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https://github.com/mapbase-source/source-sdk-2013.git
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Optional support for fired bullets notifying targets (currently only used for NPC companion speech)
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@ -1265,6 +1265,38 @@ void CAI_PlayerAlly::OnKilledNPC( CBaseCombatCharacter *pKilled )
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}
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}
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}
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}
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#ifdef MAPBASE
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CAI_PlayerAlly::OnEnemyRangeAttackedMe( CBaseEntity *pEnemy, const Vector &vecDir, const Vector &vecEnd )
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{
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BaseClass::OnEnemyRangeAttackedMe( pEnemy, vecDir, vecEnd );
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if ( IRelationType( pEnemy ) <= D_FR )
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{
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AI_CriteriaSet modifiers;
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ModifyOrAppendEnemyCriteria( modifiers, pEnemy );
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Vector vecEntDir = (pEnemy->EyePosition() - EyePosition());
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float flDot = DotProduct( vecEntDir.Normalized(), vecDir );
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modifiers.AppendCriteria( "shot_dot", CNumStr( flDot ) );
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if (GetLastDamageTime() == gpGlobals->curtime)
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modifiers.AppendCriteria( "missed", "0" );
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else
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modifiers.AppendCriteria( "missed", "1" );
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// Check if they're out of ammo
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if ( pEnemy->IsCombatCharacter() && pEnemy->MyCombatCharacterPointer()->GetActiveWeapon() && pEnemy->MyCombatCharacterPointer()->GetActiveWeapon()->Clip1() <= 0 )
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modifiers.AppendCriteria( "last_attack", "1" );
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else
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modifiers.AppendCriteria( "last_attack", "0" );
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SpeakIfAllowed( TLK_TAKING_FIRE, modifiers );
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}
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}
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#endif
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CAI_PlayerAlly::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
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void CAI_PlayerAlly::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
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{
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{
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@ -322,6 +322,10 @@ public:
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//---------------------------------
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//---------------------------------
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void OnKilledNPC( CBaseCombatCharacter *pKilled );
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void OnKilledNPC( CBaseCombatCharacter *pKilled );
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#ifdef MAPBASE
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void OnEnemyRangeAttackedMe( CBaseEntity *pEnemy, const Vector &vecDir, const Vector &vecEnd );
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#endif
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//---------------------------------
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//---------------------------------
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// Damage handling
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// Damage handling
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//---------------------------------
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//---------------------------------
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@ -263,6 +263,10 @@ public:
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virtual bool CanBecomeServerRagdoll( void ) { return true; }
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virtual bool CanBecomeServerRagdoll( void ) { return true; }
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#ifdef MAPBASE
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virtual void OnEnemyRangeAttackedMe( CBaseEntity *pEnemy, const Vector &vecDir, const Vector &vecEnd ) {}
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#endif
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// -----------------------
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// -----------------------
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// Damage
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// Damage
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// -----------------------
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// -----------------------
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@ -7734,6 +7734,93 @@ void CBasePlayer::ResetAutoaim( void )
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m_fOnTarget = false;
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m_fOnTarget = false;
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}
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}
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#ifdef MAPBASE
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ConVar player_debug_probable_aim_target( "player_debug_probable_aim_target", "0", FCVAR_CHEAT, "" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseEntity *CBasePlayer::GetProbableAimTarget( const Vector &vecSrc, const Vector &vecDir )
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{
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trace_t tr;
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CBaseEntity *pIgnore = NULL;
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if (IsInAVehicle())
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pIgnore = GetVehicleEntity();
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CTraceFilterSkipTwoEntities traceFilter( this, pIgnore, COLLISION_GROUP_NONE );
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// Based on dot product and distance
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// If we aim directly at something, only return it if there's not a larger entity slightly off-center
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// Should be weighted based on whether an entity is a NPC, etc.
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CBaseEntity *pBestEnt = NULL;
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float flBestWeight = 0.0f;
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for (CBaseEntity *pEntity = UTIL_EntitiesInPVS( this, NULL ); pEntity; pEntity = UTIL_EntitiesInPVS( this, pEntity ))
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{
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// Combat characters can be unviewable if they just died
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if (!pEntity->IsViewable() && !pEntity->IsCombatCharacter())
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continue;
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if (pEntity == this || pEntity->GetMoveParent() == this || pEntity == GetVehicleEntity())
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continue;
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Vector vecEntDir = (pEntity->EyePosition() - vecSrc);
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float flDot = DotProduct( vecEntDir.Normalized(), vecDir);
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if (flDot < m_flFieldOfView)
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continue;
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// Make sure we can see it
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UTIL_TraceLine( vecSrc, pEntity->EyePosition(), MASK_SHOT, &traceFilter, &tr );
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if (tr.m_pEnt != pEntity)
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{
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if (pEntity->IsCombatCharacter())
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{
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// Trace between centers as well just in case our eyes are blocked
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UTIL_TraceLine( WorldSpaceCenter(), pEntity->WorldSpaceCenter(), MASK_SHOT, &traceFilter, &tr );
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if (tr.m_pEnt != pEntity)
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continue;
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}
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else
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continue;
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}
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float flWeight = flDot - (vecEntDir.LengthSqr() / Square( 2048.0f ));
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if (pEntity->IsCombatCharacter())
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{
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// Hostile NPCs are more likely targets
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if (IRelationType( pEntity ) <= D_FR)
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flWeight += 0.5f;
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}
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else if (pEntity->GetFlags() & FL_AIMTARGET)
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{
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// FL_AIMTARGET is often used for props like explosive barrels
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flWeight += 0.25f;
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}
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if (player_debug_probable_aim_target.GetBool())
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{
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float flWeightClamped = 1.0f - RemapValClamped( flWeight, -2.0f, 2.0f, 0.0f, 1.0f );
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pEntity->EntityText( 0, UTIL_VarArgs( "%f", flWeight ), 2.0f, flWeightClamped * 255.0f, 255.0f, flWeightClamped * 255.0f, 255 );
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}
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if (flWeight > flBestWeight)
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{
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pBestEnt = pEntity;
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flBestWeight = flWeight;
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}
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}
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if (player_debug_probable_aim_target.GetBool())
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{
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Msg( "Best probable aim target is %s\n", pBestEnt->GetDebugName() );
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NDebugOverlay::EntityBounds( pBestEnt, 255, 100, 0, 0, 2.0f );
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}
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return pBestEnt;
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}
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#endif
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// ==========================================================================
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// ==========================================================================
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// > Weapon stuff
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// > Weapon stuff
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// ==========================================================================
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// ==========================================================================
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@ -608,6 +608,11 @@ public:
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virtual bool ShouldAutoaim( void );
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virtual bool ShouldAutoaim( void );
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void SetTargetInfo( Vector &vecSrc, float flDist );
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void SetTargetInfo( Vector &vecSrc, float flDist );
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#ifdef MAPBASE
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// Tries to figure out what the player is trying to aim at
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CBaseEntity *GetProbableAimTarget( const Vector &vecSrc, const Vector &vecDir );
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#endif
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void SetViewEntity( CBaseEntity *pEntity );
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void SetViewEntity( CBaseEntity *pEntity );
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CBaseEntity *GetViewEntity( void ) { return m_hViewEntity; }
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CBaseEntity *GetViewEntity( void ) { return m_hViewEntity; }
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@ -83,6 +83,10 @@ ConVar ai_shot_bias_min( "ai_shot_bias_min", "-1.0", FCVAR_REPLICATED );
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ConVar ai_shot_bias_max( "ai_shot_bias_max", "1.0", FCVAR_REPLICATED );
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ConVar ai_shot_bias_max( "ai_shot_bias_max", "1.0", FCVAR_REPLICATED );
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ConVar ai_debug_shoot_positions( "ai_debug_shoot_positions", "0", FCVAR_REPLICATED | FCVAR_CHEAT );
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ConVar ai_debug_shoot_positions( "ai_debug_shoot_positions", "0", FCVAR_REPLICATED | FCVAR_CHEAT );
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#if defined(MAPBASE) && defined(GAME_DLL)
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ConVar ai_shot_notify_targets( "ai_shot_notify_targets", "0", FCVAR_NONE, "Allows fired bullets to notify the NPCs and players they are targeting, regardless of whether they hit them or not. Can be used for custom AI and speech." );
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#endif
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// Utility func to throttle rate at which the "reasonable position" spew goes out
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// Utility func to throttle rate at which the "reasonable position" spew goes out
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static double s_LastEntityReasonableEmitTime;
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static double s_LastEntityReasonableEmitTime;
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bool CheckEmitReasonablePhysicsSpew()
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bool CheckEmitReasonablePhysicsSpew()
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@ -2081,6 +2085,25 @@ void CBaseEntity::FireBullets( const FireBulletsInfo_t &info )
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CTakeDamageInfo dmgInfo( this, pAttacker, flCumulativeDamage, nDamageType );
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CTakeDamageInfo dmgInfo( this, pAttacker, flCumulativeDamage, nDamageType );
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gamestats->Event_WeaponHit( pPlayer, info.m_bPrimaryAttack, pPlayer->GetActiveWeapon()->GetClassname(), dmgInfo );
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gamestats->Event_WeaponHit( pPlayer, info.m_bPrimaryAttack, pPlayer->GetActiveWeapon()->GetClassname(), dmgInfo );
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}
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}
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#ifdef MAPBASE
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if ( ai_shot_notify_targets.GetBool() )
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{
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if ( IsPlayer() )
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{
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// Look for probable target to notify of attack
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CBaseEntity *pAimTarget = static_cast<CBasePlayer*>(this)->GetProbableAimTarget( info.m_vecSrc, info.m_vecDirShooting );
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if ( pAimTarget && pAimTarget->IsCombatCharacter() )
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{
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pAimTarget->MyCombatCharacterPointer()->OnEnemyRangeAttackedMe( this, vecDir, vecEnd );
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}
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}
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else if ( GetEnemy() && GetEnemy()->IsCombatCharacter() )
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{
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GetEnemy()->MyCombatCharacterPointer()->OnEnemyRangeAttackedMe( this, vecDir, vecEnd );
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}
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}
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#endif
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#endif
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#endif
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}
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}
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