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352 lines
10 KiB
C++
352 lines
10 KiB
C++
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//======== (C) Copyright 2002 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: AvHWelder.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: AvHWelder.cpp,v $
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// Revision 1.23 2002/11/22 21:28:17 Flayra
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// - mp_consistency changes
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//
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// Revision 1.22 2002/11/12 02:29:48 Flayra
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// - Change inflictor for better logging
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//
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// Revision 1.21 2002/11/06 01:39:26 Flayra
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// - Damage refactoring (TakeDamage assumes caller has already adjusted for friendly fire, etc.)
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//
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// Revision 1.20 2002/10/03 18:47:40 Flayra
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// - Added heavy view model
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//
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// Revision 1.19 2002/09/23 22:37:04 Flayra
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// - Fixed bug (typo?!) where welder was removing jetpacks (and removing marine status!)
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//
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// Revision 1.18 2002/08/16 02:49:45 Flayra
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// - Updates to allow welder to repair buildables
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// - Removed ability to repair soldier armor until it's visible
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//
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// Revision 1.17 2002/07/26 23:03:08 Flayra
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// - New artwork
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//
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// Revision 1.16 2002/06/25 17:50:31 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 1.15 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 1.14 2002/05/28 17:44:26 Flayra
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// - Tweak weapon deploy volume, as Valve's sounds weren't normalized, welder clears webs now, welder no longer makes ambient hum, slight refactoring of variable names away from Valve style
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//
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// Revision 1.13 2002/05/23 02:32:40 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 "mod/AvHMarineWeapons.h"
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#include "mod/AvHMarineEquipmentConstants.h"
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#include "mod/AvHWeldable.h"
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#include "mod/AvHSpecials.h"
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#ifdef AVH_SERVER
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#include "mod/AvHPlayerUpgrade.h"
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#include "AvHServerUtil.h"
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#include "mod/AvHPlayer.h"
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#include "mod/AvHMarineEquipment.h"
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#include "mod/AvHGamerules.h"
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extern int gWelderConstEventID;
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#endif
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int AvHWelder::GetDeployAnimation() const
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{
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return 3;
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}
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float AvHWelder::GetDeployTime() const
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{
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return .55f;
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}
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char* AvHWelder::GetHeavyViewModel() const
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{
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return kWelderHVVModel;
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}
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char* AvHWelder::GetPlayerModel() const
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{
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return kWelderPModel;
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}
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int AvHWelder::GetShootAnimation() const
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{
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return 2;
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}
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char* AvHWelder::GetViewModel() const
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{
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return kWelderVModel;
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}
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char* AvHWelder::GetWorldModel() const
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{
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return kWelderWModel;
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}
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void AvHWelder::FireProjectiles(void)
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{
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#ifdef AVH_SERVER
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Vector theWelderBarrel = this->GetWorldBarrelPoint();
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UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
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Vector vecEnd = theWelderBarrel + gpGlobals->v_forward*BALANCE_VAR(kWelderRange);
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TraceResult tr;
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UTIL_TraceLine(theWelderBarrel, vecEnd, dont_ignore_monsters, dont_ignore_glass, ENT( m_pPlayer->pev ), &tr);
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float theROF = this->GetRateOfFire();
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bool theDidWeld = false;
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if(tr.flFraction != 1.0f)
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{
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// If it's a weldable, check if it's valid for construction
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CBaseEntity* theEntity = CBaseEntity::Instance(tr.pHit);
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AvHWeldable* theWeldable = dynamic_cast<AvHWeldable*>(theEntity);
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if(theWeldable)
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{
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if(theWeldable->GetCanBeWelded())
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{
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// Build it by the amount of our rate of fire
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theWeldable->AddBuildTime(theROF);
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
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ASSERT(thePlayer);
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thePlayer->TriggerProgressBar(theWeldable->entindex(), 1);
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theDidWeld = true;
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}
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}
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// else it's not a weldable, apply damage to it
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else
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{
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if(this->m_pPlayer->pev->team == theEntity->pev->team)
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{
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if( this->RepairTarget(theEntity, theROF) )
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theDidWeld = true;
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}
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else
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{
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// Apply damage to it and playback other event
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float theScalar = 1.0f;
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if(GetGameRules()->CanEntityDoDamageTo(this->m_pPlayer, theEntity, &theScalar))
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{
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float theDamageMultiplier;
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AvHPlayerUpgrade::GetWeaponUpgrade(this->m_pPlayer->pev->iuser3, this->m_pPlayer->pev->iuser4, &theDamageMultiplier);
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float theDamage = this->mDamage*theDamageMultiplier*theScalar;
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theEntity->TakeDamage(this->pev, this->m_pPlayer->pev, theDamage, DMG_BURN);
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}
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}
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}
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if(!theDidWeld)
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{
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if(this->GetIsWelding())
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{
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PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 );
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this->SetIsWelding(false);
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}
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}
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else
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{
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if(!this->GetIsWelding())
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{
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PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );
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this->SetIsWelding(true);
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}
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}
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}
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else
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{
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if(this->GetIsWelding())
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{
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PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 );
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this->SetIsWelding(false);
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}
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}
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// Scan area for webs, and clear them. I can't make the webs solid, and it seems like the welder might do this, so why not? Also
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// adds neat element of specialization where a guy with a welder might be needed to clear an area before an attack, kinda RPS
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const float kWebClearingRadius = 75;
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CBaseEntity* thePotentialWebStrand = NULL;
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while((thePotentialWebStrand = UTIL_FindEntityInSphere(thePotentialWebStrand, theWelderBarrel, kWebClearingRadius)) != NULL)
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{
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AvHWebStrand* theWebStrand = dynamic_cast<AvHWebStrand*>(thePotentialWebStrand);
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if(theWebStrand)
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{
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theWebStrand->Break();
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}
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}
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#endif
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}
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int AvHWelder::GetBarrelLength() const
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{
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// Note that this variable is used in EV_Welder
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return kWelderBarrelLength;
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}
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float AvHWelder::GetRateOfFire() const
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{
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return BALANCE_VAR(kWelderROF);
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}
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void AvHWelder::Holster( int skiplocal )
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{
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AvHMarineWeapon::Holster(skiplocal);
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#ifdef AVH_SERVER
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if(this->GetIsWelding())
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{
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PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 );
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this->SetIsWelding(false);
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}
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#endif
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PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), this->mEndEvent, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );
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this->PlaybackEvent(this->mEndEvent);
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}
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void AvHWelder::WeaponIdle(void)
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{
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#ifdef AVH_SERVER
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if(this->GetIsWelding() && this->mAttackButtonDownLastFrame)
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{
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PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 );
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this->SetIsWelding(false);
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}
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#endif
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AvHMarineWeapon::WeaponIdle();
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}
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void AvHWelder::Init()
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{
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this->mRange = BALANCE_VAR(kWelderRange);
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this->mDamage = BALANCE_VAR(kWelderDamage);
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this->SetIsWelding(false);
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}
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BOOL AvHWelder::IsUseable(void)
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{
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// No ammo, always useable
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return TRUE;
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}
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void AvHWelder::Precache()
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{
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AvHMarineWeapon::Precache();
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PRECACHE_UNMODIFIED_SOUND(kWeldingSound);
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PRECACHE_UNMODIFIED_SOUND(kWeldingHitSound);
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PRECACHE_UNMODIFIED_SOUND(kWeldingStopSound);
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this->mEvent = PRECACHE_EVENT(1, kWelderEventName);
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PRECACHE_EVENT(1, kWelderConstEventName);
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this->mStartEvent = PRECACHE_EVENT(1, kWelderStartEventName);
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this->mEndEvent = PRECACHE_EVENT(1, kWelderEndEventName);
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}
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#ifdef AVH_SERVER
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bool AvHWelder::RepairTarget(CBaseEntity* inEntity, float inROF)
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{
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int theAmountToRepair = inROF*BALANCE_VAR(kWelderRepairRate);
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bool theReturn = false;
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if(inEntity)
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{
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AvHPlayer* theHitPlayer = dynamic_cast<AvHPlayer*>(inEntity);
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if(theHitPlayer)
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{
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// Repair armor if possible
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int theCurrentArmor = theHitPlayer->pev->armorvalue;
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int theMaxArmor = AvHPlayerUpgrade::GetMaxArmorLevel(theHitPlayer->pev->iuser4, theHitPlayer->GetUser3());
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if(theCurrentArmor < theMaxArmor)
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{
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int theNewArmor = theCurrentArmor + (theAmountToRepair * BALANCE_VAR(kWelderPlayerModifier));
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theHitPlayer->pev->armorvalue = min(theMaxArmor, theNewArmor);
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theReturn = true;
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}
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// Burn off webs
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if(theHitPlayer->GetIsEnsnared())
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{
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theHitPlayer->SetEnsnareState(false);
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theReturn = true;
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}
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}
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else //if(GetHasUpgrade(inEntity->pev->iuser4, MASK_BUILDABLE))
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{
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// Max health in armorvalue
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AvHBaseBuildable* theBuildable = dynamic_cast<AvHBaseBuildable*>(inEntity);
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if(theBuildable)
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{
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if(theBuildable->Regenerate((theAmountToRepair * BALANCE_VAR(kWelderBuildingModifier)), false))
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{
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// Award experience for welding the CC. Might award a little more if barely wounded, but that seems OK.
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if(GetGameRules()->GetIsCombatMode() && (theBuildable->pev->iuser3 == AVH_USER3_COMMANDER_STATION))
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{
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AvHPlayer* theWeldingPlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
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if(theWeldingPlayer && (theWeldingPlayer->pev->team == theBuildable->pev->team))
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{
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float theCombatHealExperienceScalar = BALANCE_VAR(kCombatHealExperienceScalar);
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theWeldingPlayer->AwardExperienceForObjective(theAmountToRepair*theCombatHealExperienceScalar, theBuildable->GetMessageID());
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}
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}
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theReturn = true;
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}
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}
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}
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}
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return theReturn;
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}
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#endif
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void AvHWelder::Spawn()
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{
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AvHMarineWeapon::Spawn();
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Precache();
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this->m_iId = AVH_WEAPON_WELDER;
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//this->m_iDefaultAmmo = kWelderMaxClip;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsWelder);
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SET_MODEL(ENT(this->pev), kWelderWModel);
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FallInit();// get ready to fall down.
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}
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// When welder is deployed, it makes the welding sound
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void AvHWelder::WelderThink()
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{
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}
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bool AvHWelder::UsesAmmo(void) const
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{
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return false;
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}
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