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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 "basetfplayer_shared.h"
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#include "weapon_basecombatobject.h"
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//====================================================================================================
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// BASE COMBAT OBJECT WEAPON
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//====================================================================================================
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LINK_ENTITY_TO_CLASS( weapon_basecombatobject, CWeaponBaseCombatObject );
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponBaseCombatObject, DT_WeaponBaseCombatObject )
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BEGIN_NETWORK_TABLE( CWeaponBaseCombatObject, DT_WeaponBaseCombatObject )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponBaseCombatObject )
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/*
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DEFINE_PRED_ARRAY( m_szObjectName, FIELD_CHARACTER, sizeof( m_szObjectName ) ),
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DEFINE_PRED_FIELD( m_vecBuildMins, FIELD_VECTOR, 0 ),
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DEFINE_PRED_FIELD( m_vecBuildMaxs, FIELD_VECTOR, 0 ),
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*/
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END_PREDICTION_DATA()
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CWeaponBaseCombatObject::CWeaponBaseCombatObject()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Place the combat object
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//-----------------------------------------------------------------------------
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void CWeaponBaseCombatObject::PrimaryAttack( void )
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{
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CBaseTFPlayer *pPlayer = dynamic_cast<CBaseTFPlayer*>((CBaseEntity*)GetOwner());
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if ( !pPlayer )
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return;
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if ( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
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return;
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m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
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Vector vecPlaceOrigin;
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QAngle angPlaceAngles;
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if ( GetPlacePosition( pPlayer, &vecPlaceOrigin, &angPlaceAngles ) == false )
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{
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WeaponSound( WPN_DOUBLE );
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return;
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}
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// Place the combat object
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PlaceCombatObject( pPlayer, vecPlaceOrigin, angPlaceAngles );
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WeaponSound( SINGLE );
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pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
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// If I'm now out of ammo, switch away
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if ( !HasPrimaryAmmo() )
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{
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pPlayer->SelectLastItem();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if we found a valid placement point
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//-----------------------------------------------------------------------------
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bool CWeaponBaseCombatObject::GetPlacePosition( CBaseTFPlayer *pBuilder, Vector *vecPlaceOrigin, QAngle *angPlaceAngles )
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{
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Vector vecForward;
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QAngle vecAngles = vec3_angle;
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vecAngles.y = pBuilder->EyeAngles().y;
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AngleVectors( vecAngles, &vecForward, NULL, NULL);
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*vecPlaceOrigin = pBuilder->WorldSpaceCenter() + (vecForward * ((m_vecBuildMaxs.x - m_vecBuildMins.x) + 32));
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if ( UTIL_PointContents( *vecPlaceOrigin ) != CONTENTS_EMPTY )
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return false;
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// Room to fit?
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trace_t tr;
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UTIL_TraceHull( *vecPlaceOrigin, *vecPlaceOrigin + Vector(0,0,-64), m_vecBuildMins, m_vecBuildMaxs, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
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if ( tr.allsolid || tr.startsolid )
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return false;
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if ( tr.fraction == 1.0 )
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return false;
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*vecPlaceOrigin = tr.endpos;
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//VectorAngles( tr.plane.normal, *angPlaceAngles );
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*angPlaceAngles = QAngle(0,0,0);
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Put the combat object for this weapon on the specified point
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//-----------------------------------------------------------------------------
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void CWeaponBaseCombatObject::PlaceCombatObject( CBaseTFPlayer *pBuilder, Vector vecOrigin, QAngle angles )
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{
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#if !defined( CLIENT_DLL )
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Assert( m_szObjectName != NULL );
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CBaseEntity *pEntity = CreateEntityByName( m_szObjectName );
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pEntity->SetLocalAngles( angles );
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pEntity->Spawn();
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pEntity->Teleport( &vecOrigin, &angles, &vec3_origin );
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// If it's an object, set it's builder & team
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CBaseObject *pObject = dynamic_cast< CBaseObject * >( pEntity );
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if ( pObject )
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{
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pObject->SetBuilder( pBuilder );
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pObject->ChangeTeam( pBuilder->GetTeamNumber() );
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CWeaponBaseCombatObject::GetFireRate( void )
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{
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return 0.5;
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}
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