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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Bomb target area
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//
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//=============================================================================//
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#include "cbase.h"
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#include "cs_player.h"
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#include "func_bomb_target.h"
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#include "cs_gamerules.h"
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LINK_ENTITY_TO_CLASS( func_bomb_target, CBombTarget );
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BEGIN_DATADESC( CBombTarget )
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DEFINE_FUNCTION( BombTargetTouch ),
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DEFINE_FUNCTION( BombTargetUse ), //needed?
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "BombExplode", OnBombExplode ),
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DEFINE_INPUTFUNC( FIELD_VOID, "BombPlanted", OnBombPlanted ),
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DEFINE_INPUTFUNC( FIELD_VOID, "BombDefused", OnBombDefused ),
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// Outputs
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DEFINE_OUTPUT( m_OnBombExplode, "BombExplode" ),
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DEFINE_OUTPUT( m_OnBombPlanted, "BombPlanted" ),
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DEFINE_OUTPUT( m_OnBombDefused, "BombDefused" ),
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DEFINE_KEYFIELD( m_bIsHeistBombTarget, FIELD_BOOLEAN, "heistbomb" ),
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DEFINE_KEYFIELD( m_szMountTarget, FIELD_STRING, "bomb_mount_target" ),
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END_DATADESC()
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CBombTarget::CBombTarget( void )
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{
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m_bIsHeistBombTarget = false;
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m_szMountTarget = NULL_STRING;
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}
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void CBombTarget::Spawn()
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{
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InitTrigger();
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SetTouch( &CBombTarget::BombTargetTouch );
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SetUse( &CBombTarget::BombTargetUse );
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}
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void CBombTarget::BombTargetTouch( CBaseEntity* pOther )
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{
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CCSPlayer *p = dynamic_cast< CCSPlayer* >( pOther );
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if ( p )
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{
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if ( p->HasC4() && CSGameRules()->m_bBombPlanted == false )
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{
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p->m_bInBombZone = true;
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p->m_iBombSiteIndex = entindex();
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if ( !(p->m_iDisplayHistoryBits & DHF_IN_TARGET_ZONE) )
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{
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p->HintMessage( "#Hint_you_are_in_targetzone", false );
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p->m_iDisplayHistoryBits |= DHF_IN_TARGET_ZONE;
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}
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}
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}
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}
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void CBombTarget::BombTargetUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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//SUB_UseTargets( NULL, USE_TOGGLE, 0 );
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DevMsg( 2, "BombTargetUse does nothing\n" );
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}
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// Relay to our outputs
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void CBombTarget::OnBombExplode( inputdata_t &inputdata )
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{
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m_OnBombExplode.FireOutput(this, this);
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}
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// Relay to our outputs
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void CBombTarget::OnBombPlanted( inputdata_t &inputdata )
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{
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m_OnBombPlanted.FireOutput(this, this);
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}
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// Relay to our outputs
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void CBombTarget::OnBombDefused( inputdata_t &inputdata )
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{
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m_OnBombDefused.FireOutput(this, this);
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}
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