313 lines
7.2 KiB
C++
313 lines
7.2 KiB
C++
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/speargun.cpp $
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// $Revision:: 42 $
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// $Author:: Markd $
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// $Date:: 11/15/98 11:32p $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/speargun.cpp $
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//
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// 42 11/15/98 11:32p Markd
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// fixed spear gun stuff
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//
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// 41 11/13/98 3:30p Markd
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// put in more precaching on weapons
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//
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// 40 11/12/98 11:31p Jimdose
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// changed impact_bodyimpact to impact_goryimpact
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//
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// 39 10/24/98 12:42a Markd
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// changed origins to worldorigins where appropriate
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//
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// 38 10/22/98 9:40p Markd
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// Changed damage on spear
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//
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// 37 10/22/98 5:56p Markd
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// Made a bunch of global sounds local to that entity
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//
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// 36 10/22/98 12:19a Jimdose
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// Made the spears not go through walls if very close to a wall
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//
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// 35 10/21/98 10:40p Aldie
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// Added spears ammotype
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//
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// 34 10/19/98 12:07a Jimdose
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// made all code use fast checks for inheritance (no text lookups when
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// possible)
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// isSubclassOf no longer requires ::_classinfo()
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//
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// 33 10/07/98 12:14a Aldie
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// Took out some more bubbles
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//
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// 32 10/06/98 10:51p Aldie
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// Moved bubbletrail to client
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//
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// 31 10/05/98 10:32p Markd
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// Set minimum attack range
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//
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// 30 10/03/98 7:34p Markd
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// Increased damage of speargun
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//
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// 29 8/29/98 5:27p Markd
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// added specialfx, replaced misc with specialfx where appropriate
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//
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// 28 8/18/98 11:08p Markd
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// Added new Alias System
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//
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// 27 8/01/98 3:03p Aldie
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// Client side muzzle flash (dynamic light)
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//
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// 26 7/25/98 7:10p Markd
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// Put in EV_Removes for demo
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//
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// 25 7/23/98 6:17p Aldie
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// Updated damage system and fixed some damage related bugs. Also put tracers
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// back to the way they were, and added gib event to funcscriptmodels
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//
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// 24 7/22/98 9:57p Markd
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// Defined weapon type
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//
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// 23 7/21/98 1:10p Aldie
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// Added meansofdeath to obituaries
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//
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// 22 6/19/98 9:30p Jimdose
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// Moved gun orientation code to Weapon
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//
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// 21 6/15/98 8:02p Markd
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// made spears stick in guys
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//
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// 20 6/10/98 2:10p Aldie
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// Updated damage function.
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//
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// 19 5/25/98 5:39p Markd
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// Changed spawn sparks call
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//
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// 18 5/11/98 3:20p Markd
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// Made impact sounds for spear
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//
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// 17 5/05/98 8:37p Aldie
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// Fixed oldorigin.
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//
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// 16 5/03/98 8:12p Markd
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// Changed sparks call to SpawnSparks call
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//
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// 15 4/20/98 1:57p Markd
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// SINED decelration is now in def file
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//
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// 14 4/18/98 3:14p Markd
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// Changed view weapon naming convention
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//
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// 13 4/18/98 2:34p Jimdose
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// Made spear check for FL_BLOOD and FL_SPARKS
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//
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// 12 4/10/98 4:53p Jimdose
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// Changed timing on bubble spawning
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//
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// 11 4/07/98 9:48p Jimdose
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// spears work a little better.
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//
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// 10 4/07/98 6:43p Jimdose
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// Rewrote weapon code.
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// Added order to rank
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//
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// 9 4/04/98 6:07p Jimdose
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// Created file
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//
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// DESCRIPTION:
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// Fires a spear. Used by Seabonites.
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//
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#include "g_local.h"
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#include "SpearGun.h"
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#include "worldspawn.h"
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#include "specialfx.h"
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CLASS_DECLARATION( Projectile, Spear, NULL );
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ResponseDef Spear::Responses[] =
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{
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{ &EV_Touch, ( Response )Spear::Hit },
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{ NULL, NULL }
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};
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EXPORT_FROM_DLL void Spear::Hit
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(
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Event *ev
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)
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{
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Entity *other;
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Vector org;
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int damg;
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other = ev->GetEntity( 1 );
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if ( other->isSubclassOf( Teleporter ) )
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{
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return;
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}
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if ( other->entnum == owner )
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{
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return;
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}
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setSolidType( SOLID_NOT );
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if ( HitSky() || ( velocity == vec_zero ) )
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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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RandomAnimate( "idle", NULL );
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org = worldorigin + velocity * 0.01f;
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if ( other->takedamage )
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{
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if ( other->flags & FL_BLOOD )
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{
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SpawnBlood( org, level.impact_trace.plane.normal, 10 );
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}
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damg = 30 + ( int )G_Random( 50 );
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other->Damage( this, G_GetEntity( owner ), damg,
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level.impact_trace.endpos, velocity,
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level.impact_trace.plane.normal, 10, 0, MOD_SPEARGUN, -1, -1, 1.0f );
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//FIXME
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// do this based on the surface flag
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RandomGlobalSound( "impact_goryimpact", 1 );
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if ( level.impact_trace.intersect.valid )
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{
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vec3_t mins, maxs;
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setMoveType( MOVETYPE_NONE );
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gi.CalculateBounds( edict->s.modelindex, edict->s.scale, mins, maxs );
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origin = "0 0 0";
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origin[0] = (Vector(maxs) - Vector(mins)).length() * 0.3f;
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setOrigin( origin );
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velocity = "0 0 0";
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attach
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(
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other->entnum,
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level.impact_trace.intersect.group,
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level.impact_trace.intersect.tri_num,
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vec_zero
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);
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CancelEventsOfType( EV_Remove );
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PostEvent( EV_FadeOut, 45 );
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return;
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}
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}
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else
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{
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RandomSound( "spear_impact", 1 );
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}
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if ( other->flags & FL_SPARKS )
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SpawnSparks( org, level.impact_trace.plane.normal, 4 );
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if ( other->getSolidType() == SOLID_BSP )
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{
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// Stick it into the wall
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velocity = "0 0 0";
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//bind( other );
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setMoveType( MOVETYPE_NONE );
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PostEvent( EV_FadeOut, 10 );
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}
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else
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{
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PostEvent( EV_Remove, 0 );
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}
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}
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EXPORT_FROM_DLL void Spear::Setup
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(
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Entity *owner,
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Vector pos,
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Vector dir
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)
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{
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trace_t trace;
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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_SHOT;
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// set missile speed
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velocity = dir;
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velocity.normalize();
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velocity *= 500;
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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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setModel( "spear.def" );
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RandomAnimate( "fly", NULL );
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setSize( "-2 -2 -2", "2 2 2" );
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trace = G_Trace( pos - Vector( orientation[ 0 ] ) * 48, mins, maxs, pos, owner, MASK_SHOT, "Spear::Setup" );
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setOrigin( trace.endpos );
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worldorigin.copyTo(edict->s.old_origin);
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PostEvent( EV_Remove, 5 );
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}
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CLASS_DECLARATION( Weapon, SpearGun, "weapon_speargun" );
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ResponseDef SpearGun::Responses[] =
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{
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{ &EV_Weapon_Shoot, ( Response )SpearGun::Shoot },
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{ NULL, NULL }
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};
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SpearGun::SpearGun()
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{
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#ifdef SIN_DEMO
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PostEvent( EV_Remove, 0 );
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return;
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#endif
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SetModels( "speargun.def", "view_spgun.def" );
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modelIndex( "spear.def" );
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modelIndex( "spear_ammo.def" );
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SetAmmo( "Spears", 1, 10 );
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SetRank( 99, 70 );
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SetType( WEAPON_2HANDED_LO );
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SetMinRange( 100 );
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}
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void SpearGun::Shoot
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(
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Event *ev
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)
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{
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Vector pos;
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Spear *spear;
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Vector dir;
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assert( owner );
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if ( !owner )
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{
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return;
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}
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GetMuzzlePosition( &pos, &dir );
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spear = new Spear;
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spear->Setup( owner, pos, dir );
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NextAttack( 0.8 );
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}
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