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https://github.com/nillerusr/source-engine.git
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: TF version of the stickybolt code.
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// I broke off our own version because I didn't want to accidentally break HL2.
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "c_basetempentity.h"
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#include "fx.h"
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#include "decals.h"
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#include "iefx.h"
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#include "engine/IEngineSound.h"
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#include "materialsystem/imaterialvar.h"
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#include "IEffects.h"
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#include "engine/IEngineTrace.h"
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#include "vphysics/constraints.h"
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#include "engine/ivmodelinfo.h"
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#include "tempent.h"
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#include "c_te_legacytempents.h"
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#include "engine/ivdebugoverlay.h"
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#include "c_te_effect_dispatch.h"
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#include "c_tf_player.h"
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#include "GameEventListener.h"
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#include "tf_shareddefs.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern IPhysicsSurfaceProps *physprops;
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IPhysicsObject *GetWorldPhysObject( void );
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//-----------------------------------------------------------------------------
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// Purpose: Creates a Bolt in the world and Ragdolls
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// For Attached Bolts on players look at hud_bowcharge "arrow_impact" which should be moved here
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//-----------------------------------------------------------------------------
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void CreateCrossbowBoltTF( const Vector &vecOrigin, const Vector &vecDirection, const int iFlags, unsigned char nColor )
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{
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const char* pszModelName = NULL;
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float flDirOffset = 5.0f;
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float flScale = 1.0f;
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float flLifeTime = 30.0f;
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switch ( iFlags )
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{
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case TF_PROJECTILE_STICKY_BALL:
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pszModelName = g_pszArrowModels[MODEL_SNOWBALL];
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break;
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case TF_PROJECTILE_ARROW:
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pszModelName = g_pszArrowModels[MODEL_ARROW_REGULAR];
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break;
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case TF_PROJECTILE_BUILDING_REPAIR_BOLT:
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pszModelName = g_pszArrowModels[MODEL_ARROW_BUILDING_REPAIR];
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flDirOffset = -2.0f;
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break;
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case TF_PROJECTILE_FESTIVE_ARROW:
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pszModelName = g_pszArrowModels[MODEL_FESTIVE_ARROW_REGULAR];
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break;
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case TF_PROJECTILE_HEALING_BOLT:
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#ifdef STAGING_ONLY
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case TF_PROJECTILE_MILK_BOLT:
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#endif
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pszModelName = g_pszArrowModels[MODEL_SYRINGE];
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flDirOffset = 0.0f;
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flScale = 3.0f;
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break;
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case TF_PROJECTILE_FESTIVE_HEALING_BOLT:
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pszModelName = g_pszArrowModels[MODEL_FESTIVE_HEALING_BOLT];
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flScale = 2.5f;
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break;
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case TF_PROJECTILE_BREAD_MONSTER:
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case TF_PROJECTILE_BREADMONSTER_JARATE:
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case TF_PROJECTILE_BREADMONSTER_MADMILK:
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pszModelName = g_pszArrowModels[MODEL_BREAD_MONSTER];
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flLifeTime = 8.0f;
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flScale = 2.5f;
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break;
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case TF_PROJECTILE_GRAPPLINGHOOK:
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pszModelName = g_pszArrowModels[MODEL_GRAPPLINGHOOK];
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flDirOffset = 0.0f;
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flLifeTime = 0.1f;
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break;
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#ifdef STAGING_ONLY
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case TF_PROJECTILE_THROWING_KNIFE:
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pszModelName = g_pszArrowModels[MODEL_THROWING_KNIFE];
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break;
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case TF_PROJECTILE_SNIPERBULLET:
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pszModelName = g_pszArrowModels[MODEL_SYRINGE];
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break;
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#endif // STAGING_ONLY
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default:
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// Unsupported Model
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Assert( 0 );
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pszModelName = g_pszArrowModels[MODEL_ARROW_REGULAR];
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return;
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}
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model_t *pModel = (model_t *)engine->LoadModel( pszModelName );
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QAngle vAngles;
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VectorAngles( vecDirection, vAngles );
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C_LocalTempEntity *arrow = tempents->SpawnTempModel( pModel, vecOrigin - vecDirection * flDirOffset, vAngles, Vector(0, 0, 0 ), flLifeTime, FTENT_NONE );
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if ( arrow )
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{
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arrow->SetModelScale( flScale );
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arrow->m_nSkin = nColor;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void StickRagdollNowTF(
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const Vector &vecOrigin,
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const Vector &vecDirection,
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const ClientEntityHandle_t &entHandle,
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const int boneIndexAttached,
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const int physicsBoneIndex,
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const int iShooterIndex,
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const int iHitGroup,
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const int iVictim,
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const int iFlags,
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unsigned char nColor
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) {
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Ray_t shotRay;
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trace_t tr;
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UTIL_TraceLine( vecOrigin - vecDirection * 16, vecOrigin + vecDirection * 64, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr );
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if ( tr.surface.flags & SURF_SKY )
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return;
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C_BaseAnimating *pModel = dynamic_cast< C_BaseAnimating * >( entHandle.Get() );
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if ( pModel )
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{
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IPhysicsObject *pPhysicsObject = NULL;
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ragdoll_t *pRagdollT = NULL;
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if ( pModel->m_pRagdoll )
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{
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CRagdoll *pCRagdoll = dynamic_cast < CRagdoll * > ( pModel->m_pRagdoll );
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if ( pCRagdoll )
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{
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pRagdollT = pCRagdoll->GetRagdoll();
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if ( physicsBoneIndex < pRagdollT->listCount )
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{
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pPhysicsObject = pRagdollT->list[physicsBoneIndex].pObject;
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}
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}
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}
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IPhysicsObject *pReference = GetWorldPhysObject();
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if ( pReference == NULL || pPhysicsObject == NULL )
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return;
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float frand = (float) rand() / VALVE_RAND_MAX;
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Vector adjust = vecDirection*7 + vecDirection * frand * 7;
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Vector vecBonePos;
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QAngle boneAngles;
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pPhysicsObject->GetPosition( &vecBonePos, &boneAngles );
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QAngle angles;
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pPhysicsObject->SetPosition( vecOrigin-adjust, boneAngles, true );
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pPhysicsObject->EnableMotion( false );
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int nNodeIndex = pRagdollT->list[physicsBoneIndex].parentIndex;
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// find largest mass bone
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float flTargetMass = 0;
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for ( int i = 0; i < pRagdollT->listCount; i++ )
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{
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flTargetMass = MAX(flTargetMass, pRagdollT->list[i].pObject->GetMass() );
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}
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// walk the chain of bones from the pinned bone to the root and set each to the max mass
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// This helps transmit the impulses required to stabilize the constraint -- it keeps the body from
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// leaving the constraint because of some high mass bone hanging at the other end of the chain
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while ( nNodeIndex >= 0 )
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{
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if ( pRagdollT->list[nNodeIndex].pConstraint )
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{
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float flCurrentMass = pRagdollT->list[nNodeIndex].pObject->GetMass();
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flCurrentMass = MAX(flCurrentMass, flTargetMass);
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pRagdollT->list[nNodeIndex].pObject->SetMass( flCurrentMass );
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}
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nNodeIndex = pRagdollT->list[nNodeIndex].parentIndex;
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}
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}
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UTIL_ImpactTrace( &tr, 0 );
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CreateCrossbowBoltTF( vecOrigin, vecDirection, iFlags, nColor );
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//Achievement stuff.
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if ( iHitGroup == HITGROUP_HEAD )
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{
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CTFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
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if ( pLocalPlayer && pLocalPlayer->entindex() == iShooterIndex )
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{
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CTFPlayer *pVictim = ToTFPlayer( UTIL_PlayerByIndex( iVictim ) );
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if ( pVictim && pVictim->IsPlayerClass( TF_CLASS_HEAVYWEAPONS ) )
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{
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IGameEvent *event = gameeventmanager->CreateEvent( "player_pinned" );
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if ( event )
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{
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gameeventmanager->FireEventClientSide( event );
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}
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void StickyBoltCallbackTF( const CEffectData &data )
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{
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StickRagdollNowTF(
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data.m_vOrigin,
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data.m_vNormal,
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data.m_hEntity,
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data.m_nAttachmentIndex,
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data.m_nMaterial,
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data.m_nHitBox,
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data.m_nDamageType,
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data.m_nSurfaceProp,
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data.m_fFlags,
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data.m_nColor
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);
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}
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DECLARE_CLIENT_EFFECT( "TFBoltImpact", StickyBoltCallbackTF );
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