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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: A moving vehicle that is used as a battering ram
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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_vehicle_mortar.h"
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#include "engine/IEngineSound.h"
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#include "VGuiScreen.h"
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#include "ammodef.h"
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#include "in_buttons.h"
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#include "vehicle_mortar_shared.h"
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#include "movevars_shared.h"
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#include "mortar_round.h"
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// Waits this long after each shot before they can fire.
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#define MORTAR_FIRE_DELAY 2
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#define MORTAR_MINS Vector(-30, -50, -10)
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#define MORTAR_MAXS Vector( 30, 50, 55)
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#define MORTAR_MODEL "models/objects/vehicle_mortar.mdl"
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#define MORTAR_SCREEN_NAME "screen_vehicle_mortar"
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#define ELEVATION_INTERVAL 0.3
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const char *g_pMortarThinkContextName = "MortarThinkContext";
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const char *g_pMortarNextFireContextName = "MortarNextFireContext";
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IMPLEMENT_SERVERCLASS_ST(CVehicleMortar, DT_VehicleMortar)
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SendPropFloat( SENDINFO( m_flMortarYaw ), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO( m_flMortarPitch ), 0, SPROP_NOSCALE ),
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SendPropBool( SENDINFO( m_bAllowedToFire ) )
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END_SEND_TABLE();
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LINK_ENTITY_TO_CLASS(vehicle_mortar, CVehicleMortar);
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PRECACHE_REGISTER(vehicle_mortar);
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// CVars
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ConVar vehicle_mortar_health( "vehicle_mortar_health","800", FCVAR_NONE, "Mortar vehicle health" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CVehicleMortar::CVehicleMortar()
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{
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m_flMortarYaw = 0;
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m_flMortarPitch = 0;
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m_bAllowedToFire = true;
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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 CVehicleMortar::Precache()
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{
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PrecacheModel( MORTAR_MODEL );
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PrecacheVGuiScreen( MORTAR_SCREEN_NAME );
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PrecacheScriptSound( "VehicleMortar.FireSound" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CVehicleMortar::Spawn()
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{
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SetModel( MORTAR_MODEL );
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// This size is used for placement only...
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SetSize(MORTAR_MINS, MORTAR_MAXS);
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m_takedamage = DAMAGE_YES;
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m_iHealth = vehicle_mortar_health.GetInt();
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SetType( OBJ_VEHICLE_MORTAR );
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SetMaxPassengerCount( 1 );
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Gets info about the control panels
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//-----------------------------------------------------------------------------
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void CVehicleMortar::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName )
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{
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pPanelName = MORTAR_SCREEN_NAME;
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}
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bool CVehicleMortar::CanGetInVehicle( CBaseTFPlayer *pPlayer )
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{
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return ( !InDeployMode() && BaseClass::CanGetInVehicle( pPlayer ) );
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}
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//-----------------------------------------------------------------------------
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// Here's where we deal with weapons
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//-----------------------------------------------------------------------------
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void CVehicleMortar::OnItemPostFrame( CBaseTFPlayer *pDriver )
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{
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// I can't do anything if I'm not active
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if ( !ShouldBeActive() )
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return;
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if ( GetPassengerRole( pDriver ) != VEHICLE_ROLE_DRIVER )
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return;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CVehicleMortar::OnFinishedDeploy( void )
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{
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BaseClass::OnFinishedDeploy();
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EntityMessageBegin( this, true );
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WRITE_STRING( "OnDeployed" );
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MessageEnd();
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m_flMortarYaw = 0;
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m_flMortarPitch = 45;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CVehicleMortar::OnFinishedUnDeploy( void )
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{
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BaseClass::OnFinishedUnDeploy();
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// Called when we are deployed.
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EntityMessageBegin( this, true );
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WRITE_STRING( "OnUndeployed" );
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MessageEnd();
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m_flMortarYaw = 0;
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m_flMortarPitch = 0;
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}
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void CVehicleMortar::SetPassenger( int nRole, CBasePlayer *pEnt )
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{
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if ( pEnt )
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ShowVGUIScreen( 0, false );
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else
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ShowVGUIScreen( 0, true );
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BaseClass::SetPassenger( nRole, pEnt );
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}
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void CVehicleMortar::UpdateElevation( const Vector &vecTargetVel )
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{
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QAngle angles;
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VectorAngles( vecTargetVel, angles );
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m_flMortarPitch = anglemod( -angles[PITCH] );
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SetBoneController( 0, m_flMortarYaw );
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SetBoneController( 1, m_flMortarPitch );
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}
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bool CVehicleMortar::ClientCommand( CBaseTFPlayer *pPlayer, const char *pCmd, ICommandArguments *pArg )
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{
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ResetDeteriorationTime();
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if ( !Q_stricmp( pCmd, "Deploy" ) )
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{
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Deploy();
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return true;
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}
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else if ( !Q_stricmp( pCmd, "Undeploy" ) )
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{
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UnDeploy();
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}
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else if ( !Q_stricmp( pCmd, "CancelDeploy" ) )
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{
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CancelDeploy();
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return true;
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}
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else if ( !Q_stricmp( pCmd, "FireMortar" ) )
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{
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if ( pArg->Argc() == 3 )
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{
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FireMortar( atof( pArg->Argv(1) ), atof( pArg->Argv(2) ), false, false );
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}
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return true;
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}
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else if ( !Q_stricmp( pCmd, "MortarYaw" ) )
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{
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if ( pArg->Argc() == 2 )
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{
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m_flMortarYaw = atof( pArg->Argv(1) );
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}
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return true;
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}
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return BaseClass::ClientCommand( pPlayer, pCmd, pArg );
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}
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bool CVehicleMortar::CalcFireInfo(
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float flFiringPower,
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float flFiringAccuracy,
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bool bRangeUpgraded,
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bool bAccuracyUpgraded,
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Vector &vStartPt,
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Vector &vecTargetVel,
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float &fallTime
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)
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{
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QAngle dummy;
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if ( !GetAttachment( "barrel", vStartPt, dummy ) )
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vStartPt = WorldSpaceCenter();
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// Get target distance
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float flDistance;
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if ( bRangeUpgraded )
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{
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flDistance = MORTAR_RANGE_MIN + (flFiringPower * (MORTAR_RANGE_MAX_UPGRADED - MORTAR_RANGE_MIN));
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}
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else
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{
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flDistance = MORTAR_RANGE_MIN + (flFiringPower * (MORTAR_RANGE_MAX_INITIAL - MORTAR_RANGE_MIN));
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}
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// Factor in inaccuracy
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float flInaccuracy;
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if ( bAccuracyUpgraded )
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{
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flInaccuracy = MORTAR_INACCURACY_MAX_UPGRADED * (flFiringAccuracy * 4); // flFiringAccuracy is a range from -0.25 to 0.25
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}
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else
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{
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flInaccuracy = MORTAR_INACCURACY_MAX_INITIAL * (flFiringAccuracy * 4); // flFiringAccuracy is a range from -0.25 to 0.25
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}
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flDistance += (flDistance * MORTAR_DIST_INACCURACY) * random->RandomFloat( -flInaccuracy, flInaccuracy );
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float flAngle = GetAbsAngles()[YAW] + m_flMortarYaw;
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Vector forward( -sin( DEG2RAD( flAngle ) ), cos( DEG2RAD( flAngle ) ), 0 );
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Vector right( forward.y, -forward.x, 0 );
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Vector vecTargetOrg = vStartPt + (forward * flDistance);
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// Add in sideways inaccuracy
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vecTargetOrg += (right * (flDistance * random->RandomFloat( -flInaccuracy, flInaccuracy )) );
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// Trace down from the sky and find the point we're actually going to hit
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trace_t tr;
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Vector vecSky = vecTargetOrg + Vector(0,0,1024);
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UTIL_TraceLine( vecSky, vecTargetOrg, MASK_ALL, this, COLLISION_GROUP_NONE, &tr );
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vecTargetOrg = tr.endpos;
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Vector vecMidPoint = vec3_origin;
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// Start with a low arc, and keep aiming higher until we've got a roughly clear shot
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for (int i = 512; i <= 4096; i += 512)
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{
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trace_t tr1;
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trace_t tr2;
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vecMidPoint = Vector(0,0,i) + vStartPt + (vecTargetOrg - vStartPt) * 0.5;
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UTIL_TraceLine(vStartPt, vecMidPoint, MASK_ALL, this, COLLISION_GROUP_NONE, &tr1);
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UTIL_TraceLine(vecMidPoint, vecTargetOrg, MASK_ALL, this, COLLISION_GROUP_NONE, &tr2);
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// Clear shot?
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// We want a clear shot for the first half, and a fairly clear shot on the fall
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if ( tr1.fraction == 1 && tr2.fraction > 0.5 )
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break;
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}
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// How high should we travel to reach the apex
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float distance1 = (vecMidPoint.z - vStartPt.z);
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float distance2 = (vecMidPoint.z - vecTargetOrg.z);
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// How long will it take to travel this distance
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float flGravity = GetCurrentGravity();
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float time1 = sqrt( distance1 / (0.5 * flGravity) );
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float time2 = sqrt( distance2 / (0.5 * flGravity) );
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if (time1 < 0.1)
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return false;
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// how hard to launch to get there in time.
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vecTargetVel = (vecTargetOrg - vStartPt) / (time1 + time2);
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vecTargetVel.z = flGravity * time1;
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fallTime = time1 * 0.5;
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return true;
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}
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void CVehicleMortar::NextFireThink()
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{
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// Ok, we can fire again now.
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m_bAllowedToFire = true;
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}
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bool CVehicleMortar::FireMortar( float flFiringPower, float flFiringAccuracy, bool bRangeUpgraded, bool bAccuracyUpgraded )
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{
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SetActivity( ACT_RANGE_ATTACK1 );
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// Calculate the shot.
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Vector vStartPt;
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Vector vecTargetVel;
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float fallTime;
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if ( !CalcFireInfo(
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flFiringPower,
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flFiringAccuracy,
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bRangeUpgraded,
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bAccuracyUpgraded,
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vStartPt,
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vecTargetVel,
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fallTime ) )
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{
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return false;
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}
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UpdateElevation( vecTargetVel );
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// Create the round
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CMortarRound *pRound = CMortarRound::Create( vStartPt, vecTargetVel, GetOwner()->edict() );
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pRound->SetLauncher( this );
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pRound->ChangeTeam( GetTeamNumber() );
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pRound->SetFallTime( fallTime ); // Start a falling sound just a bit before we begin to fall
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pRound->SetRoundType( MA_SHELL );
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// BOOM!
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EmitSound( "VehicleMortar.FireSound" );
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// Put in a delay before thinking again.
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m_bAllowedToFire = false;
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SetContextThink( NextFireThink, gpGlobals->curtime + MORTAR_FIRE_DELAY, g_pMortarNextFireContextName );
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return true;
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}
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