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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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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 "hud.h"
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#include "c_ai_basenpc.h"
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#include "IEffects.h"
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#include "particles_simple.h"
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//-----------------------------------------------------------------------------
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// Purpose: Client side entity for the NPC Bug hole
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//-----------------------------------------------------------------------------
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class C_Maker_Bughole : public C_BaseEntity
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{
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DECLARE_CLASS( C_Maker_Bughole, C_BaseEntity );
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public:
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DECLARE_CLIENTCLASS();
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C_Maker_Bughole();
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void ClientThink( void );
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void SpawnEffect( void );
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public:
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C_Maker_Bughole( const C_Maker_Bughole & );
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float m_flNextEffectTime;
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};
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IMPLEMENT_CLIENTCLASS_DT(C_Maker_Bughole, DT_Maker_Bughole, CMaker_Bughole)
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_Maker_Bughole::C_Maker_Bughole( void )
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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 C_Maker_Bughole::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if ( updateType == DATA_UPDATE_CREATED )
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{
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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m_flNextEffectTime = gpGlobals->curtime;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Spawn effects if I'm sapping
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//-----------------------------------------------------------------------------
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void C_Maker_Bughole::ClientThink( void )
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{
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if ( m_flNextEffectTime < gpGlobals->curtime )
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{
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SpawnEffect();
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m_flNextEffectTime = gpGlobals->curtime + random->RandomFloat( 0.5, 1.0 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Particle effects created when we spawn a chunk
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//-----------------------------------------------------------------------------
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void C_Maker_Bughole::SpawnEffect( void )
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{
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Vector normal = Vector(0,0,-1);
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Vector offset = GetAbsOrigin() + (normal * 16);
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Vector dir;
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// Create a couple of big, floating smoke clouds
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CSmartPtr<CSimpleEmitter> pSmokeEmitter = CSimpleEmitter::Create( "C_Maker_Bughole::SpawnEffect" );
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pSmokeEmitter->SetSortOrigin( offset );
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int iSmokeClouds = random->RandomInt(2,5);
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for ( int i = 0; i < iSmokeClouds; i++ )
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{
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SimpleParticle *pParticle = (SimpleParticle *) pSmokeEmitter->AddParticle( sizeof(SimpleParticle), g_Mat_DustPuff[1], offset );
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if ( pParticle == NULL )
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return;
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pParticle->m_flLifetime = 0.0f;
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pParticle->m_flDieTime = random->RandomFloat( 2.0f, 3.0f );
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pParticle->m_uchStartSize = 8;
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pParticle->m_uchEndSize = 48;
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dir[0] = normal[0] + random->RandomFloat( -0.4f, 0.4f );
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dir[1] = normal[1] + random->RandomFloat( -0.4f, 0.4f );
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dir[2] = normal[2] + random->RandomFloat( 0, 0.6f );
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pParticle->m_vecVelocity = dir * random->RandomFloat( 8.0f, 20.0f )*(i+1);
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pParticle->m_uchStartAlpha = 255;
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pParticle->m_uchEndAlpha = 0;
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pParticle->m_flRoll = random->RandomFloat( 180, 360 );
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pParticle->m_flRollDelta = random->RandomFloat( -1, 1 );
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float flColor = random->RandomFloat( 0,64 );
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pParticle->m_uchColor[0] = 100 + flColor;
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pParticle->m_uchColor[1] = 50 + flColor;
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pParticle->m_uchColor[2] = flColor;
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}
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}
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