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256 lines
7.3 KiB
256 lines
7.3 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//=============================================================================
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#include "cbase.h"
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#include "tf_weapon_raygun.h"
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#include "tf_fx_shared.h"
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#include "in_buttons.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 "particle_property.h"
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#else
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#include "tf_player.h"
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#include "ndebugoverlay.h"
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#include "particle_parse.h"
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#include "tf_fx.h"
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#include "tf_gamestats.h"
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#include "tf_projectile_energy_ring.h"
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#endif
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//============================
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IMPLEMENT_NETWORKCLASS_ALIASED( TFRaygun, DT_WeaponRaygun )
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BEGIN_NETWORK_TABLE( CTFRaygun, DT_WeaponRaygun )
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#ifdef GAME_DLL
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SendPropBool( SENDINFO( m_bUseNewProjectileCode ) ),
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#else
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RecvPropBool( RECVINFO( m_bUseNewProjectileCode ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFRaygun )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_raygun, CTFRaygun );
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PRECACHE_WEAPON_REGISTER( tf_weapon_raygun );
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//============================
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IMPLEMENT_NETWORKCLASS_ALIASED( TFDRGPomson, DT_WeaponDRGPomson )
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BEGIN_NETWORK_TABLE( CTFDRGPomson, DT_WeaponDRGPomson )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFDRGPomson )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_drg_pomson, CTFDRGPomson );
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PRECACHE_WEAPON_REGISTER( tf_weapon_drg_pomson );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFRaygun::CTFRaygun()
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{
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m_bUseNewProjectileCode = false;
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#ifdef GAME_DLL
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// Goofyness to preserve demos. Old demos wont have this set on the client
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// so we'll know to use the old code path.
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m_bUseNewProjectileCode = true;
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#endif
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m_flIrradiateTime = 0.f;
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m_bEffectsThinking = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFRaygun::Precache()
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{
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PrecacheParticleSystem( "drg_bison_impact" );
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PrecacheParticleSystem( "drg_bison_idle" );
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PrecacheParticleSystem( "drg_bison_muzzleflash" );
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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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const char *CTFRaygun::GetMuzzleFlashParticleEffect( void )
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{
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return "drg_bison_muzzleflash";
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFRaygun::PrimaryAttack( void )
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{
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if ( !Energy_HasEnergy() )
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return;
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BaseClass::PrimaryAttack();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFRaygun::ModifyProjectile( CBaseEntity* pProj )
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{
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#ifdef GAME_DLL
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/*
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CTFProjectile_EnergyRing* pEnergyBall = dynamic_cast<CTFProjectile_EnergyRing*>( pProj );
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if ( pEnergyBall == NULL )
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return;
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pEnergyBall->SetColor( 1, GetParticleColor( 1 ) );
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pEnergyBall->SetColor( 2, GetParticleColor( 2 ) );
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*/
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#endif
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Energy_DrainEnergy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CTFRaygun::GetProgress( void )
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{
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return Energy_GetEnergy() / Energy_GetMaxEnergy();
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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 CTFRaygun::DispatchMuzzleFlash( const char* effectName, C_BaseEntity* pAttachEnt )
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{
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DispatchParticleEffect( effectName, PATTACH_POINT_FOLLOW, pAttachEnt, "muzzle", GetParticleColor( 1 ), GetParticleColor( 2 ) );
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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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bool CTFRaygun::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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#ifdef CLIENT_DLL
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m_bEffectsThinking = false;
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#endif
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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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bool CTFRaygun::Deploy( void )
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{
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#ifdef CLIENT_DLL
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m_bEffectsThinking = true;
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SetContextThink( &CTFRaygun::ClientEffectsThink, gpGlobals->curtime + rand() % 5, "EFFECTS_THINK" );
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#endif
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return BaseClass::Deploy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFRaygun::ItemPostFrame( void )
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{
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BaseClass::ItemPostFrame();
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#ifdef CLIENT_DLL
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if ( !m_bEffectsThinking )
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{
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m_bEffectsThinking = true;
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SetContextThink( &CTFRaygun::ClientEffectsThink, gpGlobals->curtime + rand() % 5, "EFFECTS_THINK" );
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}
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#endif
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}
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFRaygun::ClientEffectsThink( 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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if ( !pPlayer->IsLocalPlayer() )
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return;
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if ( !pPlayer->GetViewModel() )
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return;
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if ( !m_bEffectsThinking )
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return;
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SetContextThink( &CTFRaygun::ClientEffectsThink, gpGlobals->curtime + 2 + rand() % 5, "EFFECTS_THINK" );
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ParticleProp()->Init( this );
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CNewParticleEffect* pEffect = ParticleProp()->Create( GetIdleParticleEffect(), PATTACH_POINT_FOLLOW, "muzzle" );
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if ( pEffect )
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{
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pEffect->SetControlPoint( CUSTOM_COLOR_CP1, GetParticleColor( 1 ) );
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pEffect->SetControlPoint( CUSTOM_COLOR_CP2, GetParticleColor( 2 ) );
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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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float CTFRaygun::GetProjectileSpeed( void )
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{
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return 1200.f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CTFRaygun::GetProjectileGravity( void )
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{
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return 0.f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFRaygun::IsViewModelFlipped( void )
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{
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return !BaseClass::IsViewModelFlipped();
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}
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void CTFDRGPomson::Precache()
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{
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BaseClass::Precache();
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PrecacheParticleSystem( "drg_pomson_idle" );
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PrecacheParticleSystem( "drg_pomson_impact_drain" );
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PrecacheParticleSystem( "drg_pomson_projectile" );
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PrecacheParticleSystem( "drg_pomson_muzzleflash" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFDRGPomson::GetProjectileFireSetup( CTFPlayer *pPlayer, Vector vecOffset, Vector *vecSrc, QAngle *angForward, bool bHitTeammates, float flEndDist )
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{
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BaseClass::GetProjectileFireSetup( pPlayer, vecOffset, vecSrc, angForward, bHitTeammates, flEndDist );
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// adjust to line up with the weapon muzzle
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vecSrc->z -= 13.0f;
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}
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