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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The Sapper Player Class
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//
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// $Workfile: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "tf_player.h"
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#include "tf_class_sapper.h"
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#include "basecombatweapon.h"
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#include "weapon_builder.h"
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#include "tf_team.h"
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#include "entitylist.h"
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#include "tf_obj.h"
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#include "weapon_mortar.h"
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#include "orders.h"
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#include "engine/IEngineSound.h"
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#include "weapon_twohandedcontainer.h"
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#include "weapon_combatshield.h"
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#include "tf_vehicle_teleport_station.h"
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#define EMP_RADIUS_NORMAL ( 512.0f )
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#define EMP_RADIUS_MEDIUM ( 1024.0f )
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#define EMP_RADIUS_HUGE ( 4096.0f )
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#define EMP_RECHARGETIME_NORMAL ( 20.0f )
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#define EMP_RECHARGETIME_FAST ( 15.0f )
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#define EMP_EFFECTTIME_NORMAL ( 10.0f )
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#define EMP_EFFECTTIME_LONG ( 15.0f )
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ConVar class_sapper_speed( "class_sapper_speed","225", FCVAR_NONE, "Sapper movement speed" );
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ConVar class_sapper_boost_amount( "class_sapper_boost_amount","35", FCVAR_NONE, "Amount of energy drained for the Sapper to get a boost." );
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ConVar class_sapper_boost_time( "class_sapper_boost_time","15", FCVAR_NONE, "Sapper's boost time after draining a full charge of boost." );
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ConVar class_sapper_boost_rate( "class_sapper_boost_rate","1", FCVAR_NONE, "Sapper's boost rate on his self-boost." );
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ConVar class_sapper_damage_modifier( "class_sapper_damage_modifier", "1.5", 0, "Scales the damage a Sapper does while he's self-boosted." );
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BEGIN_SEND_TABLE_NOBASE( CPlayerClassSapper, DT_PlayerClassSapperData )
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SendPropFloat( SENDINFO( m_flDrainedEnergy ), 8, SPROP_UNSIGNED, 0.0f, 1.0f ),
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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 *CPlayerClassSapper::GetClassModelString( int nTeam )
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{
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static const char *string = "models/player/technician.mdl";
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return string;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sapper
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//-----------------------------------------------------------------------------
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CPlayerClassSapper::CPlayerClassSapper( 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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// Setup movement data.
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SetupMoveData();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPlayerClassSapper::~CPlayerClassSapper()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Any objects created/owned by class should be allocated and destroyed here
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//-----------------------------------------------------------------------------
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void CPlayerClassSapper::ClassActivate( void )
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{
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BaseClass::ClassActivate();
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m_bHasMediumRangeEMP = false;
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m_bHasFasterRechargingEMP = false;
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m_bHasHugeRadiusEMP = false;
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m_bHasLongerLastingEMPEffect = false;
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m_vecLastOrigin.Init();
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m_flLastMoveTime = 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:
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//-----------------------------------------------------------------------------
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void CPlayerClassSapper::ClassDeactivate( void )
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{
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m_DamageModifier.RemoveModifier();
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BaseClass::ClassDeactivate();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassSapper::CreateClass( void )
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{
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BaseClass::CreateClass();
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// Create our two handed weapon layout
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m_hWpnPlasma = static_cast< CBaseTFCombatWeapon * >( m_pPlayer->GiveNamedItem( "weapon_combat_shotgun" ) );
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m_hWpnShield = m_pPlayer->GetCombatShield();
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CWeaponTwoHandedContainer *p = ( CWeaponTwoHandedContainer * )m_pPlayer->Weapon_OwnsThisType( "weapon_twohandedcontainer" );
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if ( !p )
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{
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p = static_cast< CWeaponTwoHandedContainer * >( m_pPlayer->GiveNamedItem( "weapon_twohandedcontainer" ) );
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}
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if ( p && m_hWpnShield.Get() && m_hWpnPlasma.Get() )
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{
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m_hWpnShield->SetReflectViewModelAnimations( true );
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p->SetWeapons( m_hWpnPlasma, m_hWpnShield );
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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 CPlayerClassSapper::RespawnClass( void )
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{
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BaseClass::RespawnClass();
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// Reset time of last move
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m_vecLastOrigin.Init();
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m_flLastMoveTime = 0.0f;
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m_flDrainedEnergy = 0;
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m_flBoostEndTime = 0;
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m_DamageModifier.SetModifier( class_sapper_damage_modifier.GetFloat() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CPlayerClassSapper::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_GRENADES_FROM_STATION))
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{
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if (ResupplyAmmoType( 3 * flFraction, "Grenades" ))
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bGiven = true;
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}
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if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION))
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{
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}
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// On respawn, resupply base weapon ammo
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if ( reason == RESUPPLY_RESPAWN )
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{
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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 sapper class specific movement data here.
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//-----------------------------------------------------------------------------
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void CPlayerClassSapper::SetupMoveData( void )
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{
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// Setup Class statistics
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m_flMaxWalkingSpeed = class_sapper_speed.GetFloat();
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m_vecLastOrigin.Init();
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m_flLastMoveTime = 0.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassSapper::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( SAPPERCLASS_HULL_STAND_MIN, SAPPERCLASS_HULL_STAND_MAX );
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m_pPlayer->SetViewOffset( SAPPERCLASS_VIEWOFFSET_STAND );
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m_pPlayer->m_Local.m_flStepSize = SAPPERCLASS_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 CPlayerClassSapper::GainedNewTechnology( CBaseTechnology *pTechnology )
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{
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m_bHasMediumRangeEMP = false;
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m_bHasFasterRechargingEMP = false;
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m_bHasHugeRadiusEMP = false;
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m_bHasLongerLastingEMPEffect = false;
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if ( m_pPlayer->HasNamedTechnology( "emp1" ) )
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{
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m_bHasFasterRechargingEMP = true;
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}
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if ( m_pPlayer->HasNamedTechnology( "emp3" ) )
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{
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m_bHasMediumRangeEMP = true;
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}
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if ( m_pPlayer->HasNamedTechnology( "emp4" ) )
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{
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m_bHasLongerLastingEMPEffect = true;
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}
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if ( m_pPlayer->HasNamedTechnology( "emp5" ) )
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{
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m_bHasHugeRadiusEMP = true;
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}
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BaseClass::GainedNewTechnology( pTechnology );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassSapper::ClassThink( void )
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{
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if ( m_pPlayer->GetLocalOrigin() != m_vecLastOrigin )
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{
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m_vecLastOrigin = m_pPlayer->GetLocalOrigin();
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m_flLastMoveTime = gpGlobals->curtime;
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}
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// Am I boosting myself?
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if ( m_pPlayer->IsAlive() && (m_flBoostEndTime > gpGlobals->curtime) )
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{
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m_pPlayer->AttemptToPowerup( POWERUP_BOOST, class_sapper_boost_time.GetFloat(), class_sapper_boost_rate.GetFloat() * 0.1, m_pPlayer, &m_DamageModifier );
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}
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else
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{
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m_DamageModifier.RemoveModifier();
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}
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BaseClass::ClassThink();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CPlayerClassSapper::CheckStationaryTime( float time_required )
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{
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// Has enough time passed?
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if ( gpGlobals->curtime >= m_flLastMoveTime + time_required )
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{
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return true;
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}
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// Not enough time yet
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassSapper::CreatePersonalOrder( void )
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{
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if ( CreateInitialOrder() )
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return;
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BaseClass::CreatePersonalOrder();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassSapper::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( SAPPERCLASS_HULL_DUCK_MIN, SAPPERCLASS_HULL_DUCK_MAX );
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}
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else
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{
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m_pPlayer->SetCollisionBounds( SAPPERCLASS_HULL_STAND_MIN, SAPPERCLASS_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 CPlayerClassSapper::ResetViewOffset( void )
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{
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if ( m_pPlayer )
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{
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m_pPlayer->SetViewOffset( SAPPERCLASS_VIEWOFFSET_STAND );
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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 CPlayerClassSapper::AddDrainedEnergy( float flEnergy )
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{
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// Convert to 0->1
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flEnergy = ( flEnergy / class_sapper_boost_amount.GetFloat() );
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m_flDrainedEnergy = MIN( 1.0, m_flDrainedEnergy + flEnergy );
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// Did we hit max?
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if ( m_flDrainedEnergy >= 1.0 )
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{
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m_flDrainedEnergy = 0;
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// Boost the player
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m_flBoostEndTime = gpGlobals->curtime + class_sapper_boost_time.GetFloat();
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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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float CPlayerClassSapper::GetDrainedEnergy( void )
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{
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return m_flDrainedEnergy;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassSapper::DeductDrainedEnergy( float flEnergy )
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{
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m_flDrainedEnergy = MAX( 0, m_flDrainedEnergy - flEnergy );
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}
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