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453 lines
12 KiB
453 lines
12 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: This is the molotov weapon
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "npcevent.h"
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#include "basehlcombatweapon.h"
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#include "basecombatcharacter.h"
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#include "ai_basenpc.h"
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#include "AI_Memory.h"
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#include "player.h"
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#include "gamerules.h" // For g_pGameRules
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#include "weapon_molotov.h"
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#include "grenade_molotov.h"
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#include "in_buttons.h"
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#include "game.h"
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#include "vstdlib/random.h"
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#include "movevars_shared.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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BEGIN_DATADESC( CWeaponMolotov )
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DEFINE_FIELD( m_nNumAmmoTypes, FIELD_INTEGER ),
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DEFINE_FIELD( m_bNeedDraw, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_iThrowBits, FIELD_INTEGER ),
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DEFINE_FIELD( m_fNextThrowCheck, FIELD_TIME ),
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DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ),
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// Function Pointers
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DEFINE_FUNCTION( MolotovTouch ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CWeaponMolotov, DT_WeaponMolotov)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_molotov, CWeaponMolotov );
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PRECACHE_WEAPON_REGISTER(weapon_molotov);
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acttable_t CWeaponMolotov::m_acttable[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_THROW, true },
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};
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IMPLEMENT_ACTTABLE(CWeaponMolotov);
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void CWeaponMolotov::Precache( void )
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{
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PrecacheModel("models/props_junk/w_garb_beerbottle.mdl"); //<<TEMP>> need real model
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BaseClass::Precache();
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}
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void CWeaponMolotov::Spawn( void )
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{
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// Call base class first
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BaseClass::Spawn();
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m_bNeedDraw = true;
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SetModel( GetWorldModel() );
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UTIL_SetSize(this, Vector( -6, -6, -2), Vector(6, 6, 2));
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}
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//------------------------------------------------------------------------------
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// Purpose : Override to use molotovs pickup touch function
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CWeaponMolotov::SetPickupTouch( void )
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{
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SetTouch(MolotovTouch);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override so give correct ammo
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// Input : pOther - the entity that touched me
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// Output :
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//-----------------------------------------------------------------------------
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void CWeaponMolotov::MolotovTouch( CBaseEntity *pOther )
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{
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// ---------------------------------------------------
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// First give weapon to touching entity if allowed
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// ---------------------------------------------------
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BaseClass::DefaultTouch(pOther);
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// ----------------------------------------------------
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// Give molotov ammo if touching client
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// ----------------------------------------------------
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if (pOther->GetFlags() & FL_CLIENT)
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{
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// ------------------------------------------------
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// If already owned weapon of this type remove me
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// ------------------------------------------------
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CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );
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CWeaponMolotov* oldWeapon = (CWeaponMolotov*)pBCC->Weapon_OwnsThisType( GetClassname() );
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if (oldWeapon != this)
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{
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UTIL_Remove( this );
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}
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else
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{
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pBCC->GiveAmmo( 1, m_iSecondaryAmmoType );
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SetThink (NULL);
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Gets event from anim stream and throws the object
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeaponMolotov::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
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{
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switch( pEvent->event )
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{
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case EVENT_WEAPON_THROW:
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{
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CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
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if (!pNPC)
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{
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return;
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}
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CBaseEntity *pEnemy = pNPC->GetEnemy();
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if (!pEnemy)
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{
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return;
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}
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Vector vec_target = pNPC->GetEnemyLKP();
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// -----------------------------------------------------
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// Get position of throw
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// -----------------------------------------------------
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// If owner has a hand, set position to the hand bone position
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Vector launchPos;
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int iBIndex = pNPC->LookupBone("Bip01 R Hand");
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if (iBIndex != -1)
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{
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Vector origin;
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QAngle angles;
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pNPC->GetBonePosition( iBIndex, launchPos, angles);
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}
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// Otherwise just set to in front of the owner
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else
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{
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Vector vFacingDir = pNPC->BodyDirection2D( );
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vFacingDir = vFacingDir * 60.0;
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launchPos = pNPC->GetAbsOrigin()+vFacingDir;
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}
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//Vector vecVelocity = VecCheckToss( pNPC, launchPos, vec_target, 1.0 );
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ThrowMolotov( launchPos, m_vecTossVelocity);
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// Drop the weapon and remove as no more ammo
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pNPC->Weapon_Drop( this );
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UTIL_Remove( this );
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}
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break;
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default:
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BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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bool CWeaponMolotov::ObjectInWay( void )
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{
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CBaseCombatCharacter *pOwner = GetOwner();
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if (!pOwner)
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{
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return false;
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}
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Vector vecSrc = pOwner->Weapon_ShootPosition( );
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Vector vecAiming = pOwner->BodyDirection2D( );
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trace_t tr;
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Vector vecEnd = vecSrc + (vecAiming * 32);
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UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
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if (tr.fraction < 1.0)
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{
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// Don't block on a living creature
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if (tr.m_pEnt)
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{
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CBaseEntity *pEntity = tr.m_pEnt;
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CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
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if (pBCC)
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{
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return false;
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}
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override to allow throw w/o LOS
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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bool CWeaponMolotov::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos,bool bSetConditions)
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{
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// <<TODO>> should test if can throw from present location here...
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override to check throw
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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int CWeaponMolotov::WeaponRangeAttack1Condition( float flDot, float flDist )
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{
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// If things haven't changed too much since last time
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// just return that previously calculated value
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if (gpGlobals->curtime < m_fNextThrowCheck )
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{
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return m_iThrowBits;
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}
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if ( flDist < m_fMinRange1) {
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m_iThrowBits = COND_TOO_CLOSE_TO_ATTACK;
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}
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else if (flDist > m_fMaxRange1) {
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m_iThrowBits = COND_TOO_FAR_TO_ATTACK;
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}
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else if (flDot < 0.5) {
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m_iThrowBits = COND_NOT_FACING_ATTACK;
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}
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// If moving, can't throw.
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else if ( m_flGroundSpeed != 0 )
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{
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m_iThrowBits = COND_NONE;
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}
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else {
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// Ok we should check again as some time has passed
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// This function is only used by NPC's so we can cast to a Base Monster
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CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
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CBaseEntity *pEnemy = pNPC->GetEnemy();
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if (!pEnemy)
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{
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m_iThrowBits = COND_NONE;
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}
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// Get Enemy Position
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Vector vecTarget;
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pEnemy->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecTarget );
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// Get Toss Vector
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Vector throwStart = pNPC->Weapon_ShootPosition();
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Vector vecToss;
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CBaseEntity* pBlocker = NULL;
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float throwDist = (throwStart - vecTarget).Length();
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float fGravity = GetCurrentGravity();
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float throwLimit = pNPC->ThrowLimit(throwStart, vecTarget, fGravity, 35, WorldAlignMins(), WorldAlignMaxs(), pEnemy, &vecToss, &pBlocker);
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// If I can make the throw (or most of the throw)
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if (!throwLimit || (throwLimit != throwDist && throwLimit > 0.8*throwDist))
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{
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m_vecTossVelocity = vecToss;
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m_iThrowBits = COND_CAN_RANGE_ATTACK1;
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}
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else
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{
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m_iThrowBits = COND_NONE;
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}
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}
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// don't check again for a while.
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m_fNextThrowCheck = gpGlobals->curtime + 0.33; // 1/3 second.
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return m_iThrowBits;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CWeaponMolotov::ThrowMolotov( const Vector &vecSrc, const Vector &vecVelocity)
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{
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CGrenade_Molotov *pMolotov = (CGrenade_Molotov*)Create( "grenade_molotov", vecSrc, vec3_angle, GetOwner() );
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if (!pMolotov)
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{
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Msg("Couldn't make molotov!\n");
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return;
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}
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pMolotov->SetAbsVelocity( vecVelocity );
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// Tumble through the air
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QAngle angVel( random->RandomFloat ( -100, -500 ), random->RandomFloat ( -100, -500 ), random->RandomFloat ( -100, -500 ) );
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pMolotov->SetLocalAngularVelocity( angVel );
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pMolotov->SetThrower( GetOwner() );
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pMolotov->SetOwnerEntity( ((CBaseEntity*)GetOwner()) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CWeaponMolotov::PrimaryAttack( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if (!pPlayer)
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{
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return;
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}
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Vector vecSrc = pPlayer->WorldSpaceCenter();
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Vector vecFacing = pPlayer->BodyDirection3D( );
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vecSrc = vecSrc + vecFacing * 18.0;
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// BUGBUG: is this some hack because it's not at the eye position????
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vecSrc.z += 24.0f;
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// Player may have turned to face a wall during the throw anim in which case
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// we don't want to throw the SLAM into the wall
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if (ObjectInWay())
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{
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vecSrc = pPlayer->WorldSpaceCenter() + vecFacing * 5.0;
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}
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Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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vecAiming.z += 0.20; // Raise up so passes through reticle
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ThrowMolotov(vecSrc, vecAiming*800);
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pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );
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// Don't fire again until fire animation has completed
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//m_flNextPrimaryAttack = gpGlobals->curtime + CurSequenceDuration();
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//<<TEMP>> - till real animation is avaible
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m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
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m_flNextSecondaryAttack = gpGlobals->curtime + 1.0;
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m_bNeedDraw = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CWeaponMolotov::SecondaryAttack( void )
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{
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//<<TEMP>>
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// Hmmm... what should I do here?
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CWeaponMolotov::DrawAmmo( void )
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{
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// -------------------------------------------
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// Make sure I have ammo of the current type
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// -------------------------------------------
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CBaseCombatCharacter *pOwner = GetOwner();
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if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <=0)
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{
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pOwner->Weapon_Drop( this );
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UTIL_Remove(this);
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return;
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}
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Msg("Drawing Molotov...\n");
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m_bNeedDraw = false;
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//<<TEMP>> - till real animation is avaible
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m_flNextPrimaryAttack = gpGlobals->curtime + 2.0;
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m_flNextSecondaryAttack = gpGlobals->curtime + 2.0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override so shotgun can do mulitple reloads in a row
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeaponMolotov::ItemPostFrame( void )
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{
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if (!pOwner)
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{
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return;
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}
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if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
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{
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SecondaryAttack();
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}
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else if ((pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
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{
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// Uses secondary ammo only
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if (pOwner->GetAmmoCount(m_iSecondaryAmmoType))
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{
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PrimaryAttack();
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}
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}
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else if (m_bNeedDraw)
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{
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DrawAmmo();
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}
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else
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{
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WeaponIdle( );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWeaponMolotov::CWeaponMolotov( void )
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{
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#ifdef _DEBUG
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m_vecTossVelocity.Init();
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#endif
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m_fMinRange1 = 200;
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m_fMaxRange1 = 1000;
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}
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