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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The Infiltrator Player Class
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "orders.h"
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#include "tf_player.h"
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#include "tf_class_infiltrator.h"
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#include "EntityList.h"
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#include "basecombatweapon.h"
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#include "menu_base.h"
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#include "tf_obj.h"
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#include "tf_team.h"
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#include "weapon_builder.h"
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ConVar class_infiltrator_speed( "class_infiltrator_speed","200", FCVAR_NONE, "Infiltrator movement speed" );
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//=============================================================================
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//
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// Infiltrator Data Table
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//
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BEGIN_SEND_TABLE_NOBASE( CPlayerClassInfiltrator, DT_PlayerClassInfiltratorData )
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : const char
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//-----------------------------------------------------------------------------
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const char *CPlayerClassInfiltrator::GetClassModelString( int nTeam )
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{
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static const char *string = "models/player/spy.mdl";
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return string;
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}
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// Infiltrator
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CPlayerClassInfiltrator::CPlayerClassInfiltrator( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass )
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{
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for (int i = 0; i < MAX_TF_TEAMS; ++i)
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{
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SetClassModel( MAKE_STRING(GetClassModelString(i)), i );
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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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CPlayerClassInfiltrator::~CPlayerClassInfiltrator()
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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 CPlayerClassInfiltrator::ClassActivate( void )
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{
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BaseClass::ClassActivate();
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// Setup movement data.
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SetupMoveData();
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//m_hAssassinationWeapon = NULL;
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m_hSwappedWeapon = NULL;
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m_bCanConsumeCorpses = false;
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m_flStartCamoAt = 0.0f;
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memset( &m_ClassData, 0, sizeof( m_ClassData ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Register for precaching.
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//-----------------------------------------------------------------------------
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void PrecacheInfiltrator(void *pUser)
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{
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}
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PRECACHE_REGISTER_FN(PrecacheInfiltrator);
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassInfiltrator::RespawnClass( void )
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{
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BaseClass::RespawnClass();
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m_flStartCamoAt = gpGlobals->curtime + INFILTRATOR_CAMOTIME_AFTER_SPAWN;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CPlayerClassInfiltrator::ResupplyAmmo( float flFraction, ResupplyReason_t reason )
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{
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bool bGiven = false;
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if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION))
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{
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if (ResupplyAmmoType( 200 * flFraction, "Bullets" ))
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bGiven = true;
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if (ResupplyAmmoType( 20 * flFraction, "Limpets" ))
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bGiven = true;
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}
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if ( BaseClass::ResupplyAmmo(flFraction, reason) )
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bGiven = true;
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return bGiven;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set infiltrator class specific movement data here.
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//-----------------------------------------------------------------------------
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void CPlayerClassInfiltrator::SetupMoveData( void )
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{
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// Setup Class statistics
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m_flMaxWalkingSpeed = class_infiltrator_speed.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassInfiltrator::SetupSizeData( void )
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{
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// Initially set the player to the base player class standing hull size.
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m_pPlayer->SetCollisionBounds( INFILTRATORCLASS_HULL_STAND_MIN, INFILTRATORCLASS_HULL_STAND_MAX );
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m_pPlayer->SetViewOffset( INFILTRATORCLASS_VIEWOFFSET_STAND );
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m_pPlayer->m_Local.m_flStepSize = INFILTRATORCLASS_STEPSIZE;
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}
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//-----------------------------------------------------------------------------
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// Purpose: New technology has been gained. Recalculate any class specific technology dependencies.
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//-----------------------------------------------------------------------------
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void CPlayerClassInfiltrator::GainedNewTechnology( CBaseTechnology *pTechnology )
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{
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// Consume corpse technology?
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m_bCanConsumeCorpses = m_pPlayer->HasNamedTechnology( "inf_consume_corpse" );
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BaseClass::GainedNewTechnology( pTechnology );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if this player's allowed to build another one of the specified objects
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//-----------------------------------------------------------------------------
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int CPlayerClassInfiltrator::CanBuild( int iObjectType )
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{
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return BaseClass::CanBuild( iObjectType );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called every frame by postthink
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//-----------------------------------------------------------------------------
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void CPlayerClassInfiltrator::ClassThink( void )
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{
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BaseClass::ClassThink();
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CheckForAssassination();
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}
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//-----------------------------------------------------------------------------
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// Purpose: The player's just had his camo cleared
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//-----------------------------------------------------------------------------
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void CPlayerClassInfiltrator::ClearCamouflage( void )
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{
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float flNewTime = gpGlobals->curtime + INFILTRATOR_RECAMO_TIME;
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if ( flNewTime > m_flStartCamoAt )
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{
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m_flStartCamoAt = flNewTime;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Player's finished disguising.
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//-----------------------------------------------------------------------------
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void CPlayerClassInfiltrator::FinishedDisguising( void )
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{
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// Remove my camo
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m_pPlayer->ClearCamouflage();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Player's lost his disguise.
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//-----------------------------------------------------------------------------
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void CPlayerClassInfiltrator::StopDisguising( void )
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{
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// Remove & restart my camo
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m_pPlayer->ClearCamouflage();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handle custom commands for this playerclass
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//-----------------------------------------------------------------------------
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bool CPlayerClassInfiltrator::ClientCommand( const char *pcmd )
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{
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// Toggle thermal vision
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if ( FStrEq( pcmd, "special" ) )
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{
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Assert( m_pPlayer );
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// Toggle
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m_pPlayer->SetUsingThermalVision( !m_pPlayer->IsUsingThermalVision() );
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return true;
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}
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return BaseClass::ClientCommand( pcmd );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check to see if I can assassinate anyone
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//-----------------------------------------------------------------------------
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void CPlayerClassInfiltrator::CheckForAssassination( void )
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{
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/*
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// Find my assassination weapon if I haven't already
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if ( m_hAssassinationWeapon == NULL )
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{
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m_hAssassinationWeapon = (CWeaponInfiltrator*)m_pPlayer->Weapon_OwnsThisType( "weapon_infiltrator" );
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}
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// No Assasination weapon?
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if ( m_hAssassinationWeapon == NULL )
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return;
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// If we have a target, bring the assassination weapon up.
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if ( m_hAssassinationWeapon->GetAssassinationTarget() )
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{
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if ( m_pPlayer->GetActiveWeapon() != m_hAssassinationWeapon.Get() )
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{
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m_hSwappedWeapon = m_pPlayer->GetActiveWeapon();
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m_pPlayer->Weapon_Switch( m_hAssassinationWeapon );
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}
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}
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else
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{
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// We have no target. If the assassination weapon's up, put it away.
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if ( m_pPlayer->GetActiveWeapon() == m_hAssassinationWeapon.Get() )
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{
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// Don't switch until the weapon's finished killing people
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if ( m_pPlayer->GetActiveWeapon()->m_flNextPrimaryAttack <= gpGlobals->curtime )
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{
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m_pPlayer->Weapon_Switch( m_hSwappedWeapon );
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m_hSwappedWeapon = NULL;
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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 CPlayerClassInfiltrator::SetPlayerHull( void )
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{
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if ( m_pPlayer->GetFlags() & FL_DUCKING )
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{
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m_pPlayer->SetCollisionBounds( INFILTRATORCLASS_HULL_DUCK_MIN, INFILTRATORCLASS_HULL_DUCK_MAX );
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}
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else
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{
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m_pPlayer->SetCollisionBounds( INFILTRATORCLASS_HULL_STAND_MIN, INFILTRATORCLASS_HULL_STAND_MAX );
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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 CPlayerClassInfiltrator::ResetViewOffset( void )
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{
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if ( m_pPlayer )
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{
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m_pPlayer->SetViewOffset( INFILTRATORCLASS_VIEWOFFSET_STAND );
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}
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}
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