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537 lines
15 KiB
537 lines
15 KiB
![]()
4 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_weapon_mechanical_arm.h"
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#include "in_buttons.h"
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#if !defined( CLIENT_DLL )
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#include "tf_player.h"
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#include "tf_gamestats.h"
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#include "ilagcompensationmanager.h"
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#include "particle_parse.h"
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#include "tf_fx.h"
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#include "tf_weapon_grenade_pipebomb.h"
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#include "tf_team.h"
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#include "tf_passtime_logic.h"
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#else
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#include "c_tf_player.h"
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#endif
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//=============================================================================
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//
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// tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFMechanicalArm, DT_TFMechanicalArm )
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BEGIN_NETWORK_TABLE( CTFMechanicalArm, DT_TFMechanicalArm )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFMechanicalArm )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_mechanical_arm, CTFMechanicalArm );
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PRECACHE_WEAPON_REGISTER( tf_weapon_mechanical_arm );
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#define AMMO_BASE_PROJECTILE_SHOCK 10
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#define AMMO_PER_PROJECTILE_SHOCK 5
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//=============================================================================
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//
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// CTFMechanicalArm
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//
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFMechanicalArm::CTFMechanicalArm()
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{
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#ifdef CLIENT_DLL
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m_pParticleBeamEffect = NULL;
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m_pParticleBeamSpark = NULL;
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m_pEffectOwner = NULL;
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#endif // CLIENT_DLL
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}
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CTFMechanicalArm::~CTFMechanicalArm()
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{
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#ifdef CLIENT_DLL
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if ( m_pEffectOwner )
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{
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if ( m_pParticleBeamEffect )
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{
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m_pEffectOwner->ParticleProp()->StopEmissionAndDestroyImmediately( m_pParticleBeamEffect );
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m_pParticleBeamEffect = NULL;
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}
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if ( m_pParticleBeamSpark )
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{
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m_pEffectOwner->ParticleProp()->StopEmissionAndDestroyImmediately( m_pParticleBeamSpark );
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m_pParticleBeamSpark = NULL;
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}
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m_pEffectOwner = NULL;
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}
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#endif // CLIENT_DLL
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFMechanicalArm::Precache()
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{
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BaseClass::Precache();
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PrecacheParticleSystem( "dxhr_arm_muzzleflash" );
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PrecacheParticleSystem( "dxhr_arm_muzzleflash2" );
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PrecacheParticleSystem( "dxhr_arm_impact" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFMechanicalArm::ShockAttack( void )
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{
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CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
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if ( !pOwner )
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return false;
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if ( pOwner->GetWaterLevel() == WL_Eyes )
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return false;
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// Enough ammo to shock at least one target?
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if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) < ( AMMO_BASE_PROJECTILE_SHOCK + AMMO_PER_PROJECTILE_SHOCK ) )
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return false;
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#ifdef GAME_DLL
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if ( pOwner->m_Shared.IsStealthed() )
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{
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pOwner->RemoveInvisibility();
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}
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lagcompensation->StartLagCompensation( pOwner, pOwner->GetCurrentCommand() );
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Vector vecEye = pOwner->EyePosition();
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Vector vecForward, vecRight, vecUp;
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AngleVectors( pOwner->EyeAngles(), &vecForward, &vecRight, &vecUp );
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Vector vecSize = Vector( 128, 128, 64 );
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float flMaxElement = 0.0f;
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for ( int i = 0; i < 3; ++i )
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{
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flMaxElement = MAX( flMaxElement, vecSize[i] );
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}
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Vector vecCenter = vecEye + vecForward * flMaxElement;
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CUtlVector< CBaseEntity* > vecShockTargets;
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// Get a list of entities in the box defined by vecSize at VecCenter.
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// We will then try to deflect everything in the box.
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const int maxCollectedEntities = 64;
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CBaseEntity *pObjects[ maxCollectedEntities ];
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int count = UTIL_EntitiesInBox( pObjects, maxCollectedEntities, vecCenter - vecSize, vecCenter + vecSize, FL_GRENADE | FL_CLIENT | FL_FAKECLIENT );
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for ( int i = 0; i < count; i++ )
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{
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if ( IsValidVictim( pOwner, pObjects[i] ) )
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{
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vecShockTargets.AddToTail( pObjects[i] );
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}
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}
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// Remove the base cost for attempting to fire, regardless of what we hit
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pOwner->RemoveAmmo( AMMO_BASE_PROJECTILE_SHOCK, m_iPrimaryAmmoType );
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// We attacked by didn't hit anything
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if ( vecShockTargets.Count() == 0 )
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{
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lagcompensation->FinishLagCompensation( pOwner );
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return true;
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}
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// Horribly hacked muzzle position
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Vector vForward, vRight, vUp;
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AngleVectors( pOwner->EyeAngles(), &vForward, &vRight, &vUp );
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Vector vStart = pOwner->EyePosition()
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+ (vForward * 40.0f)
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+ (vRight * 15.0f)
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+ (vUp * -10.0f);
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FOR_EACH_VEC( vecShockTargets, i )
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{
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if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) < AMMO_PER_PROJECTILE_SHOCK )
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break;
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CBaseEntity* pTarget = vecShockTargets[i];
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Vector vecTarget = pTarget->WorldSpaceCenter();
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ShockVictim( pOwner, pTarget );
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pOwner->RemoveAmmo( AMMO_PER_PROJECTILE_SHOCK, m_iPrimaryAmmoType );
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// Play an effect where the target is
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CPVSFilter filter( vecTarget );
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const char *shootsound = GetShootSound( SPECIAL3 );
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if ( shootsound && *shootsound )
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{
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EmitSound( shootsound );
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}
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// play the electrical effect from the gun to the pipes
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te_tf_particle_effects_control_point_t controlPoint = { PATTACH_WORLDORIGIN, vecTarget };
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TE_TFParticleEffectComplex( filter, 0.0f, "dxhr_arm_muzzleflash", vStart, QAngle( 0, 0, 0 ), NULL, &controlPoint, pTarget, PATTACH_CUSTOMORIGIN );
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}
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lagcompensation->FinishLagCompensation( pOwner );
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#endif
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return true;
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}
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#ifdef GAME_DLL
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//-----------------------------------------------------------------------------
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bool CTFMechanicalArm::IsValidVictim( CTFPlayer *pOwner, CBaseEntity *pTarget )
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{
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if ( pTarget == NULL )
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return false;
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if ( pTarget == pOwner )
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return false;
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if ( pTarget->IsPlayer() && pTarget->GetTeamNumber() == TEAM_SPECTATOR )
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return false;
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if ( pTarget->GetTeamNumber() == pOwner->GetTeamNumber() )
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return false;
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if ( pTarget->IsPlayer() && !pTarget->IsAlive() )
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return false;
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if ( !pTarget->IsDeflectable() && !FClassnameIs( pTarget, "prop_physics" ) )
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return false;
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if ( pOwner->FVisible( pTarget, MASK_SOLID_BRUSHONLY ) == false )
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return false;
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if ( g_pPasstimeLogic && ( g_pPasstimeLogic->GetBall() == pTarget ) )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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void CTFMechanicalArm::ShockVictim( CTFPlayer *pOwner, CBaseEntity *pTarget )
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{
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// Projectile
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if ( !pTarget->IsPlayer() )
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{
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pTarget->SetThink( &BaseClass::SUB_Remove );
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pTarget->SetNextThink( gpGlobals->curtime );
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pTarget->SetTouch( NULL );
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pTarget->AddEffects( EF_NODRAW );
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pTarget->RemoveFlag( FL_GRENADE );
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}
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// deal damage
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CTakeDamageInfo info;
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info.SetDamageType( DMG_SHOCK );
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info.SetAttacker( pOwner );
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info.SetInflictor( this );
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info.SetWeapon( this );
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info.SetDamage( 20 );
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info.SetDamagePosition( pTarget->WorldSpaceCenter() );
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pTarget->TakeDamage( info );
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// Achievement
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CTFGrenadePipebombProjectile *pPipebomb = dynamic_cast<CTFGrenadePipebombProjectile*>( pTarget );
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if ( pPipebomb && pPipebomb->HasStickyEffects() )
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{
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// If we are near a building, award achievement progress.
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CTFTeam *pTeam = pOwner->GetTFTeam();
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if ( pTeam )
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{
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for ( int j = 0; j < pTeam->GetNumObjects(); j++ )
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{
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CBaseObject *pTemp = pTeam->GetObject( j );
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if ( pTemp && ( pTemp->ObjectType() != OBJ_ATTACHMENT_SAPPER ) )
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{
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if ( ( pTemp->GetAbsOrigin().DistTo( pPipebomb->GetAbsOrigin() ) < 100 ) &&
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( pTemp->FVisible( pPipebomb, MASK_SOLID_BRUSHONLY ) ) )
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{
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pOwner->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_DESTROY_STICKIES, 1 );
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break; // Only one award per sticky.
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}
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}
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}
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}
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}
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}
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#endif
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//-----------------------------------------------------------------------------
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void CTFMechanicalArm::SecondaryAttack( void )
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{
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CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
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if ( !pOwner )
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return;
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// Are we capable of firing again?
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if ( m_flNextSecondaryAttack > gpGlobals->curtime )
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return;
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if ( m_iPrimaryAmmoType == TF_AMMO_METAL )
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{
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if ( ( GetAmmoPerShot() > GetOwner()->GetAmmoCount( m_iPrimaryAmmoType ) ) ||
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( pOwner->GetWaterLevel() == WL_Eyes ) )
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{
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WeaponSound( EMPTY );
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.67f;
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return;
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}
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}
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if ( !CanAttack() )
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return;
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if ( ShockAttack() )
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{
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WeaponSound( SPECIAL3 );
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}
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else
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{
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WeaponSound( EMPTY );
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}
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#ifdef CLIENT_DLL
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// Play an effect on the client so they have some kind of visual feedback that something happened
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int iParticleAttachment = LookupAttachment( "muzzle" );
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CNewParticleEffect* pEffect = ParticleProp()->Create( "dxhr_sniper_fizzle", PATTACH_POINT_FOLLOW, iParticleAttachment );
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ParticleProp()->AddControlPoint( pEffect, 1, this, PATTACH_POINT_FOLLOW, "muzzle" );
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#endif
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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pOwner->SetAnimation( PLAYER_ATTACK1 );
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.67f;
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.67f;
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}
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#ifdef CLIENT_DLL
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void CTFMechanicalArm::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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UpdateParticleBeam();
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}
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//-----------------------------------------------------------------------------
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void CTFMechanicalArm::StopParticleBeam( void )
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{
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if ( !m_pEffectOwner )
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return;
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// Different owners, kill the old effect
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if ( m_pParticleBeamEffect )
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{
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m_pEffectOwner->ParticleProp()->StopEmissionAndDestroyImmediately( m_pParticleBeamEffect );
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m_pParticleBeamEffect = NULL;
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}
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if ( m_pParticleBeamSpark )
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{
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m_pEffectOwner->ParticleProp()->StopEmissionAndDestroyImmediately( m_pParticleBeamSpark );
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m_pParticleBeamSpark = NULL;
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}
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m_pEffectOwner = NULL;
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}
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//-----------------------------------------------------------------------------
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void CTFMechanicalArm::UpdateParticleBeam()
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{
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// Update Particle
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// If we are attacking, update the particle (make it render)
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CTFPlayer *pFiringPlayer = ToTFPlayer( GetOwnerEntity() );
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if ( !pFiringPlayer )
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{
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StopParticleBeam();
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return;
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}
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C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
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C_BaseEntity *pEffectOwner = this;
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if ( pLocalPlayer == pFiringPlayer )
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{
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pEffectOwner = pLocalPlayer->GetRenderedWeaponModel();
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if ( !pEffectOwner )
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{
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StopParticleBeam();
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return;
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}
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}
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if ( m_pEffectOwner && m_pEffectOwner != pEffectOwner )
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{
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StopParticleBeam();
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return;
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}
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if ( m_flNextSecondaryAttack > gpGlobals->curtime )
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{
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StopParticleBeam();
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return;
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}
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m_pEffectOwner = pEffectOwner;
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// Constantly perform the shock attack and update control points if attack is down and we've already fired
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if ( pFiringPlayer
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&& pFiringPlayer->m_nButtons & IN_ATTACK
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&& pFiringPlayer->GetActiveWeapon() == this
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&& pFiringPlayer->GetWaterLevel() != WL_Eyes
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&& pFiringPlayer->m_flNextAttack < gpGlobals->curtime )
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{
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trace_t tr;
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Vector vecAiming;
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pFiringPlayer->EyeVectors( &vecAiming );
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Vector vecEnd = pFiringPlayer->EyePosition() + vecAiming * 256.0f;
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UTIL_TraceLine( pFiringPlayer->EyePosition(), vecEnd, ( MASK_SHOT & ~CONTENTS_HITBOX ), pFiringPlayer, DMG_GENERIC, &tr );
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// Line laser
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if ( !m_pParticleBeamEffect )
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{
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const char *pszEffectName = "dxhr_arm_muzzleflash2";
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m_pParticleBeamEffect = pEffectOwner->ParticleProp()->Create( pszEffectName, PATTACH_POINT_FOLLOW, "muzzle" );
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}
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if ( m_pParticleBeamEffect )
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{
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Vector vEndPos = tr.endpos - pFiringPlayer->GetAbsOrigin();
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pEffectOwner->ParticleProp()->AddControlPoint( m_pParticleBeamEffect, 1, pFiringPlayer, PATTACH_ABSORIGIN_FOLLOW, NULL, vEndPos );
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}
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// Spark
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if ( !m_pParticleBeamSpark && tr.m_pEnt && tr.m_pEnt->IsPlayer( ) )
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{
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m_pParticleBeamSpark = pEffectOwner->ParticleProp( )->Create( "dxhr_arm_impact", PATTACH_ABSORIGIN_FOLLOW );
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}
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else if ( m_pParticleBeamSpark && (!tr.m_pEnt || !tr.m_pEnt->IsPlayer() ) )
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{
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m_pEffectOwner->ParticleProp()->StopEmissionAndDestroyImmediately( m_pParticleBeamSpark );
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m_pParticleBeamSpark = NULL;
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}
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if ( m_pParticleBeamSpark )
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{
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Vector vEndPos = tr.endpos - pFiringPlayer->GetAbsOrigin();
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pEffectOwner->ParticleProp( )->AddControlPoint( m_pParticleBeamSpark, 1, pFiringPlayer, PATTACH_ABSORIGIN_FOLLOW, NULL, vEndPos );
|
||
|
}
|
||
|
}
|
||
|
else if ( m_pEffectOwner )
|
||
|
{
|
||
|
StopParticleBeam( );
|
||
|
}
|
||
|
}
|
||
|
#endif // CLIENT_DLL
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFMechanicalArm::PrimaryAttack()
|
||
|
{
|
||
|
CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
|
||
|
if ( !pOwner )
|
||
|
return;
|
||
|
|
||
|
float flFireDelay = ApplyFireDelay( m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay );
|
||
|
|
||
|
if ( m_iPrimaryAmmoType == TF_AMMO_METAL )
|
||
|
{
|
||
|
if ( ( GetAmmoPerShot() > GetOwner()->GetAmmoCount( m_iPrimaryAmmoType ) ) ||
|
||
|
( pOwner->GetWaterLevel( ) == WL_Eyes ) )
|
||
|
{
|
||
|
WeaponSound( EMPTY );
|
||
|
m_flNextPrimaryAttack = gpGlobals->curtime + flFireDelay;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Are we capable of firing again?
|
||
|
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
|
||
|
return;
|
||
|
|
||
|
// Get the player owning the weapon.
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
if ( !CanAttack() )
|
||
|
return;
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, false );
|
||
|
|
||
|
int iAmmoPerShot = 0;
|
||
|
CALL_ATTRIB_HOOK_INT( iAmmoPerShot, mod_ammo_per_shot );
|
||
|
pOwner->RemoveAmmo( iAmmoPerShot, m_iPrimaryAmmoType );
|
||
|
|
||
|
//int nAmmoToTake = bShocked ? 0 : GetAmmoPerShot();
|
||
|
//pOwner->RemoveAmmo( nAmmoToTake, m_iPrimaryAmmoType );
|
||
|
|
||
|
FireProjectile( pPlayer );
|
||
|
#endif
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
// Play an effect on the client so they have some kind of visual feedback that something happened
|
||
|
int iParticleAttachment = LookupAttachment( "muzzle" );
|
||
|
CNewParticleEffect* pEffect = ParticleProp()->Create( "dxhr_sniper_fizzle", PATTACH_POINT_FOLLOW, iParticleAttachment );
|
||
|
ParticleProp()->AddControlPoint( pEffect, 1, this, PATTACH_POINT_FOLLOW, "muzzle" );
|
||
|
#endif
|
||
|
|
||
|
WeaponSound( SINGLE );
|
||
|
|
||
|
// Set the weapon mode.
|
||
|
m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;
|
||
|
|
||
|
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
|
||
|
|
||
|
pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
||
|
|
||
|
// Set next attack times.
|
||
|
m_flNextPrimaryAttack = gpGlobals->curtime + flFireDelay;
|
||
|
|
||
|
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CTFMechanicalArm::GetAmmoPerShot( void )
|
||
|
{
|
||
|
// Used by normal fire code, we only decrement ammo on ticks which uses an Attr
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFMechanicalArm::UpdateBodygroups( CBaseCombatCharacter* pOwner, int iState )
|
||
|
{
|
||
|
if ( !pOwner )
|
||
|
return false;
|
||
|
|
||
|
iState = pOwner->GetActiveWeapon() == this;
|
||
|
|
||
|
bool res = BaseClass::UpdateBodygroups( pOwner, iState );
|
||
|
|
||
|
CTFPlayer *pTFOwner = ToTFPlayer( pOwner );
|
||
|
if ( pTFOwner )
|
||
|
{
|
||
|
CBaseViewModel *pVM = pTFOwner->GetViewModel();
|
||
|
if ( pVM )
|
||
|
{
|
||
|
pVM->SetBodygroup( 1, iState );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return res;
|
||
|
}
|