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407 lines
11 KiB
407 lines
11 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "tf_player.h"
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#include "tf_basecombatweapon.h"
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#include "basegrenade_shared.h"
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#include "weapon_limpetmine.h"
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#include "engine/IEngineSound.h"
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#include "grenade_limpetmine.h"
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#include "tf_shareddefs.h"
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#include "IEffects.h"
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#include "player.h"
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#include "basetfvehicle.h"
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#define LIMPET_LIVE_TIME 0.5 // Time it takes before a limpet can be detonated after placement
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#define LIMPET_LIFETIME 120 // After this time, limpets fizzle naturally
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#define LIMPET_FIZZLE_DURATION 2.0f
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#define LIMPET_MINS Vector(-5, -5, 0)
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#define LIMPET_MAXS Vector( 5, 5, 10)
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// Damage CVars
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ConVar weapon_limpetmine_grenade_damage( "weapon_limpetmine_grenade_damage","0", FCVAR_NONE, "Limpet Mine's grenade maximum damage" );
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ConVar weapon_limpetmine_grenade_radius( "weapon_limpetmine_grenade_radius","0", FCVAR_NONE, "Limpet Mine's grenade splash radius" );
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// Global Savedata for friction modifier
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BEGIN_DATADESC( CLimpetMine )
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// Function Pointers
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DEFINE_THINKFUNC( LiveThink ),
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DEFINE_ENTITYFUNC( StickyTouch ),
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DEFINE_THINKFUNC( LimpetThink ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CLimpetMine, DT_LimpetMine)
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SendPropInt(SENDINFO(m_bLive), 1, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( grenade_limpetmine, CLimpetMine );
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//-----------------------------------------------------------------------------
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// Static initializers:
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//-----------------------------------------------------------------------------
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CLimpetMine* CLimpetMine::allLimpets = NULL;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CLimpetMine::CLimpetMine( void )
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{
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UseClientSideAnimation();
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// ---------------------------------
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// Add to linked list of limpets
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// ---------------------------------
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nextLimpet = CLimpetMine::allLimpets;
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CLimpetMine::allLimpets = this;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CLimpetMine::~CLimpetMine( void )
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{
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// --------------------------------------
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// Remove from linked list of limpets
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// --------------------------------------
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CLimpetMine *pLimpet = CLimpetMine::allLimpets;
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if (pLimpet == this)
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{
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CLimpetMine::allLimpets = pLimpet->nextLimpet;
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}
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else
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{
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while (pLimpet)
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{
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if (pLimpet->nextLimpet == this)
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{
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pLimpet->nextLimpet = pLimpet->nextLimpet->nextLimpet;
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break;
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}
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pLimpet = pLimpet->nextLimpet;
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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 CLimpetMine::Precache( void )
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{
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PrecacheModel( "models/projectiles/grenade_limpet.mdl" );
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PrecacheScriptSound( "LimpetMine.Beep" );
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PrecacheScriptSound( "LimpetMine.Fizzle" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CLimpetMine::Spawn( void )
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{
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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SetSolid( SOLID_BBOX );
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SetGravity( 1.0 );
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SetFriction( 1.25 );
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SetModel( "models/projectiles/grenade_limpet.mdl");
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UTIL_SetSize( this, LIMPET_MINS, LIMPET_MAXS );
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m_bLive = false;
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m_bFizzleInit = false;
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m_bEMPed = false;
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SetThink( LiveThink );
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SetNextThink( gpGlobals->curtime + LIMPET_LIVE_TIME );
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SetTouch( StickyTouch );
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// Causes these to collide with everything but NPCs and players
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SetCollisionGroup( TFCOLLISION_GROUP_GRENADE );
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AddFlag( FL_OBJECT );
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// Prevent sentry guns detecting these.
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AddFlag( FL_NOTARGET );
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// Set my damages to the cvar values
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SetDamage( weapon_limpetmine_grenade_damage.GetFloat() );
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SetDamageRadius( weapon_limpetmine_grenade_radius.GetFloat() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if this limpet mine can be detonated yet
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//-----------------------------------------------------------------------------
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bool CLimpetMine::IsLive( void )
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{
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return m_bLive;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CLimpetMine::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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Assert( pCaller );
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// USE_SET Means we're being asked to fizzle out and dielf
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if ( useType == USE_SET )
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{
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if ( !m_bFizzleInit )
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{
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// Set the defuse - fizzle think
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m_flFizzleDuration = gpGlobals->curtime + 0.3;
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SetThink( LimpetThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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m_bFizzleInit = true;
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}
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}
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else if ( IsLive() )
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{
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// Get the TF2 player that owns this limpet:
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CBaseTFPlayer *pPlayer = NULL;
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if ( m_hLauncher )
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{
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pPlayer = ToBaseTFPlayer( m_hLauncher->GetOwner() );
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}
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// Get the TF2 player that is calling this object, if any:
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CBaseTFPlayer *pCallerPlayer = NULL;
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if ( pCaller )
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{
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pCallerPlayer = ToBaseTFPlayer( pCaller );
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}
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// If the owning player is directly using the limpet, then pick it up:
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if( pPlayer && pCallerPlayer && pPlayer->IsSameClass( pCallerPlayer ) )
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{
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if ( m_hLauncher )
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{
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pPlayer->GiveAmmo( 1, m_hLauncher->m_iPrimaryAmmoType );
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m_hLauncher->DecrementLimpets();
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}
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UTIL_Remove( this );
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}
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else if ( pActivator && !pActivator->InSameTeam( this ) )
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{
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// only the owning player can detonate his own limpets, so return if this isn't the owner.
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return;
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}
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// We're being detonated
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// If are EMPed then we cannot be detonated.
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else if ( !IsEMPed() )
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{
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// Beep and detonate soon afterwards
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EmitSound( "LimpetMine.Beep" );
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SetThink( Detonate );
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SetNextThink( gpGlobals->curtime + 0.5f );
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// Pretend I'm not live anymore so I don't get exploded again
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m_bLive = false;
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if ( m_hLauncher )
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{
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m_hLauncher->DecrementLimpets();
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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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bool CLimpetMine::TakeEMPDamage( float duration )
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{
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if ( !m_bFizzleInit )
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{
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// Set the defuse - fizzle think
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float flDuration = MIN( duration, LIMPET_FIZZLE_DURATION );
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m_flFizzleDuration = gpGlobals->curtime + ( flDuration - 1.0f );
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SetThink( LimpetThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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m_bFizzleInit = true;
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m_bEMPed = true;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create a limpet mine
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//-----------------------------------------------------------------------------
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CLimpetMine* CLimpetMine::Create( const Vector &vecOrigin, const Vector &vecForward, CBasePlayer *pOwner )
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{
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CLimpetMine *pGrenade = (CLimpetMine*)CreateEntityByName("grenade_limpetmine");
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pGrenade->Teleport( &vecOrigin, NULL, NULL );
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pGrenade->Spawn();
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pGrenade->SetOwnerEntity( pOwner );
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pGrenade->SetThrower( pOwner );
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pGrenade->SetAbsVelocity( vecForward );
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pGrenade->ChangeTeam( pOwner->GetTeamNumber() );
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return pGrenade;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Keep a pointer to the launcher (parent)
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//-----------------------------------------------------------------------------
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void CLimpetMine::SetLauncher( CWeaponLimpetmine *pLauncher )
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{
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m_hLauncher = pLauncher;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Go Live
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//-----------------------------------------------------------------------------
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void CLimpetMine::LiveThink( void )
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{
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m_bLive = true;
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// Remove myself after a while
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m_flFizzleDuration = gpGlobals->curtime + LIMPET_LIFETIME + 0.3;
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SetNextThink( gpGlobals->curtime + 0.1f );
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SetThink( LimpetThink );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Make the grenade stick to whatever it touches
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//-----------------------------------------------------------------------------
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void CLimpetMine::StickyTouch( CBaseEntity *pOther )
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{
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Assert( pOther );
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if ( !pOther->IsSolid() )
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return;
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if ( !pOther->IsBSPModel() && !pOther->GetBaseAnimating() )
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return;
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BounceSound();
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m_bStuckToTarget = false;
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// Bounce off of shields
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if ( pOther->GetCollisionGroup() == TFCOLLISION_GROUP_SHIELD )
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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 vecNewVelocity;
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Vector vecCenter;
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AngleVectors( pOther->GetAbsAngles(), &vecCenter );
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VectorMultiply( vecCenter, 400.0f, vecNewVelocity );
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SetAbsVelocity( vecNewVelocity );
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return;
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}
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// Only stick to non-moving entities
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if ( !pOther->GetBaseAnimating() )
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return;
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// Don't stick to team members
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if ( InSameTeam( pOther ) )
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return;
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// ROBIN: Removed stick to enemies for now
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{
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SetAbsVelocity( vec3_origin );
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SetMoveType( MOVETYPE_NONE );
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return;
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}
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m_bStuckToTarget = true;
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// Orient to stick to the wall I just hit
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trace_t tr;
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Vector vecPrev = GetLocalOrigin() - (GetAbsVelocity() * 0.1);
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UTIL_TraceLine( vecPrev, vecPrev + (GetAbsVelocity() * 2), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction != 1 )
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{
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// Orient the *up* axis to be along the plane normal
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Vector perp( 1, 0, 0 );
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Vector forward, right;
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CrossProduct( perp, tr.plane.normal, forward );
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if (forward.LengthSqr() < 0.1f)
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{
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perp.Init( 0, 1, 0 );
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CrossProduct( perp, tr.plane.normal, forward );
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}
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VectorNormalize( forward );
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CrossProduct( tr.plane.normal, forward, right );
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VMatrix orientation( forward, right, tr.plane.normal );
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QAngle angles;
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MatrixToAngles( orientation, angles );
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SetAbsAngles( angles );
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}
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SetAbsVelocity( vec3_origin );
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SetMoveType( MOVETYPE_NONE );
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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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BounceSound();
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SetParent( pOther );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Once the limpet's active, it starts running this
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//-----------------------------------------------------------------------------
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void CLimpetMine::LimpetThink( void )
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{
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SetNextThink( gpGlobals->curtime + 0.1f );
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// If I'm not ready to fizzle yet, make sure my parent's still there.
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if ( m_bStuckToTarget )
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{
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// Lost our parent?
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if ( !GetMoveParent() )
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{
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m_bStuckToTarget = false;
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// Fall to the ground
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
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SetTouch( StickyTouch );
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}
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}
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float flDeltaTime = m_flFizzleDuration - gpGlobals->curtime;
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// Not ready to fizzle yet?
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if ( flDeltaTime > 0.3 )
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return;
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// Start fizzling
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if ( flDeltaTime > 0.0f )
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{
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// Emit a fizzle sound
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EmitSound( "LimpetMine.Fizzle" );
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g_pEffects->Sparks( GetAbsOrigin() );
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// Smoke.
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UTIL_Smoke( GetAbsOrigin(), random->RandomInt( 1, 3), 10 );
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}
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else
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{
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// Done fizzling - no more sound.
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StopSound( "LimpetMine.Fizzle" );
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UTIL_Remove( this );
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// Remove this limpet mine from the launcher deployment count.
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if ( m_hLauncher )
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{
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m_hLauncher->DecrementLimpets();
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}
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return;
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}
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}
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