223 lines
6.3 KiB
C++
223 lines
6.3 KiB
C++
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#include "cbase.h"
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#include "props.h"
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#include "asw_firewall_piece.h"
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#include "asw_marine.h"
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#include "asw_alien.h"
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#include "asw_fire.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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LINK_ENTITY_TO_CLASS( asw_firewall_piece, CASW_Firewall_Piece );
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PRECACHE_REGISTER( asw_firewall_piece );
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//---------------------------------------------------------
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//
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//---------------------------------------------------------
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IMPLEMENT_SERVERCLASS_ST(CASW_Firewall_Piece, DT_ASW_Firewall_Piece)
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END_SEND_TABLE()
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CASW_Firewall_Piece )
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DEFINE_THINKFUNC( FireThink ),
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DEFINE_ENTITYFUNC( FireTouch ),
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DEFINE_FIELD( m_iLeftFire, FIELD_INTEGER ),
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DEFINE_FIELD( m_iRightFire, FIELD_INTEGER ),
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DEFINE_FIELD( m_fSpawnTime, FIELD_TIME ),
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DEFINE_FIELD( m_fFireDuration, FIELD_FLOAT ),
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END_DATADESC()
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CASW_Firewall_Piece::CASW_Firewall_Piece()
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{
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m_iLeftFire = 0;
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m_iRightFire = 0;
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m_fFireDuration = 30.0f;
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m_hCreatorWeapon = NULL;
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}
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CASW_Firewall_Piece::~CASW_Firewall_Piece()
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{
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m_hCreatorWeapon = NULL;
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}
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#define ASW_FIREWALL_SPREAD_TIME 0.2f
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#define ASW_FIREWALL_SPACING 38.0f
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CASW_Firewall_Piece::Spawn( void )
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{
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Precache();
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SetSolid( SOLID_BBOX );
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SetCollisionBounds( Vector(-12,-12,0), Vector(12,12,60));
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//SetCollisionGroup( COLLISION_GROUP_WEAPON );
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SetCollisionGroup( ASW_COLLISION_GROUP_PASSABLE );
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CollisionProp()->UseTriggerBounds( true, 16 );
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//SetCollisionGroup( ASW_COLLISION_GROUP_PASSABLE );
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AddSolidFlags( FSOLID_TRIGGER); // FSOLID_NOT_SOLID ||
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//SetMoveType( MOVETYPE_FLYGRAVITY );
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//BaseClass::Spawn();
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AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
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AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
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AddEffects( EF_NODRAW );
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SetThink( &CASW_Firewall_Piece::FireThink );
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SetNextThink( gpGlobals->curtime + ASW_FIREWALL_SPREAD_TIME );
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m_fSpawnTime = gpGlobals->curtime;
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SetTouch( &CASW_Firewall_Piece::FireTouch );
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// spawn our env fire
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//CFire *pFire = (CFire *)CreateEntityByName( "env_fire" );
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//pFire->SetAbsAngles( GetAbsAngles() );
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//UTIL_SetOrigin( pFire, GetAbsOrigin() );
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//pFire->Spawn();
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//pFire->SetAbsVelocity( vec3_origin );
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trace_t tr;
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UTIL_TraceHull( GetAbsOrigin() + Vector( 0.0f,0.0f, 5.0f), GetAbsOrigin() + Vector( 0.0f, 0.0f, -100.0f ),
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Vector( -30.0f, -30.0f, 0.0f ), Vector( 30.0f, 30.0f, 30.0f ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
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int nFlags = ( SF_FIRE_START_ON | SF_FIRE_SMOKELESS );
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if ( m_iLeftFire <= 0 || m_iRightFire <= 0 )
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{
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nFlags |= SF_FIRE_NO_SOUND;
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}
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FireSystem_StartFire(tr.endpos, 64, 4, m_fFireDuration, nFlags, GetOwnerEntity(), FIRE_WALL_MINE, GetAbsAngles().y, m_hCreatorWeapon );
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}
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void CASW_Firewall_Piece::Precache()
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{
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BaseClass::Precache();
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}
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int CASW_Firewall_Piece::ShouldTransmit( const CCheckTransmitInfo *pInfo )
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{
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//return FL_EDICT_ALWAYS;
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return FL_EDICT_DONTSEND;
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}
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int CASW_Firewall_Piece::UpdateTransmitState()
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{
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return SetTransmitState( FL_EDICT_FULLCHECK );
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}
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void CASW_Firewall_Piece::FireThink( void )
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{
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//NDebugOverlay::Box( GetAbsOrigin(), CollisionProp()->OBBMins(), CollisionProp()->OBBMaxs(), 255, 0, 255, 64, 1.0f );
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// check for spawning out fire to either side
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if (m_iLeftFire > 0 || m_iRightFire> 0)
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{
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if (gpGlobals->curtime - m_fSpawnTime >= ASW_FIREWALL_SPREAD_TIME)
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{
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if (m_iLeftFire > 0)
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{
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// spawn another firewall piece to the left
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CASW_Firewall_Piece* pFirewall = CreateAnotherPiece(false);
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if (pFirewall)
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{
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pFirewall->SetSideFire(m_iLeftFire-1, 0);
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}
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m_iLeftFire = 0;
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}
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if (m_iRightFire > 0)
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{
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// spawn another firewall piece to the right
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CASW_Firewall_Piece* pFirewall = CreateAnotherPiece(true);
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if (pFirewall)
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{
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pFirewall->SetSideFire(0, m_iRightFire-1);
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}
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m_iRightFire = 0;
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}
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}
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SetNextThink( gpGlobals->curtime + 0.001f );
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}
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else
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{
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// if we're done spawning all our children, remove ourself
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SetThink( &CASW_Firewall_Piece::SUB_Remove );
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SetNextThink( gpGlobals->curtime );
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}
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}
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CASW_Firewall_Piece* CASW_Firewall_Piece::CreateAnotherPiece(bool bRight)
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{
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Vector offset;
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QAngle ang = GetAbsAngles();
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if (bRight)
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ang.y+=90;
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else
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ang.y-=90;
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AngleVectors(ang, &offset);
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offset *= ASW_FIREWALL_SPACING;
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Vector start = GetAbsOrigin() + Vector(0,0,20);
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Vector dest = start + offset;
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//todo: trace from abs to dest
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trace_t tr;
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UTIL_TraceLine(start, dest, MASK_SOLID, this, ASW_COLLISION_GROUP_IGNORE_NPCS, &tr);
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if (tr.fraction < 1.0f)
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{
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//Msg("firewall trace got %f startsolid=%d allsolid=%d\n", tr.fraction, tr.startsolid, tr.allsolid);
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//if (tr.m_pEnt)
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//Msg("firewall trace hit %s\n", tr.m_pEnt->GetClassname());
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return NULL;
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}
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//else if (tr.fraction < 1.0f)
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//dest = GetAbsOrigin() + (offset * tr.fraction);
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CASW_Firewall_Piece* pFirewall = (CASW_Firewall_Piece *)CreateEntityByName( "asw_firewall_piece" );
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if (pFirewall)
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{
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pFirewall->SetAbsAngles( GetAbsAngles() );
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pFirewall->SetOwnerEntity(GetOwnerEntity());
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//if (GetOwnerEntity())
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//Msg("Creating another firewall piece with owner %s\n", GetOwnerEntity()->GetClassname());
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//UTIL_SetOrigin( pFirewall, GetAbsOrigin() + offset );
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pFirewall->SetAbsOrigin( dest - Vector(0,0,20) );
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pFirewall->SetDuration(m_fFireDuration);
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pFirewall->m_hCreatorWeapon = m_hCreatorWeapon;
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pFirewall->Spawn();
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pFirewall->SetAbsVelocity( vec3_origin );
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}
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else
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{
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//Msg("Failed to create firewall piece!");
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}
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return pFirewall;
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}
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// redundant now, just let the env_fires set people alight
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void CASW_Firewall_Piece::FireTouch(CBaseEntity* pOther)
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{
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/*
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//Msg("fire touched by %s\n", pOther->GetClassname());
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//todo: set other on fire
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CASW_Marine* pMarine = CASW_Marine::AsMarine( pOther );
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if (pMarine)
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{
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pMarine->Ignite(30.0f);
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//Msg("OUCH OUCH BURNING MARINE\n");
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}
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CASW_Alien* pAlien = dynamic_cast<CASW_Alien*>(pOther);
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if (pAlien)
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{
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pAlien->Ignite(30.0f);
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}
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*/
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}
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