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108
game/server/tf2/tf_obj_rallyflag.cpp
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108
game/server/tf2/tf_obj_rallyflag.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 "tf_player.h"
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#include "tf_team.h"
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#include "tf_gamerules.h"
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#include "tf_obj.h"
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#include "tf_obj_rallyflag.h"
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#include "ndebugoverlay.h"
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BEGIN_DATADESC( CObjectRallyFlag )
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DEFINE_THINKFUNC( RallyThink ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CObjectRallyFlag, DT_ObjectRallyFlag)
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END_SEND_TABLE();
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LINK_ENTITY_TO_CLASS(obj_rallyflag, CObjectRallyFlag);
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PRECACHE_REGISTER(obj_rallyflag);
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ConVar obj_rallyflag_health( "obj_rallyflag_health","100", FCVAR_NONE, "Rally Flag health" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CObjectRallyFlag::CObjectRallyFlag()
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{
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UseClientSideAnimation();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectRallyFlag::Spawn()
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{
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Precache();
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SetModel( RALLYFLAG_MODEL );
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SetSolid( SOLID_BBOX );
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SetCollisionGroup( TFCOLLISION_GROUP_COMBATOBJECT );
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UTIL_SetSize(this, RALLYFLAG_MINS, RALLYFLAG_MAXS);
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m_takedamage = DAMAGE_YES;
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m_iHealth = obj_rallyflag_health.GetInt();
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SetThink( RallyThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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m_flExpiresAt = gpGlobals->curtime + RALLYFLAG_LIFETIME;
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SetType( OBJ_RALLYFLAG );
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m_fObjectFlags |= OF_SUPPRESS_NOTIFY_UNDER_ATTACK | OF_SUPPRESS_TECH_ANALYZER |
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OF_DONT_AUTO_REPAIR | OF_DONT_PREVENT_BUILD_NEAR_OBJ | OF_DOESNT_NEED_POWER;
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectRallyFlag::Precache()
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{
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PrecacheModel( RALLYFLAG_MODEL );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Look for friendlies to rally
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//-----------------------------------------------------------------------------
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void CObjectRallyFlag::RallyThink( void )
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{
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if ( !GetTeam() )
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return;
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// Time to die?
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if ( gpGlobals->curtime > m_flExpiresAt )
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{
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UTIL_Remove( this );
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return;
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}
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// Look for nearby players to rally
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for ( int i = 0; i < GetTFTeam()->GetNumPlayers(); i++ )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)GetTFTeam()->GetPlayer(i);
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assert(pPlayer);
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// Is it within range?
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if ( ((pPlayer->GetAbsOrigin() - GetAbsOrigin()).Length() < RALLYFLAG_RADIUS ) && pPlayer->IsAlive() )
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{
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// Can I see it?
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trace_t tr;
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UTIL_TraceLine( EyePosition(), pPlayer->EyePosition(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
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CBaseEntity *pEntity = tr.m_pEnt;
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if ( (tr.fraction == 1.0) || ( pEntity == pPlayer ) )
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{
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pPlayer->AttemptToPowerup( POWERUP_RUSH, RALLYFLAG_ADRENALIN_TIME );
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}
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}
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}
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SetNextThink( gpGlobals->curtime + RALLYFLAG_RATE );
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}
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