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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The Escort's Shield weapon
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//
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// $Revision: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_shield.h"
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#include "in_buttons.h"
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#include <float.h>
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#include "mathlib/mathlib.h"
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#include "engine/IEngineSound.h"
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#if defined( CLIENT_DLL )
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#include "c_shield.h"
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#else
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#include "tf_shield.h"
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#endif
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//-----------------------------------------------------------------------------
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// Shield WEAPON
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//-----------------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( weapon_shield, CWeaponShield );
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PRECACHE_WEAPON_REGISTER(weapon_shield);
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponShield, DT_WeaponShield )
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BEGIN_NETWORK_TABLE(CWeaponShield, DT_WeaponShield)
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#ifdef CLIENT_DLL
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RecvPropEHandle (RECVINFO(m_hDeployedShield)),
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#else
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SendPropEHandle (SENDINFO(m_hDeployedShield)),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponShield )
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DEFINE_FIELD( m_bIsDeployed, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bShieldPositionLocked, FIELD_BOOLEAN ),
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END_PREDICTION_DATA()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CWeaponShield::CWeaponShield( void )
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{
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SetPredictionEligible( true );
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m_bIsDeployed = false;
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}
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void CWeaponShield::UpdateOnRemove( void )
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{
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#ifdef GAME_DLL
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if ( m_hDeployedShield.Get() )
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{
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m_hDeployedShield.Get()->Remove( );
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m_hDeployedShield.Set( NULL );
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}
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#endif
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// Chain at end to mimic destructor unwind order
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BaseClass::UpdateOnRemove();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Given the distance the hit occurred at, return the damage done
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//-----------------------------------------------------------------------------
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float CWeaponShield::GetDamage( float flDistance, int iLocation )
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{
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// Can't injure at all over this distance
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return 0.0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CWeaponShield::GetFireRate( void )
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{
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return 1.0;
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}
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//-----------------------------------------------------------------------------
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// Deploy the shield!
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//-----------------------------------------------------------------------------
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bool CWeaponShield::Deploy( )
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{
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if ( !BaseClass::Deploy() )
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return false;
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// NOTE: the underlying system can cause Deploy to be called twice in a row
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if ( m_bIsDeployed )
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return true;
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// We gotta make the actual shield effect....
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CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() );
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if ( !pPlayer )
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return false;
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#ifdef GAME_DLL
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Assert( !m_hDeployedShield.Get().IsValid() );
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m_hDeployedShield = CreateMobileShield( pPlayer );
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#endif
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SetShieldPositionLocked( false );
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m_bIsDeployed = true;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Remove the shield
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//-----------------------------------------------------------------------------
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bool CWeaponShield::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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#ifdef GAME_DLL
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if ( m_hDeployedShield.Get() )
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{
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m_hDeployedShield.Get()->Remove( );
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m_hDeployedShield.Set( NULL );
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}
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#endif
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m_bIsDeployed = false;
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return BaseClass::Holster( pSwitchingTo );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponShield::ItemPostFrame( void )
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{
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CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() );
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if (pPlayer == NULL)
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return;
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// Disabled
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if ( ComputeEMPFireState() )
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{
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// Handle deployment & pick-up (firing is handled on the client)
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if ( pPlayer->m_nButtons & IN_ATTACK2 )
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{
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if ( gpGlobals->curtime >= m_flNextPrimaryAttack)
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{
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PrimaryAttack();
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}
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}
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}
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WeaponIdle();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponShield::PrimaryAttack( void )
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{
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CShield *shield = m_hDeployedShield.Get();
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if ( shield )
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{
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SetShieldPositionLocked( !m_bShieldPositionLocked );
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#ifdef GAME_DLL
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if ( m_bShieldPositionLocked )
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{
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ClientPrint( ToBasePlayer(GetOwner()), HUD_PRINTCENTER, "Projected Shield Locked" );
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}
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else
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{
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ClientPrint( ToBasePlayer(GetOwner()), HUD_PRINTCENTER, "Projected Shield Tracking" );
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}
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#endif
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}
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.25f;
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}
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//-----------------------------------------------------------------------------
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// Lock the projected shield
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//-----------------------------------------------------------------------------
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void CWeaponShield::SetShieldPositionLocked( bool bLocked )
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{
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m_bShieldPositionLocked = bLocked;
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if ( m_hDeployedShield.Get() )
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{
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if ( bLocked && m_hDeployedShield.Get()->IsAlwaysOrienting() )
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{
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CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() );
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m_hDeployedShield.Get()->SetCenterAngles( pPlayer->EyeAngles() );
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}
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m_hDeployedShield.Get()->SetAlwaysOrient( !bLocked );
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}
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}
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//-----------------------------------------------------------------------------
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// Idle processing
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//-----------------------------------------------------------------------------
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void CWeaponShield::WeaponIdle( void )
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{
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bool isEmped = IsOwnerEMPed();
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if (m_hDeployedShield.Get())
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{
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m_hDeployedShield.Get()->SetEMPed( isEmped );
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}
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}
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