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736 lines
21 KiB
736 lines
21 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Harpoon
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "basetfplayer_shared.h"
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#include "basetfcombatweapon_shared.h"
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#include "in_buttons.h"
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#include "engine/IEngineSound.h"
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#if defined( CLIENT_DLL )
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#define CWeaponHarpoon C_WeaponHarpoon
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#endif
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class CHarpoon;
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// Fist defines
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#define FIST_RANGE 90
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#if !defined( CLIENT_DLL )
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ConVar weapon_harpoon_damage( "weapon_harpoon_damage","40", FCVAR_NONE, "Harpoon impale damage" );
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ConVar weapon_fist_damage( "weapon_fist_damage","50", FCVAR_NONE, "Fist damage to everything other than objects" );
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ConVar weapon_fist_damage_objects( "weapon_fist_damage_objects","150", FCVAR_NONE, "Fist damage to objects" );
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#include "rope.h"
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#include "rope_shared.h"
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//-----------------------------------------------------------------------------
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// Purpose: Harpoon thrown by the harpoon weapon
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//-----------------------------------------------------------------------------
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class CHarpoon : public CBaseAnimating
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{
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DECLARE_CLASS( CHarpoon, CBaseAnimating );
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public:
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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CHarpoon( void );
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virtual void Spawn( void );
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virtual void Precache( void );
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void SetHarpoonAngles( void );
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void FlyThink( void );
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void ConstrainThink( void );
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void HarpoonTouch( CBaseEntity *pOther );
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static CHarpoon *Create( const Vector &vecOrigin, const Vector &vecForward, CBasePlayer *pOwner );
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CRopeKeyframe *GetRope( void ) { return m_hRope; }
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void SetRope( CRopeKeyframe *pRope ) { m_hRope = pRope; }
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CBaseEntity *GetImpaledTarget( void ) { return m_hImpaledTarget; }
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void SetLinkedHarpoon( CHarpoon *pLinkedHarpoon ) { m_hLinkedHarpoon = pLinkedHarpoon; }
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void CheckLinkedHarpoon( void );
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void ImpaleTarget( CBaseEntity *pOther );
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private:
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// Impaling
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CNetworkVector( m_vecOffset );
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CNetworkQAngle( m_angOffset );
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float m_flConstrainLength;
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CHandle< CRopeKeyframe > m_hRope;
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EHANDLE m_hImpaledTarget;
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CHandle< CHarpoon > m_hLinkedHarpoon;
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};
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LINK_ENTITY_TO_CLASS( harpoon, CHarpoon );
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PRECACHE_REGISTER(harpoon);
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IMPLEMENT_SERVERCLASS_ST(CHarpoon, DT_Harpoon)
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SendPropVector( SENDINFO(m_vecOffset), -1, SPROP_COORD ),
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SendPropVector( SENDINFO(m_angOffset), -1, SPROP_COORD ),
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END_SEND_TABLE()
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BEGIN_DATADESC( CHarpoon )
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// Function Pointers
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DEFINE_FUNCTION( HarpoonTouch ),
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DEFINE_FUNCTION( FlyThink ),
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DEFINE_FUNCTION( ConstrainThink ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHarpoon::CHarpoon( void )
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{
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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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void CHarpoon::Spawn( void )
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{
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Precache();
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
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SetSolid( SOLID_BBOX );
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//m_flGravity = 1.0;
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SetFriction( 0.75 );
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SetModel( "models/weapons/w_harpoon.mdl" );
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UTIL_SetSize(this, Vector( -4, -4, -4), Vector(4, 4, 4));
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SetCollisionGroup( TFCOLLISION_GROUP_GRENADE );
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SetTouch( HarpoonTouch );
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SetThink( FlyThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHarpoon::Precache( void )
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{
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PrecacheModel( "models/weapons/w_harpoon.mdl" );
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PrecacheScriptSound( "Harpoon.Impact" );
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PrecacheScriptSound( "Harpoon.Impale" );
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PrecacheScriptSound( "Harpoon.HitFlesh" );
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PrecacheScriptSound( "Harpoon.HitMetal" );
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PrecacheScriptSound( "Harpoon.Yank" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHarpoon::SetHarpoonAngles( void )
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{
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QAngle angles;
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VectorAngles( GetAbsVelocity(), angles );
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SetLocalAngles( angles );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHarpoon::HarpoonTouch( CBaseEntity *pOther )
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{
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// If we've stuck something, freeze. Make sure we hit it along our velocity.
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if ( pOther->GetCollisionGroup() != TFCOLLISION_GROUP_SHIELD )
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{
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// Perform the collision response...
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const trace_t &tr = CBaseEntity::GetTouchTrace( );
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Vector vecNewVelocity;
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PhysicsClipVelocity (GetAbsVelocity(), tr.plane.normal, vecNewVelocity, 2.0 - GetFriction());
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SetAbsVelocity( vecNewVelocity );
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}
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else
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{
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// Move away from the shield...
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// Fling it out a little extra along the plane normal
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Vector vecCenter;
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AngleVectors( pOther->GetAbsAngles(), &vecCenter );
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Vector vecNewVelocity;
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VectorMultiply( vecCenter, 400.0f, vecNewVelocity );
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SetAbsVelocity( vecNewVelocity );
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}
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if ( !pOther->IsBSPModel() && !pOther->GetBaseAnimating() )
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return;
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// At this point, it shouldn't affect player movement
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SetCollisionGroup( COLLISION_GROUP_DEBRIS );
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// Remove myself soon
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SetThink( SUB_Remove );
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SetNextThink( gpGlobals->curtime + 30.0 );
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m_hImpaledTarget = pOther;
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// Should I impale something?
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if ( pOther->GetBaseAnimating() )
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{
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CheckLinkedHarpoon();
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if ( pOther->GetMoveType() != MOVETYPE_NONE )
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{
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ImpaleTarget( pOther );
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return;
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}
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}
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CheckLinkedHarpoon();
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EmitSound( "Harpoon.Impact" );
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// Stop moving
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SetMoveType( MOVETYPE_NONE );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check to see if we've got a linked harpoon, and see if we should constrain something
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//-----------------------------------------------------------------------------
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void CHarpoon::CheckLinkedHarpoon( void )
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{
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if ( m_hLinkedHarpoon )
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{
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CHarpoon *pPlayerHarpoon = NULL;
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CHarpoon *pNonMovingHarpoon = NULL;
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// Find out if either of us has impaled something
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if ( GetImpaledTarget() && m_hLinkedHarpoon->GetImpaledTarget() )
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{
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// Only care about players for now. One of the targets must be a player.
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CBaseTFPlayer *pPlayer = NULL;
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CBaseEntity *pOtherTarget = NULL;
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if ( GetImpaledTarget()->IsPlayer() )
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{
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pPlayer = (CBaseTFPlayer*)GetImpaledTarget();
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pPlayerHarpoon = this;
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pNonMovingHarpoon = m_hLinkedHarpoon;
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}
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else if ( m_hLinkedHarpoon->GetImpaledTarget()->IsPlayer() )
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{
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pPlayer = (CBaseTFPlayer*)m_hLinkedHarpoon->GetImpaledTarget();
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pNonMovingHarpoon = this;
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pPlayerHarpoon = m_hLinkedHarpoon;
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}
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// Found a player?
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if ( pPlayer )
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{
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pOtherTarget = pNonMovingHarpoon->GetImpaledTarget();
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// For now, we have to be linked to a non-moving target. Eventually we could support linked moving targets.
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// pOtherTarget == NULL means the harpoon's buried in the world.
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if ( pOtherTarget->IsBSPModel() || pOtherTarget->GetMoveType() == MOVETYPE_NONE )
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{
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// Add a little slack
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m_flConstrainLength = ( m_hLinkedHarpoon->GetAbsOrigin() - GetAbsOrigin() ).Length() + 150;
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pPlayer->ActivateMovementConstraint( NULL, pNonMovingHarpoon->GetAbsOrigin(), m_flConstrainLength, 150.0f, 0.1f );
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// Square it for later checking
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m_flConstrainLength *= m_flConstrainLength;
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// Start checking the length
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pPlayerHarpoon->m_flConstrainLength = m_flConstrainLength;
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pPlayerHarpoon->SetThink( ConstrainThink );
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pPlayerHarpoon->SetNextThink( gpGlobals->curtime + 0.1f );
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// Make the rope taught, and prevent it resizing
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if ( m_hRope )
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{
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m_hRope->m_RopeFlags &= ~ROPE_RESIZE;
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m_hRope->RecalculateLength();
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}
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}
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}
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}
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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 CHarpoon::ImpaleTarget( CBaseEntity *pOther )
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{
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// Impale!
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EmitSound( "Harpoon.Impale" );
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// Calculate our impale offset
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m_vecOffset = (pOther->GetAbsOrigin() - GetAbsOrigin());
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m_angOffset = (pOther->GetAbsAngles() - GetAbsAngles());
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FollowEntity( pOther );
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// Do some damage to the target
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if ( pOther->m_takedamage )
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{
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwnerEntity() );
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if ( !pOwner )
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return;
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pOther->TakeDamage( CTakeDamageInfo( this, pOwner, weapon_harpoon_damage.GetFloat(), DMG_GENERIC ) );
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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 CHarpoon::FlyThink( void )
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{
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SetHarpoonAngles();
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check to see if our target has moved beyond our length
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//-----------------------------------------------------------------------------
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void CHarpoon::ConstrainThink( void )
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{
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if ( !GetImpaledTarget() || !m_hLinkedHarpoon.Get() )
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return;
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// Moved too far away?
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float flDistSq = m_hLinkedHarpoon->GetAbsOrigin().DistToSqr( GetImpaledTarget()->GetAbsOrigin() );
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if ( flDistSq > m_flConstrainLength )
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{
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// Break the rope
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if ( m_hRope )
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{
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m_hRope->DetachPoint(1);
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m_hRope->DieAtNextRest();
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m_hRope = NULL;
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}
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// If we're impaling a player, remove his movement constraint
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if ( GetImpaledTarget()->IsPlayer() )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)GetImpaledTarget();
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pPlayer->DeactivateMovementConstraint();
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}
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SetThink( NULL );
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}
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else
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{
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SetNextThink( gpGlobals->curtime + 0.1f );
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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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CHarpoon *CHarpoon::Create( const Vector &vecOrigin, const Vector &vecForward, CBasePlayer *pOwner )
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{
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CHarpoon *pHarpoon = (CHarpoon*)CreateEntityByName("harpoon");
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UTIL_SetOrigin( pHarpoon, vecOrigin );
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pHarpoon->Spawn();
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pHarpoon->ChangeTeam( pOwner->GetTeamNumber() );
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pHarpoon->SetOwnerEntity( pOwner );
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pHarpoon->SetAbsVelocity( vecForward );
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pHarpoon->SetHarpoonAngles();
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return pHarpoon;
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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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class CWeaponHarpoon : public CBaseTFCombatWeapon
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{
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DECLARE_CLASS( CWeaponHarpoon, CBaseTFCombatWeapon );
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public:
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CWeaponHarpoon();
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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virtual void ItemPostFrame( void );
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virtual void PrimaryAttack( void );
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virtual void SecondaryAttack( void );
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virtual float GetFireRate( void );
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virtual void ThrowGrenade( void );
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virtual void DetachRope( void );
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virtual void YankHarpoon( void );
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// Custom grenade types
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virtual CHarpoon *CreateHarpoon( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner );
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/*
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// All predicted weapons need to implement and return true
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virtual bool IsPredicted( void ) const
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{
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return true;
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}
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#if defined( CLIENT_DLL )
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virtual bool ShouldPredict( void )
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{
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if ( GetOwner() == C_BasePlayer::GetLocalPlayer() )
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return true;
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return BaseClass::ShouldPredict();
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}
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#endif
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*/
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public:
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CNetworkVar( float, m_flStartedThrowAt );
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float m_flCantThrowUntil;
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float m_flSecondaryAttackAt;
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bool m_bActiveHarpoon;
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||
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#if !defined( CLIENT_DLL )
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CHandle< CRopeKeyframe > m_hRope;
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CHandle< CHarpoon > m_hHarpoon;
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#endif
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||
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|
||
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private:
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||
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CWeaponHarpoon( const CWeaponHarpoon & );
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};
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||
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||
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LINK_ENTITY_TO_CLASS( weapon_harpoon, CWeaponHarpoon );
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||
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponHarpoon, DT_WeaponHarpoon )
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BEGIN_NETWORK_TABLE( CWeaponHarpoon, DT_WeaponHarpoon )
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#if !defined( CLIENT_DLL )
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SendPropTime( SENDINFO( m_flStartedThrowAt ) ),
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#else
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RecvPropTime( RECVINFO( m_flStartedThrowAt ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponHarpoon )
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DEFINE_PRED_FIELD_TOL( m_flStartedThrowAt, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
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END_PREDICTION_DATA()
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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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||
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CWeaponHarpoon::CWeaponHarpoon( void )
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||
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{
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m_flStartedThrowAt = 0;
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m_flCantThrowUntil = 0;
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m_flSecondaryAttackAt = 0;
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}
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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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||
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float CWeaponHarpoon::GetFireRate( void )
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||
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{
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||
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return 2.0;
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||
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}
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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 CWeaponHarpoon::ItemPostFrame( void )
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||
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{
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||
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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||
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if (!pOwner)
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||
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return;
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||
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||
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// Look for button downs
|
||
|
if ( (pOwner->m_afButtonPressed & IN_ATTACK) && !m_flStartedThrowAt && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
|
||
|
{
|
||
|
// If we don't have a harpoon, throw one out. Otherwise, yank it back.
|
||
|
if ( m_bActiveHarpoon )
|
||
|
{
|
||
|
YankHarpoon();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bActiveHarpoon = true;
|
||
|
m_flStartedThrowAt = gpGlobals->curtime;
|
||
|
PlayAttackAnimation( ACT_VM_PULLBACK );
|
||
|
m_flCantThrowUntil = gpGlobals->curtime + SequenceDuration();
|
||
|
}
|
||
|
}
|
||
|
else if ( m_flCantThrowUntil && m_bActiveHarpoon && !(pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) && (m_flCantThrowUntil <= gpGlobals->curtime) )
|
||
|
{
|
||
|
m_flNextPrimaryAttack = gpGlobals->curtime;
|
||
|
PrimaryAttack();
|
||
|
m_flStartedThrowAt = 0;
|
||
|
m_flCantThrowUntil = 0;
|
||
|
}
|
||
|
else if ( (pOwner->m_nButtons & IN_ATTACK2) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
|
||
|
{
|
||
|
PlayAttackAnimation( ACT_VM_SECONDARYATTACK );
|
||
|
m_flSecondaryAttackAt = gpGlobals->curtime + SequenceDuration() * 0.3;
|
||
|
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
|
||
|
}
|
||
|
else if ( m_flSecondaryAttackAt && m_flSecondaryAttackAt < gpGlobals->curtime )
|
||
|
{
|
||
|
SecondaryAttack();
|
||
|
m_flSecondaryAttackAt = 0;
|
||
|
}
|
||
|
|
||
|
// No buttons down?
|
||
|
if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
|
||
|
{
|
||
|
WeaponIdle( );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponHarpoon::PrimaryAttack( void )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
if ( !ComputeEMPFireState() )
|
||
|
return;
|
||
|
|
||
|
ThrowGrenade();
|
||
|
|
||
|
// Setup for refire
|
||
|
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
|
||
|
CheckRemoveDisguise();
|
||
|
|
||
|
// If I'm now out of ammo, switch away
|
||
|
if ( !HasPrimaryAmmo() )
|
||
|
{
|
||
|
pPlayer->SelectLastItem();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponHarpoon::SecondaryAttack( void )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
// Slap things in front of me
|
||
|
Vector vecForward;
|
||
|
Vector vecBox = Vector( FIST_RANGE,FIST_RANGE,FIST_RANGE * 1.5 ) * 0.5;
|
||
|
pPlayer->EyeVectors( &vecForward );
|
||
|
Vector vecSrc = pPlayer->Weapon_ShootPosition( );
|
||
|
Vector vecCenter = vecSrc + (FIST_RANGE * 0.5 * vecForward);
|
||
|
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
//NDebugOverlay::Box( vecCenter, -Vector(2,2,2), Vector(2,2,2), 255,0,0,20,2.0);
|
||
|
//NDebugOverlay::Box( vecCenter, -vecBox, vecBox, 255,255,255,20,2.0);
|
||
|
|
||
|
bool bHitMetal = false;
|
||
|
bool bHitPlayer = false;
|
||
|
|
||
|
CBaseEntity *pList[100];
|
||
|
int count = UTIL_EntitiesInBox( pList, 100, vecSrc - vecBox, vecSrc + vecBox, FL_CLIENT|FL_NPC|FL_OBJECT );
|
||
|
for ( int i = 0; i < count; i++ )
|
||
|
{
|
||
|
CBaseEntity *pEntity = pList[i];
|
||
|
if ( !pEntity->m_takedamage )
|
||
|
continue;
|
||
|
if ( pEntity->InSameTeam( this ) )
|
||
|
continue;
|
||
|
|
||
|
//NDebugOverlay::EntityBounds( pEntity, 0,255,0,20,2.0);
|
||
|
if ( pEntity->IsPlayer() )
|
||
|
{
|
||
|
bHitPlayer = true;
|
||
|
CTakeDamageInfo info( this, pPlayer, weapon_fist_damage.GetFloat(), DMG_CLUB );
|
||
|
CalculateMeleeDamageForce( &info, (pEntity->GetAbsOrigin() - vecCenter), pEntity->GetAbsOrigin() );
|
||
|
pEntity->TakeDamage( info );
|
||
|
}
|
||
|
else if ( pEntity->Classify() == CLASS_MILITARY )
|
||
|
{
|
||
|
bHitMetal = true;
|
||
|
CTakeDamageInfo info( this, pPlayer, weapon_fist_damage_objects.GetFloat(), DMG_CLUB );
|
||
|
CalculateMeleeDamageForce( &info, (pEntity->GetAbsOrigin() - vecCenter), pEntity->GetAbsOrigin() );
|
||
|
pEntity->TakeDamage( info );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bHitMetal = true;
|
||
|
CTakeDamageInfo info( this, pPlayer, weapon_fist_damage.GetFloat(), DMG_CLUB );
|
||
|
CalculateMeleeDamageForce( &info, (pEntity->GetAbsOrigin() - vecCenter), pEntity->GetAbsOrigin() );
|
||
|
pEntity->TakeDamage( info );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Play the right sound
|
||
|
if ( bHitPlayer )
|
||
|
{
|
||
|
EmitSound( "Harpoon.HitFlesh" );
|
||
|
}
|
||
|
else if ( bHitMetal )
|
||
|
{
|
||
|
EmitSound( "Harpoon.HitMetal" );
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponHarpoon::ThrowGrenade( void )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
BaseClass::WeaponSound(WPN_DOUBLE);
|
||
|
|
||
|
// Calculate launch velocity (3 seconds for max distance)
|
||
|
float flThrowTime = MIN( (gpGlobals->curtime - m_flStartedThrowAt), 3.0 );
|
||
|
float flSpeed = 1000 + (200 * flThrowTime);
|
||
|
|
||
|
PlayAttackAnimation( ACT_VM_PRIMARYATTACK );
|
||
|
|
||
|
// If the player's crouched, roll the grenade
|
||
|
if ( pPlayer->GetFlags() & FL_DUCKING )
|
||
|
{
|
||
|
// Launch the grenade
|
||
|
Vector vecForward;
|
||
|
QAngle vecAngles = pPlayer->EyeAngles();
|
||
|
// Throw it up just a tad
|
||
|
vecAngles.x = -1;
|
||
|
AngleVectors( vecAngles, &vecForward, NULL, NULL);
|
||
|
Vector vecOrigin;
|
||
|
VectorLerp( pPlayer->EyePosition(), pPlayer->GetAbsOrigin(), 0.25f, vecOrigin );
|
||
|
vecOrigin += (vecForward * 16);
|
||
|
vecForward = vecForward * flSpeed;
|
||
|
CreateHarpoon(vecOrigin, vecForward, pPlayer );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Launch the grenade
|
||
|
Vector vecForward;
|
||
|
QAngle vecAngles = pPlayer->EyeAngles();
|
||
|
AngleVectors( vecAngles, &vecForward, NULL, NULL);
|
||
|
Vector vecOrigin = pPlayer->EyePosition();
|
||
|
vecOrigin += (vecForward * 16);
|
||
|
vecForward = vecForward * flSpeed;
|
||
|
CreateHarpoon(vecOrigin, vecForward, pPlayer );
|
||
|
}
|
||
|
|
||
|
pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Give the harpoon a yank
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponHarpoon::YankHarpoon( void )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
if ( m_bActiveHarpoon && m_hHarpoon.Get() )
|
||
|
{
|
||
|
// If the harpoon's impaled something, pull it towards me
|
||
|
CBaseEntity *pTarget = m_hHarpoon->GetImpaledTarget();
|
||
|
if ( pTarget )
|
||
|
{
|
||
|
if ( !pTarget->IsBSPModel() && pTarget->GetMoveType() != MOVETYPE_NONE )
|
||
|
{
|
||
|
// Bring him to me!
|
||
|
EmitSound( "Harpoon.Yank" );
|
||
|
|
||
|
// Get a yank vector, and raise it a little to get them off the ground if they're on it
|
||
|
Vector vecOverHere = ( pPlayer->GetAbsOrigin() - pTarget->GetAbsOrigin() );
|
||
|
VectorNormalize( vecOverHere );
|
||
|
if ( pTarget->GetFlags() & FL_ONGROUND )
|
||
|
{
|
||
|
pTarget->SetGroundEntity( NULL );
|
||
|
vecOverHere.z = 0.5;
|
||
|
}
|
||
|
pTarget->ApplyAbsVelocityImpulse( vecOverHere * 500 );
|
||
|
|
||
|
PlayAttackAnimation( ACT_VM_HAULBACK );
|
||
|
}
|
||
|
}
|
||
|
m_hHarpoon->SetThink( SUB_Remove );
|
||
|
m_hHarpoon->SetNextThink( gpGlobals->curtime + 5.0 );
|
||
|
m_hHarpoon = NULL;
|
||
|
m_bActiveHarpoon = false;
|
||
|
}
|
||
|
|
||
|
DetachRope();
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponHarpoon::DetachRope( void )
|
||
|
{
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
if ( m_hRope )
|
||
|
{
|
||
|
m_hRope->DetachPoint(1);
|
||
|
m_hRope->DieAtNextRest();
|
||
|
m_hRope = NULL;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CHarpoon *CWeaponHarpoon::CreateHarpoon( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner )
|
||
|
{
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
CHarpoon *pHarpoon = CHarpoon::Create(vecOrigin, vecAngles, pOwner );
|
||
|
if ( pHarpoon )
|
||
|
{
|
||
|
// Create the rope on first throw. Otherwise attach our existing rope.
|
||
|
if ( !m_hRope )
|
||
|
{
|
||
|
CRopeKeyframe *pRope = CRopeKeyframe::Create( pHarpoon, pOwner, 0, 0 );
|
||
|
if ( pRope )
|
||
|
{
|
||
|
pRope->m_RopeLength = 1.0;
|
||
|
pRope->m_Slack = 50.0f;
|
||
|
pRope->m_Width = 2;
|
||
|
pRope->m_nSegments = ROPE_MAX_SEGMENTS;
|
||
|
pRope->m_RopeFlags |= ROPE_RESIZE | ROPE_COLLIDE;
|
||
|
}
|
||
|
m_hRope = pRope;
|
||
|
pHarpoon->SetRope( m_hRope );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_hRope->SetEndPoint( pHarpoon, 0 );
|
||
|
pHarpoon->SetRope( m_hRope );
|
||
|
m_hRope = NULL;
|
||
|
}
|
||
|
|
||
|
// Do we already have a harpoon out?
|
||
|
CHarpoon *pOldHarpoon = m_hHarpoon;
|
||
|
m_hHarpoon = pHarpoon;
|
||
|
|
||
|
if ( pOldHarpoon )
|
||
|
{
|
||
|
pOldHarpoon->SetLinkedHarpoon( m_hHarpoon );
|
||
|
pHarpoon->SetLinkedHarpoon( pOldHarpoon );
|
||
|
m_hHarpoon = NULL;
|
||
|
}
|
||
|
}
|
||
|
return pHarpoon;
|
||
|
#else
|
||
|
return NULL;
|
||
|
#endif
|
||
|
}
|