333 lines
7.3 KiB
C++
333 lines
7.3 KiB
C++
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/*
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================================================================
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GUIDED MISSILE LAUNCHER
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================================================================
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Copyright (C) 1998 by 2015, Inc.
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All rights reserved.
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This source is may not be distributed and/or modified without
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expressly written permission by 2015, Inc.
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*/
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#include "guidedmissile.h"
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#include "explosion.h"
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#include "surface.h"
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#include "misc.h"
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#define ROCKET_RADIUS 150
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#define MISSILE_TIME 40
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#define MISSILE_AFTER_TIME 0.5
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Event EV_Missile_Explode("explode");
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Event EV_Missile_StartOpen("startopen");
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Event EV_Missile_FinishOpen("finishopen");
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//=================================================================
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CLASS_DECLARATION( Entity, MissileView, NULL );
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ResponseDef MissileView::Responses[] =
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{
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{NULL, NULL}
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};
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MissileView::MissileView()
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{
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removetime = 0;
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}
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MissileView::~MissileView()
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{
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if(!owner)
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return;
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// return player's view back to normal
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if(owner->isSubclassOf(Player))
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{
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((Player *)owner.Ptr())->SetViewMode(oldviewmode, NULL);
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// turn on the missile overlay
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((Player *)owner.Ptr())->MissileOverlayOff();
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}
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}
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void MissileView::Setup(Entity *missile, int owner, viewmode_t oldvmode)
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{
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setSolidType(SOLID_NOT);
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setMoveType(MOVETYPE_FLY);
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setModel("sprites/null.spr");
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hideModel();
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StopAnimating();
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this->owner = G_GetEntity(owner);
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this->missile = missile;
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oldviewmode = oldvmode;
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starttime = level.time + 1;
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// set the player as this model's owner
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edict->owner = this->owner->edict;
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edict->svflags |= SVF_ONLYPARENT;
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}
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void MissileView::SetupMissile(void)
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{
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if(!missile)
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{
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angles.AngleVectors(&velocity, NULL, NULL);
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velocity *= -24;
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// check remove timmer
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if(!removetime)
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{
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removetime = level.time + MISSILE_AFTER_TIME;
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setOrigin(origin + velocity*4);
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}
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else if(removetime < level.time)
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{
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if(!owner)
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return;
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// return player's view back to normal
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if(owner->isSubclassOf(Player))
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{
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((Player *)owner.Ptr())->SetViewMode(oldviewmode, NULL);
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// turn on the missile overlay
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((Player *)owner.Ptr())->MissileOverlayOff();
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}
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owner = NULL;
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PostEvent(EV_Remove, 0.1);
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return;
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}
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return;
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}
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missile->velocity = velocity;
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missile->setAngles(angles);
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missile->setOrigin(origin);
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// the player pressed the attack button again, blow the missile
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if((starttime < level.time) && (((Player *)owner.Ptr())->Buttons() & BUTTON_ATTACK))
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{
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Event *ev;
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ev = new Event(EV_Missile_Explode);
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ev->AddEntity(world);
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missile->ProcessEvent(ev);
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return;
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}
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}
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//=================================================================
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// guided missile
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CLASS_DECLARATION( Projectile, Missile, NULL );
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ResponseDef Missile::Responses[] =
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{
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{&EV_Touch, (Response)Missile::Explode},
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{&EV_Killed, (Response)Missile::Explode},
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{&EV_Missile_Explode, (Response)Missile::Explode},
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{&EV_Missile_StartOpen, (Response)Missile::StartOpen},
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{&EV_Missile_FinishOpen, (Response)Missile::FinishOpen},
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{NULL, NULL}
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};
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void Missile::Explode (Event *ev)
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{
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int damg;
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Vector v;
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Entity *other;
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Vector norm;
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Entity *owner;
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other = ev->GetEntity(1);
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assert(other);
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if(other->isSubclassOf(Teleporter))
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return;
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if(other->entnum == this->owner)
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return;
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owner = G_GetEntity(this->owner);
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stopsound(CHAN_VOICE);
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setSolidType(SOLID_NOT);
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hideModel();
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if (HitSky())
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{
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PostEvent(EV_Remove, 0);
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return;
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}
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setSolidType(SOLID_NOT);
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takedamage = DAMAGE_NO;
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damg = 130 + (int)G_Random(20);
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if(health <= 0) // it was shot down
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{
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// other is actually the one that shot it down, so don't just damage him, hehe
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other = this;
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}
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else // it hit something
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{
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if (other->takedamage)
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other->Damage(this, owner, damg, origin, velocity, level.impact_trace.plane.normal, 0, 0, MOD_MISSILE, -1, -1, 1.0f);
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SpawnBlastDamage( &level.impact_trace, damg, owner );
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}
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v = velocity;
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v.normalize();
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// don't do radius damage to the other, because all the damage
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// was done in the impact
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v = origin - v * 24;
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CreateExplosion( v, damg, 1.0f, true, this, owner, other, MOD_MISSILESPLASH, 0.75);
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PostEvent(EV_Remove, 0.1);
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}
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void Missile::StartOpen(Event *ev)
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{
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RandomAnimate("ready", EV_Missile_FinishOpen);
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// make missile damagable now that some time has passed since firing
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takedamage = DAMAGE_YES;
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}
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void Missile::FinishOpen(Event *ev)
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{
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RandomAnimate("idle", NULL);
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}
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void Missile::Setup (Entity *owner, Vector pos, Vector dir)
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{
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Event *ev;
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this->owner = owner->entnum;
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edict->owner = owner->edict;
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setMoveType(MOVETYPE_FLYMISSILE);
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setSolidType(SOLID_BBOX);
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edict->clipmask = MASK_PROJECTILE;
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angles = dir.toAngles();
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angles[PITCH] = -angles[PITCH];
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setAngles(angles);
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speed = MISSILE_SPEED;
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velocity = dir * MISSILE_SPEED;
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// set missile duration
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ev = new Event(EV_Missile_Explode);
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ev->AddEntity( world );
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PostEvent( ev, MISSILE_TIME );
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// will become damagable later
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takedamage = DAMAGE_NO;
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health = 10;
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setModel("missile.def");
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RandomAnimate("ready", NULL);
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StopAnimating();
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PostEvent(EV_Missile_StartOpen, 0.5);
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edict->s.renderfx |= RF_DLIGHT;
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edict->s.effects |= EF_ROCKET;
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gravity = 0;
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edict->s.color_r = 0.8;
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edict->s.color_g = 0.4;
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edict->s.color_b = 0;
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edict->s.radius = 200;
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// give it a heat signature
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edict->s.effects |= EF_WARM;
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// pick a skin
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if(G_Random() < 0.75)
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edict->s.skinnum = 0;
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else
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edict->s.skinnum = 1;
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// setup ambient thrust
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ev = new Event(EV_RandomEntitySound);
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ev->AddString("thrust");
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ProcessEvent(ev);
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setSize( "-6 -6 -6", "6 6 6" );
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setOrigin( pos );
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worldorigin.copyTo(edict->s.old_origin);
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// till/if I can fix the (insert swear word here) PVS thing
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missileview = new MissileView;
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missileview->Setup(this, owner->entnum, ((Player *)owner)->ViewMode());
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missileview->setOrigin(origin);
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missileview->setAngles(angles);
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// set player's view to follow the missile
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((Player *)owner)->SetViewMode(MISSILE_VIEW, missileview);
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// turn on the missile overlay
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((Player *)owner)->MissileOverlayOn();
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}
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//=================================================================
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// guided missile launcher
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CLASS_DECLARATION(Weapon, MissileLauncher, "weapon_missilelauncher");
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ResponseDef MissileLauncher::Responses[] =
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{
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{&EV_Weapon_Shoot, (Response)MissileLauncher::Shoot},
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{&EV_Weapon_SecondaryUse, (Response)MissileLauncher::SecondaryUse},
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{NULL, NULL}
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};
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MissileLauncher::MissileLauncher()
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{
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SetModels("missile_w.def", "view_missile.def");
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modelIndex("missile.def");
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modelIndex("sprites/null.spr");
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SetAmmo("Missiles", 1, 0);
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SetRank(71, 0);
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SetType(WEAPON_2HANDED_LO);
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SetMinRange(ROCKET_RADIUS);
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SetProjectileSpeed(MISSILE_SPEED);
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}
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void MissileLauncher::SecondaryUse (Event *ev)
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{
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if (weaponstate != WEAPON_READY)
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return;
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// make sure he has it
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if(!owner->HasItem("RocketLauncher"))
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owner->giveWeapon("RocketLauncher");
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owner->useWeapon("RocketLauncher");
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}
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void MissileLauncher::Shoot (Event *ev)
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{
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Missile *missile;
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Vector pos, dir;
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assert(owner);
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if (!owner)
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return;
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GetMuzzlePosition( &pos, &dir );
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missile = new Missile;
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missile->Setup(owner, pos, dir);
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NextAttack(2);
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}
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