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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: CTF Halloween Pickup.
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//
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//=============================================================================//
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#ifndef ENTITY_HALLOWEEN_PICKUP_H
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#define ENTITY_HALLOWEEN_PICKUP_H
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#ifdef _WIN32
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#pragma once
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#endif
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#ifdef GAME_DLL
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#include "tf_powerup.h"
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#include "tf_gamerules.h"
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#include "tf_player.h"
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#endif
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#include "ehandle.h"
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#define TF_HALLOWEEN_PICKUP_MODEL "models/items/target_duck.mdl"
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#define TF_DUCK_PICKUP_MODEL "models/workshop/player/items/pyro/eotl_ducky/eotl_bonus_duck.mdl"
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#define TF_GIFT_MODEL "models/props_halloween/gargoyle_ghost.mdl"; //"models/props_halloween/halloween_gift.mdl";
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#define TF_HALLOWEEN_PICKUP_DEFAULT_SOUND "AmmoPack.Touch"
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#define BONUS_DUCK_GLOW "superrare_beams1"
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#define BONUS_DUCK_TRAIL_RED "duck_collect_trail_red"
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#define BONUS_DUCK_TRAIL_BLUE "duck_collect_trail_blue"
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#define BONUS_DUCK_TRAIL_SPECIAL_RED "duck_collect_trail_special_red"
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#define BONUS_DUCK_TRAIL_SPECIAL_BLUE "duck_collect_trail_special_blue"
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#define BONUS_DUCK_CREATED_SOUND "Duck.Quack"
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#ifdef CLIENT_DLL
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#define CBonusDuckPickup C_BonusDuckPickup
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#define CHalloweenPickup C_HalloweenPickup
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#define CHalloweenGiftPickup C_HalloweenGiftPickup
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#include "c_tf_player.h"
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#endif
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//=============================================================================
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//
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// CTF Halloween Pickup class.
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//
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class CHalloweenPickup
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#ifdef GAME_DLL
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: public CTFPowerup
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#else
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: public C_BaseAnimating
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#endif
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{
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public:
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#ifdef GAME_DLL
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DECLARE_CLASS( CHalloweenPickup, CTFPowerup );
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#else
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DECLARE_CLASS( CHalloweenPickup, C_BaseAnimating );
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#endif
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DECLARE_NETWORKCLASS();
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CHalloweenPickup();
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~CHalloweenPickup();
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virtual void Precache( void ) OVERRIDE;
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#ifdef GAME_DLL
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virtual int UpdateTransmitState() OVERRIDE;
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virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo ) OVERRIDE;
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virtual bool ValidTouch( CBasePlayer *pPlayer ) OVERRIDE;
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virtual bool MyTouch( CBasePlayer *pPlayer ) OVERRIDE;
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virtual CBaseEntity* Respawn( void );
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virtual const char *GetDefaultPowerupModel( void ) OVERRIDE
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{
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return TF_HALLOWEEN_PICKUP_MODEL;
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}
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virtual float GetRespawnDelay( void ) OVERRIDE;
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virtual bool ItemCanBeTouchedByPlayer( CBasePlayer *pPlayer );
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#endif // GAME_DLL
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private:
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string_t m_iszSound;
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string_t m_iszParticle;
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#ifdef GAME_DLL
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COutputEvent m_OnRedPickup;
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COutputEvent m_OnBluePickup;
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#endif
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DECLARE_DATADESC();
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};
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class CBonusDuckPickup : public CHalloweenPickup
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{
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public:
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DECLARE_CLASS( CBonusDuckPickup, CHalloweenPickup );
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DECLARE_NETWORKCLASS();
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CBonusDuckPickup();
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~CBonusDuckPickup();
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virtual void Precache( void ) OVERRIDE;
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#ifdef GAME_DLL
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virtual const char *GetDefaultPowerupModel( void ) OVERRIDE
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{
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return TF_DUCK_PICKUP_MODEL;
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}
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virtual float GetLifeTime() { if ( m_flLifeTime == 0) { m_flLifeTime = RandomFloat( 17.0f, 20.0f ); } return m_flLifeTime; }
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virtual bool ValidTouch( CBasePlayer *pPlayer ) OVERRIDE;
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void Spawn( void );
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virtual bool MyTouch( CBasePlayer *pPlayer ) OVERRIDE;
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void DropSingleInstance( Vector &vecLaunchVel, CBaseCombatCharacter *pThrower, float flThrowerTouchDelay, float flResetTime = 0.1f );
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void NotifyFadeOut( void );
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void UpdateCollisionBounds();
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// Make this a base class in powerup
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void BlinkThink();
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void SetCreatorId( int value ) { m_iCreatorId = value; }
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int GetCreatorId( void ) { return m_iCreatorId; }
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void SetAssisterId( int value ) { m_iAssisterId = value; }
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int GetAssisterId( void ) { return m_iAssisterId; }
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void SetVictimId( int value ) { m_iVictimId = value; }
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int GetVictimId( void ) { return m_iVictimId; }
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void SetSpecial( void ){ m_bSpecial = true; }
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void SetDuckFlag( int iFlag ) { m_iFlags |= iFlag; }
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#else
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virtual void OnDataChanged( DataUpdateType_t updateType ) OVERRIDE;
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#endif // GAME_DLL
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private:
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string_t m_iszSound;
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string_t m_iszParticle;
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#ifdef GAME_DLL
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float m_flLifeTime;
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float m_flKillTime;
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int m_nBlinkCount;
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int m_iCreatorId;
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int m_iAssisterId;
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int m_iVictimId;
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int m_iFlags;
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#else
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CNewParticleEffect *pGlowEffect;
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#endif
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CNetworkVar( bool, m_bSpecial );
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DECLARE_DATADESC();
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};
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#ifdef GAME_DLL
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//----------------------------------------------------------------------------
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DECLARE_AUTO_LIST( IHalloweenGiftSpawnAutoList );
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//*************************************************************************************************
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// Dumb entity that is placed in Hammer.
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// On Map load, server finds all the locations and makes note then deletes the entity
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class CHalloweenGiftSpawnLocation : public CBaseEntity, public IHalloweenGiftSpawnAutoList
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{
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public:
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DECLARE_CLASS( CHalloweenGiftSpawnLocation, CBaseEntity );
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CHalloweenGiftSpawnLocation();
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};
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#endif // GAME_DLL
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//*************************************************************************************************
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// Networked Entity that represents a gift. Only visible and 'touchable' by the intended target
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// Has a lifetime
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// A server can spawn multiple of these for different people or the same person but each gift has a single target
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class CHalloweenGiftPickup : public CHalloweenPickup
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{
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public:
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DECLARE_CLASS( CHalloweenGiftPickup, CHalloweenPickup );
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DECLARE_NETWORKCLASS();
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CHalloweenGiftPickup();
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//~CHalloweenGiftPickup();
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virtual void Precache( void ) OVERRIDE;
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void Spawn( void );
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#ifdef GAME_DLL
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void SetTargetPlayer( CTFPlayer *pTarget ); // Must be called before spawn
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void DespawnGift();
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void RemoveGift();
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virtual const char *GetDefaultPowerupModel( void ) OVERRIDE
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{
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return TF_GIFT_MODEL;
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}
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//virtual float GetLifeTime() { if ( m_flLifeTime == 0 ) { m_flLifeTime = RandomFloat( 17.0f, 20.0f ); } return m_flLifeTime; }
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virtual bool ValidTouch( CBasePlayer *pPlayer ) OVERRIDE;
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virtual bool MyTouch( CBasePlayer *pPlayer ) OVERRIDE;
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#endif
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#ifdef CLIENT_DLL
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virtual bool ShouldDraw();
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virtual void OnDataChanged( DataUpdateType_t updateType ) OVERRIDE;
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CTFPlayer *m_pPreviousTargetPlayer;
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#endif
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CNetworkVar( CHandle<CTFPlayer>, m_hTargetPlayer );
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DECLARE_DATADESC();
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};
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//*************************************************************************************************
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#endif // ENTITY_HALLOWEEN_PICKUP_H
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