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516 lines
11 KiB
516 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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//=============================================================================//
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#include "cbase.h"
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#include "tf_walker_ministrider.h"
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#include "in_buttons.h"
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#include "studio.h"
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#include "shake.h"
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#include "tf_gamerules.h"
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#include "npcevent.h"
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#include "ndebugoverlay.h"
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#include "te_effect_dispatch.h"
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#include "beam_shared.h"
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#include "ai_activity.h"
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#define WALKER_MINI_STRIDER_MODEL "models/objects/alien_vehicle_strider.mdl"
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#define STRIDER_TORSO_VERTICAL_SLIDE_SPEED 100
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float LARGE_GUN_FIRE_TIME = 3;
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// Skirmisher CVars
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ConVar tf_skirmisher_speed( "tf_skirmisher_speed", "300" );
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ConVar tf_skirmisher_machinegun_range( "tf_skirmisher_machinegun_range", "2000" );
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ConVar tf_skirmisher_machinegun_damage( "tf_skirmisher_machinegun_damage", "20" );
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ConVar tf_skirmisher_machinegun_rof( "tf_skirmisher_machinegun_rof", "10" );
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IMPLEMENT_SERVERCLASS_ST( CWalkerMiniStrider, DT_WalkerMiniStrider )
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( walker_mini_strider, CWalkerMiniStrider );
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PRECACHE_REGISTER( walker_mini_strider );
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CWalkerMiniStrider::CWalkerMiniStrider()
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{
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m_flWantedZ = -1;
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m_bFiringMachineGun = m_bFiringLargeGun = false;
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m_flOriginToLowestLegHeight = 133;
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m_State = STATE_NORMAL;
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m_bFiringLeftGun = true;
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m_flNextFootstepSoundTime = 0;
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}
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CWalkerMiniStrider::~CWalkerMiniStrider()
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{
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UTIL_Remove( m_pEnergyBeam );
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}
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void CWalkerMiniStrider::Precache()
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{
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PrecacheModel( WALKER_MINI_STRIDER_MODEL );
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PrecacheScriptSound( "Skirmisher.Footstep" );
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PrecacheScriptSound( "Skirmisher.GunSound" );
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PrecacheScriptSound( "Skirmisher.GunChargeSound" );
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BaseClass::Precache();
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}
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void CWalkerMiniStrider::Spawn()
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{
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SpawnWalker(
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WALKER_MINI_STRIDER_MODEL, // Model name.
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OBJ_WALKER_MINI_STRIDER, // Object type.
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Vector( 0, 0, 140 ) + Vector( -100, -100, -100 ), // Placement dimensions.
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Vector( 0, 0, 140 ) + Vector( 100, 100, 100 ),
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200, // Health.
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1, // Max passengers.
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1.0 // 1x speed multiplier
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);
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SetVelocityDecayRate( 110 );
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}
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bool CWalkerMiniStrider::IsPassengerVisible( int nRole )
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{
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if ( nRole == VEHICLE_ROLE_DRIVER )
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return false;
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return true;
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}
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void CWalkerMiniStrider::StartFiringMachineGun()
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{
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StopFiringLargeGun();
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m_bFiringMachineGun = true;
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m_flNextShootTime = gpGlobals->curtime;
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}
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void CWalkerMiniStrider::StopFiringMachineGun()
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{
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m_bFiringMachineGun = false;
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}
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Vector CWalkerMiniStrider::GetLargeGunShootOrigin()
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{
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Vector vRet;
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QAngle dummyAngle;
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if ( GetAttachment( LookupAttachment( "LargeGun" ), vRet, dummyAngle ) )
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{
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return vRet;
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}
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else
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{
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return GetAbsOrigin();
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}
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}
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void CWalkerMiniStrider::StartFiringLargeGun()
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{
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CBasePlayer *pPlayer = GetPassenger( VEHICLE_ROLE_DRIVER );
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Assert( pPlayer );
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if ( !pPlayer )
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return;
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// Figure out what we're shooting at.
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Vector vSrc = GetLargeGunShootOrigin();
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Vector vEyePos = pPlayer->EyePosition();
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Vector vEyeForward;
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AngleVectors( pPlayer->LocalEyeAngles(), &vEyeForward );
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trace_t trace;
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UTIL_TraceLine( vEyePos, vEyePos + vEyeForward * 2000, MASK_SOLID, this, COLLISION_GROUP_NONE, &trace );
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if ( trace.fraction < 1 )
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{
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m_vLargeGunForward = trace.endpos - vSrc;
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VectorNormalize( m_vLargeGunForward );
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trace_t trace;
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UTIL_TraceLine( vSrc, vSrc + m_vLargeGunForward * 2000, MASK_SOLID, this, COLLISION_GROUP_NONE, &trace );
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if ( trace.fraction < 1 )
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{
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EnableWalkMode( false );
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m_vLargeGunTargetPos = trace.endpos;
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m_flLargeGunCountdown = LARGE_GUN_FIRE_TIME;
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m_bFiringLargeGun = true;
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// Show an energy beam until we actually shoot.
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m_pEnergyBeam = CBeam::BeamCreate( "sprites/physbeam.vmt", 25 );
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m_pEnergyBeam->SetColor( 255, 0, 0 );
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m_pEnergyBeam->SetBrightness( 100 );
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m_pEnergyBeam->SetNoise( 4 );
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m_pEnergyBeam->PointsInit( vSrc, m_vLargeGunTargetPos );
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m_pEnergyBeam->LiveForTime( LARGE_GUN_FIRE_TIME );
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// Play a charge-up sound.
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CPASAttenuationFilter filter( this, "Skirmisher.GunChargeSound" );
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EmitSound( filter, 0, "Skirmisher.GunChargeSound", &vSrc );
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}
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}
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}
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void CWalkerMiniStrider::StopFiringLargeGun()
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{
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if ( m_bFiringLargeGun )
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{
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m_bFiringLargeGun = false;
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UTIL_Remove( m_pEnergyBeam );
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m_pEnergyBeam = NULL;
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EnableWalkMode( true );
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}
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}
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void CWalkerMiniStrider::UpdateLargeGun()
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{
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float dt = GetTimeDelta();
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if ( !m_bFiringLargeGun )
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return;
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m_flLargeGunCountdown -= dt;
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if ( m_flLargeGunCountdown <= 0 )
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{
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// Fire!
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Vector vSrc = GetLargeGunShootOrigin();
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trace_t trace;
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UTIL_TraceLine( vSrc, vSrc + m_vLargeGunForward * 2000, MASK_SOLID, this, COLLISION_GROUP_NONE, &trace );
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if ( trace.fraction < 1 )
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{
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CBasePlayer *pDriver = GetPassenger( VEHICLE_ROLE_DRIVER );
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if ( pDriver )
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{
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UTIL_ImpactTrace( &trace, DMG_ENERGYBEAM, "Strider" );
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Vector vHitPos = trace.endpos;
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float flDamageRadius = 100;
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float flDamage = 100;
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CPASFilter filter( vHitPos );
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te->Explosion( filter, 0.0,
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&vHitPos,
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g_sModelIndexFireball,
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2.0,
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15,
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TE_EXPLFLAG_NONE,
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flDamageRadius,
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flDamage );
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UTIL_ScreenShake( vHitPos, 10.0, 150.0, 1.0, 100, SHAKE_START );
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RadiusDamage( CTakeDamageInfo( this, pDriver, flDamage, DMG_BLAST ), vHitPos, flDamageRadius, CLASS_NONE, NULL );
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}
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}
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StopFiringLargeGun();
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}
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}
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void CWalkerMiniStrider::Crouch()
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{
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if ( m_State == STATE_CROUCHING || m_State == STATE_CROUCHED )
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return;
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// Disable the base class's walking functionality while we're crouched.
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EnableWalkMode( false );
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SetActivity( ACT_CROUCH );
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m_flCrouchTimer = SequenceDuration();
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m_State = STATE_CROUCHING;
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}
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void CWalkerMiniStrider::UnCrouch()
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{
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if ( m_State == STATE_CROUCHING || m_State == STATE_UNCROUCHING || m_State == STATE_NORMAL )
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return;
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SetActivity( ACT_STAND );
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m_flCrouchTimer = SequenceDuration();
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m_State = STATE_UNCROUCHING;
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}
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void CWalkerMiniStrider::UpdateCrouch()
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{
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float dt = GetTimeDelta();
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m_flCrouchTimer -= dt;
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if ( m_flCrouchTimer <= 0 )
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{
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if ( m_State == STATE_CROUCHING )
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{
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m_State = STATE_CROUCHED;
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SetActivity( ACT_CROUCHIDLE );
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}
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else if ( m_State == STATE_UNCROUCHING )
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{
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EnableWalkMode( true );
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m_State = STATE_NORMAL;
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SetActivity( ACT_IDLE );
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}
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}
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}
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void CWalkerMiniStrider::FireMachineGun()
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{
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CBaseEntity *pDriver = GetPassenger( VEHICLE_ROLE_DRIVER );
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if ( pDriver )
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{
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// Alternate the gun we're firing
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char *attachmentNames[2] = { "MachineGun_Left", "MachineGun_Right" };
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int iAttachment = LookupAttachment( attachmentNames[!m_bFiringLeftGun] );
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m_bFiringLeftGun = !m_bFiringLeftGun;
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Vector vAttachmentPos;
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QAngle vAttachmentAngles;
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GetAttachment( iAttachment, vAttachmentPos, vAttachmentAngles );
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Vector vEyePos = pDriver->EyePosition();
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Vector vEyeForward;
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QAngle vecAngles = pDriver->LocalEyeAngles();
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// Use the skirmisher's yaw
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vecAngles[YAW] = GetAbsAngles()[YAW];
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AngleVectors( vecAngles, &vEyeForward );
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// Trace ahead to find out where the crosshair is aiming
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trace_t trace;
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float flMaxRange = tf_skirmisher_machinegun_range.GetFloat();
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UTIL_TraceLine(
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vEyePos,
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vEyePos + vEyeForward * flMaxRange,
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MASK_SOLID,
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this,
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COLLISION_GROUP_NONE,
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&trace );
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Vector vecDir;
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if ( trace.fraction < 1.0 )
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{
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vecDir = (trace.endpos - vAttachmentPos );
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VectorNormalize( vecDir );
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}
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else
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{
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vecDir = vEyeForward;
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}
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// Shoot!
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TFGameRules()->FireBullets( CTakeDamageInfo( this, pDriver, tf_skirmisher_machinegun_damage.GetFloat(), DMG_BULLET ),
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1, // Num shots
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vAttachmentPos,
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vecDir,
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VECTOR_CONE_3DEGREES, // Spread
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flMaxRange, // Range
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DMG_BULLET,
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1, // Tracer freq
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entindex(),
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iAttachment, // Attachment ID
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"MinigunTracer" );
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m_flNextShootTime += (1.0f / tf_skirmisher_machinegun_rof.GetFloat());
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// Play the fire sound.
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Vector vCenter = WorldSpaceCenter();
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CPASAttenuationFilter filter( this, "Skirmisher.GunSound" );
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EmitSound( filter, 0, "Skirmisher.GunSound", &vCenter );
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}
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}
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void CWalkerMiniStrider::WalkerThink()
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{
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float dt = GetTimeDelta();
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BaseClass::WalkerThink();
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// Shoot the machine gun?
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if ( !m_bFiringLargeGun )
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{
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if ( m_LastButtons & IN_ATTACK )
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{
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if ( !m_bFiringMachineGun )
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StartFiringMachineGun();
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}
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else if ( m_bFiringMachineGun )
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{
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StopFiringMachineGun();
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}
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}
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// Fire the large gun?
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if ( !m_bFiringMachineGun )
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{
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if ( m_LastButtons & IN_ATTACK2 )
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{
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if ( !m_bFiringLargeGun )
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StartFiringLargeGun();
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}
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}
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UpdateCrouch();
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// Make sure it's crouched when there is no driver.
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if ( GetPassenger( VEHICLE_ROLE_DRIVER ) )
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{
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if ( m_LastButtons & IN_DUCK )
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{
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Crouch();
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}
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else
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{
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UnCrouch();
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}
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}
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else
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{
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Crouch();
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}
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if ( m_bFiringMachineGun )
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{
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while ( gpGlobals->curtime > m_flNextShootTime )
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{
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FireMachineGun();
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}
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}
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UpdateLargeGun();
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// Move our torso within range of our feet.
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if ( m_flOriginToLowestLegHeight != -1 )
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{
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Vector vCenter = WorldSpaceCenter();
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//NDebugOverlay::EntityBounds( this, 255, 100, 0, 0 ,0 );
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//NDebugOverlay::Line( vCenter, vCenter-Vector(0,0,2000), 255,0,0, true, 0 );
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trace_t trace;
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UTIL_TraceLine(
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vCenter,
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vCenter - Vector( 0, 0, 2000 ),
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MASK_SOLID_BRUSHONLY,
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this,
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COLLISION_GROUP_NONE,
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&trace );
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if ( trace.fraction < 1 )
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{
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m_flWantedZ = trace.endpos.z + m_flOriginToLowestLegHeight;
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}
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// Move our Z towards the wanted Z.
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if ( m_flWantedZ != -1 )
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{
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Vector vCur = vCenter;
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vCur.z = Approach( m_flWantedZ, vCur.z, STRIDER_TORSO_VERTICAL_SLIDE_SPEED * dt );
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SetAbsOrigin( GetAbsOrigin() + Vector( 0, 0, vCur.z - vCenter.z ) );
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}
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}
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}
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void CWalkerMiniStrider::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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// Sapper removal
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if ( RemoveEnemyAttachments( pActivator ) )
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return;
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CBaseTFPlayer *pPlayer = dynamic_cast<CBaseTFPlayer*>(pActivator);
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if ( !pPlayer || !InSameTeam( pPlayer ) )
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return;
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// Ok, put them in the driver role.
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AttemptToBoardVehicle( pPlayer );
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}
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void CWalkerMiniStrider::SetupMove( CBasePlayer *pPlayer, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
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{
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BaseClass::SetupMove( pPlayer, ucmd, pHelper, move );
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}
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bool CWalkerMiniStrider::StartBuilding( CBaseEntity *pBuilder )
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{
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return BaseClass::StartBuilding( pBuilder );
|
||
|
}
|
||
|
|
||
|
|
||
|
Vector CWalkerMiniStrider::GetWalkerLocalMovement()
|
||
|
{
|
||
|
float dt = GetTimeDelta();
|
||
|
|
||
|
Vector vForward, vRight;
|
||
|
AngleVectors( GetLocalAngles(), &vForward, &vRight, NULL );
|
||
|
|
||
|
float flSpeed = (tf_skirmisher_speed.GetFloat() / 100) * dt;
|
||
|
Vector vMovement =
|
||
|
vForward * (GetSteerVelocity().x * flSpeed) +
|
||
|
vRight * (GetSteerVelocity().y * flSpeed);
|
||
|
|
||
|
return GetLocalOrigin() + vMovement;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CWalkerMiniStrider::SetPassenger( int nRole, CBasePlayer *pPassenger )
|
||
|
{
|
||
|
BaseClass::SetPassenger( nRole, pPassenger );
|
||
|
|
||
|
if ( nRole == VEHICLE_ROLE_DRIVER && pPassenger )
|
||
|
UnCrouch();
|
||
|
}
|
||
|
|
||
|
|
||
|
void CWalkerMiniStrider::FootHit( const char *pFootName )
|
||
|
{
|
||
|
if ( gpGlobals->curtime >= m_flNextFootstepSoundTime )
|
||
|
{
|
||
|
Vector footPosition;
|
||
|
QAngle angles;
|
||
|
|
||
|
((BaseClass*)this)->GetAttachment( pFootName, footPosition, angles );
|
||
|
CPASAttenuationFilter filter( this, "Skirmisher.Footstep" );
|
||
|
EmitSound( filter, entindex(), "Skirmisher.Footstep", &footPosition );
|
||
|
|
||
|
m_flNextFootstepSoundTime = gpGlobals->curtime + 0.2;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CWalkerMiniStrider::HandleAnimEvent( animevent_t *pEvent )
|
||
|
{
|
||
|
switch( pEvent->event )
|
||
|
{
|
||
|
case 1:
|
||
|
case 2:
|
||
|
case 3:
|
||
|
{
|
||
|
FootHit( "back foot" );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|