mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-08 22:10:27 +03:00
506 lines
17 KiB
C++
506 lines
17 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Dissolve entity to be attached to target entity. Serves two purposes:
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//
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// 1) An entity that can be placed by a level designer and triggered
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// to ignite a target entity.
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//
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// 2) An entity that can be created at runtime to ignite a target entity.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "EntityDissolveEgon.h"
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#include "baseanimating.h"
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#include "physics_prop_ragdoll.h"
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#include "ai_basenpc.h"
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#include "RagdollEgonBoogie.h"
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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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static const char *s_pElectroThinkContext = "ElectroThinkContext";
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//-----------------------------------------------------------------------------
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// Lifetime
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//-----------------------------------------------------------------------------
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#define DISSOLVE_FADE_IN_START_TIME 0.0f
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#define DISSOLVE_FADE_IN_END_TIME 0.7f
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#define DISSOLVE_FADE_OUT_MODEL_START_TIME 1.9f
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#define DISSOLVE_FADE_OUT_MODEL_END_TIME 2.0f
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#define DISSOLVE_FADE_OUT_START_TIME 1.5f
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#define DISSOLVE_FADE_OUT_END_TIME 1.5f
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//-----------------------------------------------------------------------------
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// Model
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//-----------------------------------------------------------------------------
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#define DISSOLVE_SPRITE_NAME "sprites/blueglowE.vmt"
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//-----------------------------------------------------------------------------
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// Save/load
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//-----------------------------------------------------------------------------
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BEGIN_DATADESC(CEntityDissolveEgon)
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DEFINE_FIELD(m_flStartTime, FIELD_TIME),
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DEFINE_FIELD(m_flFadeInStart, FIELD_FLOAT),
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DEFINE_FIELD(m_flFadeInLength, FIELD_FLOAT),
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DEFINE_FIELD(m_flFadeOutModelStart, FIELD_FLOAT),
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DEFINE_FIELD(m_flFadeOutModelLength, FIELD_FLOAT),
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DEFINE_FIELD(m_flFadeOutStart, FIELD_FLOAT),
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DEFINE_FIELD(m_flFadeOutLength, FIELD_FLOAT),
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DEFINE_KEYFIELD(m_nDissolveType, FIELD_INTEGER, "dissolvetype"),
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DEFINE_FIELD(m_vDissolverOrigin, FIELD_VECTOR),
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DEFINE_KEYFIELD(m_nMagnitude, FIELD_INTEGER, "magnitude"),
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DEFINE_FUNCTION(DissolveThink),
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DEFINE_FUNCTION(ElectrocuteThink),
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DEFINE_INPUTFUNC(FIELD_STRING, "Dissolve", InputDissolve),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Networking
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//-----------------------------------------------------------------------------
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IMPLEMENT_SERVERCLASS_ST(CEntityDissolveEgon, DT_EntityDissolveEgon)
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SendPropTime(SENDINFO(m_flStartTime)),
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SendPropFloat(SENDINFO(m_flFadeInStart), 0, SPROP_NOSCALE),
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SendPropFloat(SENDINFO(m_flFadeInLength), 0, SPROP_NOSCALE),
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SendPropFloat(SENDINFO(m_flFadeOutModelStart), 0, SPROP_NOSCALE),
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SendPropFloat(SENDINFO(m_flFadeOutModelLength), 0, SPROP_NOSCALE),
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SendPropFloat(SENDINFO(m_flFadeOutStart), 0, SPROP_NOSCALE),
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SendPropFloat(SENDINFO(m_flFadeOutLength), 0, SPROP_NOSCALE),
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SendPropInt(SENDINFO(m_nDissolveType), ENTITY_DISSOLVE_BITS, SPROP_UNSIGNED),
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SendPropVector(SENDINFO(m_vDissolverOrigin), 0, SPROP_NOSCALE),
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SendPropInt(SENDINFO(m_nMagnitude), 8, SPROP_UNSIGNED),
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS(env_entity_dissolver_egon, CEntityDissolveEgon);
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CEntityDissolveEgon::CEntityDissolveEgon(void)
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{
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m_flStartTime = 0.0f;
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m_nMagnitude = 250;
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}
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CEntityDissolveEgon::~CEntityDissolveEgon(void)
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{
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}
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//-----------------------------------------------------------------------------
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// Precache
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//-----------------------------------------------------------------------------
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void CEntityDissolveEgon::Precache()
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{
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if (NULL_STRING == GetModelName())
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{
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PrecacheModel(DISSOLVE_SPRITE_NAME);
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}
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else
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{
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PrecacheModel(STRING(GetModelName()));
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}
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}
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//-----------------------------------------------------------------------------
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// Spawn
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//-----------------------------------------------------------------------------
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void CEntityDissolveEgon::Spawn()
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{
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BaseClass::Spawn();
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Precache();
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UTIL_SetModel(this, STRING(GetModelName()));
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if ((m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) || (m_nDissolveType == ENTITY_DISSOLVE_NORMAL))
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{
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if (dynamic_cast< CRagdollProp* >(GetMoveParent()))
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{
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SetContextThink(&CEntityDissolveEgon::ElectrocuteThink, gpGlobals->curtime + 0.01f, s_pElectroThinkContext);
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}
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}
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// Setup our times
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m_flFadeInStart = DISSOLVE_FADE_IN_START_TIME;
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m_flFadeInLength = DISSOLVE_FADE_IN_END_TIME - DISSOLVE_FADE_IN_START_TIME;
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m_flFadeOutModelStart = DISSOLVE_FADE_OUT_MODEL_START_TIME;
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m_flFadeOutModelLength = DISSOLVE_FADE_OUT_MODEL_END_TIME - DISSOLVE_FADE_OUT_MODEL_START_TIME;
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m_flFadeOutStart = DISSOLVE_FADE_OUT_START_TIME;
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m_flFadeOutLength = DISSOLVE_FADE_OUT_END_TIME - DISSOLVE_FADE_OUT_START_TIME;
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if (m_nDissolveType == ENTITY_DISSOLVE_CORE)
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{
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m_flFadeInStart = 0.0f;
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m_flFadeOutStart = CORE_DISSOLVE_FADE_START;
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m_flFadeOutModelStart = CORE_DISSOLVE_MODEL_FADE_START;
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m_flFadeOutModelLength = CORE_DISSOLVE_MODEL_FADE_LENGTH;
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m_flFadeInLength = CORE_DISSOLVE_FADEIN_LENGTH;
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}
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m_nRenderMode = kRenderTransColor;
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SetRenderColor(255, 255, 255, 255);
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m_nRenderFX = kRenderFxNone;
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SetThink(&CEntityDissolveEgon::DissolveThink);
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if (gpGlobals->curtime > m_flStartTime)
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{
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// Necessary for server-side ragdolls
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DissolveThink();
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}
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else
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{
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SetNextThink(gpGlobals->curtime + 0.01f);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : inputdata -
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//-----------------------------------------------------------------------------
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void CEntityDissolveEgon::InputDissolve(inputdata_t &inputdata)
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{
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string_t strTarget = inputdata.value.StringID();
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if (strTarget == NULL_STRING)
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{
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strTarget = m_target;
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}
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CBaseEntity *pTarget = NULL;
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while ((pTarget = gEntList.FindEntityGeneric(pTarget, STRING(strTarget), this, inputdata.pActivator)) != NULL)
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{
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CBaseAnimating *pBaseAnim = pTarget->GetBaseAnimating();
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if (pBaseAnim)
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{
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pBaseAnim->Dissolve(NULL, gpGlobals->curtime, false, m_nDissolveType, GetAbsOrigin(), m_nMagnitude);
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates a flame and attaches it to a target entity.
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// Input : pTarget -
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//-----------------------------------------------------------------------------
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CEntityDissolveEgon *CEntityDissolveEgon::Create(CBaseEntity *pTarget, const char *pMaterialName,
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float flStartTime, int nDissolveType, bool *pRagdollCreated)
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{
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if (pRagdollCreated)
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{
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*pRagdollCreated = false;
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}
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if (!pMaterialName)
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{
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pMaterialName = DISSOLVE_SPRITE_NAME;
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}
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if (pTarget->IsPlayer())
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{
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// Simply immediately kill the player.
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CBasePlayer *pPlayer = assert_cast< CBasePlayer* >(pTarget);
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pPlayer->SetArmorValue(0);
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CTakeDamageInfo info(pPlayer, pPlayer, pPlayer->GetHealth(), DMG_GENERIC | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE);
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pPlayer->TakeDamage(info);
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return NULL;
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}
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CEntityDissolveEgon *pDissolve = (CEntityDissolveEgon *)CreateEntityByName("env_entity_dissolver_egon");
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if (pDissolve == NULL)
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return NULL;
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pDissolve->m_nDissolveType = nDissolveType;
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if ((nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) || (nDissolveType == ENTITY_DISSOLVE_NORMAL))
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{
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if (pTarget->IsNPC() && pTarget->MyNPCPointer()->CanBecomeRagdoll())
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{
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CTakeDamageInfo info;
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if (cvar->FindVar("oc_ragdoll_serverside")->GetInt())
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{
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bool createGradollConstrainted = cvar->FindVar("oc_ragdoll_death_weapon_holding")->GetBool();
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CBaseCombatCharacter *pChar = static_cast<CBaseCombatCharacter*>(pTarget->MyNPCPointer());//pTarget->MyNPCPointer()->GetActiveWeapon();
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CBaseCombatWeapon *pWeapon = NULL;
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if (pChar)
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pWeapon = pChar->pDroppedWeapon;
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if (createGradollConstrainted)
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createGradollConstrainted = (bool)(pWeapon != NULL);
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const char *pAttachmentName = createGradollConstrainted ? "anim_attachment_RH" : "NULL";
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const char *pWeaponName = createGradollConstrainted ? pWeapon->GetClassname() : "NULL";
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if (cvar->FindVar("oc_ragdoll_serverside_collision_group")->GetInt() == 0)
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{
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CBaseEntity *pRagdoll = createGradollConstrainted ? CreateServerRagdoll(pTarget->MyNPCPointer(), 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS, pWeapon, pAttachmentName, pWeaponName, true, true, pTarget->MyNPCPointer()->BloodColor()) :
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CreateServerRagdoll(pTarget->MyNPCPointer(), 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS, true, pTarget->MyNPCPointer()->BloodColor());
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pRagdoll->SetCollisionBounds(pTarget->CollisionProp()->OBBMins(), pTarget->CollisionProp()->OBBMaxs());
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// Necessary to cause it to do the appropriate death cleanup
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if (pTarget->m_lifeState == LIFE_ALIVE)
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
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CTakeDamageInfo ragdollInfo(pPlayer, pPlayer, 10000.0, DMG_SHOCK | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE);
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pTarget->TakeDamage(ragdollInfo);
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}
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if (pRagdollCreated)
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{
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*pRagdollCreated = true;
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}
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UTIL_Remove(pTarget);
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pTarget = pRagdoll;
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}
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if (cvar->FindVar("oc_ragdoll_serverside_collision_group")->GetInt() == 1)
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{
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CBaseEntity *pRagdoll = createGradollConstrainted ? CreateServerRagdoll(pTarget->MyNPCPointer(), 0, info, COLLISION_GROUP_INTERACTIVE, pWeapon, pAttachmentName, pWeaponName, true, true, pTarget->MyNPCPointer()->BloodColor()) :
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CreateServerRagdoll(pTarget->MyNPCPointer(), 0, info, COLLISION_GROUP_INTERACTIVE, true, pTarget->MyNPCPointer()->BloodColor());
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pRagdoll->SetCollisionBounds(pTarget->CollisionProp()->OBBMins(), pTarget->CollisionProp()->OBBMaxs());
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// Necessary to cause it to do the appropriate death cleanup
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if (pTarget->m_lifeState == LIFE_ALIVE)
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
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CTakeDamageInfo ragdollInfo(pPlayer, pPlayer, 10000.0, DMG_SHOCK | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE);
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pTarget->TakeDamage(ragdollInfo);
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}
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if (pRagdollCreated)
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{
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*pRagdollCreated = true;
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}
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UTIL_Remove(pTarget);
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pTarget = pRagdoll;
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}
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if (cvar->FindVar("oc_ragdoll_serverside_collision_group")->GetInt() == 2)
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{
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CBaseEntity *pRagdoll = createGradollConstrainted ? CreateServerRagdoll(pTarget->MyNPCPointer(), 0, info, COLLISION_GROUP_NPC, pWeapon, pAttachmentName, pWeaponName, true, true, pTarget->MyNPCPointer()->BloodColor()) :
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CreateServerRagdoll(pTarget->MyNPCPointer(), 0, info, COLLISION_GROUP_NPC, true, pTarget->MyNPCPointer()->BloodColor());
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pRagdoll->SetCollisionBounds(pTarget->CollisionProp()->OBBMins(), pTarget->CollisionProp()->OBBMaxs());
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// Necessary to cause it to do the appropriate death cleanup
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if (pTarget->m_lifeState == LIFE_ALIVE)
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
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CTakeDamageInfo ragdollInfo(pPlayer, pPlayer, 10000.0, DMG_SHOCK | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE);
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pTarget->TakeDamage(ragdollInfo);
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}
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if (pRagdollCreated)
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{
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*pRagdollCreated = true;
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}
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UTIL_Remove(pTarget);
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pTarget = pRagdoll;
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}
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}
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else
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{
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CBaseEntity *pRagdoll = CreateServerRagdoll(pTarget->MyNPCPointer(), 0, info, COLLISION_GROUP_DEBRIS, true, pTarget->MyNPCPointer()->BloodColor());
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pRagdoll->SetCollisionBounds(pTarget->CollisionProp()->OBBMins(), pTarget->CollisionProp()->OBBMaxs());
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// Necessary to cause it to do the appropriate death cleanup
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if (pTarget->m_lifeState == LIFE_ALIVE)
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
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CTakeDamageInfo ragdollInfo(pPlayer, pPlayer, 10000.0, DMG_SHOCK | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE);
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pTarget->TakeDamage(ragdollInfo);
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}
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if (pRagdollCreated)
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{
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*pRagdollCreated = true;
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}
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UTIL_Remove(pTarget);
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pTarget = pRagdoll;
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}
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}
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}
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pDissolve->SetModelName(AllocPooledString(pMaterialName));
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pDissolve->AttachToEntity(pTarget);
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pDissolve->SetStartTime(flStartTime);
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pDissolve->Spawn();
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// Send to the client even though we don't have a model
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pDissolve->AddEFlags(EFL_FORCE_CHECK_TRANSMIT);
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// Play any appropriate noises when we start to dissolve
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if ((nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) || (nDissolveType == ENTITY_DISSOLVE_NORMAL))
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{
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pTarget->DispatchResponse("TLK_ELECTROCUTESCREAM");
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}
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else
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{
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pTarget->DispatchResponse("TLK_DISSOLVESCREAM");
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}
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return pDissolve;
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}
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//-----------------------------------------------------------------------------
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// What type of dissolve?
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//-----------------------------------------------------------------------------
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CEntityDissolveEgon *CEntityDissolveEgon::Create(CBaseEntity *pTarget, CBaseEntity *pSource)
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{
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// Look for other boogies on the ragdoll + kill them
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for (CBaseEntity *pChild = pSource->FirstMoveChild(); pChild; pChild = pChild->NextMovePeer())
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{
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CEntityDissolveEgon *pDissolve = dynamic_cast<CEntityDissolveEgon*>(pChild);
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if (!pDissolve)
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continue;
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return Create(pTarget, STRING(pDissolve->GetModelName()), pDissolve->m_flStartTime, pDissolve->m_nDissolveType);
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Attaches the flame to an entity and moves with it
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// Input : pTarget - target entity to attach to
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//-----------------------------------------------------------------------------
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void CEntityDissolveEgon::AttachToEntity(CBaseEntity *pTarget)
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{
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// So our dissolver follows the entity around on the server.
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SetParent(pTarget);
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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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// Purpose:
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// Input : lifetime -
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//-----------------------------------------------------------------------------
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void CEntityDissolveEgon::SetStartTime(float flStartTime)
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{
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m_flStartTime = flStartTime;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Burn targets around us
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//-----------------------------------------------------------------------------
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void CEntityDissolveEgon::DissolveThink(void)
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{
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CBaseAnimating *pTarget = (GetMoveParent()) ? GetMoveParent()->GetBaseAnimating() : NULL;
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if (GetModelName() == NULL_STRING && pTarget == NULL)
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return;
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if (pTarget == NULL)
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{
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UTIL_Remove(this);
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return;
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}
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if (cvar->FindVar("oc_ragdoll_serverside")->GetInt())
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{
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if (cvar->FindVar("oc_ragdoll_serverside_collision_group")->GetInt() == 0)
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{
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// Turn them into debris
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pTarget->SetCollisionGroup(COLLISION_GROUP_INTERACTIVE_DEBRIS); //COLLISION_GROUP_DISSOLVING
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}
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if (cvar->FindVar("oc_ragdoll_serverside_collision_group")->GetInt() == 1)
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{
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// Turn them into debris
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pTarget->SetCollisionGroup(COLLISION_GROUP_INTERACTIVE); //COLLISION_GROUP_DISSOLVING
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}
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if (cvar->FindVar("oc_ragdoll_serverside_collision_group")->GetInt() == 0)
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{
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// Turn them into debris
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pTarget->SetCollisionGroup(COLLISION_GROUP_NPC); //COLLISION_GROUP_DISSOLVING
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}
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}
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else
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{
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pTarget->SetCollisionGroup(COLLISION_GROUP_DISSOLVING);
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}
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if (pTarget && pTarget->GetFlags() & FL_TRANSRAGDOLL)
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{
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SetRenderColorA(0);
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}
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float dt = gpGlobals->curtime - m_flStartTime;
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if (dt < m_flFadeInStart)
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{
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SetNextThink(m_flStartTime + m_flFadeInStart);
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return;
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}
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// If we're done fading, then kill our target entity and us
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if (dt >= m_flFadeOutStart + m_flFadeOutLength)
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{
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// Necessary to cause it to do the appropriate death cleanup
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// Yeah, the player may have nothing to do with it, but
|
|
// passing NULL to TakeDamage causes bad things to happen
|
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
|
|
int iNoPhysicsDamage = g_pGameRules->Damage_GetNoPhysicsForce();
|
|
CTakeDamageInfo info(pPlayer, pPlayer, 10000.0, DMG_GENERIC | DMG_REMOVENORAGDOLL | iNoPhysicsDamage);
|
|
pTarget->TakeDamage(info);
|
|
|
|
if (pTarget != pPlayer)
|
|
{
|
|
pTarget->SetRenderColor(95,65,125);
|
|
//UTIL_Remove(pTarget);
|
|
}
|
|
|
|
UTIL_Remove(this);
|
|
|
|
return;
|
|
}
|
|
|
|
SetNextThink(gpGlobals->curtime + TICK_INTERVAL);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Burn targets around us
|
|
//-----------------------------------------------------------------------------
|
|
void CEntityDissolveEgon::ElectrocuteThink(void)
|
|
{
|
|
CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >(GetMoveParent());
|
|
if (!pRagdoll)
|
|
return;
|
|
CRagdollEgonBoogie::Create(pRagdoll, 20, gpGlobals->curtime, 2.0, SF_RAGDOLL_EGON_BOOGIE_ELECTRICAL);
|
|
ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll();
|
|
for (int j = 0; j < pRagdollPhys->listCount; ++j)
|
|
{
|
|
Vector vecForce;
|
|
vecForce = RandomVector(-20.0f, 20.0f);
|
|
pRagdollPhys->list[j].pObject->ApplyForceCenter(vecForce);
|
|
}
|
|
|
|
SetContextThink(&CEntityDissolveEgon::ElectrocuteThink, gpGlobals->curtime + random->RandomFloat(0.1, 0.2f),
|
|
s_pElectroThinkContext);
|
|
}
|