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116 lines
2.9 KiB
116 lines
2.9 KiB
3 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 "c_dod_bombtarget.h"
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#include "dod_shareddefs.h"
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#include "c_dod_player.h"
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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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IMPLEMENT_NETWORKCLASS_ALIASED( DODBombTarget, DT_DODBombTarget )
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BEGIN_NETWORK_TABLE(C_DODBombTarget, DT_DODBombTarget )
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RecvPropInt( RECVINFO(m_iState) ),
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RecvPropInt( RECVINFO(m_iBombingTeam) ),
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RecvPropInt( RECVINFO(m_iTargetModel) ),
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RecvPropInt( RECVINFO(m_iUnavailableModel) ),
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END_NETWORK_TABLE()
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void C_DODBombTarget::NotifyShouldTransmit( ShouldTransmitState_t state )
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{
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BaseClass::NotifyShouldTransmit( state );
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// Turn off
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if ( state == SHOULDTRANSMIT_END )
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{
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SetNextClientThink( CLIENT_THINK_NEVER );
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}
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// Turn on
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if ( state == SHOULDTRANSMIT_START )
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{
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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}
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void C_DODBombTarget::ClientThink( void )
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{
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// if we are near the player, maybe give them a hint!
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C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
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if ( pPlayer && pPlayer->IsAlive() )
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{
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Vector vecDist = GetAbsOrigin() - pPlayer->GetAbsOrigin();
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if ( vecDist.Length() < 200 )
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{
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int iOppositeTeam = ( m_iBombingTeam == TEAM_ALLIES ) ? TEAM_AXIS : TEAM_ALLIES;
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if ( pPlayer->GetTeamNumber() == m_iBombingTeam && m_iState == BOMB_TARGET_ACTIVE )
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{
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pPlayer->CheckBombTargetPlantHint();
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}
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else if ( pPlayer->GetTeamNumber() == iOppositeTeam && m_iState == BOMB_TARGET_ARMED )
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{
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pPlayer->CheckBombTargetDefuseHint();
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}
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}
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}
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SetNextClientThink( gpGlobals->curtime + 0.5 );
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}
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int C_DODBombTarget::DrawModel( int flags )
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{
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if ( m_iState == BOMB_TARGET_ACTIVE )
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{
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C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
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int iOppositeTeam = ( m_iBombingTeam == TEAM_ALLIES ) ? TEAM_AXIS : TEAM_ALLIES;
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#ifdef _DEBUG
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if ( m_iBombingTeam == TEAM_UNASSIGNED )
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iOppositeTeam = TEAM_UNASSIGNED;
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#endif
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if ( pPlayer && pPlayer->GetTeamNumber() == iOppositeTeam )
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{
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// draw a different model for the non-planting team
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if ( GetModelIndex() != m_iUnavailableModel )
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{
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SetModelIndex( m_iUnavailableModel );
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}
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}
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else
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{
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if ( GetModelIndex() != m_iTargetModel )
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{
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SetModelIndex( m_iTargetModel );
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}
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}
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}
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return BaseClass::DrawModel( flags );
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}
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// a player of the passed team is looking at us, see if we should
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// play the hint telling them how to defuse
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bool C_DODBombTarget::ShouldPlayDefuseHint( int team )
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{
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return ( m_iState == BOMB_TARGET_ARMED && team != m_iBombingTeam );
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}
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// a player of the passed team is looking at us, see if we should
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// play the hint telling them how to plant a bomb here
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bool C_DODBombTarget::ShouldPlayPlantHint( int team )
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{
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return ( m_iState == BOMB_TARGET_ACTIVE && team == m_iBombingTeam );
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}
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