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Added original SDK code for Alien Swarm.
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182
game/server/pointhurt.cpp
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182
game/server/pointhurt.cpp
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements hurting point entity
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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 "entitylist.h"
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#include "gamerules.h"
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#include "basecombatcharacter.h"
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#include "ammodef.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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const int SF_PHURT_START_ON = 1;
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class CPointHurt : public CPointEntity
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{
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DECLARE_CLASS( CPointHurt, CPointEntity );
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public:
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void Spawn( void );
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void Precache( void );
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void HurtThink( void );
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// Input handlers
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void InputTurnOn(inputdata_t &inputdata);
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void InputTurnOff(inputdata_t &inputdata);
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void InputToggle(inputdata_t &inputdata);
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void InputHurt(inputdata_t &inputdata);
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DECLARE_DATADESC();
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int m_nDamage;
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int m_bitsDamageType;
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float m_flRadius;
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float m_flDelay;
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string_t m_strTarget;
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EHANDLE m_pActivator;
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};
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BEGIN_DATADESC( CPointHurt )
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DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "DamageRadius" ),
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DEFINE_KEYFIELD( m_nDamage, FIELD_INTEGER, "Damage" ),
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DEFINE_KEYFIELD( m_flDelay, FIELD_FLOAT, "DamageDelay" ),
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DEFINE_KEYFIELD( m_bitsDamageType, FIELD_INTEGER, "DamageType" ),
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DEFINE_KEYFIELD( m_strTarget, FIELD_STRING, "DamageTarget" ),
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// Function Pointers
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DEFINE_FUNCTION( HurtThink ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Hurt", InputHurt ),
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DEFINE_FIELD( m_pActivator, FIELD_EHANDLE ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( point_hurt, CPointHurt );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointHurt::Spawn(void)
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{
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SetThink( NULL );
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SetUse( NULL );
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m_pActivator = NULL;
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if ( HasSpawnFlags( SF_PHURT_START_ON ) )
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{
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SetThink( &CPointHurt::HurtThink );
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}
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SetNextThink( gpGlobals->curtime + 0.1f );
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if ( m_flRadius <= 0.0f )
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{
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m_flRadius = 128.0f;
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}
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if ( m_nDamage <= 0 )
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{
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m_nDamage = 2;
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}
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if ( m_flDelay <= 0 )
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{
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m_flDelay = 0.1f;
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}
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Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointHurt::Precache( void )
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{
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointHurt::HurtThink( void )
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{
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if ( m_strTarget != NULL_STRING )
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{
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CBaseEntity *pEnt = NULL;
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CTakeDamageInfo info( this, m_pActivator, m_nDamage, m_bitsDamageType );
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while ( ( pEnt = gEntList.FindEntityByName( pEnt, m_strTarget, NULL, m_pActivator ) ) != NULL )
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{
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GuessDamageForce( &info, (pEnt->GetAbsOrigin() - GetAbsOrigin()), pEnt->GetAbsOrigin() );
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pEnt->TakeDamage( info );
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}
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}
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else
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{
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RadiusDamage( CTakeDamageInfo( this, this, m_nDamage, m_bitsDamageType ), GetAbsOrigin(), m_flRadius, CLASS_NONE, NULL );
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}
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SetNextThink( gpGlobals->curtime + m_flDelay );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for turning on the point hurt.
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//-----------------------------------------------------------------------------
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void CPointHurt::InputTurnOn( inputdata_t &data )
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{
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SetThink( &CPointHurt::HurtThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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m_pActivator = data.pActivator;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for turning off the point hurt.
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//-----------------------------------------------------------------------------
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void CPointHurt::InputTurnOff( inputdata_t &data )
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{
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SetThink( NULL );
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m_pActivator = data.pActivator;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for toggling the on/off state of the point hurt.
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//-----------------------------------------------------------------------------
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void CPointHurt::InputToggle( inputdata_t &data )
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{
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m_pActivator = data.pActivator;
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if ( m_pfnThink == (void (CBaseEntity::*)())&CPointHurt::HurtThink )
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{
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SetThink( NULL );
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}
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else
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{
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SetThink( &CPointHurt::HurtThink );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for instantaneously hurting whatever is near us.
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//-----------------------------------------------------------------------------
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void CPointHurt::InputHurt( inputdata_t &data )
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{
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m_pActivator = data.pActivator;
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HurtThink();
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}
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