188 lines
3.3 KiB
C++
188 lines
3.3 KiB
C++
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/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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enum {
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HOSTAGE_IDLE,
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HOSTAGE_WALK,
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HOSTAGE_RUN
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};
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enum {
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HOSA_WALK,
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HOSA_WALKSCARED,
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HOSA_RUN,
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HOSA_RUNSCARED,
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HOSA_RUNLOOK,
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HOSA_180LEFT,
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HOSA_180RIGHT,
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HOSA_FLINCH,
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HOSA_PAIN,
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HOSA_PAINLEFT,
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HOSA_PAINRIGHT,
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HOSA_PAINLEGLEFT,
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HOSA_PAINLEGRIGHT,
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HOSA_IDLE1,
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HOSA_IDLE2,
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HOSA_IDLE3,
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HOSA_IDLE4,
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HOSA_IDLE5,
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HOSA_IDLE6,
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HOSA_SCARED_END,
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HOSA_SCARED1,
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HOSA_SCARED2,
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HOSA_SCARED3,
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HOSA_SCARED4,
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HOSA_PANIC,
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HOSA_FEAR1,
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HOSA_FEAR2,
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HOSA_CRY,
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HOSA_SCI1,
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HOSA_SCI2,
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HOSA_SCI3,
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HOSA_DIE_SIMPLE,
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HOSA_DIE_FORWARD1,
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HOSA_DIE_FORWARD2,
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HOSA_DIE_BACKWARD,
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HOSA_DIE_HEADSHOT,
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HOSA_DIE_GUTSHOT,
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HOSA_LYING1,
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HOSA_LYING2,
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HOSA_DEADSIT,
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HOSA_DEADTABLE1,
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HOSA_DEADTABLE2,
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HOSA_DEADTABLE3
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};
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class hostage_entity:CBaseEntity
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{
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entity m_eUser;
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int m_iUsed;
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void() hostage_entity;
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virtual void() Hide;
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virtual void() Respawn;
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virtual void() PlayerUse;
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virtual void(int) vPain;
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virtual void(int) vDeath;
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virtual void() Physics;
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};
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void hostage_entity::Physics(void)
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{
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input_movevalues = [0,0,0];
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input_impulse = 0;
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input_buttons = 0;
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if (m_eUser!= world) {
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vector enda = vectoangles(m_eUser.origin - origin);
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enda[0] = 0;
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enda[1] = Math_FixDelta(enda[1]);
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enda[2] = 0;
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v_angle = enda;
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if (vlen(m_eUser.origin - origin) > 128) {
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input_movevalues[0] = 240;
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}
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}
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input_timelength = frametime;
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input_angles = v_angle;
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movetype = MOVETYPE_WALK;
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runstandardplayerphysics(this);
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Footsteps_Update();
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angles = v_angle;
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movetype = MOVETYPE_NONE;
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}
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void hostage_entity::PlayerUse(void)
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{
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if (eActivator.team == TEAM_CT) {
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if ((m_eUser == world)) {
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// Only give cash to the CT for using it for the first time
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if (m_iUsed == FALSE) {
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Money_AddMoney(eActivator, 150);
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sound(this, CHAN_VOICE, sprintf("hostage/hos%d.wav", random(1, 6)), 1.0, ATTN_IDLE);
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m_iUsed = TRUE;
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}
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m_eUser = eActivator;
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} else {
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m_eUser = world;
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}
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}
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}
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void hostage_entity::vPain(int iHitBody)
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{
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frame = HOSA_FLINCH + floor(random(0, 5));
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}
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void hostage_entity::vDeath(int iHitBody)
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{
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Radio_BroadcastMessage(RADIO_HOSDOWN);
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frame = HOSA_DIE_SIMPLE + floor(random(0, 6));
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solid = SOLID_NOT;
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takedamage = DAMAGE_NO;
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customphysics = Empty;
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}
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void hostage_entity::Hide(void)
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{
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setmodel(this, "");
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m_eUser = world;
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solid = SOLID_NOT;
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movetype = MOVETYPE_NONE;
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customphysics = __NULL__;
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}
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void hostage_entity::Respawn(void)
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{
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v_angle[0] = Math_FixDelta(m_oldAngle[0]);
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v_angle[1] = Math_FixDelta(m_oldAngle[1]);
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v_angle[2] = Math_FixDelta(m_oldAngle[2]);
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setorigin(this, m_oldOrigin);
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angles = v_angle;
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solid = SOLID_SLIDEBOX;
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movetype = MOVETYPE_NONE;
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setmodel(this, m_oldModel);
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setsize(this, VEC_HULL_MIN + [0,0,36], VEC_HULL_MAX + [0,0,36]);
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m_eUser = world;
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iBleeds = TRUE;
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takedamage = DAMAGE_YES;
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style = HOSTAGE_IDLE;
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customphysics = Physics;
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frame = HOSA_IDLE1;
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health = 100;
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velocity = [0,0,0];
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m_iUsed = FALSE;
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}
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void hostage_entity::hostage_entity(void)
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{
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// Path hack, FIXME do it a better way
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if (model == "/models/hostage.mdl") {
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model = "";
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}
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if (!model) {
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model = "models/hostage.mdl";
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}
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CBaseEntity::CBaseEntity();
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precache_model(m_oldModel);
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setmodel(this, m_oldModel);
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iHostagesMax = iHostagesMax + 1;
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Respawn();
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}
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