mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-02 17:48:11 +03:00
1017 lines
28 KiB
C++
1017 lines
28 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "NPCEvent.h"
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#include "basehlcombatweapon_shared.h"
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#include "basecombatcharacter.h"
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#include "AI_BaseNPC.h"
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#include "player.h"
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#include "gamerules.h"
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#include "in_buttons.h"
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#include "soundent.h"
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#include "game.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "IEffects.h"
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#include "te_effect_dispatch.h"
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#include "sprite.h"
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#include "spritetrail.h"
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#include "beam_shared.h"
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#include "rumble_shared.h"
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#include "gamestats.h"
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#include "decals.h"
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#include "effect_dispatch_data.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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ConVar aa_wpn_disc_model( "aa_wpn_disc_model", "models/weapons/w_missile_closed.mdl", FCVAR_REPLICATED|FCVAR_ARCHIVE, "Sets the model of weapon disc." );
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#define BOLT_MODEL aa_wpn_disc_model.GetString() //"models/disc.mdl"
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#define BOLT_AIR_VELOCITY 500
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#define BOLT_WATER_VELOCITY 500
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#define BOLT_SKIN_NORMAL 0
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#define BOLT_SKIN_GLOW 1
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//extern ConVar sk_plr_dmg_disc;
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//extern ConVar sk_npc_dmg_disc;
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ConVar sk_plr_dmg_disc( "sk_plr_dmg_disc", "50" );
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ConVar sk_npc_dmg_disc( "sk_plr_dmg_disc", "50" );
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#ifndef CLIENT_DLL
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void TE_StickyBolt( IRecipientFilter& filter, float delay, Vector vecDirection, const Vector *origin );
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//-----------------------------------------------------------------------------
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// Disc
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//-----------------------------------------------------------------------------
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class CDiscProjectile : public CBaseCombatCharacter
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{
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DECLARE_CLASS( CDiscProjectile, CBaseCombatCharacter );
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public:
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CDiscProjectile() { };
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~CDiscProjectile();
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Class_T Classify( void ) { return CLASS_NONE; }
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public:
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void Spawn( void );
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void Precache( void );
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void BubbleThink( void );
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void BoltTouch( CBaseEntity *pOther );
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bool CreateVPhysics( void );
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unsigned int PhysicsSolidMaskForEntity() const;
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static CDiscProjectile *BoltCreate( const Vector &vecOrigin, const QAngle &angAngles, int iDamage, CBasePlayer *pentOwner = NULL );
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protected:
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bool CreateSprites( void );
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CHandle<CSprite> m_pGlowSprite;
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//CHandle<CSpriteTrail> m_pGlowTrail;
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int m_iDamage;
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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};
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LINK_ENTITY_TO_CLASS( disc_projectile, CDiscProjectile );
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BEGIN_DATADESC( CDiscProjectile )
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// Function Pointers
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DEFINE_FUNCTION( BubbleThink ),
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DEFINE_FUNCTION( BoltTouch ),
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// These are recreated on reload, they don't need storage
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DEFINE_FIELD( m_pGlowSprite, FIELD_EHANDLE ),
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//DEFINE_FIELD( m_pGlowTrail, FIELD_EHANDLE ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST( CDiscProjectile, DT_DiscProjectile )
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END_SEND_TABLE()
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CDiscProjectile *CDiscProjectile::BoltCreate( const Vector &vecOrigin, const QAngle &angAngles, int iDamage, CBasePlayer *pentOwner )
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{
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// Create a new entity with CDiscProjectile private data
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CDiscProjectile *pDiscProjectile = (CDiscProjectile *)CreateEntityByName( "disc_projectile" );
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UTIL_SetOrigin( pDiscProjectile, vecOrigin );
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pDiscProjectile->SetAbsAngles( angAngles );
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pDiscProjectile->Spawn();
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pDiscProjectile->SetOwnerEntity( pentOwner );
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pDiscProjectile->m_iDamage = iDamage;
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return pDiscProjectile;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CDiscProjectile::~CDiscProjectile( void )
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{
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if ( m_pGlowSprite )
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{
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UTIL_Remove( m_pGlowSprite );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CDiscProjectile::CreateVPhysics( void )
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{
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// Create the object in the physics system
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VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false );
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return true;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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unsigned int CDiscProjectile::PhysicsSolidMaskForEntity() const
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{
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return ( BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX ) & ~CONTENTS_GRATE;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CDiscProjectile::CreateSprites( void )
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{
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// Start up the eye glow
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m_pGlowSprite = CSprite::SpriteCreate( "sprites/light_glow02_noz.vmt", GetLocalOrigin(), false );
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if ( m_pGlowSprite != NULL )
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{
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m_pGlowSprite->FollowEntity( this );
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m_pGlowSprite->SetTransparency( kRenderGlow, 255, 255, 255, 128, kRenderFxNoDissipation );
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m_pGlowSprite->SetScale( 0.2f );
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m_pGlowSprite->TurnOff();
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDiscProjectile::Spawn( void )
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{
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Precache( );
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SetModel( BOLT_MODEL );
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SetMoveType( MOVETYPE_FLY, MOVECOLLIDE_FLY_CUSTOM );
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UTIL_SetSize( this, -Vector(10,10,10), Vector(10,10,10) );
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SetSolid( SOLID_BBOX );
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// Make sure we're updated if we're underwater
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UpdateWaterState();
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SetTouch( &CDiscProjectile::BoltTouch );
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SetThink( &CDiscProjectile::BubbleThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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CreateSprites();
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// Make us glow until we've hit the wall
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m_nSkin = BOLT_SKIN_GLOW;
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}
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void CDiscProjectile::Precache( void )
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{
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PrecacheModel( BOLT_MODEL );
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PrecacheModel( "sprites/light_glow02_noz.vmt" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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void CDiscProjectile::BoltTouch( CBaseEntity *pOther )
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{
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if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
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return;
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if ( pOther->m_takedamage != DAMAGE_NO )
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{
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trace_t tr, tr2;
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tr = BaseClass::GetTouchTrace();
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Vector vecNormalizedVel = GetAbsVelocity();
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ClearMultiDamage();
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VectorNormalize( vecNormalizedVel );
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if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() )
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{
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//CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), m_iDamage, DMG_NEVERGIB );
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CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_disc.GetFloat(), DMG_NEVERGIB | DMG_DISSOLVE ); // Light Kill : added DMG_DISSOLVE to make better resuilt
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dmgInfo.AdjustPlayerDamageInflictedForSkillLevel();
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CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
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dmgInfo.SetDamagePosition( tr.endpos );
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pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
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}
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else
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{
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//CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), m_iDamage, DMG_BULLET | DMG_NEVERGIB );
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CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_disc.GetFloat(), DMG_BULLET | DMG_NEVERGIB | DMG_DISSOLVE ); // Light Kill : Same...
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CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
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dmgInfo.SetDamagePosition( tr.endpos );
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pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
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}
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ApplyMultiDamage();
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//Adrian: keep going through the glass.
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if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
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return;
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SetAbsVelocity( Vector( 0, 0, 0 ) );
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// play body "thwack" sound
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EmitSound( "Weapon_Crossbow.BoltHitBody" );
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Vector vForward;
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AngleVectors( GetAbsAngles(), &vForward );
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VectorNormalize ( vForward );
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vForward * 128, MASK_OPAQUE, pOther, COLLISION_GROUP_NONE, &tr2 );
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if ( tr2.fraction != 1.0f )
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{
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// NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 );
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// NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 );
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if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) )
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{
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CEffectData data;
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data.m_vOrigin = tr2.endpos;
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data.m_vNormal = vForward;
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data.m_nEntIndex = tr2.fraction != 1.0f;
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DispatchEffect( "BoltImpact", data );
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}
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}
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SetTouch( NULL );
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SetThink( NULL );
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UTIL_Remove( this );
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}
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else
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{
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trace_t tr;
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tr = BaseClass::GetTouchTrace();
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// Reflect off of anything that isnt the sky
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if (tr.surface.flags & SURF_SKY)
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{
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UTIL_Remove( this );
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}
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else
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{
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EmitSound( "Weapon_Crossbow.BoltHitWorld" );
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// if what we hit is static architecture, can stay around for a while.
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Vector vecDir = GetAbsVelocity();
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float speed = VectorNormalize( vecDir );
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float hitDot = DotProduct( tr.plane.normal, -vecDir );
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Vector vReflection = 2.0f * tr.plane.normal * hitDot + vecDir;
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QAngle reflectAngles;
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VectorAngles( vReflection, reflectAngles );
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SetLocalAngles( reflectAngles );
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SetAbsVelocity( vReflection * speed * 0.75f );
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// Shoot some sparks
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if ( UTIL_PointContents( GetAbsOrigin() ) != CONTENTS_WATER)
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{
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g_pEffects->Sparks( GetAbsOrigin() );
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}
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}
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}
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if ( g_pGameRules->IsMultiplayer() )
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{
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// SetThink( &CDiscProjectile::ExplodeThink );
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// SetNextThink( gpGlobals->curtime + 0.1f );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDiscProjectile::BubbleThink( void )
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{
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QAngle angNewAngles;
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VectorAngles( GetAbsVelocity(), angNewAngles );
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SetAbsAngles( angNewAngles );
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SetNextThink( gpGlobals->curtime + 0.1f );
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if ( GetWaterLevel() == 0 )
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return;
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UTIL_BubbleTrail( GetAbsOrigin() - GetAbsVelocity() * 0.1f, GetAbsOrigin(), 5 );
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}
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#endif
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//-----------------------------------------------------------------------------
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// CWeaponDisc
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//-----------------------------------------------------------------------------
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#ifdef CLIENT_DLL
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#define CWeaponDisc C_WeaponDisc
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#endif
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class CWeaponDisc : public CBaseHLCombatWeapon //CWeaponSDKBase
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{
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DECLARE_CLASS( CWeaponDisc, CBaseHLCombatWeapon );
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public:
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CWeaponDisc( void );
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virtual void Precache( void );
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virtual void PrimaryAttack( void );
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//virtual void SecondaryAttack( void );
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virtual bool Deploy( void );
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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virtual bool Reload( void );
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virtual void ItemPostFrame( void );
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//virtual void ItemBusyFrame( void );
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virtual bool SendWeaponAnim( int iActivity );
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#ifndef CLIENT_DLL
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virtual void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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#endif
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//DECLARE_NETWORKCLASS();
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//DECLARE_PREDICTABLE();
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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private:
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//void SetSkin( int skinNum ); // Light Kill : Do not use custom skins for weapon disc
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//void CheckZoomToggle( void );
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void FireBolt( void );
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//void ToggleZoom( void );
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// Various states for the crossbow's charger
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enum ChargerState_t
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{
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CHARGER_STATE_START_LOAD,
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CHARGER_STATE_START_CHARGE,
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CHARGER_STATE_READY,
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CHARGER_STATE_DISCHARGE,
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CHARGER_STATE_OFF,
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};
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void CreateChargerEffects( void );
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void SetChargerState( ChargerState_t state );
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void DoLoadEffect( void );
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DECLARE_ACTTABLE();
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private:
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/*// Charger effects
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ChargerState_t m_nChargeState;
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#ifndef CLIENT_DLL
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CHandle<CSprite> m_hChargerSprite;
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#endif
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CNetworkVar( bool, m_bInZoom );
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CNetworkVar( bool, m_bMustReload );
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CWeaponDisc( const CWeaponDisc & );*/
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// Charger effects
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ChargerState_t m_nChargeState;
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CHandle<CSprite> m_hChargerSprite;
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bool m_bInZoom;
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bool m_bMustReload;
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};
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/*IMPLEMENT_NETWORKCLASS_ALIASED( WeaponDisc, DT_WeaponDisc )
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BEGIN_NETWORK_TABLE( CWeaponDisc, DT_WeaponDisc )
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#ifdef CLIENT_DLL
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RecvPropBool( RECVINFO( m_bInZoom ) ),
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RecvPropBool( RECVINFO( m_bMustReload ) ),
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#else
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SendPropBool( SENDINFO( m_bInZoom ) ),
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SendPropBool( SENDINFO( m_bMustReload ) ),
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#endif
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END_NETWORK_TABLE()
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#ifdef CLIENT_DLL
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BEGIN_PREDICTION_DATA( CWeaponDisc )
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DEFINE_PRED_FIELD( m_bInZoom, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_bMustReload, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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END_PREDICTION_DATA()
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#endif
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LINK_ENTITY_TO_CLASS( weapon_disc, CWeaponDisc );
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PRECACHE_WEAPON_REGISTER( weapon_disc );
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acttable_t CWeaponDisc::m_acttable[] =
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{
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{ ACT_MP_STAND_IDLE, ACT_HL2MP_IDLE_CROSSBOW, false },
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{ ACT_MP_CROUCH_IDLE, ACT_HL2MP_IDLE_CROUCH_CROSSBOW, false },
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{ ACT_MP_RUN, ACT_HL2MP_RUN_CROSSBOW, false },
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{ ACT_MP_CROUCHWALK, ACT_HL2MP_WALK_CROUCH_CROSSBOW, false },
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{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, false },
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{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, false },
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{ ACT_MP_RELOAD_STAND, ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, false },
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{ ACT_MP_RELOAD_CROUCH, ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, false },
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{ ACT_MP_JUMP, ACT_HL2MP_JUMP_CROSSBOW, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponDisc);*/
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LINK_ENTITY_TO_CLASS( weapon_disc, CWeaponDisc );
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PRECACHE_WEAPON_REGISTER( weapon_disc );
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IMPLEMENT_SERVERCLASS_ST( CWeaponDisc, DT_WeaponDisc )
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END_SEND_TABLE()
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BEGIN_DATADESC( CWeaponDisc )
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DEFINE_FIELD( m_bInZoom, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bMustReload, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_nChargeState, FIELD_INTEGER ),
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DEFINE_FIELD( m_hChargerSprite, FIELD_EHANDLE ),
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END_DATADESC()
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acttable_t CWeaponDisc::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PHYSGUN, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PHYSGUN, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PHYSGUN, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PHYSGUN, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, false },
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{ ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
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{ ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false },
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{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
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{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
|
|
{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
|
|
{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
|
|
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
|
|
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
|
|
|
|
{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
|
|
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
|
|
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
|
|
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
|
|
{ ACT_RUN, ACT_RUN_RIFLE, true },
|
|
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
|
|
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
|
|
|
|
{ ACT_IDLE, ACT_IDLE_SMG1, true },
|
|
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true },
|
|
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SHOTGUN, true },
|
|
//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
|
|
{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
|
|
{ ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true },
|
|
{ ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true },
|
|
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
|
|
{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
|
|
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, false },
|
|
{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false },
|
|
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG1_LOW, false },
|
|
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
|
|
{ ACT_WALK, ACT_WALK_RIFLE, false },
|
|
};
|
|
|
|
IMPLEMENT_ACTTABLE(CWeaponDisc);
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Constructor
|
|
//-----------------------------------------------------------------------------
|
|
CWeaponDisc::CWeaponDisc( void )
|
|
{
|
|
m_bReloadsSingly = true;
|
|
m_bFiresUnderwater = true;
|
|
m_bInZoom = false;
|
|
m_bMustReload = false;
|
|
}
|
|
|
|
#define CROSSBOW_GLOW_SPRITE "sprites/light_glow02_noz.vmt"
|
|
#define CROSSBOW_GLOW_SPRITE2 "sprites/blueflare1.vmt"
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponDisc::Precache( void )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
UTIL_PrecacheOther( "disc_projectile" );
|
|
#endif
|
|
|
|
PrecacheScriptSound( "Weapon_Crossbow.BoltHitBody" );
|
|
PrecacheScriptSound( "Weapon_Crossbow.BoltHitWorld" );
|
|
PrecacheScriptSound( "Weapon_Crossbow.BoltSkewer" );
|
|
|
|
PrecacheModel( CROSSBOW_GLOW_SPRITE );
|
|
PrecacheModel( CROSSBOW_GLOW_SPRITE2 );
|
|
|
|
BaseClass::Precache();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponDisc::PrimaryAttack( void )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
pPlayer->SetAnimation( PLAYER_ATTACK1 ); // Light Kill : Forgotten anim ?
|
|
|
|
/*if ( m_bInZoom && g_pGameRules->IsMultiplayer() )
|
|
{
|
|
// FireSniperBolt();
|
|
FireBolt();
|
|
}
|
|
else
|
|
{*/
|
|
FireBolt();
|
|
//}
|
|
|
|
// Signal a reload
|
|
m_bMustReload = true;
|
|
|
|
//SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration( ACT_VM_PRIMARYATTACK ) );
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0f; // Light Kill : little delay between shoots
|
|
//PrepareHitmarker();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
/*void CWeaponDisc::SecondaryAttack( void )
|
|
{
|
|
//NOTENOTE: The zooming is handled by the post/busy frames
|
|
}*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeaponDisc::Reload( void )
|
|
{
|
|
if ( BaseClass::Reload() )
|
|
{
|
|
m_bMustReload = false;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
/*void CWeaponDisc::CheckZoomToggle( void )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
|
|
|
if ( pPlayer->m_afButtonPressed & IN_ATTACK2 )
|
|
{
|
|
ToggleZoom();
|
|
}
|
|
}*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
/*void CWeaponDisc::ItemBusyFrame( void )
|
|
{
|
|
// Allow zoom toggling even when we're reloading
|
|
CheckZoomToggle();
|
|
}*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponDisc::ItemPostFrame( void )
|
|
{
|
|
// Allow zoom toggling
|
|
//CheckZoomToggle();
|
|
|
|
if ( m_bMustReload && HasWeaponIdleTimeElapsed() )
|
|
{
|
|
Reload();
|
|
}
|
|
|
|
BaseClass::ItemPostFrame();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponDisc::FireBolt( void )
|
|
{
|
|
if ( m_iClip1 <= 0 )
|
|
{
|
|
if ( !m_bFireOnEmpty )
|
|
{
|
|
Reload();
|
|
}
|
|
else
|
|
{
|
|
WeaponSound( EMPTY );
|
|
m_flNextPrimaryAttack = 0.15;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
|
|
|
if ( pOwner == NULL )
|
|
return;
|
|
|
|
#ifndef CLIENT_DLL
|
|
Vector vecAiming = pOwner->GetAutoaimVector( 0 );
|
|
Vector vecSrc = pOwner->Weapon_ShootPosition();
|
|
|
|
QAngle angAiming;
|
|
VectorAngles( vecAiming, angAiming );
|
|
|
|
//CDiscProjectile *pDiscProjectile = CDiscProjectile::BoltCreate( vecSrc, angAiming, GetSDKWpnData().m_iDamage, pOwner );
|
|
CDiscProjectile *pDiscProjectile = CDiscProjectile::BoltCreate( vecSrc, angAiming, 0, pOwner ); // Light Kill : Test
|
|
|
|
if ( pOwner->GetWaterLevel() == 3 )
|
|
{
|
|
pDiscProjectile->SetAbsVelocity( vecAiming * BOLT_WATER_VELOCITY );
|
|
}
|
|
else
|
|
{
|
|
pDiscProjectile->SetAbsVelocity( vecAiming * BOLT_AIR_VELOCITY );
|
|
}
|
|
|
|
#endif
|
|
|
|
m_iClip1--;
|
|
|
|
pOwner->ViewPunch( QAngle( -2, 0, 0 ) );
|
|
|
|
WeaponSound( SINGLE );
|
|
WeaponSound( SPECIAL2 );
|
|
|
|
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
|
|
|
|
if ( !m_iClip1 && pOwner->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
|
|
{
|
|
// HEV suit - indicate out of ammo condition
|
|
pOwner->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
|
|
}
|
|
|
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
|
|
|
|
DoLoadEffect();
|
|
SetChargerState( CHARGER_STATE_DISCHARGE );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeaponDisc::Deploy( void )
|
|
{
|
|
/*if ( m_iClip1 <= 0 )
|
|
{
|
|
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_CROSSBOW_DRAW_UNLOADED, (char*)GetAnimPrefix() );
|
|
}*/
|
|
|
|
//SetSkin( BOLT_SKIN_GLOW );
|
|
|
|
return BaseClass::Deploy();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pSwitchingTo -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeaponDisc::Holster( CBaseCombatWeapon *pSwitchingTo )
|
|
{
|
|
/*if ( m_bInZoom )
|
|
{
|
|
ToggleZoom();
|
|
}*/
|
|
|
|
SetChargerState( CHARGER_STATE_OFF );
|
|
|
|
return BaseClass::Holster( pSwitchingTo );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
/*void CWeaponDisc::ToggleZoom( void )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
|
|
|
if ( pPlayer == NULL )
|
|
return;
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
if ( m_bInZoom )
|
|
{
|
|
if ( pPlayer->SetFOV( this, 0, 0.2f ) )
|
|
{
|
|
m_bInZoom = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pPlayer->SetFOV( this, 20, 0.1f ) )
|
|
{
|
|
m_bInZoom = true;
|
|
}
|
|
}
|
|
#endif
|
|
}*/
|
|
|
|
#define BOLT_TIP_ATTACHMENT 2
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponDisc::CreateChargerEffects( void )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
|
|
|
if ( m_hChargerSprite != NULL )
|
|
return;
|
|
|
|
m_hChargerSprite = CSprite::SpriteCreate( CROSSBOW_GLOW_SPRITE, GetAbsOrigin(), false );
|
|
|
|
if ( m_hChargerSprite )
|
|
{
|
|
m_hChargerSprite->SetAttachment( pOwner->GetViewModel(), BOLT_TIP_ATTACHMENT );
|
|
m_hChargerSprite->SetTransparency( kRenderTransAdd, 255, 128, 0, 255, kRenderFxNoDissipation );
|
|
m_hChargerSprite->SetBrightness( 0 );
|
|
m_hChargerSprite->SetScale( 0.1f );
|
|
m_hChargerSprite->TurnOff();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : skinNum -
|
|
//-----------------------------------------------------------------------------
|
|
/*void CWeaponDisc::SetSkin( int skinNum )
|
|
{
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
|
|
|
if ( pOwner == NULL )
|
|
return;
|
|
|
|
CBaseViewModel *pViewModel = pOwner->GetViewModel();
|
|
|
|
if ( pViewModel == NULL )
|
|
return;
|
|
|
|
pViewModel->m_nSkin = skinNum;
|
|
}*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponDisc::DoLoadEffect( void )
|
|
{
|
|
//SetSkin( BOLT_SKIN_GLOW );
|
|
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
|
|
|
if ( pOwner == NULL )
|
|
return;
|
|
|
|
//Tony; change this up a bit; on the server, dispatch an effect but don't send it to the client who fires
|
|
//on the client, create an effect either in the view model, or on the world model if first person.
|
|
CEffectData data;
|
|
|
|
data.m_nAttachmentIndex = 1;
|
|
|
|
#ifdef GAME_DLL
|
|
data.m_nEntIndex = entindex();
|
|
|
|
CPASFilter filter( data.m_vOrigin );
|
|
filter.RemoveRecipient( pOwner );
|
|
te->DispatchEffect( filter, 0.0, data.m_vOrigin, "CrossbowLoad", data );
|
|
#else
|
|
CBaseViewModel *pViewModel = pOwner->GetViewModel();
|
|
|
|
if ( pViewModel != NULL )
|
|
{
|
|
|
|
if ( ::input->CAM_IsThirdPerson() )
|
|
data.m_hEntity = pViewModel->GetRefEHandle();
|
|
else
|
|
data.m_hEntity = GetRefEHandle();
|
|
DispatchEffect( "CrossbowLoad", data );
|
|
}
|
|
#endif
|
|
|
|
//Tony; switched this up, always attach it to the weapon, not the view model!!
|
|
#ifndef CLIENT_DLL
|
|
CSprite *pBlast = CSprite::SpriteCreate( CROSSBOW_GLOW_SPRITE2, GetAbsOrigin(), false );
|
|
|
|
if ( pBlast )
|
|
{
|
|
pBlast->SetAttachment( this, 1 );
|
|
pBlast->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone );
|
|
pBlast->SetBrightness( 128 );
|
|
pBlast->SetScale( 0.2f );
|
|
pBlast->FadeOutFromSpawn();
|
|
}
|
|
#endif
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : state -
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponDisc::SetChargerState( ChargerState_t state )
|
|
{
|
|
// Make sure we're setup
|
|
CreateChargerEffects();
|
|
|
|
// Don't do this twice
|
|
if ( state == m_nChargeState )
|
|
return;
|
|
|
|
m_nChargeState = state;
|
|
|
|
switch( m_nChargeState )
|
|
{
|
|
case CHARGER_STATE_START_LOAD:
|
|
|
|
WeaponSound( SPECIAL1 );
|
|
|
|
// Shoot some sparks and draw a beam between the two outer points
|
|
DoLoadEffect();
|
|
|
|
break;
|
|
#ifndef CLIENT_DLL
|
|
case CHARGER_STATE_START_CHARGE:
|
|
{
|
|
if ( m_hChargerSprite == NULL )
|
|
break;
|
|
|
|
m_hChargerSprite->SetBrightness( 32, 0.5f );
|
|
m_hChargerSprite->SetScale( 0.025f, 0.5f );
|
|
m_hChargerSprite->TurnOn();
|
|
}
|
|
|
|
break;
|
|
|
|
case CHARGER_STATE_READY:
|
|
{
|
|
// Get fully charged
|
|
if ( m_hChargerSprite == NULL )
|
|
break;
|
|
|
|
m_hChargerSprite->SetBrightness( 80, 1.0f );
|
|
m_hChargerSprite->SetScale( 0.1f, 0.5f );
|
|
m_hChargerSprite->TurnOn();
|
|
}
|
|
|
|
break;
|
|
|
|
case CHARGER_STATE_DISCHARGE:
|
|
{
|
|
//SetSkin( BOLT_SKIN_NORMAL );
|
|
|
|
if ( m_hChargerSprite == NULL )
|
|
break;
|
|
|
|
m_hChargerSprite->SetBrightness( 0 );
|
|
m_hChargerSprite->TurnOff();
|
|
}
|
|
|
|
break;
|
|
#endif
|
|
case CHARGER_STATE_OFF:
|
|
{
|
|
//SetSkin( BOLT_SKIN_NORMAL );
|
|
|
|
#ifndef CLIENT_DLL
|
|
if ( m_hChargerSprite == NULL )
|
|
break;
|
|
|
|
m_hChargerSprite->SetBrightness( 0 );
|
|
m_hChargerSprite->TurnOff();
|
|
#endif
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
#ifndef CLIENT_DLL
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pEvent -
|
|
// *pOperator -
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponDisc::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
|
|
{
|
|
switch( pEvent->event )
|
|
{
|
|
case EVENT_WEAPON_THROW:
|
|
SetChargerState( CHARGER_STATE_START_LOAD );
|
|
break;
|
|
|
|
case EVENT_WEAPON_THROW2:
|
|
SetChargerState( CHARGER_STATE_START_CHARGE );
|
|
break;
|
|
|
|
case EVENT_WEAPON_THROW3:
|
|
SetChargerState( CHARGER_STATE_READY );
|
|
break;
|
|
|
|
default:
|
|
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
|
|
break;
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Set the desired activity for the weapon and its viewmodel counterpart
|
|
// Input : iActivity - activity to play
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeaponDisc::SendWeaponAnim( int iActivity )
|
|
{
|
|
int newActivity = iActivity;
|
|
|
|
// The last shot needs a non-loaded activity
|
|
if ( ( newActivity == ACT_VM_IDLE ) && ( m_iClip1 <= 0 ) )
|
|
{
|
|
newActivity = ACT_VM_FIDGET;
|
|
}
|
|
|
|
//For now, just set the ideal activity and be done with it
|
|
return BaseClass::SendWeaponAnim( newActivity );
|
|
} |