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327 lines
9.3 KiB
327 lines
9.3 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Bugbait weapon to summon and direct antlions
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//
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//=============================================================================//
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#include "cbase.h"
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#include "grenade_bugbait.h"
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#include "decals.h"
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#include "smoke_trail.h"
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#include "soundent.h"
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#include "engine/IEngineSound.h"
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#include "npc_bullseye.h"
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#include "entitylist.h"
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#include "antlion_maker.h"
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#include "eventqueue.h"
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#ifdef PORTAL
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#include "portal_util_shared.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Setup the sensor list template
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CEntityClassList<CBugBaitSensor> g_BugBaitSensorList;
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template <> CBugBaitSensor *CEntityClassList<CBugBaitSensor>::m_pClassList = NULL;
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CBugBaitSensor* GetBugBaitSensorList()
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{
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return g_BugBaitSensorList.m_pClassList;
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}
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CBugBaitSensor::CBugBaitSensor( void )
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{
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g_BugBaitSensorList.Insert( this );
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}
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CBugBaitSensor::~CBugBaitSensor( void )
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{
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g_BugBaitSensorList.Remove( this );
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}
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BEGIN_DATADESC( CBugBaitSensor )
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// This is re-set up in the constructor
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//DEFINE_FIELD( m_pNext, FIELD_CLASSPTR ),
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DEFINE_KEYFIELD( m_bEnabled, FIELD_BOOLEAN, "Enabled" ),
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DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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// Function Pointers
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DEFINE_OUTPUT( m_OnBaited, "OnBaited" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( point_bugbait, CBugBaitSensor );
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//=============================================================================
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// Bugbait grenade
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//=============================================================================
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#define GRENADE_MODEL "models/weapons/w_bugbait.mdl"
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BEGIN_DATADESC( CGrenadeBugBait )
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DEFINE_FIELD( m_flGracePeriodEndsAt, FIELD_TIME ),
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DEFINE_FIELD( m_pSporeTrail, FIELD_CLASSPTR ),
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// Function Pointers
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DEFINE_ENTITYFUNC( BugBaitTouch ),
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DEFINE_THINKFUNC( ThinkBecomeSolid ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( npc_grenade_bugbait, CGrenadeBugBait );
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//Radius of the bugbait's effect on other creatures
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ConVar bugbait_radius( "bugbait_radius", "512" );
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ConVar bugbait_hear_radius( "bugbait_hear_radius", "2500" );
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ConVar bugbait_distract_time( "bugbait_distract_time", "5" );
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ConVar bugbait_grenade_radius( "bugbait_grenade_radius", "150" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGrenadeBugBait::Spawn( void )
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{
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Precache();
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SetModel( GRENADE_MODEL );
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SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_DEFAULT );
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SetSolid( SOLID_BBOX );
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UTIL_SetSize( this, Vector( -2, -2, -2), Vector( 2, 2, 2 ) );
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SetTouch( &CGrenadeBugBait::BugBaitTouch );
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m_takedamage = DAMAGE_NO;
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m_pSporeTrail = NULL;
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/*
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m_pSporeTrail = SporeTrail::CreateSporeTrail();
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m_pSporeTrail->m_bEmit = true;
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m_pSporeTrail->m_flSpawnRate = 100.0f;
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m_pSporeTrail->m_flParticleLifetime = 1.0f;
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m_pSporeTrail->m_flStartSize = 1.0f;
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m_pSporeTrail->m_flEndSize = 1.0f;
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m_pSporeTrail->m_flSpawnRadius = 8.0f;
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m_pSporeTrail->m_vecEndColor = Vector( 0, 0, 0 );
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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 CGrenadeBugBait::Precache( void )
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{
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PrecacheModel( GRENADE_MODEL );
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PrecacheScriptSound( "GrenadeBugBait.Splat" );
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BaseClass::Precache();
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}
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#define NUM_SPLASHES 6
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGrenadeBugBait::BugBaitTouch( CBaseEntity *pOther )
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{
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// Don't hit triggers or water
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Assert( pOther );
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if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER|FSOLID_VOLUME_CONTENTS) )
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return;
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if ( m_pSporeTrail != NULL )
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{
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m_pSporeTrail->m_bEmit = false;
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}
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//Do effect for the hit
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SporeExplosion *pSporeExplosion = SporeExplosion::CreateSporeExplosion();
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if ( pSporeExplosion )
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{
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Vector dir = -GetAbsVelocity();
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VectorNormalize( dir );
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QAngle angles;
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VectorAngles( dir, angles );
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pSporeExplosion->SetLocalAngles( angles );
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pSporeExplosion->SetLocalOrigin( GetAbsOrigin() );
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pSporeExplosion->m_flSpawnRate = 8.0f;
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pSporeExplosion->m_flParticleLifetime = 2.0f;
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pSporeExplosion->SetRenderColor( 0.0f, 0.5f, 0.25f, 0.15f );
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pSporeExplosion->m_flStartSize = 32.0f;
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pSporeExplosion->m_flEndSize = 64.0f;
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pSporeExplosion->m_flSpawnRadius = 32.0f;
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pSporeExplosion->SetLifetime( bugbait_distract_time.GetFloat() );
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}
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trace_t tr;
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Vector traceDir = GetAbsVelocity();
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VectorNormalize( traceDir );
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + traceDir * 64, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction < 1.0f )
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{
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UTIL_DecalTrace( &tr, "BeerSplash" ); //TODO: Use real decal
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}
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//Make a splat sound
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "GrenadeBugBait.Splat" );
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//Make sure we want to call antlions
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if ( ActivateBugbaitTargets( GetThrower(), GetAbsOrigin(), false ) == false )
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{
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//Alert any antlions around
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CSoundEnt::InsertSound( SOUND_BUGBAIT, GetAbsOrigin(), bugbait_hear_radius.GetInt(), bugbait_distract_time.GetFloat(), GetThrower() );
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}
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// Tell all spawners to now fight to this position
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g_AntlionMakerManager.BroadcastFightGoal( GetAbsOrigin() );
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//Go away
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UTIL_Remove( this );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Activate any nearby bugbait targets
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// Returns true if the bugbait target wants to suppress the call.
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//-----------------------------------------------------------------------------
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bool CGrenadeBugBait::ActivateBugbaitTargets( CBaseEntity *pOwner, Vector vecOrigin, bool bSqueezed )
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{
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//Attempt to activate any spawners in a radius around the bugbait
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CBaseEntity* pList[100];
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Vector delta( bugbait_grenade_radius.GetFloat(), bugbait_grenade_radius.GetFloat(), bugbait_grenade_radius.GetFloat() );
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bool suppressCall = false;
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int count = UTIL_EntitiesInBox( pList, 100, vecOrigin - delta, vecOrigin + delta, 0 );
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// If the bugbait's been thrown, look for nearby targets to affect
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if ( !bSqueezed )
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{
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for ( int i = 0; i < count; i++ )
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{
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// If close enough, make combine soldiers freak out when hit
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if ( UTIL_DistApprox( pList[i]->WorldSpaceCenter(), vecOrigin ) < bugbait_grenade_radius.GetFloat() )
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{
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// Must be a soldier
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if ( FClassnameIs( pList[i], "npc_combine_s") )
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{
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CAI_BaseNPC *pCombine = pList[i]->MyNPCPointer();
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if ( pCombine != NULL )
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{
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trace_t tr;
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UTIL_TraceLine( vecOrigin, pCombine->EyePosition(), MASK_ALL, pOwner, COLLISION_GROUP_NONE, &tr);
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if ( tr.fraction == 1.0 || tr.m_pEnt == pCombine )
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{
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// Randomize the start time a little so multiple combine hit by
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// the same bugbait don't all dance in synch.
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g_EventQueue.AddEvent( pCombine, "HitByBugbait", RandomFloat(0, 0.5), pOwner, pOwner );
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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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// Iterate over all sensors to see if they detected this impact
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for ( CBugBaitSensor *pSensor = GetBugBaitSensorList(); pSensor != NULL; pSensor = pSensor->m_pNext )
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{
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if ( pSensor == NULL )
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continue;
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if ( pSensor->IsDisabled() )
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continue;
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if ( bSqueezed && pSensor->DetectsSqueeze() == false )
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continue;
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if ( !bSqueezed && pSensor->DetectsThrown() == false )
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continue;
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//Make sure we're within range of the sensor
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if ( pSensor->GetRadius() > ( pSensor->GetAbsOrigin() - vecOrigin ).Length() )
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{
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//Tell the sensor it's been hit
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if ( pSensor->Baited( pOwner ) )
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{
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//If we're suppressing the call to antlions, then don't make a bugbait sound
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if ( pSensor->SuppressCall() )
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{
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suppressCall = true;
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}
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}
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}
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}
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return suppressCall;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGrenadeBugBait::ThinkBecomeSolid( void )
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{
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SetThink( NULL );
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RemoveSolidFlags( FSOLID_NOT_SOLID );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : duration -
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//-----------------------------------------------------------------------------
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void CGrenadeBugBait::SetGracePeriod( float duration )
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{
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SetThink( &CGrenadeBugBait::ThinkBecomeSolid );
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SetNextThink( gpGlobals->curtime + duration );
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// Become unsolid
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AddSolidFlags( FSOLID_NOT_SOLID );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &position -
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// &angles -
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// &velocity -
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// &angVelocity -
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// *owner -
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// Output : CBaseGrenade
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//-----------------------------------------------------------------------------
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CGrenadeBugBait *BugBaitGrenade_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const QAngle &angVelocity, CBaseEntity *owner )
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{
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CGrenadeBugBait *pGrenade = (CGrenadeBugBait *) CBaseEntity::Create( "npc_grenade_bugbait", position, angles, owner );
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if ( pGrenade != NULL )
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{
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pGrenade->SetLocalAngularVelocity( angVelocity );
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pGrenade->SetAbsVelocity( velocity );
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pGrenade->SetThrower( ToBaseCombatCharacter( owner ) );
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}
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return pGrenade;
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}
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