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560 lines
16 KiB
560 lines
16 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Chargeable Plasma & Shield combo
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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 "weapon_combatshield.h"
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#include "in_buttons.h"
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#include "weapon_combat_usedwithshieldbase.h"
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#include "plasmaprojectile.h"
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#include "in_buttons.h"
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#include "tf_shareddefs.h"
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#if defined( CLIENT_DLL )
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#include "iefx.h"
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#include "dlight.h"
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#include "clienteffectprecachesystem.h"
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#include "beamdraw.h"
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#define CWeaponCombatPlasmaRifle C_WeaponCombatPlasmaRifle
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#define CWeaponCombatPlasmaRifleHuman C_WeaponCombatPlasmaRifleHuman
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#define CWeaponCombatPlasmaRifleAlien C_WeaponCombatPlasmaRifleAlien
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#endif
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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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#if defined( CLIENT_DLL )
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class CChargeBall;
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// Precache the effects
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheWeaponCombatPlasmaRifle )
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CLIENTEFFECT_MATERIAL( "sprites/chargeball_team1" )
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CLIENTEFFECT_MATERIAL( "sprites/chargeball_team2" )
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CLIENTEFFECT_REGISTER_END()
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#endif
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// Damage CVars
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ConVar weapon_combat_plasmarifle_damage( "weapon_combat_plasmarifle_damage","10", FCVAR_REPLICATED, "Plasma Rifle maximum damage" );
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ConVar weapon_combat_plasmarifle_range( "weapon_combat_plasmarifle_range","500", FCVAR_REPLICATED, "Plasma Rifle maximum range" );
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ConVar weapon_combat_plasmarifle_radius( "weapon_combat_plasmarifle_radius","90", FCVAR_REPLICATED, "Plasma Rifle explosion radius when charged" );
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ConVar weapon_combat_plasmarifle_ducking_mod( "weapon_combat_plasmarifle_ducking_mod", "0.6f", FCVAR_REPLICATED, "Plasma Rifle ducking speed modifier" );
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//-----------------------------------------------------------------------------
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// Purpose: Shared viersion of CWeaponCombatPlasmaRifle
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//-----------------------------------------------------------------------------
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class CWeaponCombatPlasmaRifle : public CWeaponCombatUsedWithShieldBase
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{
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DECLARE_CLASS( CWeaponCombatPlasmaRifle, CWeaponCombatUsedWithShieldBase );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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#if !defined( CLIENT_DLL )
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DECLARE_DATADESC();
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#endif
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CWeaponCombatPlasmaRifle( void ) {}
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virtual void ItemPostFrame( void );
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virtual void PrimaryAttack( void );
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virtual float GetFireRate( void );
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virtual void Spawn();
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virtual bool Deploy( void );
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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void ChargeThink( void );
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virtual float GetDefaultAnimSpeed( void );
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// All predicted weapons need to implement and return true
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virtual bool IsPredicted( void ) const
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{
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return true;
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}
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private:
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CWeaponCombatPlasmaRifle( const CWeaponCombatPlasmaRifle & );
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public:
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#if defined( CLIENT_DLL )
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virtual bool ShouldPredict( void )
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{
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if ( GetOwner() &&
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GetOwner() == C_BasePlayer::GetLocalPlayer() )
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return true;
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return BaseClass::ShouldPredict();
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}
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual int DrawModel( int flags );
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virtual void ViewModelDrawn( CBaseViewModel *pBaseViewModel );
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virtual void ClientThink( );
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virtual bool IsTransparent( );
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private:
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// Purpose: Draws the charging effect
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void DrawChargingEffect( float flSize, CBaseAnimating *pAttachedEnt );
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CMaterialReference m_hMaterial;
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#endif
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private:
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CNetworkVar( float, m_flPower );
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CNetworkVar( bool, m_bCharging );
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};
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//-----------------------------------------------------------------------------
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// Spawn weapon
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//-----------------------------------------------------------------------------
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void CWeaponCombatPlasmaRifle::Spawn()
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{
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BaseClass::Spawn();
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m_flPower = 1;
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m_bCharging = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCombatPlasmaRifle::ItemPostFrame( void )
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{
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ChargeThink();
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
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if (!pOwner)
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return;
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if ( UsesClipsForAmmo1() )
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{
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CheckReload();
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}
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// Handle charge firing
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if ( GetShieldState() == SS_DOWN && !m_bInReload )
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{
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if ( (pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
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{
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if ( m_iClip1 > 0 )
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{
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// Fire the plasma shot
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PrimaryAttack();
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m_flPower = 1.0;
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}
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else
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{
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Reload();
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}
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}
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// Reload button (or fire button when we're out of ammo)
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if ( m_flNextPrimaryAttack <= gpGlobals->curtime )
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{
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if ( pOwner->m_nButtons & IN_RELOAD )
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{
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Reload();
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}
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else if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
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{
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if ( !m_iClip1 && HasPrimaryAmmo() )
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{
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Reload();
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}
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}
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}
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}
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// Prevent shield post frame if we're not ready to attack, or we're charging
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AllowShieldPostFrame( m_flNextPrimaryAttack <= gpGlobals->curtime || m_bInReload );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCombatPlasmaRifle::PrimaryAttack( void )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
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if (!pPlayer)
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return;
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WeaponSound(SINGLE);
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// Fire the bullets
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Vector vecSrc = pPlayer->Weapon_ShootPosition( );
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Vector vecAiming;
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pPlayer->EyeVectors( &vecAiming );
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PlayAttackAnimation( GetPrimaryAttackActivity() );
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// Shift it down a bit so the firer can see it
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Vector right, forward;
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AngleVectors( pPlayer->EyeAngles() + pPlayer->m_Local.m_vecPunchAngle, &forward, &right, NULL );
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Vector vecStartSpot = vecSrc;
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Vector gunOffset = Vector(0,0,-8) + right * 12 + forward * 16;
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CPowerPlasmaProjectile *pPlasma = CPowerPlasmaProjectile::CreatePredicted( vecStartSpot, vecAiming, gunOffset, DMG_ENERGYBEAM, pPlayer );
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if ( pPlasma )
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{
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pPlasma->SetDamage( m_flPower * weapon_combat_plasmarifle_damage.GetFloat() );
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pPlasma->m_hOwner = pPlayer;
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pPlasma->SetPower( m_flPower );
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// Calculate range based upon charge power
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float flRange = weapon_combat_plasmarifle_range.GetFloat() + RemapVal( m_flPower, 1.0, MAX_RIFLE_POWER, 0, weapon_combat_plasmarifle_range.GetFloat() * 0.75 );
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pPlasma->SetMaxRange( flRange );
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pPlasma->Activate();
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}
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// Go explosive if fully charged
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// if ( m_flPower >= MAX_RIFLE_POWER )
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// {
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// pPlasma->SetExplosive( weapon_combat_plasmarifle_radius.GetFloat() );
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// pPlasma->SetPlasmaType( PLASMATYPE_PLASMABALL_EXPLOSIVE );
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// }
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m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
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m_iClip1 = m_iClip1 - 1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CWeaponCombatPlasmaRifle::GetFireRate( void )
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{
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float flFireRate = ( SequenceDuration() * 0.4 ) + SHARED_RANDOMFLOAT( 0.0, 0.035f );
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// Get the player.
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CBaseTFPlayer *pPlayer = ( CBaseTFPlayer* )GetOwner();
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if ( pPlayer )
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{
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// Fire more rapidly when we are ducking.
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if ( pPlayer->GetFlags() & FL_DUCKING )
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{
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flFireRate *= weapon_combat_plasmarifle_ducking_mod.GetFloat();
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}
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}
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return flFireRate;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CWeaponCombatPlasmaRifle::Deploy( void )
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{
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if ( BaseClass::Deploy() )
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{
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m_bCharging = true;
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GainedNewTechnology(NULL);
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Our player just died
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//-----------------------------------------------------------------------------
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bool CWeaponCombatPlasmaRifle::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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if ( BaseClass::Holster(pSwitchingTo) )
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{
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m_bCharging = false;
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Match the anim speed to the weapon speed while crouching
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//-----------------------------------------------------------------------------
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float CWeaponCombatPlasmaRifle::GetDefaultAnimSpeed( void )
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{
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if ( GetOwner() && GetOwner()->IsPlayer() )
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{
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if ( GetOwner()->GetFlags() & FL_DUCKING )
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return (1.0 + (1.0 - weapon_combat_plasmarifle_ducking_mod.GetFloat()) );
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}
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return 1.0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Charge up over time
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//-----------------------------------------------------------------------------
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void CWeaponCombatPlasmaRifle::ChargeThink( void )
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{
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if ( !m_bCharging )
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return;
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if ( IsOwnerEMPed() )
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{
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m_flPower = 1;
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}
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else if ( m_iClip1 > 0 && m_flPower < MAX_RIFLE_POWER )
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{
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m_flPower = MIN( MAX_RIFLE_POWER, m_flPower + (((MAX_RIFLE_POWER-1.0) / RIFLE_CHARGE_TIME) * gpGlobals->frametime ) );
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}
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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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void CWeaponCombatPlasmaRifle::OnDataChanged( DataUpdateType_t updateType )
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{
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SetPredictionEligible( true );
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BaseClass::OnDataChanged( updateType );
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if (updateType == DATA_UPDATE_CREATED)
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{
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if ( GetTeamNumber() == 1 )
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m_hMaterial.Init( "sprites/chargeball_team1", TEXTURE_GROUP_CLIENT_EFFECTS );
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else
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m_hMaterial.Init( "sprites/chargeball_team2", TEXTURE_GROUP_CLIENT_EFFECTS );
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}
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if (WeaponState() == WEAPON_IS_ACTIVE)
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{
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// Start thinking so we can manipulate the light
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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else
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{
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SetNextClientThink( CLIENT_THINK_NEVER );
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}
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}
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//-----------------------------------------------------------------------------
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// Deal with dynamic lighting
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//-----------------------------------------------------------------------------
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void CWeaponCombatPlasmaRifle::ClientThink( )
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{
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BaseClass::ClientThink();
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if (!inv_demo.GetInt())
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{
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C_BaseTFPlayer *pPlayer = (C_BaseTFPlayer *)GetOwner();
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if ( !pPlayer || (pPlayer->GetHealth() <= 0) || !IsDormant() )
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{
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SetNextClientThink( CLIENT_THINK_NEVER );
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return;
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}
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// FIXME: dl->origin should be based on the attachment point
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dlight_t *dl = effects->CL_AllocDlight( entindex() );
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dl->origin = GetRenderOrigin();
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if (GetTeamNumber() == 1)
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{
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dl->color.r = 40;
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dl->color.g = 60;
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dl->color.b = 250;
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}
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else
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{
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dl->color.r = 250;
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dl->color.g = 60;
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dl->color.b = 40;
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}
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dl->color.exponent = 7;
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dl->radius = 20 * m_flPower + 10;
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dl->die = gpGlobals->curtime + 0.01;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draws the charging effect
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//-----------------------------------------------------------------------------
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void CWeaponCombatPlasmaRifle::DrawChargingEffect( float flSize, CBaseAnimating *pAttachedEnt )
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{
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if (!pAttachedEnt)
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return;
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Vector vecMuzzleOrigin, vecBarrelOrigin;
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QAngle angMuzzleAngles, angBarrelAngles;
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int iMuzzle = pAttachedEnt->LookupAttachment( "muzzle" );
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//int iBarrel = pAttachedEnt->LookupAttachment( "barrel" );
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if ( pAttachedEnt->GetAttachment( iMuzzle, vecMuzzleOrigin, angMuzzleAngles ) )
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{
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// View model attachments are modified so you can place entities at the attachment
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// point and when they are rendered (with a different FOV than the view model itself uses)
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// they will render in the right spot when the view model is drawn.
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//
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// In this case though, we are rendering at the same time as the view model, so we want
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// the attachment point before the correction has been applied.
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pAttachedEnt->UncorrectViewModelAttachment( vecMuzzleOrigin );
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// If I'm fully charged, put funky effects on the ball
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materials->Bind( m_hMaterial, this );
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if ( m_flPower >= MAX_RIFLE_POWER )
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{
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float frac = fmod( gpGlobals->curtime, 1.0 );
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frac *= 2 * M_PI;
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frac = sin( frac );
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flSize += (frac * 2) - 1.5;
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int colorFade = 190 + (int)( frac * 32.0f );
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color32 color = { 0, 0, 0, 255 };
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if ( GetTeamNumber() == 1 )
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{
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color.r = colorFade;
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color.g = colorFade;
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}
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else
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{
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color.g = colorFade;
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}
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DrawSprite( vecMuzzleOrigin, flSize, flSize, color );
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}
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else
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{
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color32 color = { 255, 255, 255, 255 };
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DrawSprite( vecMuzzleOrigin, flSize, flSize, color );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// We're transparent because we draw a transparent charging effect
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//-----------------------------------------------------------------------------
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bool CWeaponCombatPlasmaRifle::IsTransparent( )
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{
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draws the model
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//-----------------------------------------------------------------------------
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int CWeaponCombatPlasmaRifle::DrawModel( int flags )
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{
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int retval = BaseClass::DrawModel( flags );
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if (retval == 0)
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return 0;
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|
||
|
if (IsCarrierAlive())
|
||
|
{
|
||
|
// FIXME: Maybe do some client-side simulation on the size?
|
||
|
// It may get jerky otherwise
|
||
|
|
||
|
// Draw the charging effect
|
||
|
float flSize = 10 * m_flPower + 5;
|
||
|
|
||
|
DrawChargingEffect( flSize, this );
|
||
|
}
|
||
|
return retval;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Draws the model
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponCombatPlasmaRifle::ViewModelDrawn( CBaseViewModel *pBaseViewModel )
|
||
|
{
|
||
|
// Draw the charging effect
|
||
|
float flSize = 4 * m_flPower + 1;
|
||
|
|
||
|
if ( m_iClip1 > 0 )
|
||
|
{
|
||
|
DrawChargingEffect( flSize, pBaseViewModel );
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatPlasmaRifle, DT_WeaponCombatPlasmaRifle )
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CWeaponCombatPlasmaRifle, DT_WeaponCombatPlasmaRifle )
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
SendPropFloat( SENDINFO( m_flPower ), 14, SPROP_ROUNDUP, 1.0f, MAX_RIFLE_POWER ),
|
||
|
SendPropInt( SENDINFO( m_bCharging ), 1, SPROP_UNSIGNED ),
|
||
|
#else
|
||
|
RecvPropFloat( RECVINFO( m_flPower ) ),
|
||
|
RecvPropInt( RECVINFO( m_bCharging ) ),
|
||
|
#endif
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( weapon_combat_plasmarifle_base, CWeaponCombatPlasmaRifle );
|
||
|
|
||
|
BEGIN_PREDICTION_DATA( CWeaponCombatPlasmaRifle )
|
||
|
|
||
|
DEFINE_PRED_FIELD_TOL( m_flPower, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, 0.05f ),
|
||
|
DEFINE_PRED_FIELD( m_bCharging, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
|
||
|
|
||
|
END_PREDICTION_DATA()
|
||
|
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
|
||
|
BEGIN_DATADESC( CWeaponCombatPlasmaRifle )
|
||
|
|
||
|
// Function Pointers
|
||
|
DEFINE_FUNCTION( ChargeThink ),
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
// PRECACHE_WEAPON_REGISTER(weapon_combat_plasmarifle_base);
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Need to do different art on client vs server
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CWeaponCombatPlasmaRifleHuman : public CWeaponCombatPlasmaRifle
|
||
|
{
|
||
|
DECLARE_CLASS( CWeaponCombatPlasmaRifleHuman, CWeaponCombatPlasmaRifle );
|
||
|
public:
|
||
|
DECLARE_NETWORKCLASS();
|
||
|
DECLARE_PREDICTABLE();
|
||
|
|
||
|
CWeaponCombatPlasmaRifleHuman( void ) {}
|
||
|
|
||
|
private:
|
||
|
CWeaponCombatPlasmaRifleHuman( const CWeaponCombatPlasmaRifleHuman & );
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Need to do different art on client vs server
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CWeaponCombatPlasmaRifleAlien : public CWeaponCombatPlasmaRifle
|
||
|
{
|
||
|
DECLARE_CLASS( CWeaponCombatPlasmaRifleAlien, CWeaponCombatPlasmaRifle );
|
||
|
public:
|
||
|
DECLARE_NETWORKCLASS();
|
||
|
DECLARE_PREDICTABLE();
|
||
|
|
||
|
CWeaponCombatPlasmaRifleAlien( void ) {}
|
||
|
|
||
|
private:
|
||
|
CWeaponCombatPlasmaRifleAlien( const CWeaponCombatPlasmaRifleAlien & );
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatPlasmaRifleHuman, DT_WeaponCombatPlasmaRifleHuman )
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CWeaponCombatPlasmaRifleHuman, DT_WeaponCombatPlasmaRifleHuman )
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
BEGIN_PREDICTION_DATA( CWeaponCombatPlasmaRifleHuman )
|
||
|
END_PREDICTION_DATA()
|
||
|
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatPlasmaRifleAlien, DT_WeaponCombatPlasmaRifleAlien )
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CWeaponCombatPlasmaRifleAlien, DT_WeaponCombatPlasmaRifleAlien )
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
BEGIN_PREDICTION_DATA( CWeaponCombatPlasmaRifleAlien )
|
||
|
END_PREDICTION_DATA()
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( weapon_combat_plasmarifle, CWeaponCombatPlasmaRifleHuman );
|
||
|
LINK_ENTITY_TO_CLASS( weapon_combat_plasmarifle_alien, CWeaponCombatPlasmaRifleAlien );
|
||
|
|
||
|
PRECACHE_WEAPON_REGISTER(weapon_combat_plasmarifle);
|
||
|
PRECACHE_WEAPON_REGISTER(weapon_combat_plasmarifle_alien);
|