248 lines
6.8 KiB
C++
248 lines
6.8 KiB
C++
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#include "cbase.h"
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#include "asw_extinguisher_projectile.h"
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#include "Sprite.h"
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#include "soundent.h"
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#include "te_effect_dispatch.h"
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#include "IEffects.h"
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#include "EntityFlame.h"
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#include "asw_fire.h"
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#include "asw_marine.h"
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#include "asw_weapon_flamer_shared.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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extern ConVar sk_plr_dmg_asw_f;
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extern ConVar sk_npc_dmg_asw_f;
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extern ConVar asw_flamer_debug;
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#define PELLET_MODEL "models/swarm/Shotgun/ShotgunPellet.mdl"
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LINK_ENTITY_TO_CLASS( asw_extinguisher_projectile, CASW_Extinguisher_Projectile );
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IMPLEMENT_SERVERCLASS_ST(CASW_Extinguisher_Projectile, DT_ASW_Extinguisher_Projectile)
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END_SEND_TABLE()
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BEGIN_DATADESC( CASW_Extinguisher_Projectile )
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DEFINE_FUNCTION( ProjectileTouch ),
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DEFINE_FIELD( m_flDamage, FIELD_FLOAT ),
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DEFINE_FIELD( m_inSolid, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hFirer, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flFreezeAmount, FIELD_FLOAT ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CASW_Extinguisher_Projectile::~CASW_Extinguisher_Projectile( void )
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{
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m_flFreezeAmount = 0.001f;
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}
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void CASW_Extinguisher_Projectile::Spawn( void )
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{
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Precache( );
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
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m_flDamage = sk_plr_dmg_asw_f.GetFloat();
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m_takedamage = DAMAGE_NO;
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SetSize( -Vector(4,4,4), Vector(4,4,4) );
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SetSolid( SOLID_BBOX );
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SetGravity( 0.05f );
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SetCollisionGroup( ASW_COLLISION_GROUP_EXTINGUISHER_PELLETS );
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SetTouch( &CASW_Extinguisher_Projectile::ProjectileTouch );
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// flamer projectile only lasts 1 second
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SetThink( &CASW_Extinguisher_Projectile::SUB_Remove );
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SetNextThink( gpGlobals->curtime + 1.0f );
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}
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bool CASW_Extinguisher_Projectile::CreateVPhysics()
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{
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// Create the object in the physics system
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VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false );
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return true;
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}
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unsigned int CASW_Extinguisher_Projectile::PhysicsSolidMaskForEntity() const
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{
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return ( BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX ) & ~CONTENTS_GRATE;
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}
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void CASW_Extinguisher_Projectile::ProjectileTouch( CBaseEntity *pOther )
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{
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// can't do this here, since CFire isn't declared in a .h >_<
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//CFire* pFire = dynamic_cast<CFire*>(pOther);
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//if (pFire)
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//{
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//pFire->Extinguish(5);
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//TouchedEnvFire();
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//}
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if ( !g_pGameRules || !g_pGameRules->ShouldCollide( GetCollisionGroup(), pOther->GetCollisionGroup() ) )
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return;
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if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
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return;
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if ( pOther->m_takedamage != DAMAGE_NO )
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{
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CASW_Marine *pMarine = CASW_Marine::AsMarine( pOther );
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if (pMarine && pMarine->m_bOnFire)
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{
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pMarine->Extinguish();
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}
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else
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{
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CBaseAnimating* pAnim = dynamic_cast<CBaseAnimating*>(pOther);
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if (pAnim && pAnim->IsOnFire())
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{
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CEntityFlame *pFireChild = dynamic_cast<CEntityFlame *>( pAnim->GetEffectEntity() );
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if ( pFireChild )
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{
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pAnim->SetEffectEntity( NULL );
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UTIL_Remove( pFireChild );
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}
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pAnim->Extinguish();
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}
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}
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//FireSystem_ExtinguishInRadius( GetAbsOrigin(), 100, 100 );
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// todo: keep going through normal entities?
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//if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
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//return;
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CAI_BaseNPC * RESTRICT pNPC = dynamic_cast<CAI_BaseNPC*>( pOther );
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if ( pNPC )
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{
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// Freeze faster the more frozen the object is
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//flFreeze = (0.5f * pNPC->GetFrozenAmount()) + flFreeze;
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if ( m_flFreezeAmount > 0 )
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{
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pNPC->Freeze( m_flFreezeAmount, this );
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if ( pNPC->GetFrozenAmount() >= 0.9f )
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return;
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}
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}
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SetAbsVelocity( Vector( 0, 0, 0 ) );
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SetTouch( NULL );
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SetThink( NULL );
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UTIL_Remove( this );
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}
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else
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{
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trace_t tr;
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tr = BaseClass::GetTouchTrace();
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// See if we struck the world
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if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) )
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{
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Vector vel = GetAbsVelocity();
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if ( tr.startsolid )
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{
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if ( !m_inSolid )
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{
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// UNDONE: Do a better contact solution that uses relative velocity?
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vel *= -1.0f; // bounce backwards
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SetAbsVelocity(vel);
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}
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m_inSolid = true;
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return;
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}
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m_inSolid = false;
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if ( tr.DidHit() )
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{
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Vector dir = vel;
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VectorNormalize(dir);
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// reflect velocity around normal
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vel = -2.0f * tr.plane.normal * DotProduct(vel,tr.plane.normal) + vel;
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// absorb 80% in impact
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//vel *= GRENADE_COEFFICIENT_OF_RESTITUTION;
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SetAbsVelocity( vel );
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}
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return;
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}
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else
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{
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UTIL_Remove( this );
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}
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}
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}
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CASW_Extinguisher_Projectile* CASW_Extinguisher_Projectile::Extinguisher_Projectile_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner )
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{
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CASW_Extinguisher_Projectile *pPellet = (CASW_Extinguisher_Projectile *)CreateEntityByName( "asw_extinguisher_projectile" );
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pPellet->SetAbsAngles( angles );
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pPellet->Spawn();
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pPellet->SetOwnerEntity( pOwner );
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pPellet->m_hFirer = pOwner;
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UTIL_SetOrigin( pPellet, position );
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pPellet->SetAbsVelocity( velocity );
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if (asw_flamer_debug.GetBool())
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pPellet->m_debugOverlays |= OVERLAY_BBOX_BIT;
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return pPellet;
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}
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#define ASW_EXTINGUISHER_PROJECTILE_ACCN 250.0f
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void CASW_Extinguisher_Projectile::PhysicsSimulate()
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{
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// Make sure not to simulate this guy twice per frame
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if (m_nSimulationTick == gpGlobals->tickcount)
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return;
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// slow down the projectile's velocity
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/*
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Vector dir = GetAbsVelocity();
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VectorNormalize(dir);
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SetAbsVelocity(GetAbsVelocity() - (dir * gpGlobals->frametime * ASW_EXTINGUISHER_PROJECTILE_ACCN));
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dir = GetAbsVelocity();
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*/
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SetAbsVelocity( GetAbsVelocity() *
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( 1 - gpGlobals->frametime * ASW_EXTINGUISHER_PROJECTILE_ACCN / CASW_Weapon_Flamer::EXTINGUISHER_PROJECTILE_AIR_VELOCITY ) );
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if (asw_flamer_debug.GetBool())
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{
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NDebugOverlay::Box( GetAbsOrigin(), -Vector(4,4,4), Vector(4,4,4), 255, 0, 0, 255, 0.2f );
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NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity() ,
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255, 255, 0, true, 0.3f );
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NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity() * gpGlobals->interval_per_tick,
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128, 255, 0, true, 0.3f );
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}
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BaseClass::PhysicsSimulate();
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}
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// need to force send as it has no model
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int CASW_Extinguisher_Projectile::ShouldTransmit( const CCheckTransmitInfo *pInfo )
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{
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return FL_EDICT_ALWAYS;
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}
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void CASW_Extinguisher_Projectile::TouchedEnvFire()
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{
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SetThink( &CASW_Extinguisher_Projectile::SUB_Remove );
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SetNextThink( gpGlobals->curtime );
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}
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CBaseEntity* CASW_Extinguisher_Projectile::GetFirer()
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{
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return m_hFirer.Get();
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}
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