mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-04-28 13:47:58 +03:00
685 lines
13 KiB
C++
685 lines
13 KiB
C++
/*
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===========================================================================
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Copyright (C) 2015 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// actor_grenade.cpp
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#include "actor.h"
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#include "weaputils.h"
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void Actor::InitGrenade
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(
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GlobalFuncs_t *func
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)
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{
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func->ThinkState = &Actor::Think_Grenade;
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func->BeginState = &Actor::Begin_Grenade;
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func->EndState = &Actor::End_Grenade;
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func->ResumeState = &Actor::Resume_Grenade;
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func->SuspendState = &Actor::End_Grenade;
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func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Grenade;
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func->FinishedAnimation = &Actor::FinishedAnimation_Grenade;
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func->IsState = &Actor::IsGrenadeState;
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}
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bool Actor::Grenade_Acquire
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(
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eGrenadeState eNextState,
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const_str csReturnAnim
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)
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{
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bool bRetVal = false;
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Vector vDest;
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if (m_bGrenadeBounced)
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{
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bRetVal = true;
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vDest = origin - m_vGrenadePos;
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vDest = vDest * 16 + m_vGrenadePos;
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SetPath(vDest, NULL, 0, NULL, 0.0);
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}
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if (PathExists())
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{
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if (PathComplete())
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{
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m_bHasDesiredLookAngles = false;
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if (m_pGrenade->velocity.lengthXYSquared() >= 1024)
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{
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Anim_Stand();
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}
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else
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{
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m_pGrenade->velocity = vec_zero;
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m_eNextAnimMode = 1;
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m_eGrenadeState = eNextState;
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m_bNextForceStart = false;
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m_csNextAnimString = csReturnAnim;
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}
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}
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else
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{
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Anim_RunToCasual(3);
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vec2_t delta;
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VectorSub2D(origin, m_vGrenadePos, delta);
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if (VectorLength2DSquared(delta) > 1024.0)
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{
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FaceMotion();
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}
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else
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{
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{
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vec2_t facedir;
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facedir[0] = m_vGrenadePos[0] - origin[0];
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facedir[1] = m_vGrenadePos[1] - origin[1];
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if (facedir[0] != 0 || facedir[1] != 0)
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{
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SetDesiredYawDir(facedir);
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}
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}
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}
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}
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}
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else
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{
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m_bGrenadeBounced = true;
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m_eGrenadeState = AI_GRENSTATE_FLEE;
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Grenade_Flee();
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bRetVal = false;
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}
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return bRetVal;
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}
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void Actor::Grenade_Flee
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(
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void
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)
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{
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//float origin_ratio;
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float fMinCloseDistSquared;
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float fCosAngle;
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float fSinAngle;
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float fAngle;
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vec2_t vDirAway;
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vec2_t vDirPreferred;
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if (m_bGrenadeBounced)
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{
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fAngle = (rand() - 0x3FFFFFFF) * -0.00000000146291807926716;
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fSinAngle = sin(fAngle);
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fCosAngle = cos(fAngle);
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VectorSub2D(origin, m_vGrenadePos, vDirAway);
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vDirPreferred[0] = vDirAway[0] * fCosAngle - fSinAngle * vDirAway[1];
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vDirPreferred[1] = vDirAway[0] * fSinAngle + vDirAway[1] * fCosAngle;
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FindPathAway(m_vGrenadePos, vDirPreferred, 512);
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if (PathExists() && !PathComplete())
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{
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fMinCloseDistSquared = VectorLength2DSquared(vDirAway) * 0.63999999;
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if (fMinCloseDistSquared < 1024)
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fMinCloseDistSquared = 0;
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vec2_t grenade_offset;
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for (auto current_node = CurrentPathNode(); current_node >= LastPathNode(); current_node--)
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{
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VectorSub2D(m_vGrenadePos, current_node->point, grenade_offset);
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if (current_node->dist > 0 && DotProduct2D(grenade_offset, current_node->dir) <= current_node->dist)
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{
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if (Square(CrossProduct2D(grenade_offset, current_node->dir)) < fMinCloseDistSquared)
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{
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ClearPath();
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break;
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}
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}
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}
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}
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m_bGrenadeBounced = false;
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}
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if (PathExists() && !PathComplete())
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{
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Sentient *pOwner = NULL;
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if (m_pGrenade && m_pGrenade->IsSubclassOfProjectile())
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pOwner = ((Projectile *)m_pGrenade.Pointer())->GetOwner();
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if (pOwner && pOwner->m_Team == m_Team)
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Anim_RunTo(3);
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else
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Anim_RunToFlee(3);
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FaceMotion();
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}
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else
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{
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if ((origin - m_vGrenadePos).lengthXYSquared() >= 100352
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|| !G_SightTrace(
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centroid,
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vec_zero,
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vec_zero,
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m_vGrenadePos,
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this,
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m_pGrenade,
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33819417,
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0,
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"Actor::Grenade_Flee"))
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{
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m_eGrenadeState = AI_GRENSTATE_FLEE_SUCCESS;
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Anim_Attack();
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AimAtTargetPos();
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}
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else
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{
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m_bHasDesiredLookAngles = false;
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m_eGrenadeState = AI_GRENSTATE_FLEE_FAIL;
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Anim_Cower();
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}
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}
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}
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void Actor::Grenade_ThrowAcquire
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(
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void
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)
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{
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if (!Grenade_Acquire(AI_GRENSTATE_THROW, STRING_ANIM_GRENADERETURN_SCR)
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&& !CanGetGrenadeFromAToB(
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m_vGrenadePos,
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m_vLastEnemyPos,
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true,
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&m_vGrenadeVel,
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&m_eGrenadeMode))
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{
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m_bGrenadeBounced = true;
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m_eGrenadeState = AI_GRENSTATE_FLEE;
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Grenade_Flee();
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}
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}
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void Actor::Grenade_Throw
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(
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void
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)
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{
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m_bHasDesiredLookAngles = false;
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SetDesiredYawDir(m_vGrenadeVel);
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ContinueAnimation();
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}
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void Actor::Grenade_KickAcquire
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(
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void
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)
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{
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Vector vFace = vec_zero;
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if (!Grenade_Acquire(AI_GRENSTATE_KICK, STRING_ANIM_GRENADEKICK_SCR))
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{
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VectorSub2D(m_vGrenadePos, origin, vFace);
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if (CanKickGrenade(m_vGrenadePos, m_vLastEnemyPos, vFace, &m_vGrenadeVel))
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{
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m_vKickDir = Vector(m_vGrenadeVel[0], m_vGrenadeVel[1], 0);
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VectorNormalizeFast(m_vKickDir);
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}
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else
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{
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m_bGrenadeBounced = true;
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m_eGrenadeState = AI_GRENSTATE_FLEE;
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Grenade_Flee();
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}
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}
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}
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void Actor::Grenade_Kick
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(
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void
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)
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{
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m_bHasDesiredLookAngles = false;
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ContinueAnimation();
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}
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void Actor::Grenade_MartyrAcquire
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(
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void
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)
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{
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Vector vDest;
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if (m_bGrenadeBounced)
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{
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m_bGrenadeBounced = false;
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vDest = origin - m_vGrenadePos;
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VectorNormalizeFast(vDest);
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vDest = vDest * 88 + m_vGrenadePos;
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SetPath(vDest, NULL, 0, NULL, 0.0);
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}
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if (PathExists())
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{
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if (PathComplete())
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{
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m_bHasDesiredLookAngles = false;
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vDest = vec_zero;
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m_pGrenade->velocity = vec_zero;
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//weird ? m_pGrenade->velocity is vec_zero ???
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if (m_pGrenade->velocity.lengthXYSquared() < 1024)
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{
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m_pGrenade->velocity = vec_zero;
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m_eGrenadeState = AI_GRENSTATE_MARTYR;
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m_iStateTime = level.inttime;
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Grenade_Martyr();
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}
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}
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else
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{
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Anim_RunToCasual(3);
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m_csPathGoalEndAnimScript = STRING_ANIM_GRENADEMARTYR_SCR;
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if ((origin-m_vGrenadePos).lengthXYSquared() > 16384)
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{
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FaceMotion();
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}
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else
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{
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if (m_vGrenadePos - origin != vec_zero)
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{
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SetDesiredYawDir(m_vGrenadePos - origin);
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}
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}
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}
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}
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else
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{
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m_bGrenadeBounced = true;
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m_eGrenadeState = AI_GRENSTATE_FLEE;
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Grenade_Flee();
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}
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}
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void Actor::Grenade_Martyr
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(
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void
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)
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{
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if (m_pGrenade && level.inttime >= (m_iStateTime + 1000) - 0.5)
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{
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Projectile *m_pPGrenade = (Projectile *)m_pGrenade.Pointer();
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m_pPGrenade->m_bHurtOwnerOnly = true;
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m_pPGrenade->owner = entnum;
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}
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m_bHasDesiredLookAngles = false;
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ContinueAnimation();
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}
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void Actor::Grenade_Wait
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(
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void
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)
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{
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if (rand() & 0xF)
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{
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Anim_Cower();
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}
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else
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{
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Anim_Stand();
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Grenade_NextThinkState();
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}
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}
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void Actor::Grenade_NextThinkState
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(
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void
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)
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{
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if (m_Enemy && !(m_Enemy->IsSubclassOfActor()))
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SetThinkState(THINKSTATE_ATTACK, THINKLEVEL_NORMAL);
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else
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SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
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}
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void Actor::Grenade_EventAttach
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(
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Event *ev
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)
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{
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if (m_pGrenade)
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{
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eGrenadeTossMode eMode;
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Vector vVel;
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int tagnum = gi.Tag_NumForName(edict->tiki, "tag_weapon_right");
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if (tagnum >= 0)
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{
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vVel = vec_zero;
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m_pGrenade->attach(
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entnum,
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tagnum,
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qtrue,
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vec3_origin);
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}
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m_pGrenade->avelocity = vec3_origin;
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if (CanGetGrenadeFromAToB(
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origin,
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m_vLastEnemyPos,
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true,
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&vVel,
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&eMode))
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{
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m_vGrenadeVel = vVel;
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m_eGrenadeMode = eMode;
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}
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SetDesiredYawDir(m_vGrenadeVel);
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}
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}
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void Actor::Grenade_EventDetach
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(
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Event *ev
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)
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{
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if (m_pGrenade)
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{
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m_pGrenade->detach();
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m_pGrenade->setOrigin(GrenadeThrowPoint(origin, orientation[0], m_eGrenadeMode == AI_GREN_KICK ? STRING_ANIM_GRENADEKICK_SCR : STRING_ANIM_GRENADERETURN_SCR));
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m_pGrenade->velocity = m_vGrenadeVel;
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m_pGrenade->edict->r.ownerNum = edict->s.number;
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m_pGrenade->groundentity = NULL;
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}
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}
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void Actor::Begin_Grenade
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(
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void
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)
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{
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DoForceActivate();
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m_csMood = STRING_ALERT;
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m_csIdleMood = STRING_NERVOUS;
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if (m_pGrenade)
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{
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if (m_pGrenade->enemy)
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{
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m_eGrenadeState = AI_GRENSTATE_FLEE;
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//LABEL_4:
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Grenade_Flee();
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return;
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}
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if (m_pGrenade->edict->r.ownerNum == entnum)
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{
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m_eGrenadeState = AI_GRENSTATE_FLEE;
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Grenade_Flee();
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return;
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}
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bool bHasThrowTarget = true;
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float fDistSquared;
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Vector vDelta;
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if (!m_Enemy)
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{
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Sentient *pEnemy = (Sentient *)G_GetEntity(m_pGrenade->edict->r.ownerNum);
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if (pEnemy && pEnemy->m_Team != m_Team)
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{
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SetEnemyPos(pEnemy->origin);
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}
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else
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{
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bHasThrowTarget = false;
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}
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}
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if (!bHasThrowTarget)
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{
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m_eGrenadeState = AI_GRENSTATE_FLEE;
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Grenade_Flee();
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return;
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}
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vDelta = m_vGrenadePos - origin;
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vDelta.z = 0;
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fDistSquared = vDelta.lengthXYSquared();
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if (fDistSquared >= 65536)
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{
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m_eGrenadeState = AI_GRENSTATE_FLEE;
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Grenade_Flee();
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return;
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}
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if (fDistSquared > 16384 && GrenadeWillHurtTeamAt(m_vGrenadePos))
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{
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m_pGrenade->enemy = this;
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m_eGrenadeState = AI_GRENSTATE_MARTYR_ACQUIRE;
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Grenade_MartyrAcquire();
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return;
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}
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if (GrenadeWillHurtTeamAt(m_vLastEnemyPos))
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{
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m_eGrenadeState = AI_GRENSTATE_FLEE;
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Grenade_Flee();
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return;
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}
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if (CanKickGrenade(m_vGrenadePos, m_vLastEnemyPos, vDelta, &m_vGrenadeVel))
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{
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m_eGrenadeMode = AI_GREN_KICK;
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m_vKickDir = Vector(m_vGrenadeVel[0], m_vGrenadeVel[1], 0);
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VectorNormalizeFast(m_vKickDir);
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m_pGrenade->enemy = this;
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m_eGrenadeState = AI_GRENSTATE_KICK_ACQUIRE;
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PostponeEvent(EV_Projectile_Explode, 0.25);
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Grenade_KickAcquire();
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return;
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}
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if (!CanGetGrenadeFromAToB(m_vGrenadePos, m_vLastEnemyPos, true, &m_vGrenadeVel, &m_eGrenadeMode))
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{
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m_eGrenadeState = AI_GRENSTATE_FLEE;
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Grenade_Flee();
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return;
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}
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m_pGrenade->enemy = this;
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m_eGrenadeState = AI_GRENSTATE_THROW_ACQUIRE;
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PostponeEvent(EV_Projectile_Explode, 0.75);
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if (!Grenade_Acquire(AI_GRENSTATE_THROW, STRING_ANIM_GRENADERETURN_SCR)
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&& !Actor::CanGetGrenadeFromAToB(m_vGrenadePos, m_vLastEnemyPos, true, &m_vGrenadeVel, &m_eGrenadeMode))
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{
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m_bGrenadeBounced = true;
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m_eGrenadeState = AI_GRENSTATE_FLEE;
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Grenade_Flee();
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return;
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}
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}
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else
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{
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if (m_Enemy && !m_Enemy->IsSubclassOfActor())
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{
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SetThinkState(THINKSTATE_ATTACK, THINKLEVEL_NORMAL);
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}
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else if (m_Team == TEAM_AMERICAN)
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{
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SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
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}
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else
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{
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if (!IsTeamMate((Sentient*)G_GetEntity(0)))
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ForceAttackPlayer();
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}
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}
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}
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void Actor::End_Grenade
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(
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void
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)
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{
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m_pszDebugState = "";
|
|
}
|
|
|
|
void Actor::Resume_Grenade
|
|
(
|
|
void
|
|
)
|
|
{
|
|
if (m_pGrenade)
|
|
Begin_Grenade();
|
|
else
|
|
Grenade_NextThinkState();
|
|
}
|
|
|
|
void Actor::Think_Grenade
|
|
(
|
|
void
|
|
)
|
|
{
|
|
if (m_bEnableEnemy)
|
|
UpdateEnemy(200);
|
|
m_pszDebugState = "";
|
|
NoPoint();
|
|
|
|
if (level.inttime - m_iFirstGrenadeTime > 8000)
|
|
{
|
|
Anim_Stand();
|
|
Grenade_NextThinkState();
|
|
PostThink(false);
|
|
return;
|
|
}
|
|
|
|
if (!m_pGrenade)
|
|
{
|
|
if (m_eGrenadeState && m_eGrenadeState != AI_GRENSTATE_FLEE_FAIL)
|
|
{
|
|
// weird ? no such thing as 8 ?
|
|
// FIXME?
|
|
if (m_eGrenadeMode == (eGrenadeTossMode)8)
|
|
Anim_Attack();
|
|
else
|
|
Anim_Stand();
|
|
Grenade_NextThinkState();
|
|
}
|
|
else
|
|
{
|
|
m_pszDebugState = "Wait";
|
|
Grenade_Wait();
|
|
}
|
|
PostThink(false);
|
|
return;
|
|
}
|
|
|
|
switch (m_eGrenadeState)
|
|
{
|
|
case AI_GRENSTATE_FLEE:
|
|
case AI_GRENSTATE_FLEE_SUCCESS:
|
|
case AI_GRENSTATE_FLEE_FAIL:
|
|
m_pszDebugState = "RunAway";
|
|
Grenade_Flee();
|
|
break;
|
|
case AI_GRENSTATE_THROW_ACQUIRE:
|
|
m_pszDebugState = "ThrowAcquire";
|
|
Grenade_ThrowAcquire();
|
|
break;
|
|
case AI_GRENSTATE_THROW:
|
|
m_pszDebugState = "Throw";
|
|
Grenade_Throw();
|
|
break;
|
|
case AI_GRENSTATE_KICK_ACQUIRE:
|
|
m_pszDebugState = "KickAcquire";
|
|
Grenade_KickAcquire();
|
|
break;
|
|
case AI_GRENSTATE_KICK:
|
|
m_pszDebugState = "Kick";
|
|
m_bHasDesiredLookAngles = false;
|
|
ContinueAnimation();
|
|
break;
|
|
case AI_GRENSTATE_MARTYR_ACQUIRE:
|
|
m_pszDebugState = "MartyrAcquire";
|
|
Grenade_MartyrAcquire();
|
|
break;
|
|
case AI_GRENSTATE_MARTYR:
|
|
m_pszDebugState = "Martyr";
|
|
Grenade_Martyr();
|
|
break;
|
|
default:
|
|
m_pszDebugState = "***Invalid***";
|
|
char assertStr[16317] = { 0 };
|
|
strcpy(assertStr, "\"invalid grenade state\"\n\tMessage: ");
|
|
Q_strcat(assertStr, sizeof(assertStr), DumpCallTrace("thinkstate = %i", m_State));
|
|
assert(!assertStr);
|
|
break;
|
|
}
|
|
|
|
PostThink(false);
|
|
}
|
|
|
|
void Actor::FinishedAnimation_Grenade
|
|
(
|
|
void
|
|
)
|
|
{
|
|
switch (m_eGrenadeState)
|
|
{
|
|
case AI_GRENSTATE_FLEE:
|
|
case AI_GRENSTATE_THROW_ACQUIRE:
|
|
case AI_GRENSTATE_KICK_ACQUIRE:
|
|
case AI_GRENSTATE_MARTYR_ACQUIRE:
|
|
case AI_GRENSTATE_MARTYR:
|
|
case AI_GRENSTATE_FLEE_SUCCESS:
|
|
case AI_GRENSTATE_FLEE_FAIL:
|
|
return;
|
|
case AI_GRENSTATE_THROW:
|
|
case AI_GRENSTATE_KICK:
|
|
Grenade_NextThinkState();
|
|
break;
|
|
default:
|
|
char assertStr[16317] = { 0 };
|
|
strcpy(assertStr, "\"invalid grenade state in FinishedAnimation()\"\n\tMessage: ");
|
|
Q_strcat(assertStr, sizeof(assertStr), DumpCallTrace("state = %i", m_eGrenadeState));
|
|
assert(!assertStr);
|
|
break;
|
|
}
|
|
}
|