Fixes and cleanups regarding effects, networking All sorts of other cool things
254 lines
6.1 KiB
C
254 lines
6.1 KiB
C
/*
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OpenCS Project
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Copyright (C) 2016, 2017 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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.entity eTargetPoint;
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.entity eLastCreated;
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.int iHasBeenUsed;
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enum {
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HOSTAGE_IDLE,
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HOSTAGE_WALK,
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HOSTAGE_RUN
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};
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/*
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=================
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hostage_waypoint
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Spawns a new waypoint for the hostage
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=================
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*/
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entity hostage_waypoint( void ) {
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entity ePoint = spawn();
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setorigin( ePoint, self.eUser.origin );
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setsize( ePoint, self.mins, self.maxs );
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ePoint.classname = "remove_me";
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ePoint.movetype = MOVETYPE_TOSS;
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// setmodel( ePoint, "models/chick.mdl" ); // Visual feedback...
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return ePoint;
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}
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/*
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=================
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hostage_waypoint_needed
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Determines when we need to spawn a new waypoint
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=================
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*/
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float hostage_waypoint_needed( void ) {
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if ( self.eUser.fStepTime > time ) {
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return FALSE;
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}
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return TRUE;
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}
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/*
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=================
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hostage_pain
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Called whenever a hostage is shot
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=================
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*/
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void hostage_pain( int iHitBody ) {
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self.frame = 13 - floor( random( 1, 6 ) );
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}
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/*
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=================
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hostage_die
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hosdown.wav
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=================
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*/
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void hostage_die( int iHitBody ) {
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Radio_BroadcastMessage( RADIO_HOSDOWN );
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self.frame = 30 + floor( random( 1, 6 ) );
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self.solid = SOLID_NOT;
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self.takedamage = DAMAGE_NO;
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//skel_delete( self.skeletonindex );
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if ( other.eTargetPoint != other.eUser ) {
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remove( other.eTargetPoint );
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}
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}
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/*
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=================
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hostage_use
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Whenever a hostage is 'used'
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=================
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*/
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void hostage_use( void ) {
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if ( eActivator.team == TEAM_CT ) {
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if ( ( self.eUser == world ) ) {
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// Only give cash to the CT for using it for the first time
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if ( self.iHasBeenUsed == FALSE ) {
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Money_AddMoney( eActivator, 150 );
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sound( self, CHAN_VOICE, sprintf( "hostage/hos%d.wav", random( 1, 6 ) ), 1.0, ATTN_IDLE );
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self.iHasBeenUsed = TRUE;
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}
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self.eUser = eActivator;
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self.eTargetPoint = self.eUser;
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} else {
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self.eUser = world;
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}
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}
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}
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/*
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=================
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hostage_physics
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Run every frame
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=================
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*/
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void hostage_physics( void ) {
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input_movevalues = '0 0 0';
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input_impulse = 0;
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input_buttons = 0;
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input_angles = self.angles;
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// Are we meant to follow someone and AREN'T dead?
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if ( ( self.eUser != world ) && ( self.health > 0 ) ) {
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// Which direction we have to face
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vector vEndAngle = vectoangles( self.eTargetPoint.origin - self.origin );
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// Slowly turn towards target
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float fTurn = Math_LerpAngle( self.angles_y, vEndAngle_y, 0.2 );
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self.angles_y += fTurn;
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// Is the waypoint close? if so, remove and go set the next one!
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float fDist1 = vlen( self.eTargetPoint.origin - self.origin );
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if ( fDist1 < 100 && self.eTargetPoint != self.eUser ) {
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entity eTemp = self.eTargetPoint;
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if ( self.eTargetPoint.eTargetPoint ) {
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self.eTargetPoint = self.eTargetPoint.eTargetPoint;
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} else {
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self.eTargetPoint = self.eUser;
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}
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remove( eTemp ); // Delete the old waypoint
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}
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// Don't switch states so often
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if( self.fAttackFinished < time ) {
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// Here we check the distance of us and the player, then choosing if we should walk/run etc.
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float fDist = vlen( self.eUser.origin - self.origin );
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if ( fDist < 130 ) {
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self.style = HOSTAGE_IDLE;
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self.fAttackFinished = time + 0.1;
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} else if ( fDist < 200 ) {
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self.style = HOSTAGE_WALK;
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self.fAttackFinished = time + 0.4;
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} else {
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self.style = HOSTAGE_RUN;
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self.fAttackFinished = time + 0.1;
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// We only ever need to create waypoints when we run
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if ( hostage_waypoint_needed() == TRUE ) {
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if ( self.eTargetPoint == self.eUser ) {
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// Create the first waypoint
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self.eTargetPoint = hostage_waypoint();
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self.eLastCreated = self.eTargetPoint;
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} else {
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// Create the next one and link
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self.eLastCreated.eTargetPoint = hostage_waypoint();
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self.eLastCreated = self.eLastCreated.eTargetPoint;
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}
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self.fStepTime = time + 0.2;
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}
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}
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}
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// Decide speed and stuff
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if ( self.style == HOSTAGE_WALK ) {
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self.frame = 0;
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input_movevalues = '110 0 0';
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} else if ( self.style == HOSTAGE_RUN ) {
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input_movevalues = '220 0 0';
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self.frame = 2;
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} else {
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input_movevalues = '0 0 0';
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}
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if ( fTurn > 0.01 ) {
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self.frame = 5;
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} else if ( fTurn < -0.01 ){
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self.frame = 6;
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} else {
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self.frame = 13;
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}
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}
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// Calculate physstuff
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runstandardplayerphysics( self );
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//self.frame1time += frametime;
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//skel_build( self.skeletonindex, self, self.modelindex, 1, 0, 0 );
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}
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/*
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=================
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SPAWN: hostage_entity
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Entry function for the hostages.
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=================
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*/
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void hostage_entity( void ) {
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static void hostage_entity_respawn( void ) {
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setorigin( self, self.origin );
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_WALK;
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setmodel( self, self.model );
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setsize( self, VEC_HULL_MIN + '0 0 36', VEC_HULL_MAX + '0 0 36' );
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//self.basebone = -1; // Debug: Network that shit
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//self.skeletonindex = skel_create( self.modelindex );
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self.customphysics = hostage_physics;
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self.eUser = world;
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self.eTargetPoint = world;
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self.iUsable = TRUE;
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self.iBleeds = TRUE;
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self.takedamage = DAMAGE_YES;
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self.vUse = hostage_use;
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self.vPain = hostage_pain;
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self.vDeath = hostage_die;
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self.style = HOSTAGE_IDLE;
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self.frame = 13; // Idle frame
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self.health = 100;
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self.velocity = '0 0 0';
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self.iHasBeenUsed = FALSE;
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}
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precache_model( self.model );
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hostage_entity_respawn();
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iHostagesMax = iHostagesMax + 1; // Increase the global count of hostages
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Entities_InitRespawnable( hostage_entity_respawn );
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}
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