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328 lines
9.6 KiB
328 lines
9.6 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Entity used to highlight laser designation points to clients
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "basetfplayer_shared.h"
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#include "tf_obj_manned_plasmagun.h"
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#include "env_laserdesignation.h"
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#if !defined( CLIENT_DLL )
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#include "tf_vehicle_tank.h"
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#include "tf_obj_manned_missilelauncher.h"
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#endif
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extern ConVar weapon_grenade_rocket_track_range_mod;
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extern ConVar vehicle_tank_range;
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extern ConVar weapon_rocket_launcher_range;
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extern ConVar obj_manned_missilelauncher_range_off;
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//-----------------------------------------------------------------------------
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// Stores a list of all laser designations
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//-----------------------------------------------------------------------------
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CUtlVector< EHANDLE > CEnvLaserDesignation::m_LaserDesignatorsTeam1;
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CUtlVector< EHANDLE > CEnvLaserDesignation::m_LaserDesignatorsTeam2;
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IMPLEMENT_NETWORKCLASS_ALIASED( EnvLaserDesignation, DT_EnvLaserDesignation )
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BEGIN_NETWORK_TABLE( CEnvLaserDesignation, DT_EnvLaserDesignation )
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#if !defined( CLIENT_DLL )
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SendPropInt( SENDINFO( m_bActive ), 1, SPROP_UNSIGNED ),
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#else
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RecvPropInt( RECVINFO( m_bActive ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CEnvLaserDesignation )
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DEFINE_PRED_FIELD( m_bActive, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( env_laserdesignation, CEnvLaserDesignation );
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PRECACHE_REGISTER( env_laserdesignation );
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//-----------------------------------------------------------------------------
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// Purpose: Create a laser designation
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//-----------------------------------------------------------------------------
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CEnvLaserDesignation *CEnvLaserDesignation::Create( CBasePlayer *pOwner )
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{
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CEnvLaserDesignation *pDesignation = (CEnvLaserDesignation*)CreateEntityByName("env_laserdesignation");
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pDesignation->Spawn();
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pDesignation->SetOwnerEntity( pOwner );
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pDesignation->ChangeTeam( pOwner->GetTeamNumber() );
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pDesignation->SetActive( false );
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return pDesignation;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create a laser designation
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//-----------------------------------------------------------------------------
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CEnvLaserDesignation *CEnvLaserDesignation::CreatePredicted( CBasePlayer *pOwner )
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{
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#if !defined( NO_ENTITY_PREDICTION )
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CEnvLaserDesignation *pDesignation = (CEnvLaserDesignation*)CREATE_PREDICTED_ENTITY("env_laserdesignation");
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if ( pDesignation )
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{
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pDesignation->Spawn();
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pDesignation->SetOwnerEntity( pOwner );
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pDesignation->SetPlayerSimulated( pOwner );
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pDesignation->ChangeTeam( pOwner->GetTeamNumber() );
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pDesignation->SetActive( false );
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}
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return pDesignation;
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#else
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return NULL;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CEnvLaserDesignation::CEnvLaserDesignation( void )
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{
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m_bActive = -1; // So the first setactive will take effect
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m_bPrevActive = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CEnvLaserDesignation::~CEnvLaserDesignation( void )
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{
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EHANDLE hLaser;
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hLaser = this;
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if ( GetTeamNumber() == 1 )
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{
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m_LaserDesignatorsTeam1.FindAndRemove( hLaser );
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}
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else if ( GetTeamNumber() == 2 )
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{
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m_LaserDesignatorsTeam2.FindAndRemove( hLaser );
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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 CEnvLaserDesignation::Spawn( void )
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{
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SetModel( "models/projectiles/grenade_limpet.mdl" );
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SetMoveType( MOVETYPE_NONE );
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SetSolid( SOLID_NONE );
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SetSize( vec3_origin, vec3_origin );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEnvLaserDesignation::ChangeTeam( int iTeamNum )
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{
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Assert( iTeamNum > 0 && iTeamNum < MAX_TF_TEAMS );
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EHANDLE hLaser;
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hLaser = this;
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if ( iTeamNum == 1 )
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{
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m_LaserDesignatorsTeam1.AddToTail( hLaser );
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}
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else if ( iTeamNum == 2 )
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{
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m_LaserDesignatorsTeam2.AddToTail( hLaser );
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}
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BaseClass::ChangeTeam( iTeamNum );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEnvLaserDesignation::SetActive( bool bActive )
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{
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if ( bActive == m_bActive )
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return;
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if ( !bActive )
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{
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AddEffects( EF_NODRAW );
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}
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else
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{
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IncrementInterpolationFrame();
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RemoveEffects( EF_NODRAW );
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}
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#if defined( CLIENT_DLL )
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ENTITY_PANEL_ACTIVATE( "laserdesignation", bActive );
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#endif
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m_bActive = bActive;
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}
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#if !defined( CLIENT_DLL )
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int CEnvLaserDesignation::UpdateTransmitState()
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{
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return SetTransmitState( FL_EDICT_FULLCHECK );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CEnvLaserDesignation::ShouldTransmit( const CCheckTransmitInfo *pInfo )
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{
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// Only transmit to players who care about laser designation:
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// - Player designating
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// - Players in tanks
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// - Commandos
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CBaseEntity* pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt );
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if ( pRecipientEntity->IsPlayer() )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)pRecipientEntity;
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// Designating player?
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if ( pPlayer == GetOwnerEntity() )
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return SetTransmitState( FL_EDICT_ALWAYS );
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if ( !InSameTeam( pPlayer ) )
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return FL_EDICT_DONTSEND;
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// In a tank?
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if ( pPlayer->IsInAVehicle() )
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{
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CBaseEntity *pVehicle = pPlayer->GetVehicle()->GetVehicleEnt();
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if ( dynamic_cast<CVehicleTank*>(pVehicle) )
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{
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// Make sure it's within range of the tank's fire
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static float flTankRange = 0;
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if ( !flTankRange )
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{
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flTankRange = vehicle_tank_range.GetFloat() * weapon_grenade_rocket_track_range_mod.GetFloat();
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flTankRange *= flTankRange;
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}
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float flDistanceSqr = ( GetAbsOrigin() - pPlayer->GetAbsOrigin() ).LengthSqr();
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if ( flDistanceSqr < flTankRange )
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return FL_EDICT_ALWAYS;
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}
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else if ( dynamic_cast<CObjectMannedMissileLauncher*>(pVehicle) )
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{
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// Make sure it's within range of the manned missile launcher's fire
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static float flGunRange = 0;
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if ( !flGunRange )
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{
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flGunRange = obj_manned_missilelauncher_range_off.GetFloat() * weapon_grenade_rocket_track_range_mod.GetFloat();
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flGunRange *= flGunRange;
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}
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float flDistanceSqr = ( GetAbsOrigin() - pPlayer->GetAbsOrigin() ).LengthSqr();
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if ( flDistanceSqr < flGunRange )
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return FL_EDICT_ALWAYS;
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}
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}
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// Is the player a commando?
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if ( pPlayer->PlayerClass() == TFCLASS_COMMANDO )
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{
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// Make sure it's within range of the commando's rockets
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static float flCommandoRange = 0;
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if ( !flCommandoRange )
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{
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flCommandoRange = weapon_rocket_launcher_range.GetFloat() * weapon_grenade_rocket_track_range_mod.GetFloat();
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flCommandoRange *= flCommandoRange;
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}
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float flDistanceSqr = ( GetAbsOrigin() - pPlayer->GetAbsOrigin() ).LengthSqr();
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if ( flDistanceSqr < flCommandoRange )
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return FL_EDICT_ALWAYS;
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}
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}
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return FL_EDICT_DONTSEND;
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CEnvLaserDesignation::GetNumLaserDesignators( int iTeamNumber )
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{
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Assert( iTeamNumber > 0 && iTeamNumber < MAX_TF_TEAMS );
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if ( iTeamNumber == 1 )
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return m_LaserDesignatorsTeam1.Count();
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return m_LaserDesignatorsTeam2.Count();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CEnvLaserDesignation::GetLaserDesignation( int iTeamNumber, int iDesignator, Vector *vecOrigin )
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{
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Assert( iTeamNumber > 0 && iTeamNumber < MAX_TF_TEAMS );
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CHandle<CEnvLaserDesignation> hLaser;
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if ( iTeamNumber == 1 )
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{
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Assert( iDesignator < m_LaserDesignatorsTeam1.Count() );
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hLaser = m_LaserDesignatorsTeam1[iDesignator];
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}
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else
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{
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Assert( iDesignator < m_LaserDesignatorsTeam2.Count() );
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hLaser = m_LaserDesignatorsTeam2[iDesignator];
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}
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// Active?
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if ( !hLaser.Get() || !hLaser->IsActive() )
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return false;
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*vecOrigin = hLaser->GetAbsOrigin();
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return true;
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}
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#if defined( CLIENT_DLL )
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CEnvLaserDesignation::DrawModel( int flags )
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{
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : updateType -
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//-----------------------------------------------------------------------------
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void CEnvLaserDesignation::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if ( m_bActive != m_bPrevActive )
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{
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ENTITY_PANEL_ACTIVATE( "laserdesignation", m_bActive );
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}
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m_bPrevActive = m_bActive.Get();
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}
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//-----------------------------------------------------------------------------
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// Add, remove object from the panel
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//-----------------------------------------------------------------------------
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void CEnvLaserDesignation::SetDormant( bool bDormant )
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{
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BaseClass::SetDormant( bDormant );
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ENTITY_PANEL_ACTIVATE( "laserdesignation", (!bDormant && m_bActive) );
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}
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#endif
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