mirror of
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:
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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 "basecombatweapon.h"
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#include "explode.h"
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#include "eventqueue.h"
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#include "gamerules.h"
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#include "ammodef.h"
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#include "in_buttons.h"
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#include "soundent.h"
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#include "ndebugoverlay.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "player.h"
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#include "entitylist.h"
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#include "iservervehicle.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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#define SF_TANK_ACTIVE 0x0001
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class CAPCController : public CPointEntity
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{
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typedef CPointEntity BaseClass;
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public:
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~CAPCController( void );
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void Spawn( void );
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void Precache( void );
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bool KeyValue( const char *szKeyName, const char *szValue );
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void Think( void );
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void TrackTarget( void );
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void StartRotSound( void );
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void StopRotSound( void );
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// Bmodels don't go across transitions
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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inline bool IsActive( void ) { return (m_spawnflags & SF_TANK_ACTIVE)?TRUE:FALSE; }
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// Input handlers.
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void InputActivate( inputdata_t &inputdata );
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void InputDeactivate( inputdata_t &inputdata );
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void ActivateRocketGuidance(void);
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void DeactivateRocketGuidance(void);
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bool InRange( float range );
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Vector WorldBarrelPosition( void )
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{
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EntityMatrix tmp;
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tmp.InitFromEntity( this );
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return tmp.LocalToWorld( m_barrelPos );
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}
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void UpdateMatrix( void )
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{
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m_parentMatrix.InitFromEntity( GetParent() ? GetParent() : NULL );
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}
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QAngle AimBarrelAt( const Vector &parentTarget );
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bool ShouldSavePhysics() { return false; }
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DECLARE_DATADESC();
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CBaseEntity *FindTarget( string_t targetName, CBaseEntity *pActivator );
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protected:
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float m_yawCenter; // "Center" yaw
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float m_yawRate; // Max turn rate to track targets
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// Zero is full rotation
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float m_yawTolerance; // Tolerance angle
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float m_pitchCenter; // "Center" pitch
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float m_pitchRate; // Max turn rate on pitch
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float m_pitchTolerance; // Tolerance angle
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float m_minRange; // Minimum range to aim/track
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float m_maxRange; // Max range to aim/track
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Vector m_barrelPos; // Length of the barrel
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Vector m_sightOrigin; // Last sight of target
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string_t m_soundStartRotate;
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string_t m_soundStopRotate;
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string_t m_soundLoopRotate;
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string_t m_targetEntityName;
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EHANDLE m_hTarget;
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EntityMatrix m_parentMatrix;
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COutputVector m_OnFireAtTarget;
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float m_flFiringDelay;
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bool m_bFireDelayed;
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};
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LINK_ENTITY_TO_CLASS( point_apc_controller, CAPCController );
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BEGIN_DATADESC( CAPCController )
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DEFINE_FIELD( m_yawCenter, FIELD_FLOAT ),
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DEFINE_KEYFIELD( m_yawRate, FIELD_FLOAT, "yawrate" ),
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DEFINE_KEYFIELD( m_yawTolerance, FIELD_FLOAT, "yawtolerance" ),
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DEFINE_FIELD( m_pitchCenter, FIELD_FLOAT ),
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DEFINE_KEYFIELD( m_pitchRate, FIELD_FLOAT, "pitchrate" ),
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DEFINE_KEYFIELD( m_pitchTolerance, FIELD_FLOAT, "pitchtolerance" ),
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DEFINE_KEYFIELD( m_minRange, FIELD_FLOAT, "minRange" ),
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DEFINE_KEYFIELD( m_maxRange, FIELD_FLOAT, "maxRange" ),
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DEFINE_FIELD( m_barrelPos, FIELD_VECTOR ),
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DEFINE_FIELD( m_sightOrigin, FIELD_VECTOR ),
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DEFINE_KEYFIELD( m_soundStartRotate, FIELD_SOUNDNAME, "rotatestartsound" ),
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DEFINE_KEYFIELD( m_soundStopRotate, FIELD_SOUNDNAME, "rotatestopsound" ),
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DEFINE_KEYFIELD( m_soundLoopRotate, FIELD_SOUNDNAME, "rotatesound" ),
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DEFINE_KEYFIELD( m_targetEntityName, FIELD_STRING, "targetentityname" ),
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DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( m_parentMatrix, FIELD_VMATRIX_WORLDSPACE ),
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DEFINE_FIELD( m_flFiringDelay, FIELD_FLOAT ),
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DEFINE_FIELD( m_bFireDelayed, FIELD_BOOLEAN ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ),
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// Outputs
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DEFINE_OUTPUT(m_OnFireAtTarget, "OnFireAtTarget"),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CAPCController::~CAPCController( void )
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{
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if ( m_soundLoopRotate != NULL_STRING )
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{
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StopSound( entindex(), CHAN_STATIC, STRING(m_soundLoopRotate) );
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}
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}
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//------------------------------------------------------------------------------
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// Purpose: Input handler for activating the tank.
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//------------------------------------------------------------------------------
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void CAPCController::InputActivate( inputdata_t &inputdata )
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{
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ActivateRocketGuidance();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAPCController::ActivateRocketGuidance(void)
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{
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m_spawnflags |= SF_TANK_ACTIVE;
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for deactivating the tank.
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//-----------------------------------------------------------------------------
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void CAPCController::InputDeactivate( inputdata_t &inputdata )
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{
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DeactivateRocketGuidance();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAPCController::DeactivateRocketGuidance(void)
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{
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m_spawnflags &= ~SF_TANK_ACTIVE;
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StopRotSound();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : targetName -
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// pActivator -
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//-----------------------------------------------------------------------------
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CBaseEntity *CAPCController::FindTarget( string_t targetName, CBaseEntity *pActivator )
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{
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return gEntList.FindEntityGenericNearest( STRING( targetName ), GetAbsOrigin(), 0, this, pActivator );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Caches entity key values until spawn is called.
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// Input : szKeyName -
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// szValue -
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// Output :
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//-----------------------------------------------------------------------------
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bool CAPCController::KeyValue( const char *szKeyName, const char *szValue )
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{
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if (FStrEq(szKeyName, "barrel"))
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{
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m_barrelPos.x = atof(szValue);
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}
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else if (FStrEq(szKeyName, "barrely"))
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{
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m_barrelPos.y = atof(szValue);
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}
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else if (FStrEq(szKeyName, "barrelz"))
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{
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m_barrelPos.z = atof(szValue);
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}
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else
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return BaseClass::KeyValue( szKeyName, szValue );
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return true;
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}
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//-----------------------------------------
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// Spawn
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//-----------------------------------------
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void CAPCController::Spawn( void )
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{
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Precache();
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m_yawCenter = GetLocalAngles().y;
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m_pitchCenter = GetLocalAngles().x;
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if ( IsActive() )
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{
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SetNextThink( gpGlobals->curtime + 1.0f );
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}
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UpdateMatrix();
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}
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//-----------------------------------------
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// Precache
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//-----------------------------------------
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void CAPCController::Precache( void )
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{
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if ( m_soundStartRotate != NULL_STRING )
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PrecacheScriptSound( STRING(m_soundStartRotate) );
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if ( m_soundStopRotate != NULL_STRING )
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PrecacheScriptSound( STRING(m_soundStopRotate) );
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if ( m_soundLoopRotate != NULL_STRING )
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PrecacheScriptSound( STRING(m_soundLoopRotate) );
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}
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//-----------------------------------------
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// InRange
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//-----------------------------------------
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bool CAPCController::InRange( float range )
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{
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if ( range < m_minRange )
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return FALSE;
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if ( m_maxRange > 0 && range > m_maxRange )
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return FALSE;
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return TRUE;
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}
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//-----------------------------------------
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// Think
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//-----------------------------------------
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void CAPCController::Think( void )
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{
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// refresh the matrix
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UpdateMatrix();
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SetLocalAngularVelocity( vec3_angle );
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TrackTarget();
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if ( fabs(GetLocalAngularVelocity().x) > 1 || fabs(GetLocalAngularVelocity().y) > 1 )
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StartRotSound();
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else
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StopRotSound();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Aim the offset barrel at a position in parent space
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// Input : parentTarget - the position of the target in parent space
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// Output : Vector - angles in local space
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//-----------------------------------------------------------------------------
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QAngle CAPCController::AimBarrelAt( const Vector &parentTarget )
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{
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Vector target = parentTarget - GetLocalOrigin();
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float quadTarget = target.LengthSqr();
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float quadTargetXY = target.x*target.x + target.y*target.y;
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// We're trying to aim the offset barrel at an arbitrary point.
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// To calculate this, I think of the target as being on a sphere with
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// it's center at the origin of the gun.
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// The rotation we need is the opposite of the rotation that moves the target
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// along the surface of that sphere to intersect with the gun's shooting direction
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// To calculate that rotation, we simply calculate the intersection of the ray
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// coming out of the barrel with the target sphere (that's the new target position)
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// and use atan2() to get angles
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// angles from target pos to center
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float targetToCenterYaw = atan2( target.y, target.x );
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float centerToGunYaw = atan2( m_barrelPos.y, sqrt( quadTarget - (m_barrelPos.y*m_barrelPos.y) ) );
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float targetToCenterPitch = atan2( target.z, sqrt( quadTargetXY ) );
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float centerToGunPitch = atan2( -m_barrelPos.z, sqrt( quadTarget - (m_barrelPos.z*m_barrelPos.z) ) );
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return QAngle( -RAD2DEG(targetToCenterPitch+centerToGunPitch), RAD2DEG( targetToCenterYaw + centerToGunYaw ), 0 );
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}
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void CAPCController::TrackTarget( void )
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{
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trace_t tr;
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bool updateTime = FALSE, lineOfSight;
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QAngle angles;
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Vector barrelEnd;
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CBaseEntity *pTarget = NULL;
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barrelEnd.Init();
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if ( IsActive() )
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{
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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else
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{
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return;
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}
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// -----------------------------------
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// Get world target position
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// -----------------------------------
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barrelEnd = WorldBarrelPosition();
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Vector worldTargetPosition;
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CBaseEntity *pEntity = (CBaseEntity *)m_hTarget;
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if ( !pEntity || ( pEntity->GetFlags() & FL_NOTARGET ) )
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{
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m_hTarget = FindTarget( m_targetEntityName, NULL );
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if ( IsActive() )
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{
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SetNextThink( gpGlobals->curtime + 2 ); // Wait 2 sec s
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}
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return;
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}
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pTarget = pEntity;
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// Calculate angle needed to aim at target
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worldTargetPosition = pEntity->EyePosition();
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float range = (worldTargetPosition - barrelEnd).Length();
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if ( !InRange( range ) )
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{
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m_bFireDelayed = false;
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return;
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}
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UTIL_TraceLine( barrelEnd, worldTargetPosition, MASK_BLOCKLOS, this, COLLISION_GROUP_NONE, &tr );
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lineOfSight = FALSE;
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// No line of sight, don't track
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if ( tr.fraction == 1.0 || tr.m_pEnt == pTarget )
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{
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lineOfSight = TRUE;
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CBaseEntity *pInstance = pTarget;
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if ( InRange( range ) && pInstance && pInstance->IsAlive() )
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{
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updateTime = TRUE;
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// Sight position is BodyTarget with no noise (so gun doesn't bob up and down)
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m_sightOrigin = pInstance->BodyTarget( GetLocalOrigin(), false );
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}
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}
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// Convert targetPosition to parent
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angles = AimBarrelAt( m_parentMatrix.WorldToLocal( m_sightOrigin ) );
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// Force the angles to be relative to the center position
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float offsetY = UTIL_AngleDistance( angles.y, m_yawCenter );
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float offsetX = UTIL_AngleDistance( angles.x, m_pitchCenter );
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angles.y = m_yawCenter + offsetY;
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angles.x = m_pitchCenter + offsetX;
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// Move toward target at rate or less
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float distY = UTIL_AngleDistance( angles.y, GetLocalAngles().y );
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QAngle vecAngVel = GetLocalAngularVelocity();
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vecAngVel.y = distY * 10;
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vecAngVel.y = clamp( vecAngVel.y, -m_yawRate, m_yawRate );
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// Move toward target at rate or less
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float distX = UTIL_AngleDistance( angles.x, GetLocalAngles().x );
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vecAngVel.x = distX * 10;
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vecAngVel.x = clamp( vecAngVel.x, -m_pitchRate, m_pitchRate );
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SetLocalAngularVelocity( vecAngVel );
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SetMoveDoneTime( 0.1 );
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Vector forward;
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AngleVectors( GetLocalAngles(), &forward );
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forward = m_parentMatrix.ApplyRotation( forward );
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AngleVectors(angles, &forward);
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if ( lineOfSight == TRUE )
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{
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// FIXME: This will ultimately have to deal with NPCs being in the vehicle as well
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// See if the target is in a vehicle. If so, check its relationship
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CBasePlayer *pPlayer = ToBasePlayer( pTarget );
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if ( pPlayer && pPlayer->IsInAVehicle() )
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{
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IServerVehicle *pVehicle = pPlayer->GetVehicle();
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if ( pVehicle->ClassifyPassenger( pPlayer, CLASS_PLAYER ) == CLASS_PLAYER)
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{
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if ( !m_bFireDelayed )
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{
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m_bFireDelayed = true;
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m_flFiringDelay = gpGlobals->curtime + 1.5; // setup delay time before we start firing
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return;
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}
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if ( gpGlobals->curtime > m_flFiringDelay )
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{
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m_OnFireAtTarget.Set(forward, this, this); // tell apc to fire rockets, and what direction
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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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m_bFireDelayed = false; // reset flag since we can no longer see target
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}
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}
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void CAPCController::StartRotSound( void )
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{
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if ( m_soundLoopRotate != NULL_STRING )
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{
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CPASAttenuationFilter filter( this );
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filter.MakeReliable();
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EmitSound_t ep;
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ep.m_nChannel = CHAN_STATIC;
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ep.m_pSoundName = (char*)STRING(m_soundLoopRotate);
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ep.m_SoundLevel = SNDLVL_NORM;
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ep.m_flVolume = 0.85;
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EmitSound( filter, entindex(), ep );
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}
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if ( m_soundStartRotate != NULL_STRING )
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{
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CPASAttenuationFilter filter( this );
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EmitSound_t ep;
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ep.m_nChannel = CHAN_BODY;
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ep.m_pSoundName = (char*)STRING(m_soundStartRotate);
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ep.m_SoundLevel = SNDLVL_NORM;
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ep.m_flVolume = 1.0f;
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EmitSound( filter, entindex(), ep );
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}
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}
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void CAPCController::StopRotSound( void )
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{
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if ( m_soundLoopRotate != NULL_STRING )
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{
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StopSound( entindex(), CHAN_STATIC, (char*)STRING(m_soundLoopRotate) );
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}
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if ( m_soundStopRotate != NULL_STRING )
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{
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CPASAttenuationFilter filter( this );
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EmitSound_t ep;
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ep.m_nChannel = CHAN_BODY;
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ep.m_pSoundName = (char*)STRING(m_soundStopRotate);
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ep.m_SoundLevel = SNDLVL_NORM;
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EmitSound( filter, entindex(), ep );
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}
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}
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Reference in New Issue
Block a user