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232 lines
6.8 KiB
232 lines
6.8 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: TF Emp Grenade.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "tf_weaponbase.h"
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#include "tf_gamerules.h"
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#include "npcevent.h"
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#include "engine/IEngineSound.h"
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#include "tf_weapon_grenade_emp.h"
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// Server specific.
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#ifdef GAME_DLL
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#include "tf_player.h"
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#include "items.h"
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#include "tf_weaponbase_grenadeproj.h"
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#include "soundent.h"
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#include "KeyValues.h"
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#include "particle_parse.h"
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#include "beam_shared.h"
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#endif
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#define GRENADE_EMP_TIMER 3.0f //Seconds
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#define GRENADE_EMP_LEADIN 2.0f
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//=============================================================================
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//
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// TF Emp Grenade tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeEmp, DT_TFGrenadeEmp )
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BEGIN_NETWORK_TABLE( CTFGrenadeEmp, DT_TFGrenadeEmp )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFGrenadeEmp )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_emp, CTFGrenadeEmp );
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_emp );
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//=============================================================================
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//
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// TF Emp Grenade functions.
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//
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// Server specific.
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#ifdef GAME_DLL
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BEGIN_DATADESC( CTFGrenadeEmp )
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFWeaponBaseGrenadeProj *CTFGrenadeEmp::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel,
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AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags )
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{
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return CTFGrenadeEmpProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse,
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pPlayer, GetTFWpnData(), flTime );
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}
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#endif
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//=============================================================================
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//
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// TF Emp Grenade Projectile functions (Server specific).
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//
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#ifdef GAME_DLL
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#define GRENADE_MODEL "models/weapons/w_models/w_grenade_emp.mdl"
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_emp_projectile, CTFGrenadeEmpProjectile );
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PRECACHE_REGISTER( tf_weapon_grenade_emp_projectile );
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BEGIN_DATADESC( CTFGrenadeEmpProjectile )
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DEFINE_THINKFUNC( DetonateThink ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFGrenadeEmpProjectile* CTFGrenadeEmpProjectile::Create( const Vector &position, const QAngle &angles,
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const Vector &velocity, const AngularImpulse &angVelocity,
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CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags )
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{
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CTFGrenadeEmpProjectile *pGrenade = static_cast<CTFGrenadeEmpProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_emp_projectile", position, angles, velocity, angVelocity, pOwner, weaponInfo, timer, iFlags ) );
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if ( pGrenade )
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{
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pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity );
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}
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return pGrenade;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeEmpProjectile::Spawn()
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{
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Precache();
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SetModel( GRENADE_MODEL );
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BaseClass::Spawn();
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m_bPlayedLeadIn = false;
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SetThink( &CTFGrenadeEmpProjectile::DetonateThink );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeEmpProjectile::Precache()
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{
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PrecacheModel( GRENADE_MODEL );
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PrecacheScriptSound( "Weapon_Grenade_Emp.LeadIn" );
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PrecacheModel( "sprites/physcannon_bluelight1b.vmt" );
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PrecacheParticleSystem( "emp_shockwave" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeEmpProjectile::BounceSound( void )
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{
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EmitSound( "Weapon_Grenade_Emp.Bounce" );
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}
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extern ConVar tf_grenade_show_radius;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeEmpProjectile::Detonate()
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{
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if ( ShouldNotDetonate() )
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{
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RemoveGrenade();
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return;
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}
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// Explosion effect on client
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SendDispatchEffect();
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float flRadius = 180;
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float flDamage = 1;
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if ( tf_grenade_show_radius.GetBool() )
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{
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DrawRadius( flRadius );
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}
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// Apply some amount of EMP damage to every entity in the radius. They will calculate
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// their own damage based on how much ammo they have or some other wacky calculation.
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CTakeDamageInfo info( this, GetThrower(), vec3_origin, GetAbsOrigin(), flDamage, DMG_EMP | DMG_PREVENT_PHYSICS_FORCE );
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CBaseEntity *pEntityList[100];
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int nEntityCount = UTIL_EntitiesInSphere( pEntityList, 100, GetAbsOrigin(), flRadius, 0 );
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int iEntity;
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for ( iEntity = 0; iEntity < nEntityCount; ++iEntity )
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{
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CBaseEntity *pEntity = pEntityList[iEntity];
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if ( pEntity == this )
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continue;
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if ( pEntity && pEntity->IsPlayer() )
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continue;
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if ( pEntity && ( pEntity->m_takedamage == DAMAGE_YES || pEntity->m_takedamage == DAMAGE_EVENTS_ONLY ) )
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{
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pEntity->TakeDamage( info );
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//if ( pEntity->IsPlayer() /* || is ammo box || is enemy object */ )
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{
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CBeam *pBeam = CBeam::BeamCreate( "sprites/physcannon_bluelight1b.vmt", 3.0 );
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if ( !pBeam )
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return;
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pBeam->PointsInit( GetAbsOrigin(), pEntity->WorldSpaceCenter() );
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pBeam->SetColor( 255, 255, 255 );
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pBeam->SetBrightness( 128 );
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pBeam->SetNoise( 12.0f );
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pBeam->SetEndWidth( 3.0f );
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pBeam->SetWidth( 3.0f );
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pBeam->LiveForTime( 0.5f ); // Fail-safe
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pBeam->SetFrameRate( 25.0f );
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pBeam->SetFrame( random->RandomInt( 0, 2 ) );
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}
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}
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}
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DispatchParticleEffect( "emp_shockwave", GetAbsOrigin(), vec3_angle );
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UTIL_Remove( this );
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#if 0
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// Tell the bots an HE grenade has exploded
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CTFPlayer *pPlayer = ToTFPlayer( GetThrower() );
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if ( pPlayer )
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{
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KeyValues *pEvent = new KeyValues( "tf_weapon_grenade_detonate" );
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pEvent->SetInt( "userid", pPlayer->GetUserID() );
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gameeventmanager->FireEventServerOnly( pEvent );
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeEmpProjectile::DetonateThink( void )
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{
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if ( !m_bPlayedLeadIn && gpGlobals->curtime > GetDetonateTime() - GRENADE_EMP_LEADIN )
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{
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Vector soundPosition = GetAbsOrigin() + Vector( 0, 0, 5 );
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CPASAttenuationFilter filter( soundPosition );
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EmitSound( filter, entindex(), "Weapon_Grenade_Emp.LeadIn" );
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m_bPlayedLeadIn = true;
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}
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BaseClass::DetonateThink();
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}
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#endif
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