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345 lines
6.7 KiB
345 lines
6.7 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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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "dod_gamerules.h"
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#include "weapon_dodbaserpg.h"
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#ifdef CLIENT_DLL
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#include "c_dod_player.h"
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#include "prediction.h"
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#else
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#include "dod_player.h"
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#endif
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IMPLEMENT_NETWORKCLASS_ALIASED( DODBaseRocketWeapon, DT_BaseRocketWeapon )
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BEGIN_NETWORK_TABLE( CDODBaseRocketWeapon, DT_BaseRocketWeapon )
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#ifdef CLIENT_DLL
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RecvPropBool( RECVINFO(m_bDeployed) )
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#else
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SendPropBool( SENDINFO(m_bDeployed) )
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CDODBaseRocketWeapon )
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END_PREDICTION_DATA()
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CDODBaseRocketWeapon )
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END_DATADESC()
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#endif
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LINK_ENTITY_TO_CLASS( weapon_dodbaserpg, CDODBaseRocketWeapon );
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CDODBaseRocketWeapon::CDODBaseRocketWeapon()
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{
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}
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void CDODBaseRocketWeapon::Precache()
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{
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BaseClass::Precache();
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}
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bool CDODBaseRocketWeapon::Reload( void )
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{
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CDODPlayer *pPlayer = GetDODPlayerOwner();
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if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
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{
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CDODPlayer *pDODPlayer = ToDODPlayer( pPlayer );
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pDODPlayer->HintMessage( HINT_AMMO_EXHAUSTED );
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return false;
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}
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Activity actReload;
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if( IsDeployed() )
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actReload = ACT_VM_RELOAD_DEPLOYED;
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else
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actReload = ACT_VM_RELOAD;
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int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), actReload );
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if ( !iResult )
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return false;
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pPlayer->SetAnimation( PLAYER_RELOAD );
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// if we don't want the auto-rezoom, undeploy here
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if ( !pPlayer->ShouldAutoRezoom() )
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{
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m_bDeployed = false;
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pPlayer->SetBazookaDeployed( m_bDeployed );
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}
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return true;
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}
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bool CDODBaseRocketWeapon::ShouldPlayerBeSlow( void )
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{
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if( IsDeployed() && !m_bInReload )
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{
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return true;
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}
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else
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return false;
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}
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void CDODBaseRocketWeapon::Spawn( )
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{
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WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( GetClassname() );
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Assert( hWpnInfo != GetInvalidWeaponInfoHandle() );
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CDODWeaponInfo *pWeaponInfo = dynamic_cast< CDODWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
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Assert( pWeaponInfo && "Failed to get CDODWeaponInfo in weapon spawn" );
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m_pWeaponInfo = pWeaponInfo;
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BaseClass::Spawn();
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}
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void CDODBaseRocketWeapon::Drop( const Vector &vecVelocity )
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{
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SetDeployed( false );
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BaseClass::Drop( vecVelocity );
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}
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bool CDODBaseRocketWeapon::Deploy( )
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{
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return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), GetDrawActivity(), (char*)GetAnimPrefix() );
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}
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Activity CDODBaseRocketWeapon::GetDrawActivity( void )
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{
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return ACT_VM_DRAW;
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}
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bool CDODBaseRocketWeapon::CanHolster( void )
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{
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// can't holster if we are delpoyed and not reloading
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if ( IsDeployed() && !m_bInReload )
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return false;
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return true;
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}
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bool CDODBaseRocketWeapon::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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#ifndef CLIENT_DLL
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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pPlayer->SetBazookaDeployed( false );
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#endif
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SetDeployed( false );
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return BaseClass::Holster(pSwitchingTo);
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}
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void CDODBaseRocketWeapon::PrimaryAttack()
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{
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Assert( m_pWeaponInfo );
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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// Out of ammo?
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if ( m_iClip1 <= 0 )
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{
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if (m_bFireOnEmpty)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
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}
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return;
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}
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if( pPlayer->GetWaterLevel() > 2 )
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
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return;
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}
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if( IsDeployed() )
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{
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// player "shoot" animation
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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FireRocket();
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DoFireEffects();
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m_iClip1--;
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#ifdef CLIENT_DLL
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if ( prediction->IsFirstTimePredicted() )
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pPlayer->DoRecoil( GetWeaponID(), GetRecoil() );
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#endif
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if ( m_iClip1 <= 0 && pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0 )
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{
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Lower();
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}
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration() + 0.5;
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m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration() + 0.5; //length of the fire anim!
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#ifndef CLIENT_DLL
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IGameEvent * event = gameeventmanager->CreateEvent( "dod_stats_weapon_attack" );
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if ( event )
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{
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event->SetInt( "attacker", pPlayer->GetUserID() );
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event->SetInt( "weapon", GetStatsWeaponID() );
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gameeventmanager->FireEvent( event );
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}
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#endif //CLIENT_DLL
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}
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else
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{
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#ifdef CLIENT_DLL
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pPlayer->HintMessage( HINT_SHOULDER_WEAPON, true );
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#endif
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m_flNextPrimaryAttack = gpGlobals->curtime + 2.0f;
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}
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}
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void CDODBaseRocketWeapon::FireRocket( void )
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{
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Assert( !"Derived classes must implement this." );
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}
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void CDODBaseRocketWeapon::DoFireEffects()
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{
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CBasePlayer *pPlayer = GetPlayerOwner();
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if ( pPlayer )
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pPlayer->DoMuzzleFlash();
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//smoke etc
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}
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void CDODBaseRocketWeapon::SecondaryAttack()
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{
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CBasePlayer *pPlayer = GetPlayerOwner();
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//if we're underwater, lower it
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if( pPlayer->GetWaterLevel() > 2 )
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{
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if( IsDeployed() )
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Lower();
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return;
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}
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if( IsDeployed() )
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{
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Lower();
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}
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else
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{
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if ( CanAttack() )
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Raise();
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}
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}
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void CDODBaseRocketWeapon::WeaponIdle()
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{
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if (m_flTimeWeaponIdle > gpGlobals->curtime)
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return;
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SendWeaponAnim( GetIdleActivity() );
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m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
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}
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Activity CDODBaseRocketWeapon::GetIdleActivity( void )
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{
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Activity actIdle;
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if( IsDeployed() )
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actIdle = ACT_VM_IDLE_DEPLOYED;
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else
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actIdle = ACT_VM_IDLE;
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return actIdle;
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}
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/* Raise the Bazooka to your shoulder */
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void CDODBaseRocketWeapon::Raise()
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{
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//raise to the shoulder
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SendWeaponAnim( GetRaiseActivity() );
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m_bDeployed = true;
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
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m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
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}
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/* Lower the bazooka to running position */
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bool CDODBaseRocketWeapon::Lower()
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{
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SendWeaponAnim( GetLowerActivity() );
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m_bDeployed = false;
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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pPlayer->SetBazookaDeployed( m_bDeployed );
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
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m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
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return true;
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}
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Activity CDODBaseRocketWeapon::GetLowerActivity( void )
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{
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return ACT_VM_UNDEPLOY;
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}
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Activity CDODBaseRocketWeapon::GetRaiseActivity( void )
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{
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return ACT_VM_DEPLOY;
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}
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#ifdef CLIENT_DLL
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ConVar deployed_bazooka_sensitivity( "deployed_bazooka_sensitivity", "0.6", FCVAR_CHEAT, "Mouse sensitivity while deploying a bazooka" );
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void CDODBaseRocketWeapon::OverrideMouseInput( float *x, float *y )
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{
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if( m_bDeployed )
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{
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float flSensitivity = deployed_bazooka_sensitivity.GetFloat();
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*x *= flSensitivity;
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*y *= flSensitivity;
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}
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}
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#endif
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