mirror of
https://github.com/nillerusr/source-engine.git
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256 lines
5.8 KiB
C++
256 lines
5.8 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Combine gun turret that emerges from a trapdoor in the ground.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "npc_turret_ground.h"
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#include "ammodef.h"
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#include "IEffects.h"
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#include "te_effect_dispatch.h"
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extern ConVar ai_newgroundturret;
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ConVar turret_ground_damage_multiplier( "turret_ground_damage_multiplier", "8.0", FCVAR_CHEAT );
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class CNPC_Portal_GroundTurret : public CNPC_GroundTurret
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{
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DECLARE_CLASS( CNPC_Portal_GroundTurret, CNPC_GroundTurret );
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DECLARE_DATADESC();
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private:
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float m_fViewconeDegrees;
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public:
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virtual void Spawn( void );
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virtual float GetAttackDamageScale( CBaseEntity *pVictim );
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virtual void Shoot();
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virtual void Scan();
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virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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};
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BEGIN_DATADESC( CNPC_Portal_GroundTurret )
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DEFINE_KEYFIELD( m_fViewconeDegrees, FIELD_FLOAT, "ConeOfFire" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( npc_portal_turret_ground, CNPC_Portal_GroundTurret );
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void CNPC_Portal_GroundTurret::Spawn( void )
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{
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Precache();
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UTIL_SetModel( this, "models/combine_turrets/ground_turret.mdl" );
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SetNavType( NAV_FLY );
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SetSolid( SOLID_VPHYSICS );
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SetBloodColor( DONT_BLEED );
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m_iHealth = 125;
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m_flFieldOfView = cos( ((m_fViewconeDegrees / 2.0f) * M_PI / 180.0f) );
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m_NPCState = NPC_STATE_NONE;
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m_vecSpread.x = 0.5;
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m_vecSpread.y = 0.5;
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m_vecSpread.z = 0.5;
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CapabilitiesClear();
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AddEFlags( EFL_NO_DISSOLVE );
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NPCInit();
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CapabilitiesAdd( bits_CAP_SIMPLE_RADIUS_DAMAGE );
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m_iAmmoType = GetAmmoDef()->Index( "PISTOL" );
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m_pSmoke = NULL;
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m_bHasExploded = false;
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m_bEnabled = false;
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if( ai_newgroundturret.GetBool() )
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{
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m_flSensingDist = 384;
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SetDistLook( m_flSensingDist );
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}
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else
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{
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m_flSensingDist = 2048;
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}
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if( !GetParent() )
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{
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DevMsg("ERROR! npc_ground_turret with no parent!\n");
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UTIL_Remove(this);
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return;
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}
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m_flTimeNextShoot = gpGlobals->curtime;
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m_flTimeNextPing = gpGlobals->curtime;
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m_vecClosedPos = GetAbsOrigin();
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StudioFrameAdvance();
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Vector vecPos;
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GetAttachment( "eyes", vecPos );
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SetViewOffset( vecPos - GetAbsOrigin() );
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GetAttachment( "light", vecPos );
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m_vecLightOffset = vecPos - GetAbsOrigin();
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}
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float CNPC_Portal_GroundTurret::GetAttackDamageScale( CBaseEntity *pVictim )
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{
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CBaseCombatCharacter *pBCC = pVictim->MyCombatCharacterPointer();
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// Do extra damage to antlions & combine
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if ( pBCC )
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{
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if ( pBCC->Classify() == CLASS_PLAYER )
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return turret_ground_damage_multiplier.GetFloat();
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}
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return BaseClass::GetAttackDamageScale( pVictim );
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}
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void CNPC_Portal_GroundTurret::Shoot()
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{
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FireBulletsInfo_t info;
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Vector vecSrc = EyePosition();
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Vector vecDir;
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GetVectors( &vecDir, NULL, NULL );
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for( int i = 0 ; i < 1 ; i++ )
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{
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info.m_vecSrc = vecSrc;
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if( i > 0 || !GetEnemy()->IsPlayer() )
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{
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// Subsequent shots or shots at non-players random
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GetVectors( &info.m_vecDirShooting, NULL, NULL );
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info.m_vecSpread = m_vecSpread;
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}
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else
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{
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// First shot is at the enemy.
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info.m_vecDirShooting = GetActualShootTrajectory( vecSrc );
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info.m_vecSpread = VECTOR_CONE_PRECALCULATED;
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}
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info.m_iTracerFreq = 1;
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info.m_iShots = 1;
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info.m_pAttacker = this;
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info.m_flDistance = MAX_COORD_RANGE;
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info.m_iAmmoType = m_iAmmoType;
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FireBullets( info );
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trace_t tr;
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CTraceFilterSkipTwoEntities traceFilter( this, info.m_pAdditionalIgnoreEnt, COLLISION_GROUP_NONE );
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Vector vecEnd = info.m_vecSrc + vecDir * info.m_flDistance;
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AI_TraceLine( info.m_vecSrc, vecEnd, MASK_SHOT, &traceFilter, &tr );
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if ( tr.m_pEnt && !tr.m_pEnt->IsPlayer() && ( vecDir * info.m_flDistance * tr.fraction ).Length() < 16.0f )
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{
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CTakeDamageInfo damageInfo;
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damageInfo.SetAttacker( this );
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damageInfo.SetDamageType( DMG_BULLET );
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damageInfo.SetDamage( 20.0f );
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TakeDamage( damageInfo );
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EmitSound( "NPC_FloorTurret.DryFire" );
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}
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}
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// Do the AR2 muzzle flash
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CEffectData data;
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data.m_nEntIndex = entindex();
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data.m_nAttachmentIndex = LookupAttachment( "eyes" );
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data.m_flScale = 1.0f;
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data.m_fFlags = MUZZLEFLASH_COMBINE;
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DispatchEffect( "MuzzleFlash", data );
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EmitSound( "NPC_FloorTurret.ShotSounds" );
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m_flTimeNextShoot = gpGlobals->curtime + 0.09;
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}
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void CNPC_Portal_GroundTurret::Scan( void )
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{
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if( m_bSeeEnemy )
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{
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// Using a bool for this check because the condition gets wiped out by changing schedules.
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return;
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}
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if( IsOpeningOrClosing() )
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{
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// Moving.
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return;
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}
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if( !IsOpen() )
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{
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// Closed
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return;
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}
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if( !UTIL_FindClientInPVS(edict()) )
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{
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return;
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}
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if( gpGlobals->curtime >= m_flTimeNextPing )
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{
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EmitSound( "NPC_FloorTurret.Ping" );
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m_flTimeNextPing = gpGlobals->curtime + 1.0f;
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}
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QAngle scanAngle;
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Vector forward;
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Vector vecEye = GetAbsOrigin() + m_vecLightOffset;
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// Draw the outer extents
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scanAngle = GetAbsAngles();
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scanAngle.y += (m_fViewconeDegrees / 2.0f);
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AngleVectors( scanAngle, &forward, NULL, NULL );
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ProjectBeam( vecEye, forward, 1, 30, 0.1 );
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scanAngle = GetAbsAngles();
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scanAngle.y -= (m_fViewconeDegrees / 2.0f);
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AngleVectors( scanAngle, &forward, NULL, NULL );
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ProjectBeam( vecEye, forward, 1, 30, 0.1 );
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// Draw a sweeping beam
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scanAngle = GetAbsAngles();
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scanAngle.y += (m_fViewconeDegrees / 2.0f) * sin( gpGlobals->curtime * 6.0f );
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AngleVectors( scanAngle, &forward, NULL, NULL );
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ProjectBeam( vecEye, forward, 1, 30, 0.3 );
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}
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int CNPC_Portal_GroundTurret::OnTakeDamage_Alive( const CTakeDamageInfo &info )
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{
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// Taking damage from myself, make sure it's fatal.
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CTakeDamageInfo infoCopy = info;
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if ( infoCopy.GetDamageType() == DMG_CRUSH )
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{
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infoCopy.SetDamage( GetHealth() );
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infoCopy.SetDamageType( DMG_REMOVENORAGDOLL | DMG_GENERIC );
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}
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return BaseClass::BaseClass::OnTakeDamage_Alive( infoCopy );
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}
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