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391 lines
12 KiB
391 lines
12 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Rockets (Weapon)
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_grenade_rocket.h"
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#if defined( CLIENT_DLL )
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// Client Only
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#include "hud.h"
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#include "particles_simple.h"
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#else
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// Server Only
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#include "gameinterface.h"
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#include "engine/IEngineSound.h"
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#include "explode.h"
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#include "tf_team.h"
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#include "env_laserdesignation.h"
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#include "iservervehicle.h"
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#endif
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LINK_ENTITY_TO_CLASS( weapon_grenade_rocket, CWeaponGrenadeRocket );
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BEGIN_PREDICTION_DATA( CWeaponGrenadeRocket )
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END_PREDICTION_DATA()
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGrenadeRocket, DT_WeaponGrenadeRocket )
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BEGIN_NETWORK_TABLE( CWeaponGrenadeRocket, DT_WeaponGrenadeRocket )
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//#if !defined( CLIENT_DLL )
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//#else
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//#endif
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END_NETWORK_TABLE()
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#define WEAPON_GRENADE_ROCKET_VELOCITY 1000
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#if !defined( CLIENT_DLL )
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// Server Only
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ConVar weapon_grenade_rocket_track_range_mod( "weapon_grenade_rocket_track_range_mod","1.5", FCVAR_NONE, "Range multiplier when a rocket's tracking a designated target." );
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ConVar weapon_grenade_rocket_force( "weapon_grenade_rocket_force","150.0", FCVAR_NONE, "Rocket force modifier." );
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWeaponGrenadeRocket::CWeaponGrenadeRocket()
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{
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m_flDamage = 100.0f;
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#if !defined( CLIENT_DLL )
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// Server Only
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UseClientSideAnimation();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Deconstructor
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//-----------------------------------------------------------------------------
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CWeaponGrenadeRocket::~CWeaponGrenadeRocket()
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{
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#if defined( CLIENT_DLL )
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StopSound( entindex(), "GrenadeRocket.FlyLoop" );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create a weapon grenade rocket
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//-----------------------------------------------------------------------------
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CWeaponGrenadeRocket *CWeaponGrenadeRocket::Create( const Vector &vecOrigin, const Vector &vecForward, float flMaxRange, CBaseEntity *pOwner )
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{
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#if !defined( CLIENT_DLL )
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CWeaponGrenadeRocket *pRocket = ( CWeaponGrenadeRocket* )CreateEntityByName( "weapon_grenade_rocket" );
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UTIL_SetOrigin( pRocket, vecOrigin );
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QAngle angles;
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VectorAngles( vecForward, angles );
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pRocket->SetLocalAngles( angles );
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pRocket->Spawn();
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pRocket->SetOwnerEntity( pOwner );
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pRocket->ChangeTeam( pOwner->GetTeamNumber() );
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pRocket->SetMaxRange( flMaxRange );
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return pRocket;
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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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void CWeaponGrenadeRocket::SetMaxRange( float flRange )
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{
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m_flMaxRange = flRange;
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m_flFallingSpeed = 200; // Initial falling speed
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// Reduce max range for upward shots
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Vector vecForward;
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GetVectors( &vecForward, NULL, NULL );
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if ( vecForward.z > 0 )
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{
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m_flMaxRange = MAX(1, m_flMaxRange - (vecForward.z * 1200));
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}
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else
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{
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m_flMaxRange -= (vecForward.z * 2400);
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}
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#if !defined( CLIENT_DLL )
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if ( m_flMaxRange )
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{
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float flSpeed = GetLocalVelocity().Length();
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Assert( flSpeed );
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m_flExceedRangeTime = gpGlobals->curtime + (m_flMaxRange / flSpeed);
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// Start looking for designators
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SetThink( TrackThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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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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void CWeaponGrenadeRocket::Spawn( void )
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{
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#if !defined( CLIENT_DLL )
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Precache();
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m_flRadius = 100;
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SetMoveType( MOVETYPE_FLY );
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SetSolid( SOLID_BBOX );
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SetModel( "models/weapons/w_missile.mdl" );
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UTIL_SetSize( this, vec3_origin, vec3_origin );
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SetCollisionGroup( TFCOLLISION_GROUP_WEAPON );
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// Forward!
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Vector forward;
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AngleVectors( GetLocalAngles(), &forward, NULL, NULL );
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SetAbsVelocity( forward * WEAPON_GRENADE_ROCKET_VELOCITY );
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SetTouch( RocketTouch );
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#else
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// Start our flying sound loop
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CPASAttenuationFilter filter( this );
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filter.MakeReliable();
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EmitSound( filter, entindex(), "GrenadeRocket.FlyLoop" );
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#endif
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}
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#if !defined( CLIENT_DLL )
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// Server Only
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//-----------------------------------------------------------------------------
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// Purpose: Return my owner as my scorer
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//-----------------------------------------------------------------------------
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CBasePlayer *CWeaponGrenadeRocket::GetScorer( void )
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{
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return ToBasePlayer( m_hOwner );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponGrenadeRocket::Precache( void )
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{
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PrecacheModel( "models/weapons/w_missile.mdl" );
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PrecacheScriptSound( "GrenadeRocket.FlyLoop" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: We've exceeded this rocket's range, start heading downward, randomly
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//-----------------------------------------------------------------------------
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void CWeaponGrenadeRocket::ExceededRangeThink( void )
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{
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Vector vecZ( 0,0,1 );
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Vector vecPerp;
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// Weave drunkely and head down
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Vector vecVelocity = GetLocalVelocity();
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CrossProduct( vecVelocity, vecZ, vecPerp );
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VectorNormalize( vecPerp );
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vecPerp *= random->RandomFloat(-100,100);
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vecVelocity += vecPerp;
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vecVelocity.z -= m_flFallingSpeed;
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m_flFallingSpeed += 50;
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SetLocalVelocity( vecVelocity );
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SetAnglesToMatchVelocity();
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SetNextThink( gpGlobals->curtime + 0.3 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Track towards my my designated target
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//-----------------------------------------------------------------------------
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void CWeaponGrenadeRocket::TrackThink( void )
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{
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SetNextThink( gpGlobals->curtime + 0.3 );
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// Have I exceeded my range?
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if ( gpGlobals->curtime > m_flExceedRangeTime )
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{
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SetThink( ExceededRangeThink );
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// Start falling immediately
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ExceededRangeThink();
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return;
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}
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// Look for any laser designators in tracking view
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int iTeam = GetTeamNumber();
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int iCount = CEnvLaserDesignation::GetNumLaserDesignators( iTeam );
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if ( !iCount )
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return;
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// Get the potential lock range
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float flIncreasedMaxRange = m_flMaxRange * weapon_grenade_rocket_track_range_mod.GetFloat();
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float flNearestDot = 0.95;
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Vector vecNearestTarget = vec3_origin;
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bool bFoundOne = false;
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// Any valid designated targets?
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for ( int i = 0; i < iCount; i++ )
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{
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Vector vecTarget;
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if ( !CEnvLaserDesignation::GetLaserDesignation( iTeam, i, &vecTarget ) )
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continue;
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// Check validity of designated target
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Vector vecToTarget = ( vecTarget - GetAbsOrigin() );
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float flDistanceSqr = vecToTarget.LengthSqr();
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// Make sure it's not too far
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if ( flDistanceSqr > (flIncreasedMaxRange*flIncreasedMaxRange) )
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continue;
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// Make sure it's near my flight path
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VectorNormalize(vecToTarget);
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Vector vecForward;
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GetVectors( &vecForward, NULL, NULL );
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float flDot = DotProduct( vecToTarget, vecForward );
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if ( flDot < flNearestDot )
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continue;
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flNearestDot = flDot;
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vecNearestTarget = vecTarget;
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bFoundOne = true;
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}
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// No valid targets
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if ( !bFoundOne )
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return;
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SetNextThink( gpGlobals->curtime + 0.1f );
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// Turn towards my target
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Vector vecToTarget = (vecNearestTarget - GetAbsOrigin());
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VectorNormalize(vecToTarget);
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// Shamelessly ripped from HL1 RPG
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float flSpeed = GetAbsVelocity().Length();
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SetAbsVelocity( (GetAbsVelocity() * 0.5) + (vecToTarget * flSpeed * 0.498) );
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SetAnglesToMatchVelocity();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set angles to match our velocity
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//-----------------------------------------------------------------------------
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void CWeaponGrenadeRocket::SetAnglesToMatchVelocity( void )
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{
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QAngle angles;
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VectorAngles( GetAbsVelocity(), angles );
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SetLocalAngles( angles );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponGrenadeRocket::RocketTouch( CBaseEntity *pOther )
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{
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Assert( pOther );
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if ( !pOther->IsSolid() )
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return;
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// Apply forces to vehicles.
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if ( pOther->GetServerVehicle() )
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{
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ApplyForcesToVehicle( pOther );
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}
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CPASFilter filter( GetAbsOrigin() );
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te->Explosion( filter, 0.0, &GetAbsOrigin(), g_sModelIndexFireball, 2.0, 15, TE_EXPLFLAG_NONE, 100, m_flDamage );
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// Use the owner's position as the reported position
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Vector vecReported = vec3_origin;
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if ( GetOwnerEntity() )
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{
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vecReported = GetOwnerEntity()->GetAbsOrigin();
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}
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RadiusDamage( CTakeDamageInfo( this, GetOwnerEntity(), vec3_origin, GetAbsOrigin(), GetDamage(), GetDamageType(), 0, &vecReported ), GetAbsOrigin(), GetDamageRadius(), CLASS_NONE, NULL );
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UTIL_Remove( this );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponGrenadeRocket::ApplyForcesToVehicle( CBaseEntity *pEntity )
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{
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// Check team - don't apply forces to our own team's vehicles.
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if ( pEntity->GetTeam() == GetTeam() )
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return;
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IServerVehicle *pVehicle = pEntity->GetServerVehicle();
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if ( !pVehicle )
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return;
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IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject();
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if ( pPhysObject )
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{
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//------------------------------------------------------------
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// Rocket the vehicle in the direction of the incoming rocket.
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//------------------------------------------------------------
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Vector vecForceDir = GetAbsVelocity();
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vecForceDir.z = 0.0f;
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VectorNormalize( vecForceDir );
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float flForce = pPhysObject->GetMass();
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flForce += ( 4.0f * 100.0f ); // Wheels
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flForce *= weapon_grenade_rocket_force.GetFloat();
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vecForceDir *= flForce;
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pPhysObject->ApplyForceOffset( vecForceDir, GetAbsOrigin() );
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}
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}
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#else
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// Client Only
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponGrenadeRocket::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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// Only think when "rocketing."
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Spawn rocket effects!
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//-----------------------------------------------------------------------------
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void CWeaponGrenadeRocket::ClientThink( void )
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{
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// Fire smoke puffs out the side
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CSmartPtr<CSimpleEmitter> pSmokeEmitter = CSimpleEmitter::Create( "C_GrenadeRocket::Effect" );
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pSmokeEmitter->SetSortOrigin( GetAbsOrigin() );
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PMaterialHandle hSphereMaterial = pSmokeEmitter->GetPMaterial( "particle/particle_noisesphere" );
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int iSmokeClouds = random->RandomInt( 1,2 );
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for ( int i = 0; i < iSmokeClouds; i++ )
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{
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SimpleParticle *pParticle = ( SimpleParticle* ) pSmokeEmitter->AddParticle( sizeof( SimpleParticle ), hSphereMaterial, GetAbsOrigin() );
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if ( !pParticle )
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return;
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// Particle data.
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = random->RandomFloat( 0.1f, 0.3f );
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pParticle->m_uchStartSize = 10;
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pParticle->m_uchEndSize = pParticle->m_uchStartSize + 2;
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pParticle->m_vecVelocity = GetAbsVelocity();
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pParticle->m_uchStartAlpha = 255;
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pParticle->m_uchEndAlpha = 64;
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pParticle->m_flRoll = random->RandomFloat( 180, 360 );
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pParticle->m_flRollDelta = random->RandomFloat( -1, 1 );
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pParticle->m_uchColor[0] = 50;
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pParticle->m_uchColor[1] = 250;
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pParticle->m_uchColor[2] = 50;
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}
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}
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#endif
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