2018-04-22 15:55:55 +00:00
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//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHSpitGun.cpp $
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// $Date: 2002/11/22 21:28:17 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHSpitGun.cpp,v $
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// Revision 1.14 2002/11/22 21:28:17 Flayra
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// - mp_consistency changes
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//
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// Revision 1.13 2002/08/16 02:48:10 Flayra
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// - New damage model
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//
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// Revision 1.12 2002/07/24 19:09:17 Flayra
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// - Linux issues
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//
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// Revision 1.11 2002/07/24 18:55:52 Flayra
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// - Linux case sensitivity stuff
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//
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// Revision 1.10 2002/07/24 18:45:43 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.9 2002/06/25 17:51:00 Flayra
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// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
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//
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// Revision 1.8 2002/06/10 19:47:16 Flayra
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// - New level 2 view model
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//
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// Revision 1.7 2002/06/03 16:39:10 Flayra
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// - Added different deploy times (this should be refactored a bit more)
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//
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// Revision 1.6 2002/05/23 02:32:57 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#include "AvHAlienWeapons.h"
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#include "AvHPlayer.h"
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#ifdef AVH_CLIENT
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#include "cl_dll/eventscripts.h"
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#include "cl_dll/in_defs.h"
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#include "cl_dll/wrect.h"
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#include "cl_dll/cl_dll.h"
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#endif
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#include "../common/hldm.h"
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#include "../common/event_api.h"
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#include "../common/event_args.h"
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#include "../common/vector_util.h"
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#include "AvHAlienWeaponConstants.h"
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#include "AvHPlayerUpgrade.h"
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#include "AvHHive.h"
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#ifdef AVH_SERVER
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#include "AvHGamerules.h"
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#endif
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#include "AvHSharedUtil.h"
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LINK_ENTITY_TO_CLASS(kwSpitGun, AvHSpitGun);
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#ifdef AVH_SERVER
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LINK_ENTITY_TO_CLASS(kwSpitProjectile, AvHSpit);
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void AvHSpit::Precache(void)
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{
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CBaseEntity::Precache();
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PRECACHE_UNMODIFIED_MODEL(kSpitGunSprite);
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}
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void AvHSpit::SetDamage(float inDamage)
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{
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this->mDamage = inDamage;
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}
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void AvHSpit::Spawn()
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{
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this->Precache();
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CBaseEntity::Spawn();
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this->pev->movetype = MOVETYPE_FLY;
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this->pev->classname = MAKE_STRING(kSpitClassName);
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SET_MODEL(ENT(this->pev), kSpitGunSprite);
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this->pev->solid = SOLID_BBOX;
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this->mDamage = 0.0f;
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// Comment out effects line, uncomment next four, then comment out creation of temp entity in EV_SpitGun to see server side spit for testing
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if(!GetGameRules()->GetDrawInvisibleEntities())
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{
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this->pev->effects = EF_NODRAW;
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}
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else
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{
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this->pev->frame = 0;
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this->pev->scale = 0.5;
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this->pev->rendermode = kRenderTransAlpha;
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this->pev->renderamt = 255;
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}
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//UTIL_SetSize(this->pev, Vector( 0, 0, 0), Vector(0, 0, 0));
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UTIL_SetSize(this->pev, Vector( -kSpitSize, -kSpitSize, -kSpitSize), Vector(kSpitSize, kSpitSize, kSpitSize));
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//UTIL_SetSize(this->pev, Vector( -50, -50, -50), Vector(50, 50, 50));
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SetTouch(&AvHSpit::SpitTouch);
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// Enforce short range
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SetThink(&AvHSpit::SpitDeath);
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this->pev->nextthink = gpGlobals->time + kSpitLifetime;
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}
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void AvHSpit::SpitDeath()
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{
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// Kill the spit entity
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UTIL_Remove(this);
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// SetThink(SUB_Remove);
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// this->pev->nextthink = gpGlobals->time + 0.01f;
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}
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void AvHSpit::SpitTouch(CBaseEntity* pOther)
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{
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// Never hit the player who fired it
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if(pOther != CBaseEntity::Instance(this->pev->owner))
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{
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float theScalar = 1.0f;
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if(GetGameRules()->CanEntityDoDamageTo(this, pOther, &theScalar) || (pOther->pev->team == TEAM_IND))
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{
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float theDamage = this->mDamage*theScalar;
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// Apply damage to receiver
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pOther->TakeDamage(this->pev, VARS(this->pev->owner), theDamage, DMG_ACID);
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}
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// Kill it off
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this->SpitDeath();
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}
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AvHHive *hive=dynamic_cast<AvHHive *>(pOther);
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if ( hive && hive->GetIsSpawning() ) {
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CBaseEntity *pOwner = CBaseEntity::Instance( this->pev->owner );
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hive->TeleportUse(pOwner, pOwner, USE_ON, 0);
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}
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}
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#endif
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void AvHSpitGun::Init()
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{
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this->mRange = kSpitGRange;
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this->mDamage = BALANCE_VAR(kSpitGDamage);
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}
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int AvHSpitGun::GetBarrelLength() const
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{
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return kSpitGBarrelLength;
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}
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float AvHSpitGun::GetRateOfFire() const
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{
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return BALANCE_VAR(kSpitROF);
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}
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int AvHSpitGun::GetDamageType() const
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{
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return NS_DMG_NORMAL;
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}
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int AvHSpitGun::GetDeployAnimation() const
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{
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// Look at most recently used weapon and see if we can transition from it
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int theDeployAnimation = 7;
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AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
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switch(thePreviousID)
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{
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case AVH_WEAPON_SPIT:
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theDeployAnimation = -1;
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break;
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// Healing spray and web look the same
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case AVH_WEAPON_HEALINGSPRAY:
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case AVH_WEAPON_WEBSPINNER:
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theDeployAnimation = 7;
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break;
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}
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return theDeployAnimation;
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}
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bool AvHSpitGun::GetFiresUnderwater() const
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{
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return true;
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}
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bool AvHSpitGun::GetIsDroppable() const
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{
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return false;
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}
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int AvHSpitGun::GetShootAnimation() const
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{
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return 3;
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}
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void AvHSpitGun::FireProjectiles(void)
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{
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#ifdef AVH_SERVER
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// Spawn spit
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AvHSpit* theSpit = GetClassPtr((AvHSpit*)NULL );
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theSpit->Spawn();
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UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
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Vector vecAiming = gpGlobals->v_forward;
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Vector vecSrc = this->m_pPlayer->GetGunPosition( ) + vecAiming;
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UTIL_SetOrigin(theSpit->pev, vecSrc);
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// This needs to be the same as in EV_SpitGun
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Vector theBaseVelocity;
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VectorScale(this->pev->velocity, kSpitParentVelocityScalar, theBaseVelocity);
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Vector theStartVelocity;
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VectorMA(theBaseVelocity, kSpitVelocity, vecAiming, theStartVelocity);
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VectorCopy(theStartVelocity, theSpit->pev->velocity);
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// Set owner
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theSpit->pev->owner = ENT(this->m_pPlayer->pev);
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// Set spit's team :)
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theSpit->pev->team = this->m_pPlayer->pev->team;
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// Set amount of damage it will do
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float theFocusScalar = 1.0f;
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if(AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId)))
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{
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theFocusScalar = AvHPlayerUpgrade::GetFocusDamageUpgrade(this->m_pPlayer->pev->iuser4);
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}
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float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4)*theFocusScalar;
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theSpit->SetDamage(theDamage);
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#endif
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}
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char* AvHSpitGun::GetViewModel() const
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{
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return kLevel2ViewModel;
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}
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void AvHSpitGun::Precache()
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{
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AvHAlienWeapon::Precache();
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PRECACHE_UNMODIFIED_MODEL(kNullModel);
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PRECACHE_UNMODIFIED_SOUND(kSpitGFireSound1);
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PRECACHE_UNMODIFIED_SOUND(kSpitGFireSound2);
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PRECACHE_UNMODIFIED_MODEL(kSpitGunSprite);
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PRECACHE_UNMODIFIED_SOUND(kSpitHitSound1);
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PRECACHE_UNMODIFIED_SOUND(kSpitHitSound2);
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this->mEvent = PRECACHE_EVENT(1, kSpitGEventName);
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}
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void AvHSpitGun::Spawn()
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{
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AvHAlienWeapon::Spawn();
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Precache();
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this->m_iId = AVH_WEAPON_SPIT;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsSpitGun);
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SET_MODEL(ENT(this->pev), kNullModel);
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FallInit();// get ready to fall down.
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}
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bool AvHSpitGun::UsesAmmo(void) const
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{
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return false;
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}
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