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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 "tf_player.h"
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#include "tf_team.h"
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#include "tf_gamerules.h"
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#include "tf_obj.h"
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#include "tf_obj_empgenerator.h"
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#include "ndebugoverlay.h"
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BEGIN_DATADESC( CObjectEMPGenerator )
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DEFINE_THINKFUNC( EMPThink ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CObjectEMPGenerator, DT_ObjectEMPGenerator)
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END_SEND_TABLE();
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LINK_ENTITY_TO_CLASS(obj_empgenerator, CObjectEMPGenerator);
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PRECACHE_REGISTER(obj_empgenerator);
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ConVar obj_empgenerator_health( "obj_empgenerator_health","100", FCVAR_NONE, "EMP Generator health" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CObjectEMPGenerator::CObjectEMPGenerator()
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{
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UseClientSideAnimation();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectEMPGenerator::Spawn()
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{
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BaseClass::Spawn();
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Precache();
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SetModel( EMPGENERATOR_MODEL );
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SetSolid( SOLID_BBOX );
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SetCollisionGroup( TFCOLLISION_GROUP_COMBATOBJECT );
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UTIL_SetSize(this, EMPGENERATOR_MINS, EMPGENERATOR_MAXS);
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m_takedamage = DAMAGE_YES;
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m_iHealth = obj_empgenerator_health.GetInt();
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SetThink( EMPThink );
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SetNextThink( gpGlobals->curtime + EMPGENERATOR_RATE );
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m_flExpiresAt = gpGlobals->curtime + EMPGENERATOR_LIFETIME;
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SetType( OBJ_EMPGENERATOR );
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m_fObjectFlags |= OF_SUPPRESS_NOTIFY_UNDER_ATTACK | OF_SUPPRESS_TECH_ANALYZER |
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OF_DONT_AUTO_REPAIR | OF_DONT_PREVENT_BUILD_NEAR_OBJ | OF_DOESNT_NEED_POWER;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectEMPGenerator::Precache()
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{
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PrecacheModel( EMPGENERATOR_MODEL );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Look for enemies to EMP
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//-----------------------------------------------------------------------------
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void CObjectEMPGenerator::EMPThink( void )
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{
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if ( !GetTeam() )
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return;
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// Time to die?
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if ( gpGlobals->curtime > m_flExpiresAt )
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{
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UTIL_Remove( this );
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return;
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}
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// Look for nearby enemies to EMP
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CBaseEntity *pEntity = NULL;
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for ( CEntitySphereQuery sphere( GetAbsOrigin(), EMPGENERATOR_RADIUS ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
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{
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if ( InSameTeam( pEntity ) )
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continue;
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if ( !pEntity->CanBePoweredUp() )
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continue;
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pEntity->AttemptToPowerup( POWERUP_EMP, EMPGENERATOR_EMP_TIME );
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}
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}
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