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Added plant orientation to combine_mine
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@ -58,6 +58,10 @@ char *pszMineStateNames[] =
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// Approximate radius of the bomb's model
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#define BOUNCEBOMB_RADIUS 24
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#ifdef MAPBASE
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ConVar combine_mine_trace_dist( "combine_mine_trace_dist", "1024" );
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#endif
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BEGIN_DATADESC( CBounceBomb )
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DEFINE_THINKFUNC( ExplodeThink ),
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DEFINE_ENTITYFUNC( ExplodeTouch ),
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@ -129,6 +133,8 @@ BEGIN_DATADESC( CBounceBomb )
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#ifdef MAPBASE
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DEFINE_INPUTFUNC( FIELD_VOID, "Bounce", InputBounce ),
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DEFINE_INPUTFUNC( FIELD_EHANDLE, "BounceAtTarget", InputBounceAtTarget ),
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DEFINE_INPUTFUNC( FIELD_VECTOR, "SetPlantOrientation", InputSetPlantOrientation ),
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DEFINE_INPUTFUNC( FIELD_VECTOR, "SetPlantOrientationRaw", InputSetPlantOrientationRaw ),
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DEFINE_OUTPUT( m_OnTriggered, "OnTriggered" ),
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DEFINE_OUTPUT( m_OnExplode, "OnExplode" ),
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@ -266,6 +272,14 @@ void CBounceBomb::Spawn()
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// pretend like the player set me down.
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m_bPlacedByPlayer = true;
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}
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#ifdef MAPBASE
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if (m_vecPlantOrientation != vec3_invalid)
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{
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// Turn angles into direction
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AngleVectors( QAngle( m_vecPlantOrientation.x, m_vecPlantOrientation.y, m_vecPlantOrientation.z ), &m_vecPlantOrientation );
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}
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#endif
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}
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//---------------------------------------------------------
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@ -694,7 +708,20 @@ void CBounceBomb::SettleThink()
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{
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// If i'm not resting on the world, jump randomly.
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trace_t tr;
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector( 0, 0, 1024 ), MASK_SHOT|CONTENTS_GRATE, this, COLLISION_GROUP_NONE, &tr );
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#ifdef MAPBASE
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Vector vecTraceDir;
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if (m_vecPlantOrientation != vec3_invalid)
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{
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vecTraceDir = m_vecPlantOrientation * combine_mine_trace_dist.GetFloat();
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}
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else
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{
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vecTraceDir = Vector( 0, 0, combine_mine_trace_dist.GetFloat() );
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}
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#else
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Vector vecTraceDir = Vector( 0, 0, 1024 );
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#endif
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - vecTraceDir, MASK_SHOT|CONTENTS_GRATE, this, COLLISION_GROUP_NONE, &tr );
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bool bHop = false;
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if( tr.m_pEnt )
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@ -728,6 +755,20 @@ void CBounceBomb::SettleThink()
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// Check for upside-down
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Vector vecUp;
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GetVectors( NULL, NULL, &vecUp );
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#ifdef MAPBASE
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if (m_vecPlantOrientation != vec3_invalid)
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{
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float flDiff = abs(m_vecPlantOrientation.z - vecUp.z);
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if ( flDiff >= 0.2f )
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{
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// Landed upside down. Right self
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Vector vecForce( 0, 0, 2500 );
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Flip( vecForce, AngularImpulse( 60, 0, 0 ) );
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return;
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}
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}
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else
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#endif
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if( vecUp.z <= 0.8 )
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{
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// Landed upside down. Right self
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@ -1442,6 +1483,22 @@ void CBounceBomb::InputBounceAtTarget( inputdata_t &inputdata )
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m_hNearestNPC = inputdata.value.Entity();
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SetMineState(MINE_STATE_TRIGGERED);
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CBounceBomb::InputSetPlantOrientation( inputdata_t &inputdata )
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{
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Vector vecInput;
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inputdata.value.Vector3D( vecInput );
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AngleVectors( QAngle(vecInput.x, vecInput.y, vecInput.z), &m_vecPlantOrientation );
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CBounceBomb::InputSetPlantOrientationRaw( inputdata_t &inputdata )
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{
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inputdata.value.Vector3D( m_vecPlantOrientation );
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}
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#endif
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//---------------------------------------------------------
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@ -34,7 +34,7 @@ class CBounceBomb : public CBaseAnimating, public CDefaultPlayerPickupVPhysics
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public:
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#ifdef MAPBASE
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CBounceBomb() { m_pWarnSound = NULL; m_bPlacedByPlayer = false; m_flExplosionDelay = 0.5f; m_iLOSMask = MASK_SOLID_BRUSHONLY; }
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CBounceBomb() { m_pWarnSound = NULL; m_bPlacedByPlayer = false; m_flExplosionDelay = 0.5f; m_iLOSMask = MASK_SOLID_BRUSHONLY; m_vecPlantOrientation = vec3_invalid; }
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#else
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CBounceBomb() { m_pWarnSound = NULL; m_bPlacedByPlayer = false; }
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#endif
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@ -130,6 +130,10 @@ private:
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int m_iLOSMask;
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bool m_bUnavoidable;
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// What direction the mine should be facing when planting itself (i.e. facing up, facing left, etc.)
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// vec3_invalid = use default (0 0 1 or -90 0 0)
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Vector m_vecPlantOrientation;
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#endif
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bool m_bPlacedByPlayer;
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@ -164,6 +168,8 @@ private:
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#ifdef MAPBASE
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void InputBounce( inputdata_t &inputdata );
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void InputBounceAtTarget( inputdata_t &inputdata );
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void InputSetPlantOrientation( inputdata_t &inputdata );
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void InputSetPlantOrientationRaw( inputdata_t &inputdata );
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COutputEvent m_OnTriggered;
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COutputEvent m_OnExplode;
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#endif
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