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This commit is contained in:
496
game/server/hl2/npc_missiledefense.cpp
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496
game/server/hl2/npc_missiledefense.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "ai_basenpc.h"
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#include "ai_hull.h"
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#include "ai_senses.h"
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#include "ai_memory.h"
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#include "soundent.h"
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#include "smoke_trail.h"
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#include "weapon_rpg.h"
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#include "gib.h"
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#include "ndebugoverlay.h"
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#include "IEffects.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "ammodef.h"
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#include "hl2_shareddefs.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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#define MD_FULLAMMO 50
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#define MD_BC_YAW 0
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#define MD_BC_PITCH 1
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#define MD_AP_LGUN 2
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#define MD_AP_RGUN 1
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#define MD_GIB_COUNT 4
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#define MD_GIB_MODEL "models/gibs/missile_defense_gibs.mdl"
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#define MD_YAW_SPEED 24
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#define MD_PITCH_SPEED 12
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//=========================================================
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//=========================================================
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class CNPC_MissileDefense : public CAI_BaseNPC
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{
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DECLARE_CLASS( CNPC_MissileDefense, CAI_BaseNPC );
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DECLARE_DATADESC();
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public:
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CNPC_MissileDefense( void ) { };
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void Precache( void );
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void Spawn( void );
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Class_T Classify( void ) { return CLASS_NONE; }
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int GetSoundInterests( void ) { return SOUND_NONE; }
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float MaxYawSpeed( void ) { return 90.f; }
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void RunAI(void);
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void FireCannons( void );
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void AimGun( void );
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void EnemyShootPosition(CBaseEntity* pEnemy, Vector *vPosition);
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void Event_Killed( const CTakeDamageInfo &info );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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void Gib();
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void GetGunAim( Vector *vecAim );
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~CNPC_MissileDefense();
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Vector m_vGunAng;
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int m_iAmmoLoaded;
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float m_flReloadedTime;
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};
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LINK_ENTITY_TO_CLASS( npc_missiledefense, CNPC_MissileDefense );
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//=========================================================
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//=========================================================
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BEGIN_DATADESC( CNPC_MissileDefense )
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DEFINE_FIELD( m_iAmmoLoaded, FIELD_INTEGER ),
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DEFINE_FIELD( m_flReloadedTime, FIELD_TIME ),
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DEFINE_FIELD( m_vGunAng, FIELD_VECTOR ),
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END_DATADESC()
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CNPC_MissileDefense::Precache( void )
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{
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PrecacheModel("models/missile_defense.mdl");
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PrecacheModel(MD_GIB_MODEL);
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PrecacheScriptSound( "NPC_MissileDefense.Attack" );
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PrecacheScriptSound( "NPC_MissileDefense.Reload" );
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PrecacheScriptSound( "NPC_MissileDefense.Turn" );
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CNPC_MissileDefense::GetGunAim( Vector *vecAim )
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{
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Vector vecPos;
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QAngle vecAng;
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GetAttachment( MD_AP_LGUN, vecPos, vecAng );
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vecAng.x = GetLocalAngles().x + GetBoneController( MD_BC_PITCH );
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vecAng.z = 0;
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vecAng.y = GetLocalAngles().y + GetBoneController( MD_BC_YAW );
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Vector vecForward;
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AngleVectors( vecAng, &vecForward );
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*vecAim = vecForward;
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}
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#define NOISE 0.035f
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#define MD_ATTN_CANNON 0.4
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CNPC_MissileDefense::FireCannons( void )
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{
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// ----------------------------------------------
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// Make sure I have an enemy
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// ----------------------------------------------
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if (GetEnemy() == NULL)
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{
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return;
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}
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// ----------------------------------------------
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// Make sure I have ammo
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// ----------------------------------------------
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if( m_iAmmoLoaded < 1 )
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{
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return;
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}
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// ----------------------------------------------
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// Make sure gun it pointing in right direction
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// ----------------------------------------------
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Vector vGunDir;
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GetGunAim( &vGunDir );
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Vector vTargetPos;
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EnemyShootPosition(GetEnemy(),&vTargetPos);
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Vector vTargetDir = vTargetPos - GetAbsOrigin();
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VectorNormalize( vTargetDir );
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float fDotPr = DotProduct( vGunDir, vTargetDir );
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if (fDotPr < 0.95)
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{
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return;
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}
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// ----------------------------------------------
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// Check line of sight
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// ----------------------------------------------
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trace_t tr;
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AI_TraceLine( GetEnemy()->EyePosition(), GetAbsOrigin(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
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if (tr.fraction < 1.0)
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{
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return;
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}
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Vector vecRight;
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Vector vecDir;
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Vector vecCenter;
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AngleVectors( GetLocalAngles(), NULL, &vecRight, NULL );
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vecCenter = WorldSpaceCenter();
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if( GetEnemy() == NULL )
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{
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return;
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}
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bool fSound = false;
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if( random->RandomInt( 0, 3 ) == 0 )
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{
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fSound = true;
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}
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EmitSound( "NPC_MissileDefense.Attack" );
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Vector vecGun;
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QAngle vecAng;
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GetAttachment( MD_AP_LGUN, vecGun, vecAng );
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Vector vecTarget;
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EnemyShootPosition(GetEnemy(),&vecTarget);
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vecDir = vecTarget - vecCenter;
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VectorNormalize(vecDir);
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vecDir.x += random->RandomFloat( -NOISE, NOISE );
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vecDir.y += random->RandomFloat( -NOISE, NOISE );
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Vector vecStart = vecGun + vecDir * 110;
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Vector vecEnd = vecGun + vecDir * 4096;
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UTIL_Tracer( vecStart, vecEnd, 0, TRACER_DONT_USE_ATTACHMENT, 3000 + random->RandomFloat( 0, 2000 ), fSound );
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vecDir = vecTarget - vecCenter;
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VectorNormalize(vecDir);
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vecDir.x += random->RandomFloat( -NOISE, NOISE );
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vecDir.y += random->RandomFloat( -NOISE, NOISE );
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vecDir.z += random->RandomFloat( -NOISE, NOISE );
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GetAttachment( MD_AP_RGUN, vecGun, vecAng );
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vecStart = vecGun + vecDir * 110;
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vecEnd = vecGun + vecDir * 4096;
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UTIL_Tracer( vecStart, vecEnd, 0, TRACER_DONT_USE_ATTACHMENT, 3000 + random->RandomFloat( 0, 2000 ) );
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m_iAmmoLoaded -= 2;
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if( m_iAmmoLoaded < 1 )
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{
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// Incite a reload.
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EmitSound( "NPC_MissileDefense.Reload" );
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m_flReloadedTime = gpGlobals->curtime + 0.3;
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return;
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}
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// Do damage to the missile based on distance.
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// if < 1, make damage 0.
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float flDist = (GetEnemy()->GetLocalOrigin() - vecGun).Length();
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float flDamage;
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flDamage = 4000 - flDist;
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flDamage /= 1000.0;
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if( flDamage > 0 )
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{
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if( flDist <= 1500 )
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{
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flDamage *= 2;
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}
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CTakeDamageInfo info( this, this, flDamage, DMG_MISSILEDEFENSE );
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CalculateBulletDamageForce( &info, GetAmmoDef()->Index("SMG1"), vecDir, GetEnemy()->GetAbsOrigin() );
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GetEnemy()->TakeDamage( info );
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CNPC_MissileDefense::Spawn( void )
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{
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Precache();
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SetModel( "models/missile_defense.mdl" );
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UTIL_SetSize( this, Vector( -36, -36 , 0 ), Vector( 36, 36, 64 ) );
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SetSolid( SOLID_BBOX );
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SetMoveType( MOVETYPE_NONE );
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m_takedamage = DAMAGE_YES;
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SetBloodColor( DONT_BLEED );
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m_iHealth = 10;
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m_flFieldOfView = 0.1;
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m_NPCState = NPC_STATE_NONE;
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CapabilitiesClear();
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CapabilitiesAdd ( bits_CAP_INNATE_RANGE_ATTACK1 );
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// Hate missiles
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AddClassRelationship( CLASS_MISSILE, D_HT, 5 );
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m_spawnflags |= SF_NPC_LONG_RANGE;
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m_flReloadedTime = gpGlobals->curtime;
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InitBoneControllers();
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NPCInit();
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SetBoneController( MD_BC_YAW, 10 );
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SetBoneController( MD_BC_PITCH, 0 );
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SetBodygroup( 1, 1 );
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SetBodygroup( 2, 1 );
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SetBodygroup( 3, 1 );
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SetBodygroup( 4, 1 );
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m_NPCState = NPC_STATE_IDLE;
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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int CNPC_MissileDefense::OnTakeDamage_Alive( const CTakeDamageInfo &info )
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{
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// Only take blast damage
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if (info.GetDamageType() & DMG_BLAST )
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{
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return BaseClass::OnTakeDamage_Alive( info );
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}
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else
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{
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return 0;
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}
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CNPC_MissileDefense::Event_Killed( const CTakeDamageInfo &info )
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{
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StopSound( "NPC_MissileDefense.Turn" );
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Gib();
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CNPC_MissileDefense::Gib(void)
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{
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// Sparks
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for (int i = 0; i < 4; i++)
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{
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Vector sparkPos = GetAbsOrigin();
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sparkPos.x += random->RandomFloat(-12,12);
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sparkPos.y += random->RandomFloat(-12,12);
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sparkPos.z += random->RandomFloat(-12,12);
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g_pEffects->Sparks(sparkPos);
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}
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// Smoke
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UTIL_Smoke(GetAbsOrigin(), random->RandomInt(10, 15), 10);
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// Light
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CBroadcastRecipientFilter filter;
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te->DynamicLight( filter, 0.0,
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&GetAbsOrigin(), 255, 180, 100, 0, 100, 0.1, 0 );
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// Remove top parts
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SetBodygroup( 1, 0 );
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SetBodygroup( 2, 0 );
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SetBodygroup( 3, 0 );
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SetBodygroup( 4, 0 );
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m_takedamage = 0;
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SetThink(NULL);
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// Throw manhackgibs
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CGib::SpawnSpecificGibs( this, MD_GIB_COUNT, 300, 500, MD_GIB_MODEL);
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CNPC_MissileDefense::RunAI( void )
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{
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// If my enemy is dead clear the memory and reset m_hEnemy
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if (GetEnemy() != NULL &&
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!GetEnemy()->IsAlive())
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{
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ClearEnemyMemory();
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SetEnemy( NULL );
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}
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if (GetEnemy() == NULL )
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{
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GetSenses()->Look( 4092 );
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SetEnemy( BestEnemy( ) );
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if (GetEnemy() != NULL)
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{
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m_iAmmoLoaded = MD_FULLAMMO;
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m_flReloadedTime = gpGlobals->curtime;
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}
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}
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if( m_iAmmoLoaded < 1 && gpGlobals->curtime > m_flReloadedTime )
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{
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m_iAmmoLoaded = MD_FULLAMMO;
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}
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AimGun();
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FireCannons();
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SetNextThink( gpGlobals->curtime + 0.05 );
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}
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//------------------------------------------------------------------------------
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// Purpose : Add a little prediction into my enemy aim position
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CNPC_MissileDefense::EnemyShootPosition(CBaseEntity* pEnemy, Vector *vPosition)
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{
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// This should never happen, but just in case
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if (!pEnemy)
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{
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return;
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}
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*vPosition = pEnemy->GetAbsOrigin();
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// Add prediction but prevents us from flipping around as enemy approaches us
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float flDist = (pEnemy->GetAbsOrigin() - GetAbsOrigin()).Length();
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Vector vPredVel = pEnemy->GetSmoothedVelocity() * 0.5;
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if ( flDist > vPredVel.Length())
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{
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*vPosition += vPredVel;
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}
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CNPC_MissileDefense::AimGun( void )
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{
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if (GetEnemy() == NULL)
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{
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StopSound( "NPC_MissileDefense.Turn" );
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return;
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}
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Vector forward, right, up;
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AngleVectors( GetLocalAngles(), &forward, &right, &up );
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// Get gun attachment points
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Vector vBasePos;
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QAngle vBaseAng;
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GetAttachment( MD_AP_LGUN, vBasePos, vBaseAng );
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Vector vTargetPos;
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EnemyShootPosition(GetEnemy(),&vTargetPos);
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Vector vTargetDir = vTargetPos - vBasePos;
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VectorNormalize( vTargetDir );
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Vector vecOut;
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vecOut.x = DotProduct( forward, vTargetDir );
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vecOut.y = -DotProduct( right, vTargetDir );
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vecOut.z = DotProduct( up, vTargetDir );
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QAngle angles;
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VectorAngles(vecOut, angles);
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if (angles.y > 180)
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angles.y = angles.y - 360;
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if (angles.y < -180)
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angles.y = angles.y + 360;
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if (angles.x > 180)
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angles.x = angles.x - 360;
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if (angles.x < -180)
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angles.x = angles.x + 360;
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float flOldX = m_vGunAng.x;
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float flOldY = m_vGunAng.y;
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if (angles.x > m_vGunAng.x)
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m_vGunAng.x = MIN( angles.x, m_vGunAng.x + MD_PITCH_SPEED );
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if (angles.x < m_vGunAng.x)
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m_vGunAng.x = MAX( angles.x, m_vGunAng.x - MD_PITCH_SPEED );
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if (angles.y > m_vGunAng.y)
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m_vGunAng.y = MIN( angles.y, m_vGunAng.y + MD_YAW_SPEED );
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if (angles.y < m_vGunAng.y)
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m_vGunAng.y = MAX( angles.y, m_vGunAng.y - MD_YAW_SPEED );
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m_vGunAng.y = SetBoneController( MD_BC_YAW, m_vGunAng.y );
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m_vGunAng.x = SetBoneController( MD_BC_PITCH, m_vGunAng.x );
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if (flOldX != m_vGunAng.x || flOldY != m_vGunAng.y)
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{
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EmitSound( "NPC_MissileDefense.Turn" );
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}
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else
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{
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StopSound( "NPC_MissileDefense.Turn" );
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}
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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CNPC_MissileDefense::~CNPC_MissileDefense(void)
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{
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StopSound( "NPC_MissileDefense.Turn" );
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}
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