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261 lines
7.1 KiB
261 lines
7.1 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: TF Gas 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_gas.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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#endif
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#define GRENADE_GAS_TIMER 3.0f //Seconds
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//=============================================================================
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//
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// TF Gas Grenade tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeGas, DT_TFGrenadeGas )
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BEGIN_NETWORK_TABLE( CTFGrenadeGas, DT_TFGrenadeGas )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFGrenadeGas )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_gas, CTFGrenadeGas );
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_gas );
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//=============================================================================
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//
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// TF Gas 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( CTFGrenadeGas )
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFWeaponBaseGrenadeProj *CTFGrenadeGas::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 CTFGrenadeGasProjectile::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 Gas 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_gas.mdl"
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LINK_ENTITY_TO_CLASS( tf_weapon_grenade_gas_projectile, CTFGrenadeGasProjectile );
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PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_gas_projectile );
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BEGIN_DATADESC( CTFGrenadeGasProjectile )
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DEFINE_THINKFUNC( Think_Emit ),
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DEFINE_THINKFUNC( Think_Fade ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFGrenadeGasProjectile* CTFGrenadeGasProjectile::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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CTFGrenadeGasProjectile *pGrenade = static_cast<CTFGrenadeGasProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_gas_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 CTFGrenadeGasProjectile::Spawn()
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{
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SetModel( GRENADE_MODEL );
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BaseClass::Spawn();
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m_hGasEffect = NULL;
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}
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CTFGrenadeGasProjectile::~CTFGrenadeGasProjectile()
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{
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if ( m_hGasEffect.Get() )
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{
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UTIL_Remove( m_hGasEffect );
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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 CTFGrenadeGasProjectile::Precache()
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{
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PrecacheModel( GRENADE_MODEL );
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PrecacheParticleSystem( "spy_gasgrenade" );
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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 CTFGrenadeGasProjectile::BounceSound( void )
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{
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EmitSound( "Weapon_Grenade_Gas.Bounce" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeGasProjectile::DetonateThink( void )
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{
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// if we're past the detonate time but still moving, delay the detonate
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if ( gpGlobals->curtime > GetDetonateTime() && VPhysicsGetObject() )
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{
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Vector vel;
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VPhysicsGetObject()->GetVelocity( &vel, NULL );
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if ( vel.Length() > 35.0 )
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{
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SetTimer( gpGlobals->curtime + 0.5 );
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}
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}
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BaseClass::DetonateThink();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrenadeGasProjectile::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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// start emitting gas
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VPhysicsGetObject()->EnableMotion( false );
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m_hGasEffect = ( CTFGasGrenadeEffect * )CreateEntityByName("tf_gas_grenade_effect");
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CBaseEntity *pGasEffect = m_hGasEffect.Get();
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if ( pGasEffect )
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{
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DispatchSpawn( pGasEffect );
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pGasEffect->SetAbsOrigin( GetAbsOrigin() );
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}
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EmitSound( "BaseSmokeEffect.Sound" );
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// damage / hallucination effect in waves
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m_nPulses = 20;
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SetThink( &CTFGrenadeGasProjectile::Think_Emit );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Emit gas pulses
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//-----------------------------------------------------------------------------
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void CTFGrenadeGasProjectile::Think_Emit( void )
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{
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Vector vecOrigin = GetAbsOrigin();
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float flDamage = 10;
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CTakeDamageInfo info( this, GetThrower(), vec3_origin, vecOrigin, flDamage, DMG_NERVEGAS | DMG_PREVENT_PHYSICS_FORCE );
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CBaseEntity* pEntity = NULL;
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while ( ( pEntity = gEntList.FindEntityInSphere( pEntity, vecOrigin, TF_HALLUCINATION_RADIUS ) ) != NULL )
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{
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// check for valid player
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if ( !pEntity->IsPlayer() )
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continue;
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pEntity->TakeDamage( info );
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}
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m_nPulses--;
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if ( m_nPulses <= 0 )
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{
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// Fade out
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SetThink( &CTFGrenadeGasProjectile::Think_Fade );
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}
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SetNextThink( gpGlobals->curtime + 0.75 );
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}
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//-----------------------------------------------------------------------------
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// Fade the projectile out over time before making it disappear
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//-----------------------------------------------------------------------------
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void CTFGrenadeGasProjectile::Think_Fade()
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{
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color32 c = GetRenderColor();
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c.a -= 1;
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SetRenderColor( c.r, c.b, c.g, c.a );
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if ( !c.a )
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{
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UTIL_Remove( this );
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}
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SetNextThink( gpGlobals->curtime );
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}
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#endif
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IMPLEMENT_NETWORKCLASS_ALIASED( TFGasGrenadeEffect, DT_TFGasGrenadeEffect )
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BEGIN_NETWORK_TABLE(CTFGasGrenadeEffect, DT_TFGasGrenadeEffect )
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END_NETWORK_TABLE()
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#ifndef CLIENT_DLL
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LINK_ENTITY_TO_CLASS( tf_gas_grenade_effect, CTFGasGrenadeEffect );
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#endif
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#ifndef CLIENT_DLL
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int CTFGasGrenadeEffect::UpdateTransmitState( void )
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{
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return SetTransmitState( FL_EDICT_PVSCHECK );
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}
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#else
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void CTFGasGrenadeEffect::OnDataChanged( DataUpdateType_t updateType )
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{
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if ( updateType == DATA_UPDATE_CREATED && m_pGasEffect == NULL )
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{
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m_pGasEffect = ParticleProp()->Create( "spy_gasgrenade", PATTACH_ABSORIGIN );
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}
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}
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#endif // CLIENT_DLL
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