired something.
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if(pPlayer==C_TFPlayer::GetLocalTFPlayer() && haptics)
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haptics->ProcessHapticEvent(2,"Weapons","tf_weapon_wrench_fix");
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#endif
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}
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else
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{
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// if we cannot, Smack as usual for player hits
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BaseClass::Smack();
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}
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}
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFWrench::ItemPostFrame()
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{
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BaseClass::ItemPostFrame();
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if ( !CanAttack() )
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{
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return;
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}
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CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
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if ( !pOwner )
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{
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return;
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}
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// Just pressed reload?
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if ( pOwner->m_nButtons & IN_RELOAD && !m_bReloadDown )
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{
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m_bReloadDown = true;
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int iAltFireTeleportToSpawn = 0;
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CALL_ATTRIB_HOOK_INT( iAltFireTeleportToSpawn, alt_fire_teleport_to_spawn );
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if ( iAltFireTeleportToSpawn )
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{
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// Tell the teleport menu to show
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CHudEurekaEffectTeleportMenu *pTeleportMenu = ( CHudEurekaEffectTeleportMenu * )GET_HUDELEMENT( CHudEurekaEffectTeleportMenu );
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if ( pTeleportMenu )
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{
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pTeleportMenu->WantsToTeleport();
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}
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}
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}
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else if ( !(pOwner->m_nButtons & IN_RELOAD) && m_bReloadDown )
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{
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m_bReloadDown = false;
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}
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Kill all buildings when wrench is changed.
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//-----------------------------------------------------------------------------
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#ifdef GAME_DLL
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void CTFWrench::Equip( CBaseCombatCharacter *pOwner )
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{
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// STAGING_ENGY
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CTFPlayer *pPlayer = ToTFPlayer( pOwner );
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if ( pPlayer )
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{
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// if switching too gunslinger, blow up other sentry
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int iMiniSentry = 0;
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CALL_ATTRIB_HOOK_INT( iMiniSentry, wrench_builds_minisentry );
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if ( iMiniSentry )
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{
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// Just detonate Sentries
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CObjectSentrygun *pSentry = dynamic_cast<CObjectSentrygun*>( pPlayer->GetObjectOfType( OBJ_SENTRYGUN ) );
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if ( pSentry )
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{
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pSentry->DetonateObject();
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}
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}
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}
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BaseClass::Equip( pOwner );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Kill all buildings when wrench is changed.
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//-----------------------------------------------------------------------------
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void CTFWrench::Detach( void )
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{
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// STAGING_ENGY
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CTFPlayer *pPlayer = GetTFPlayerOwner();
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if ( pPlayer )
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{
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bool bDetonateObjects = true;
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// In MvM mode, leave engineer's buildings after he dies
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if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
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{
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if ( pPlayer->GetTeamNumber() != TF_TEAM_PVE_DEFENDERS )
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{
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bDetonateObjects = false;
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}
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}
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// Only detonate if we are unequipping gunslinger
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if ( bDetonateObjects )
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{
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// if switching off of gunslinger detonate
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int iMiniSentry = 0;
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CALL_ATTRIB_HOOK_INT( iMiniSentry, wrench_builds_minisentry );
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if ( iMiniSentry )
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{
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// Just detonate Sentries
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CObjectSentrygun *pSentry = dynamic_cast<CObjectSentrygun*>( pPlayer->GetObjectOfType( OBJ_SENTRYGUN ) );
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if ( pSentry )
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{
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pSentry->DetonateObject();
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}
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}
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}
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}
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BaseClass::Detach();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Apply health upgrade to our existing buildings
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//-----------------------------------------------------------------------------
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void CTFWrench::ApplyBuildingHealthUpgrade( void )
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{
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CTFPlayer *pPlayer = GetTFPlayerOwner();
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if ( !pPlayer )
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return;
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for ( int i = pPlayer->GetObjectCount()-1; i >= 0; i-- )
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{
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CBaseObject *pObj = pPlayer->GetObject(i);
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if ( pObj )
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{
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pObj->ApplyHealthUpgrade();
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}
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}
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}
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#endif
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// STAGING_ENGY
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ConVar tf_construction_build_rate_multiplier( "tf_construction_build_rate_multiplier", "1.5f", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
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float CTFWrench::GetConstructionValue( void )
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{
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float flValue = tf_construction_build_rate_multiplier.GetFloat();
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CALL_ATTRIB_HOOK_FLOAT( flValue, mult_construction_value );
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return flValue;
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}
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float CTFWrench::GetRepairValue( void )
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{
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float flValue = 1.0;
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CALL_ATTRIB_HOOK_FLOAT( flValue, mult_repair_value );
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#ifdef GAME_DLL
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if ( GetOwner() )
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{
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CBaseCombatWeapon* pWpn = GetOwner()->Weapon_GetSlot( TF_WPN_TYPE_PRIMARY );
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if ( pWpn )
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{
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CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pWpn, flValue, mult_repair_value );
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}
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}
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#endif
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return flValue;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFWrench::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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return BaseClass::Holster( pSwitchingTo );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFRobotArm::CTFRobotArm()
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{
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m_iComboCount = 0;
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m_flLastComboHit = 0.f;
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m_bBigIdle = false;
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m_bBigHit = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFRobotArm::Precache()
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{
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BaseClass::Precache();
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extern const char *g_HACK_GunslingerEngineerArmsOverride;
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PrecacheModel( g_HACK_GunslingerEngineerArmsOverride );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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#ifdef GAME_DLL
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void CTFRobotArm::Equip( CBaseCombatCharacter* pOwner )
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{
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BaseClass::Equip( pOwner );
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if ( !IsPDQ() )
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return;
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CTFWearable* pArmItem = dynamic_cast<CTFWearable*>( CreateEntityByName( "tf_wearable_robot_arm" ) );
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if ( pArmItem )
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{
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pArmItem->AddSpawnFlags( SF_NORESPAWN );
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pArmItem->SetAlwaysAllow( true );
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DispatchSpawn( pArmItem );
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pArmItem->GiveTo( pOwner );
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pArmItem->AddHiddenBodyGroup( "rightarm" );
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pArmItem->SetOwnerEntity( pOwner );
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m_hRobotArm.Set( pArmItem );
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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 CTFRobotArm::Drop( const Vector &vecVelocity )
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{
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RemoveRobotArm();
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BaseClass::Drop( vecVelocity );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFRobotArm::UpdateOnRemove( void )
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{
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RemoveRobotArm();
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BaseClass::UpdateOnRemove();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFRobotArm::RemoveRobotArm( void )
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{
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if ( m_hRobotArm )
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{
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m_hRobotArm->RemoveFrom( GetOwnerEntity() );
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m_hRobotArm = NULL;
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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 CTFRobotArm::OnActiveStateChanged( int iOldState )
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{
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if ( m_iState == WEAPON_NOT_CARRIED )
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{
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RemoveRobotArm();
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}
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}
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#endif
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// -----------------------------------------------------------------------------
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// Purpose:
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// -----------------------------------------------------------------------------
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void CTFRobotArm::PrimaryAttack()
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
if ( gpGlobals->curtime - m_flLastComboHit > ROBOARM_COMBO_TIMEOUT )
|
||
|
{
|
||
|
m_iComboCount = 0;
|
||
|
}
|
||
|
|
||
|
if ( m_iComboCount == 2 && CanAttack() )
|
||
|
{
|
||
|
pPlayer->m_Shared.SetNextMeleeCrit( MELEE_CRIT );
|
||
|
}
|
||
|
|
||
|
BaseClass::PrimaryAttack();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFRobotArm::Smack( void )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
trace_t trace;
|
||
|
bool btrace = DoSwingTrace( trace );
|
||
|
if ( btrace && trace.DidHitNonWorldEntity() && trace.m_pEnt && trace.m_pEnt->IsPlayer() &&
|
||
|
trace.m_pEnt->GetTeamNumber() != pPlayer->GetTeamNumber() )
|
||
|
{
|
||
|
m_iComboCount++;
|
||
|
m_flLastComboHit = gpGlobals->curtime;
|
||
|
|
||
|
if ( m_iComboCount == 3 )
|
||
|
{
|
||
|
m_iComboCount = 0;
|
||
|
m_bBigIdle = true;
|
||
|
m_bBigHit = true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_iComboCount = 0;
|
||
|
}
|
||
|
|
||
|
BaseClass::Smack();
|
||
|
|
||
|
m_bBigHit = false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFRobotArm::DoViewModelAnimation( void )
|
||
|
{
|
||
|
if ( m_iComboCount == 2 )
|
||
|
{
|
||
|
SendWeaponAnim( ACT_ITEM2_VM_SWINGHARD );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SendWeaponAnim( ACT_ITEM2_VM_HITCENTER );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
#ifdef GAME_DLL
|
||
|
int CTFRobotArm::GetDamageCustom()
|
||
|
{
|
||
|
if ( m_bBigHit )
|
||
|
{
|
||
|
return TF_DMG_CUSTOM_COMBO_PUNCH;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return BaseClass::GetDamageCustom();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFRobotArm::GetForceScale( void )
|
||
|
{
|
||
|
if ( m_bBigHit )
|
||
|
{
|
||
|
return 500.f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return BaseClass::GetForceScale();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFRobotArm::WeaponIdle( void )
|
||
|
{
|
||
|
#ifdef GAME_DLL
|
||
|
if ( m_bBigIdle )
|
||
|
{
|
||
|
m_bBigIdle = false;
|
||
|
SendWeaponAnim( ACT_ITEM2_VM_IDLE_2 );
|
||
|
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
|
||
|
return;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
BaseClass::WeaponIdle();
|
||
|
}
|