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275 lines
7.4 KiB
275 lines
7.4 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The Escort Player Class
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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 "tf_player.h"
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#include "tf_class_escort.h"
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#include "basecombatweapon.h"
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#include "tf_obj_shieldwall.h"
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#include "weapon_builder.h"
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#include "tf_shareddefs.h"
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#include "tf_team.h"
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#include "orders.h"
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#include "order_buildshieldwall.h"
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#include "order_mortar_attack.h"
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#include "weapon_twohandedcontainer.h"
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#include "tf_shield.h"
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#include "iservervehicle.h"
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#include "weapon_combatshield.h"
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#include "in_buttons.h"
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#include "tf_vehicle_teleport_station.h"
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#include "weapon_shield.h"
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ConVar class_escort_speed( "class_escort_speed","200", FCVAR_NONE, "Escort movement speed" );
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//=============================================================================
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//
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// Escort Data Table
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//
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BEGIN_SEND_TABLE_NOBASE( CPlayerClassEscort, DT_PlayerClassEscortData )
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END_SEND_TABLE()
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bool OrderCreator_Mortar( CPlayerClassEscort *pClass )
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{
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return COrderMortarAttack::CreateOrder( pClass );
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}
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bool OrderCreator_ShieldWall( CPlayerClassEscort *pClass )
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{
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return COrderBuildShieldWall::CreateOrder( pClass );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : const char
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//-----------------------------------------------------------------------------
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const char *CPlayerClassEscort::GetClassModelString( int nTeam )
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{
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static const char *string = "models/player/alien_escort.mdl";
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return string;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPlayerClassEscort::CPlayerClassEscort( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass )
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{
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for (int i = 0; i < MAX_TF_TEAMS; ++i)
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{
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SetClassModel( MAKE_STRING(GetClassModelString(i)), i );
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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 CPlayerClassEscort::SetupSizeData( void )
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{
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// Initially set the player to the base player class standing hull size.
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m_pPlayer->SetCollisionBounds( ESCORTCLASS_HULL_STAND_MIN, ESCORTCLASS_HULL_STAND_MAX );
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m_pPlayer->SetViewOffset( ESCORTCLASS_VIEWOFFSET_STAND );
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m_pPlayer->m_Local.m_flStepSize = ESCORTCLASS_STEPSIZE;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPlayerClassEscort::~CPlayerClassEscort()
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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 CPlayerClassEscort::ClassActivate( void )
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{
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BaseClass::ClassActivate();
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// Setup movement data.
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m_hWeaponProjectedShield = NULL;
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SetupMoveData();
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memset( &m_ClassData, 0, sizeof( m_ClassData ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CWeaponShield *CPlayerClassEscort::GetProjectedShield( void )
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{
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if ( !m_hWeaponProjectedShield )
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{
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m_hWeaponProjectedShield = static_cast< CWeaponShield * >( m_pPlayer->Weapon_OwnsThisType( "weapon_shield" ) );
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if ( !m_hWeaponProjectedShield )
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{
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m_hWeaponProjectedShield = static_cast< CWeaponShield * >( m_pPlayer->GiveNamedItem( "weapon_shield" ) );
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}
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}
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if ( m_hWeaponProjectedShield )
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{
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m_hWeaponProjectedShield->SetReflectViewModelAnimations( true );
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}
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return m_hWeaponProjectedShield;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassEscort::CreateClass( void )
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{
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BaseClass::CreateClass();
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CWeaponTwoHandedContainer *p = ( CWeaponTwoHandedContainer * )m_pPlayer->Weapon_OwnsThisType( "weapon_twohandedcontainer" );
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if ( !p )
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{
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p = static_cast< CWeaponTwoHandedContainer * >( m_pPlayer->GiveNamedItem( "weapon_twohandedcontainer" ) );
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}
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CWeaponShield *pShield = GetProjectedShield();
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if ( p && pShield )
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{
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p->SetWeapons( NULL, pShield );
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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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bool CPlayerClassEscort::ResupplyAmmo( float flFraction, ResupplyReason_t reason )
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{
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bool bGiven = false;
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if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION))
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{
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if ( ResupplyAmmoType( 200 * flFraction, "Bullets" ) )
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bGiven = true;
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}
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if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_GRENADES_FROM_STATION))
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{
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if (ResupplyAmmoType( 5 * flFraction, "ShieldGrenades" ))
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bGiven = true;
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}
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// On respawn, resupply base weapon ammo
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if ( reason == RESUPPLY_RESPAWN )
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{
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if ( ResupplyAmmoType( 200, "Bullets" ) )
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bGiven = true;
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}
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if ( BaseClass::ResupplyAmmo(flFraction, reason) )
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bGiven = true;
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return bGiven;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set escort class specific movement data here.
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//-----------------------------------------------------------------------------
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void CPlayerClassEscort::SetupMoveData( void )
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{
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// Setup Class statistics
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m_flMaxWalkingSpeed = class_escort_speed.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassEscort::SetPlayerHull( void )
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{
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if ( m_pPlayer->GetFlags() & FL_DUCKING )
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{
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m_pPlayer->SetCollisionBounds( ESCORTCLASS_HULL_DUCK_MIN, ESCORTCLASS_HULL_DUCK_MAX );
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}
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else
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{
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m_pPlayer->SetCollisionBounds( ESCORTCLASS_HULL_STAND_MIN, ESCORTCLASS_HULL_STAND_MAX );
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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 CPlayerClassEscort::ResetViewOffset( void )
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{
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if ( m_pPlayer )
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{
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m_pPlayer->SetViewOffset( ESCORTCLASS_VIEWOFFSET_STAND );
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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 CPlayerClassEscort::PowerupStart( int iPowerup, float flAmount, CBaseEntity *pAttacker, CDamageModifier *pDamageModifier )
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{
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/*
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switch( iPowerup )
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{
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case POWERUP_BOOST:
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// Increase our shield's energy
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if ( m_hDeployedShield )
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{
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m_hDeployedShield->SetPower( m_hDeployedShield->GetPower() + (flAmount * 10) );
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}
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break;
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case POWERUP_EMP:
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if ( m_hDeployedShield )
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{
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m_hDeployedShield->SetEMPed( true );
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}
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break;
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default:
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break;
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}
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*/
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BaseClass::PowerupStart( iPowerup, flAmount, pAttacker, pDamageModifier );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Powerup has just started
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//-----------------------------------------------------------------------------
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void CPlayerClassEscort::PowerupEnd( int iPowerup )
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{
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/*
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switch( iPowerup )
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{
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case POWERUP_EMP:
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if ( m_hDeployedShield )
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{
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m_hDeployedShield->SetEMPed( false );
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}
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break;
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default:
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break;
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}
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*/
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BaseClass::PowerupEnd( iPowerup );
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}
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