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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Crowbar - an old favorite
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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 "hl1mp_basecombatweapon_shared.h"
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#ifdef CLIENT_DLL
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#include "c_baseplayer.h"
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#include "fx_impact.h"
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#include "fx.h"
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#else
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#include "player.h"
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#include "soundent.h"
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#endif
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#include "gamerules.h"
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#include "ammodef.h"
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#include "mathlib/mathlib.h"
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#include "in_buttons.h"
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#include "vstdlib/random.h"
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extern ConVar sk_plr_dmg_crowbar;
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#define CROWBAR_RANGE 64.0f
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#define CROWBAR_REFIRE_MISS 0.5f
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#define CROWBAR_REFIRE_HIT 0.25f
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#ifdef CLIENT_DLL
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#define CWeaponCrowbar C_WeaponCrowbar
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#endif
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//-----------------------------------------------------------------------------
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// CWeaponCrowbar
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//-----------------------------------------------------------------------------
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class CWeaponCrowbar : public CBaseHL1MPCombatWeapon
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{
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DECLARE_CLASS( CWeaponCrowbar, CBaseHL1MPCombatWeapon );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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#ifndef CLIENT_DLL
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DECLARE_DATADESC();
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#endif
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CWeaponCrowbar();
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void Precache( void );
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virtual void ItemPostFrame( void );
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void PrimaryAttack( void );
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public:
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trace_t m_traceHit;
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Activity m_nHitActivity;
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private:
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virtual void Swing( void );
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virtual void Hit( void );
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virtual void ImpactEffect( void );
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void ImpactSound( CBaseEntity *pHitEntity );
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virtual Activity ChooseIntersectionPointAndActivity( trace_t &hitTrace, const Vector &mins, const Vector &maxs, CBasePlayer *pOwner );
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public:
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCrowbar, DT_WeaponCrowbar );
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BEGIN_NETWORK_TABLE( CWeaponCrowbar, DT_WeaponCrowbar )
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/// what
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponCrowbar )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_crowbar, CWeaponCrowbar );
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PRECACHE_WEAPON_REGISTER( weapon_crowbar );
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CWeaponCrowbar )
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// DEFINE_FIELD( m_trLineHit, trace_t ),
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// DEFINE_FIELD( m_trHullHit, trace_t ),
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// DEFINE_FIELD( m_nHitActivity, FIELD_INTEGER ),
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// DEFINE_FIELD( m_traceHit, trace_t ),
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// Class CWeaponCrowbar:
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// DEFINE_FIELD( m_nHitActivity, FIELD_INTEGER ),
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// Function Pointers
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DEFINE_FUNCTION( Hit ),
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END_DATADESC()
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#endif
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#define BLUDGEON_HULL_DIM 16
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static const Vector g_bludgeonMins(-BLUDGEON_HULL_DIM,-BLUDGEON_HULL_DIM,-BLUDGEON_HULL_DIM);
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static const Vector g_bludgeonMaxs(BLUDGEON_HULL_DIM,BLUDGEON_HULL_DIM,BLUDGEON_HULL_DIM);
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CWeaponCrowbar::CWeaponCrowbar()
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{
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m_bFiresUnderwater = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Precache the weapon
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//-----------------------------------------------------------------------------
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void CWeaponCrowbar::Precache( void )
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{
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//Call base class first
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BaseClass::Precache();
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}
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//------------------------------------------------------------------------------
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// Purpose : Update weapon
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//------------------------------------------------------------------------------
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void CWeaponCrowbar::ItemPostFrame( void )
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{
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner == NULL )
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return;
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if ( (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
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{
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PrimaryAttack();
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}
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else
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{
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WeaponIdle();
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return;
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}
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CWeaponCrowbar::PrimaryAttack()
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{
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Swing();
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}
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//------------------------------------------------------------------------------
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// Purpose: Implement impact function
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//------------------------------------------------------------------------------
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void CWeaponCrowbar::Hit( void )
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{
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//Make sound for the AI
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#ifndef CLIENT_DLL
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, m_traceHit.endpos, 400, 0.2f, pPlayer );
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CBaseEntity *pHitEntity = m_traceHit.m_pEnt;
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//Apply damage to a hit target
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if ( pHitEntity != NULL )
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{
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Vector hitDirection;
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pPlayer->EyeVectors( &hitDirection, NULL, NULL );
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VectorNormalize( hitDirection );
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ClearMultiDamage();
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CTakeDamageInfo info( GetOwner(), GetOwner(), sk_plr_dmg_crowbar.GetFloat(), DMG_CLUB );
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CalculateMeleeDamageForce( &info, hitDirection, m_traceHit.endpos );
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pHitEntity->DispatchTraceAttack( info, hitDirection, &m_traceHit );
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ApplyMultiDamage();
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// Now hit all triggers along the ray that...
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TraceAttackToTriggers( CTakeDamageInfo( GetOwner(), GetOwner(), sk_plr_dmg_crowbar.GetFloat(), DMG_CLUB ), m_traceHit.startpos, m_traceHit.endpos, hitDirection );
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//Play an impact sound
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ImpactSound( pHitEntity );
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}
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#endif
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//Apply an impact effect
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ImpactEffect();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play the impact sound
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// Input : pHitEntity - entity that we hit
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// assumes pHitEntity is not null
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//-----------------------------------------------------------------------------
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void CWeaponCrowbar::ImpactSound( CBaseEntity *pHitEntity )
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{
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bool bIsWorld = ( pHitEntity->entindex() == 0 );
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#ifndef CLIENT_DLL
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if ( !bIsWorld )
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{
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bIsWorld |= pHitEntity->Classify() == CLASS_NONE || pHitEntity->Classify() == CLASS_MACHINE;
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}
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#endif
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if( bIsWorld )
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{
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WeaponSound( MELEE_HIT_WORLD );
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}
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else
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{
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WeaponSound( MELEE_HIT );
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}
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}
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Activity CWeaponCrowbar::ChooseIntersectionPointAndActivity( trace_t &hitTrace, const Vector &mins, const Vector &maxs, CBasePlayer *pOwner )
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{
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int i, j, k;
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float distance;
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const float *minmaxs[2] = {mins.Base(), maxs.Base()};
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trace_t tmpTrace;
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Vector vecHullEnd = hitTrace.endpos;
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Vector vecEnd;
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distance = 1e6f;
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Vector vecSrc = hitTrace.startpos;
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vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
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UTIL_TraceLine( vecSrc, vecHullEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace );
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if ( tmpTrace.fraction == 1.0 )
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{
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for ( i = 0; i < 2; i++ )
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{
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for ( j = 0; j < 2; j++ )
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{
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for ( k = 0; k < 2; k++ )
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{
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vecEnd.x = vecHullEnd.x + minmaxs[i][0];
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vecEnd.y = vecHullEnd.y + minmaxs[j][1];
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vecEnd.z = vecHullEnd.z + minmaxs[k][2];
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UTIL_TraceLine( vecSrc, vecEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace );
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if ( tmpTrace.fraction < 1.0 )
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{
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float thisDistance = (tmpTrace.endpos - vecSrc).Length();
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if ( thisDistance < distance )
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{
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hitTrace = tmpTrace;
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distance = thisDistance;
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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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else
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{
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hitTrace = tmpTrace;
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}
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return ACT_VM_HITCENTER;
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}
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#ifdef HL1MP_CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose: Handle jeep impacts
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//-----------------------------------------------------------------------------
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void ImpactCrowbarCallback( const CEffectData &data )
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{
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trace_t tr;
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Vector vecOrigin, vecStart, vecShotDir;
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int iMaterial, iDamageType, iHitbox;
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short nSurfaceProp;
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C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
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bool bIsWorld = ( pEntity->entindex() == 0 );
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if ( !pEntity )
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{
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// This happens for impacts that occur on an object that's then destroyed.
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// Clear out the fraction so it uses the server's data
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tr.fraction = 1.0;
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GetActiveWeapon()->WeaponSound( bIsWorld ? MELEE_HIT_WORLD : MELEE_HIT );
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return;
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}
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// If we hit, perform our custom effects and play the sound
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if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
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{
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// Check for custom effects based on the Decal index
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PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 2 );
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}
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GetActiveWeapon()->WeaponSound( bIsWorld ? MELEE_HIT_WORLD : MELEE_HIT );
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}
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DECLARE_CLIENT_EFFECT( "ImpactCrowbar", ImpactCrowbarCallback );
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCrowbar::ImpactEffect( void )
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{
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//FIXME: need new decals
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#ifdef HL1MP_CLIENT_DLL
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// in hl1mp force the basic crowbar sound
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UTIL_ImpactTrace( &m_traceHit, DMG_CLUB, "ImpactCrowbar" );
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#else
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UTIL_ImpactTrace( &m_traceHit, DMG_CLUB );
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#endif
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}
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//------------------------------------------------------------------------------
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// Purpose : Starts the swing of the weapon and determines the animation
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//------------------------------------------------------------------------------
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void CWeaponCrowbar::Swing( void )
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{
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// Try a ray
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( !pOwner )
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return;
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Vector swingStart = pOwner->Weapon_ShootPosition( );
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Vector forward;
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pOwner->EyeVectors( &forward, NULL, NULL );
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Vector swingEnd = swingStart + forward * CROWBAR_RANGE;
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UTIL_TraceLine( swingStart, swingEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &m_traceHit );
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m_nHitActivity = ACT_VM_HITCENTER;
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if ( m_traceHit.fraction == 1.0 )
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{
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float bludgeonHullRadius = 1.732f * BLUDGEON_HULL_DIM; // hull is +/- 16, so use cuberoot of 2 to determine how big the hull is from center to the corner point
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// Back off by hull "radius"
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swingEnd -= forward * bludgeonHullRadius;
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UTIL_TraceHull( swingStart, swingEnd, g_bludgeonMins, g_bludgeonMaxs, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &m_traceHit );
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if ( m_traceHit.fraction < 1.0 )
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{
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m_nHitActivity = ChooseIntersectionPointAndActivity( m_traceHit, g_bludgeonMins, g_bludgeonMaxs, pOwner );
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}
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}
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// -------------------------
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// Miss
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// -------------------------
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if ( m_traceHit.fraction == 1.0f )
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{
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m_nHitActivity = ACT_VM_MISSCENTER;
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//Play swing sound
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WeaponSound( SINGLE );
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//Setup our next attack times
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m_flNextPrimaryAttack = gpGlobals->curtime + CROWBAR_REFIRE_MISS;
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}
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else
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{
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Hit();
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//Setup our next attack times
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m_flNextPrimaryAttack = gpGlobals->curtime + CROWBAR_REFIRE_HIT;
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}
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//Send the anim
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SendWeaponAnim( m_nHitActivity );
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pOwner->SetAnimation( PLAYER_ATTACK1 );
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}
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