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https://github.com/ValveSoftware/source-sdk-2013.git
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[TF2] Add prediction for thermal thruster + self-stun (#908)
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commit
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@ -126,7 +126,6 @@
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#include "tf_revive.h"
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#include "tf_logic_halloween_2014.h"
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#include "tf_logic_player_destruction.h"
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#include "tf_weapon_rocketpack.h"
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#include "tf_weapon_slap.h"
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#include "func_croc.h"
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#include "tf_weapon_bonesaw.h"
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@ -1453,35 +1452,6 @@ void CTFPlayer::TFPlayerThink()
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else
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{
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m_iLeftGroundHealth = -1;
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if ( GetFlags() & FL_ONGROUND )
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{
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// Airborne conditions end on ground contact
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m_Shared.RemoveCond( TF_COND_KNOCKED_INTO_AIR );
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m_Shared.RemoveCond( TF_COND_AIR_CURRENT );
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if ( m_Shared.InCond( TF_COND_ROCKETPACK ) )
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{
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// Make sure we're still not dealing with launch, where it's possible
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// to hit your head and fall to the ground before the second stage.
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CTFWeaponBase *pRocketPack = Weapon_OwnsThisID( TF_WEAPON_ROCKETPACK );
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if ( pRocketPack )
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{
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if ( gpGlobals->curtime > ( static_cast< CTFRocketPack* >( pRocketPack )->GetRefireTime() ) )
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{
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EmitSound( "Weapon_RocketPack.BoostersShutdown" );
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EmitSound( "Weapon_RocketPack.Land" );
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m_Shared.RemoveCond( TF_COND_ROCKETPACK );
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IGameEvent *pEvent = gameeventmanager->CreateEvent( "rocketpack_landed" );
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if ( pEvent )
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{
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pEvent->SetInt( "userid", GetUserID() );
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gameeventmanager->FireEvent( pEvent );
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}
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}
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}
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}
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}
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if ( m_iBlastJumpState )
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{
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@ -31,6 +31,7 @@
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#include "tf_mapinfo.h"
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#include "tf_dropped_weapon.h"
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#include "tf_weapon_passtime_gun.h"
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#include "tf_weapon_rocketpack.h"
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#include <functional>
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// Client specific.
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@ -471,7 +472,10 @@ BEGIN_PREDICTION_DATA_NO_BASE( CTFPlayerShared )
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DEFINE_PRED_FIELD( m_bHasPasstimeBall, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_bIsTargetedForPasstimePass, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), // does this belong here?
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DEFINE_PRED_FIELD( m_askForBallTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_flHolsterAnimTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_ARRAY( m_flItemChargeMeter, FIELD_FLOAT, LAST_LOADOUT_SLOT_WITH_CHARGE_METER, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_iStunIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_bScattergunJump, FIELD_BOOLEAN, 0 ),
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END_PREDICTION_DATA()
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// Server specific.
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@ -1005,7 +1009,6 @@ void CTFPlayerShared::Spawn( void )
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SetRevengeCrits( 0 );
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m_PlayerStuns.RemoveAll();
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m_iStunIndex = -1;
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m_iPasstimeThrowAnimState = PASSTIME_THROW_ANIM_NONE;
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m_bHasPasstimeBall = false;
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@ -1014,6 +1017,7 @@ void CTFPlayerShared::Spawn( void )
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#else
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m_bSyncingConditions = false;
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#endif
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m_iStunIndex = -1;
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m_bKingRuneBuffActive = false;
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// Reset our assist here incase something happens before we get killed
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@ -3090,9 +3094,48 @@ void CTFPlayerShared::ConditionThink( void )
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VehicleThink();
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if ( m_pOuter->GetFlags() & FL_ONGROUND && InCond( TF_COND_PARACHUTE_ACTIVE ) )
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if ( m_pOuter->GetFlags() & FL_ONGROUND )
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{
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RemoveCond( TF_COND_PARACHUTE_ACTIVE );
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// Airborne conditions end on ground contact
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RemoveCond( TF_COND_KNOCKED_INTO_AIR );
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RemoveCond( TF_COND_AIR_CURRENT );
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if ( InCond( TF_COND_PARACHUTE_ACTIVE ) )
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{
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RemoveCond( TF_COND_PARACHUTE_ACTIVE );
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}
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if ( InCond( TF_COND_ROCKETPACK ) )
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{
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// Make sure we're still not dealing with launch, where it's possible
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// to hit your head and fall to the ground before the second stage.
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CTFWeaponBase *pRocketPack = m_pOuter->Weapon_OwnsThisID( TF_WEAPON_ROCKETPACK );
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if ( pRocketPack )
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{
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if ( gpGlobals->curtime > ( static_cast< CTFRocketPack* >( pRocketPack )->GetRefireTime() ) )
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{
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#ifdef CLIENT_DLL
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if ( prediction->IsFirstTimePredicted() )
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#endif
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{
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CPASAttenuationFilter filter( m_pOuter );
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filter.UsePredictionRules();
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m_pOuter->EmitSound( filter, m_pOuter->entindex(), "Weapon_RocketPack.BoostersShutdown" );
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m_pOuter->EmitSound( filter, m_pOuter->entindex(), "Weapon_RocketPack.Land" );
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}
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RemoveCond( TF_COND_ROCKETPACK );
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#ifdef GAME_DLL
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IGameEvent *pEvent = gameeventmanager->CreateEvent( "rocketpack_landed" );
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if ( pEvent )
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{
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pEvent->SetInt( "userid", m_pOuter->GetUserID() );
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gameeventmanager->FireEvent( pEvent );
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}
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#endif
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}
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}
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}
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}
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// See if we should be pulsing our radius heal
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@ -7301,6 +7344,8 @@ void CTFPlayerShared::OnRemoveStunned( void )
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m_iStunFlags = 0;
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m_hStunner = NULL;
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m_iStunIndex = -1;
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#ifdef CLIENT_DLL
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if ( m_pOuter->m_pStunnedEffect )
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{
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@ -7310,7 +7355,6 @@ void CTFPlayerShared::OnRemoveStunned( void )
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m_pOuter->m_pStunnedEffect = NULL;
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}
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#else
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m_iStunIndex = -1;
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m_PlayerStuns.RemoveAll();
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#endif
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@ -9624,15 +9668,16 @@ bool CTFPlayerShared::AddToSpyCloakMeter( float val, bool bForce )
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#endif
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#ifdef GAME_DLL
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//-----------------------------------------------------------------------------
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// Purpose: Stun & Snare Application
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//-----------------------------------------------------------------------------
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void CTFPlayerShared::StunPlayer( float flTime, float flReductionAmount, int iStunFlags, CTFPlayer* pAttacker )
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{
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#ifdef GAME_DLL
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// Insanity prevention
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if ( ( m_PlayerStuns.Count() + 1 ) >= 250 )
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return;
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#endif
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if ( InCond( TF_COND_PHASE ) || InCond( TF_COND_PASSTIME_INTERCEPTION ) )
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return;
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@ -9643,11 +9688,13 @@ void CTFPlayerShared::StunPlayer( float flTime, float flReductionAmount, int iSt
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if ( InCond( TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED ) && !InCond( TF_COND_MVM_BOT_STUN_RADIOWAVE ) )
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return;
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#ifdef GAME_DLL
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if ( pAttacker && TFGameRules() && TFGameRules()->IsTruceActive() && pAttacker->IsTruceValidForEnt() )
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{
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if ( ( pAttacker->GetTeamNumber() == TF_TEAM_RED ) || ( pAttacker->GetTeamNumber() == TF_TEAM_BLUE ) )
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return;
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}
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#endif
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float flRemapAmount = RemapValClamped( flReductionAmount, 0.0, 1.0, 0, 255 );
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@ -9674,10 +9721,13 @@ void CTFPlayerShared::StunPlayer( float flTime, float flReductionAmount, int iSt
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}
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else if ( GetActiveStunInfo() )
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{
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#ifdef GAME_DLL
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// Something yanked our TF_COND_STUNNED in an unexpected way
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if ( !HushAsserts() )
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Assert( !"Something yanked out TF_COND_STUNNED." );
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m_PlayerStuns.RemoveAll();
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#endif
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m_iStunIndex = -1;
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return;
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}
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@ -9699,7 +9749,16 @@ void CTFPlayerShared::StunPlayer( float flTime, float flReductionAmount, int iSt
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// This can happen when stuns use TF_STUN_CONTROLS or TF_STUN_LOSER_STATE.
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float flOldStun = GetActiveStunInfo() ? GetActiveStunInfo()->flStunAmount : 0.f;
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#ifdef GAME_DLL
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m_iStunIndex = m_PlayerStuns.AddToTail( stunEvent );
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#else
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m_iStunIndex = 0;
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if ( prediction->IsFirstTimePredicted() )
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{
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m_ActiveStunInfo = stunEvent;
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}
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#endif
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if ( flOldStun > flRemapAmount )
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{
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@ -9709,10 +9768,18 @@ void CTFPlayerShared::StunPlayer( float flTime, float flReductionAmount, int iSt
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else
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{
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// Done for now
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#ifdef GAME_DLL
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m_PlayerStuns.AddToTail( stunEvent );
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#else
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if ( prediction->IsFirstTimePredicted() )
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{
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m_ActiveStunInfo = stunEvent;
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}
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#endif
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return;
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}
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#ifdef GAME_DLL
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// Add in extra time when TF_STUN_CONTROLS
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if ( GetActiveStunInfo()->iStunFlags & TF_STUN_CONTROLS )
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{
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@ -9766,10 +9833,10 @@ void CTFPlayerShared::StunPlayer( float flTime, float flReductionAmount, int iSt
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m_pOuter->ClearExpression();
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m_pOuter->ClearWeaponFireScene();
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}
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#endif
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AddCond( TF_COND_STUNNED, -1.f, pAttacker );
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}
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#endif // GAME_DLL
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//-----------------------------------------------------------------------------
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// Purpose: Returns the intensity of the current stun effect, if we have the type of stun indicated.
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@ -560,9 +560,7 @@ public:
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// Stuns
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stun_struct_t *GetActiveStunInfo( void ) const;
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#ifdef GAME_DLL
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void StunPlayer( float flTime, float flReductionAmount, int iStunFlags = TF_STUN_MOVEMENT, CTFPlayer* pAttacker = NULL );
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#endif // GAME_DLL
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float GetAmountStunned( int iStunFlags );
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bool IsLoserStateStunned( void ) const;
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bool IsControlStunned( void );
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@ -13,6 +13,7 @@
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#ifdef CLIENT_DLL
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#include "c_tf_player.h"
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#include "c_rope.h"
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#include "prediction.h"
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// Server specific.
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#else
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#include "tf_player.h"
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@ -47,7 +48,10 @@ END_NETWORK_TABLE()
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#ifdef CLIENT_DLL
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BEGIN_PREDICTION_DATA( CTFRocketPack )
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DEFINE_PRED_FIELD( m_flInitLaunchTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_flLaunchTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_flToggleEndTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_flRefireTime, FIELD_FLOAT, 0 ),
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DEFINE_PRED_FIELD( m_bLaunchedFromGround, FIELD_BOOLEAN, 0 ),
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END_PREDICTION_DATA()
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#endif // CLIENT_DLL
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@ -211,10 +215,13 @@ bool CTFRocketPack::InitiateLaunch( void )
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CTFPlayer *pOwner = GetTFPlayerOwner();
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if ( !pOwner->m_Shared.IsRocketPackReady() )
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{
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#ifdef GAME_DLL
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CPVSFilter filter( WorldSpaceCenter() );
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pOwner->EmitSound( filter, entindex(), "Weapon_RocketPack.BoostersNotReady" );
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#endif // GAME_DLL
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// note: this is never reached
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#ifdef CLIENT_DLL
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if ( prediction->IsFirstTimePredicted() )
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{
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pOwner->EmitSound( "Weapon_RocketPack.BoostersNotReady" );
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}
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#endif
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return false;
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}
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@ -224,16 +231,18 @@ bool CTFRocketPack::InitiateLaunch( void )
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return false;
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}
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#ifdef GAME_DLL
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if ( pOwner->m_Shared.IsLoser() )
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#ifdef CLIENT_DLL
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if ( prediction->IsFirstTimePredicted() )
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#endif
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{
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pOwner->EmitSound( "Weapon_RocketPack.BoostersNotReady" );
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CPASAttenuationFilter filter( pOwner );
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filter.UsePredictionRules();
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pOwner->EmitSound(
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filter,
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entindex(),
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pOwner->m_Shared.IsLoser() ? "Weapon_RocketPack.BoostersNotReady" : "Weapon_RocketPack.BoostersCharge"
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);
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}
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else
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{
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pOwner->EmitSound( "Weapon_RocketPack.BoostersCharge" );
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}
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#endif // GAME_DLL
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m_flInitLaunchTime = gpGlobals->curtime;
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@ -369,7 +378,6 @@ bool CTFRocketPack::ShouldDraw()
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#endif // CLIENT_DLL
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#ifdef GAME_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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@ -384,7 +392,7 @@ Vector CTFRocketPack::CalcRocketForceFromPlayer( CTFPlayer *pPlayer )
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const float flVertPushScale = ( bOnGround ) ? 0.7f : 0.25f; // Less vertical force while airborne
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Vector vecForward, vecRight;
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QAngle angAim = ( bOnGround ) ? pPlayer->GetAbsAngles() : pPlayer->EyeAngles();
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QAngle angAim = pPlayer->EyeAngles();
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AngleVectors( angAim, &vecForward, &vecRight, NULL );
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bool bNone = !( pPlayer->m_nButtons & IN_FORWARD ) &&
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!( pPlayer->m_nButtons & IN_BACK ) /* &&
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@ -468,7 +476,6 @@ void CTFRocketPack::RocketLaunchPlayer( CTFPlayer *pPlayer, const Vector& vecFor
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pPlayer->ApplyAbsVelocityImpulse( vecForce );
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}
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#endif // GAME_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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@ -482,7 +489,6 @@ bool CTFRocketPack::PreLaunch( void )
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pOwner->DoAnimationEvent( PLAYERANIMEVENT_CUSTOM, ACT_MP_ATTACK_STAND_PRIMARYFIRE );
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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#ifdef GAME_DLL
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// Negate any fall
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Vector vecVel = pOwner->GetAbsVelocity();
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if ( vecVel.z < 0.f )
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@ -496,14 +502,15 @@ bool CTFRocketPack::PreLaunch( void )
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pOwner->ApplyAbsVelocityImpulse( vForward );
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pOwner->m_Shared.AddCond( TF_COND_PARACHUTE_ACTIVE );
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#ifdef GAME_DLL
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const Vector &vecOrigin = pOwner->GetAbsOrigin();
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CPVSFilter filter( vecOrigin );
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TE_TFParticleEffect( filter, 0.f, "heavy_ring_of_fire", vecOrigin, vec3_angle );
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DispatchParticleEffect( "rocketjump_smoke", PATTACH_POINT_FOLLOW, pOwner, "foot_L" );
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DispatchParticleEffect( "rocketjump_smoke", PATTACH_POINT_FOLLOW, pOwner, "foot_R" );
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#endif // GAME_DLL
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m_flLaunchTime = gpGlobals->curtime + tf_rocketpack_launch_delay.GetFloat();
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#endif // GAME_DLL
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return true;
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}
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@ -519,16 +526,19 @@ bool CTFRocketPack::Launch( void )
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pOwner->StopSound( "Weapon_LooseCannon.Charge" );
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#ifdef GAME_DLL
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m_flLaunchTime = 0.f;
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pOwner->m_Shared.RemoveCond( TF_COND_PARACHUTE_ACTIVE );
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#ifdef CLIENT_DLL
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Vector m_vecLaunchDir;
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#endif
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// Launch
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m_vecLaunchDir = CalcRocketForceFromPlayer( pOwner );
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RocketLaunchPlayer( pOwner, m_vecLaunchDir, false );
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#ifdef GAME_DLL
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SetContextThink( &CTFRocketPack::PassengerDelayLaunchThink, gpGlobals->curtime + TF_ROCKETPACK_PASSENGER_DELAY_LAUNCH, "PassengerDelayLaunchThink" );
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#endif
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m_flRefireTime = gpGlobals->curtime + 0.5f;
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@ -536,6 +546,7 @@ bool CTFRocketPack::Launch( void )
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pOwner->m_Shared.SetRocketPackCharge( pOwner->m_Shared.GetRocketPackCharge() - tf_rocketpack_cost.GetFloat() );
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}
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#ifdef GAME_DLL
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// Knock-back nearby enemies
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float flRadius = 150.f;
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CUtlVector< CTFPlayer* > vecPushedPlayers;
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@ -594,6 +605,7 @@ bool CTFRocketPack::Launch( void )
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}
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CPASAttenuationFilter filter( pOwner );
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filter.UsePredictionRules();
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pOwner->EmitSound( filter, pOwner->entindex(), "Weapon_RocketPack.BoostersFire" );
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IGameEvent *pEvent = gameeventmanager->CreateEvent( "rocketpack_launch" );
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@ -610,7 +622,12 @@ bool CTFRocketPack::Launch( void )
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DispatchParticleEffect( ROCKET_PACK_LAUNCH_EFFECT, PATTACH_POINT_FOLLOW, pWearable, "charge_LA" );
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DispatchParticleEffect( ROCKET_PACK_LAUNCH_EFFECT, PATTACH_POINT_FOLLOW, pWearable, "charge_RA" );
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}
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#endif // GAME_DLL
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#else
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if ( prediction->IsFirstTimePredicted() )
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{
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pOwner->EmitSound( "Weapon_RocketPack.BoostersFire" );
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}
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#endif // CLIENT_DLL
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return true;
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}
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@ -748,7 +765,7 @@ void CTFRocketPack::ItemPostFrame( void )
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{
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ResetTransition();
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#ifdef CLIENT_DLL
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if ( pOwner == C_TFPlayer::GetLocalTFPlayer() )
|
||||
if ( pOwner == C_TFPlayer::GetLocalTFPlayer() && prediction->IsFirstTimePredicted() )
|
||||
{
|
||||
pOwner->EmitSound( "Weapon_RocketPack.BoostersReady" );
|
||||
}
|
||||
@ -757,7 +774,7 @@ void CTFRocketPack::ItemPostFrame( void )
|
||||
else if ( pOwner->m_afButtonPressed & IN_ATTACK2 )
|
||||
{
|
||||
#ifdef CLIENT_DLL
|
||||
if ( pOwner == C_TFPlayer::GetLocalTFPlayer() )
|
||||
if ( pOwner == C_TFPlayer::GetLocalTFPlayer() && prediction->IsFirstTimePredicted() )
|
||||
{
|
||||
pOwner->EmitSound( "Player.DenyWeaponSelection" );
|
||||
}
|
||||
@ -841,14 +858,21 @@ const CEconItemView *CTFRocketPack::GetTauntItem() const
|
||||
//-----------------------------------------------------------------------------
|
||||
bool CTFRocketPack::Deploy( void )
|
||||
{
|
||||
#ifdef GAME_DLL
|
||||
CTFPlayer *pOwner = GetTFPlayerOwner();
|
||||
if ( pOwner )
|
||||
{
|
||||
EmitSound( "Weapon_RocketPack.BoostersExtend" );
|
||||
#ifdef CLIENT_DLL
|
||||
if ( prediction->IsFirstTimePredicted() )
|
||||
#endif
|
||||
{
|
||||
CPASAttenuationFilter filter( pOwner );
|
||||
filter.UsePredictionRules();
|
||||
EmitSound( filter, entindex(), "Weapon_RocketPack.BoostersExtend" );
|
||||
}
|
||||
#ifdef GAME_DLL
|
||||
SetEnabled( true );
|
||||
#endif
|
||||
}
|
||||
#endif // GAME_DLL
|
||||
|
||||
return BaseClass::Deploy();
|
||||
}
|
||||
@ -861,14 +885,21 @@ void CTFRocketPack::StartHolsterAnim( void )
|
||||
{
|
||||
BaseClass::StartHolsterAnim();
|
||||
|
||||
#ifdef GAME_DLL
|
||||
CTFPlayer *pOwner = GetTFPlayerOwner();
|
||||
if ( pOwner )
|
||||
{
|
||||
EmitSound( "Weapon_RocketPack.BoostersRetract" );
|
||||
#ifdef CLIENT_DLL
|
||||
if ( prediction->IsFirstTimePredicted() )
|
||||
#endif
|
||||
{
|
||||
CPASAttenuationFilter filter( pOwner );
|
||||
filter.UsePredictionRules();
|
||||
EmitSound( filter, entindex(), "Weapon_RocketPack.BoostersRetract" );
|
||||
}
|
||||
#ifdef GAME_DLL
|
||||
SetEnabled( false );
|
||||
#endif
|
||||
}
|
||||
#endif // GAME_DLL
|
||||
}
|
||||
|
||||
|
||||
@ -890,7 +921,7 @@ void CTFRocketPack::OnResourceMeterFilled()
|
||||
{
|
||||
#ifdef CLIENT_DLL
|
||||
CBasePlayer *pPlayer = GetPlayerOwner();
|
||||
if ( pPlayer->IsLocalPlayer() )
|
||||
if ( pPlayer->IsLocalPlayer() && prediction->IsFirstTimePredicted() )
|
||||
{
|
||||
pPlayer->EmitSound( "TFPlayer.ReCharged" );
|
||||
}
|
||||
|
@ -71,14 +71,14 @@ private:
|
||||
bool IsTransitionCompleted( void ) const;
|
||||
void WaitToLaunch( void );
|
||||
|
||||
void RocketLaunchPlayer( CTFPlayer *pPlayer, const Vector& vecForce, bool bIsPassenger );
|
||||
Vector CalcRocketForceFromPlayer( CTFPlayer *pPlayer );
|
||||
#ifdef GAME_DLL
|
||||
void SetEnabled( bool bEnabled );
|
||||
void PassengerDelayLaunchThink( void );
|
||||
void RocketLaunchPlayer( CTFPlayer *pPlayer, const Vector& vecForce, bool bIsPassenger );
|
||||
Vector CalcRocketForceFromPlayer( CTFPlayer *pPlayer );
|
||||
#else
|
||||
void CleanupParticles( void );
|
||||
#endif // GAME_DLL
|
||||
#endif // CLIENT_DLL
|
||||
|
||||
CNetworkVar( float, m_flInitLaunchTime );
|
||||
CNetworkVar( float, m_flLaunchTime );
|
||||
|
Loading…
x
Reference in New Issue
Block a user