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@ -869,6 +869,64 @@ void CFuncTank::Activate( void ) |
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BaseClass::Activate(); |
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BaseClass::Activate(); |
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CBaseEntity *pParent = gEntList.FindEntityByName( NULL, m_iParent ); |
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if ((pParent != NULL) && (pParent->edict() != NULL)) |
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{ |
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SetParent( pParent ); |
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} |
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if ( GetParent() && GetParent()->GetBaseAnimating() ) |
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{ |
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CBaseAnimating *pAnim = GetParent()->GetBaseAnimating(); |
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if ( m_iszBaseAttachment != NULL_STRING ) |
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{ |
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int nAttachment = pAnim->LookupAttachment( STRING( m_iszBaseAttachment ) ); |
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if ( nAttachment != 0 ) |
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{ |
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SetParent( pAnim, nAttachment ); |
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SetLocalOrigin( vec3_origin ); |
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SetLocalAngles( vec3_angle ); |
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} |
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} |
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m_bUsePoseParameters = (m_iszYawPoseParam != NULL_STRING) && (m_iszPitchPoseParam != NULL_STRING); |
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if ( m_iszBarrelAttachment != NULL_STRING ) |
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{ |
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if ( m_bUsePoseParameters ) |
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{ |
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pAnim->SetPoseParameter( STRING( m_iszYawPoseParam ), 0 ); |
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pAnim->SetPoseParameter( STRING( m_iszPitchPoseParam ), 0 ); |
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pAnim->InvalidateBoneCache(); |
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} |
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m_nBarrelAttachment = pAnim->LookupAttachment( STRING(m_iszBarrelAttachment) ); |
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Vector vecWorldBarrelPos; |
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QAngle worldBarrelAngle; |
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pAnim->GetAttachment( m_nBarrelAttachment, vecWorldBarrelPos, worldBarrelAngle ); |
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VectorITransform( vecWorldBarrelPos, EntityToWorldTransform( ), m_barrelPos ); |
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} |
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if ( m_bUsePoseParameters ) |
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{ |
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// In this case, we're relying on the parent to have the gun model
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AddEffects( EF_NODRAW ); |
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QAngle localAngles( m_flPitchPoseCenter, m_flYawPoseCenter, 0 ); |
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SetLocalAngles( localAngles ); |
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SetSolid( SOLID_NONE ); |
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SetMoveType( MOVETYPE_NOCLIP ); |
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// If our parent is a prop_dynamic, make it use hitboxes for renderbox
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CDynamicProp *pProp = dynamic_cast<CDynamicProp*>(GetParent()); |
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if ( pProp ) |
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{ |
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pProp->m_bUseHitboxesForRenderBox = true; |
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} |
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} |
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} |
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// Necessary for save/load
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// Necessary for save/load
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if ( (m_iszBarrelAttachment != NULL_STRING) && (m_nBarrelAttachment == 0) ) |
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if ( (m_iszBarrelAttachment != NULL_STRING) && (m_nBarrelAttachment == 0) ) |
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{ |
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{ |
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