void CBaseTurret::Spawn()
{ 
	Precache( );
	SetNextThink( gpGlobals->curtime + 1 );
	SetMoveType( MOVETYPE_FLY );
	m_nSequence		= 0;
	m_flCycle		= 0;
	SetSolid( SOLID_SLIDEBOX );
	m_takedamage		= DAMAGE_YES;
	AddFlag( FL_AIMTARGET );

	m_iAmmoType = g_pGameRules->GetAmmoDef()->Index("SMG1");

	AddFlag( FL_NPC );

	if (( m_spawnflags & SF_NPC_TURRET_AUTOACTIVATE ) && !( m_spawnflags & SF_NPC_TURRET_STARTINACTIVE ))
	{
		m_iAutoStart = true;
	}

	ResetSequenceInfo( );

	SetPoseParameter( TURRET_BC_YAW, 0 );
	SetPoseParameter( TURRET_BC_PITCH, 0 );

	// Activities
	ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_OPEN );
	ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_CLOSE );
	ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_CLOSED_IDLE );
	ADD_CUSTOM_ACTIVITY( CBase`matTurret, ACT_TURRET_OPEN_IDLE );
	ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_FIRE );
	ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_RELOAD );
}
TemplateCommand ::	TemplateCommand( const string & name,
									 const string & desc )
		: Command( name, desc, TPL_HELP ) {

	AddFlag( ALib::CommandLineFlag( FLAG_TFILE, true, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_FNAMES, false, 1 ) );
}
Exemple #3
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DateFormatCommand  :: DateFormatCommand( const string & name,
        const string & desc )
    : Command( name, desc, DFMT_HELP ) {

    AddFlag( ALib::CommandLineFlag( FLAG_COLS, true, 1 ) );
    AddFlag( ALib::CommandLineFlag( FLAG_FMT, true, 1 ) );
}
Exemple #4
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EditCommand ::EditCommand( const string & name,
								const string & desc )
		: Command( name, desc, EDIT_HELP ) {

	AddFlag( ALib::CommandLineFlag( FLAG_EDIT, true, 1, true ) );
	AddFlag( ALib::CommandLineFlag( FLAG_COLS, false, 1, false ) );
}
Exemple #5
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ValidateCommand ::	ValidateCommand( const string & name,
										const string & desc )
		: Command( name, desc, VALID_HELP ), mOutMode( Reports ) {
	AddFlag( ALib::CommandLineFlag( FLAG_VFILE, true, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_OMODE, false, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_ERRCODE, false, 0 ) );
}
Exemple #6
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CWarMap::CWarMap(long lMapIndex, const TGuildWarInfo & r_info, TWarMapInfo * pkWarMapInfo, DWORD dwGuildID1, DWORD dwGuildID2)
{
	m_kMapInfo = *pkWarMapInfo;
	m_kMapInfo.lMapIndex = lMapIndex;

	memcpy(&m_WarInfo, &r_info, sizeof(TGuildWarInfo));

	m_TeamData[0].Initialize();
	m_TeamData[0].dwID = dwGuildID1;
	m_TeamData[0].pkGuild = CGuildManager::instance().TouchGuild(dwGuildID1);

	m_TeamData[1].Initialize();
	m_TeamData[1].dwID = dwGuildID2;
	m_TeamData[1].pkGuild = CGuildManager::instance().TouchGuild(dwGuildID2);
	m_iObserverCount = 0;

	war_map_info* info = AllocEventInfo<war_map_info>();
	info->pWarMap = this;

	SetBeginEvent(event_create(war_begin_event, info, PASSES_PER_SEC(60)));
	m_pkEndEvent = NULL;
	m_pkTimeoutEvent = NULL;
	m_pkResetFlagEvent = NULL;
	m_bTimeout = false;
	m_dwStartTime = get_dword_time();
	m_bEnded = false;

	if (GetType() == WAR_MAP_TYPE_FLAG)
	{
		AddFlagBase(0);
		AddFlagBase(1);
		AddFlag(0);
		AddFlag(1);
	}
}
Exemple #7
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SQLUpdateCommand ::	SQLUpdateCommand( const string & name,
										const string & desc )
		: SQLCommand( name, desc, UPD_HELP ) {

	AddFlag( ALib::CommandLineFlag( FLAG_COLS, true, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_WHERE, true, 1 ) );
}
Exemple #8
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ExcludeCommand ::ExcludeCommand( const string & name,
								const string & desc )
		: Command( name, desc, EXCL_HELP ), mReverse( false ) {

	AddFlag( ALib::CommandLineFlag( FLAG_COLS, false, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_REVCOLS, false, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_IF, false, 1 ) );
}
RemoveNewlineCommand :: RemoveNewlineCommand( const string & name,
												const string & desc )
		: Command( name, desc, RMNEW_HELP ), mSep( "" ) {

	AddFlag( ALib::CommandLineFlag( FLAG_STR, false, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_EXCLNL, false, 0 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_COLS, false, 1 ) );
}
Exemple #10
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ShuffleCommand ::ShuffleCommand( const string & name,
                                 const string & desc )
    : Command( name, desc, SHUFFLE_HELP ) {

    AddFlag( ALib::CommandLineFlag( FLAG_NUM, false, 1 ) );
    AddFlag( ALib::CommandLineFlag( FLAG_RSEED, false, 1 ) );
    AddFlag( ALib::CommandLineFlag( FLAG_COLS, false, 1 ) );
}
Exemple #11
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FileInfoCommand :: FileInfoCommand( const string & name,
								const string & desc )
		: Command( name, desc, INFO_HELP  ),
			mBasename( false ), mTwoCols( false ) {

	AddFlag( ALib::CommandLineFlag( FLAG_TWOC, false, false ) );
	AddFlag( ALib::CommandLineFlag( FLAG_BASEN, false, false ) );
}
Exemple #12
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EvalCommand ::	EvalCommand( const string & name,
									 const string & desc )
		: Command( name, desc, EVAL_HELP ), mDiscardInput( false ) {
		AddFlag( ALib::CommandLineFlag( FLAG_EXPR, false, 1, true ) );
		AddFlag( ALib::CommandLineFlag( FLAG_REMOVE, false, 1, true ) );
		AddFlag( ALib::CommandLineFlag( FLAG_DISCARD, false, 0, true) );
		AddFlag( ALib::CommandLineFlag( FLAG_IF, false, 1, true) );
}
Exemple #13
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DSVReadCommand :: DSVReadCommand( const string & name,
                                  const string & desc )
    : DSVBase( name, desc, DSVR_HELP ), mIsCSV( false ), mCollapseSep( false ) {

    AddFlag( ALib::CommandLineFlag( FLAG_CSV, false, 0 ) );
    AddFlag( ALib::CommandLineFlag( FLAG_CMULTI, false, 0 ) );

}
Exemple #14
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AsciiTableCommand :: AsciiTableCommand( const string & name,
								const string & desc )
		: Command( name, desc, ATABLE_HELP ), mUseLineSep( false ) {

	AddFlag( ALib::CommandLineFlag( FLAG_HEADER, false, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_RALIGN, false, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_SEP, false, 0 ) );
}
Exemple #15
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CallCommand :: CallCommand( const string & name, const string & desc )
				: Command( name, desc, CALL_HELP ),
					mOutBufSize( DEF_OUTBUF_SIZE ) {

	AddFlag( ALib::CommandLineFlag( FLAG_DLL, true, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_FUNC, true, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_COLS, false, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_BSIZE, false, 1 ) );
}
Exemple #16
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TrimCommand ::	TrimCommand( const string & name,
                             const string & desc )
    : Command( name, desc, TRIM_HELP ) {

    AddFlag( ALib::CommandLineFlag( FLAG_COLS, false, 1 ) );
    AddFlag( ALib::CommandLineFlag( FLAG_TRLEAD, false, 0 ) );
    AddFlag( ALib::CommandLineFlag( FLAG_TRTRAIL, false, 0 ) );
    AddFlag( ALib::CommandLineFlag( FLAG_WIDTH, false, 1 ) );
}
Exemple #17
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PivotCommand :: PivotCommand( const string & name,
								const string & desc )
		: Command( name, desc, PIVOT_HELP ) {

	AddFlag( ALib::CommandLineFlag( FLAG_ACTION, true, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_COL, true, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_ROW, true, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_FACT, true, 1 ) );

}
//-----------------------------------------------------------------------------
// Purpose: Sets HL2 specific defaults.
//-----------------------------------------------------------------------------
void CHL2MP_Player::Spawn(void)
{
#ifdef GE_DLL
    m_bSpawnInterpCounter = !m_bSpawnInterpCounter;
    BaseClass::Spawn();
#else
    m_flNextModelChangeTime = 0.0f;
    m_flNextTeamChangeTime = 0.0f;

    PickDefaultSpawnTeam();

    BaseClass::Spawn();

    if ( !IsObserver() )
    {
        pl.deadflag = false;
        RemoveSolidFlags( FSOLID_NOT_SOLID );

        RemoveEffects( EF_NODRAW );

        GiveDefaultItems();
    }

    RemoveEffects( EF_NOINTERP );

    m_nRenderFX = kRenderNormal;

    m_Local.m_iHideHUD = 0;

    AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round.

    m_impactEnergyScale = HL2MPPLAYER_PHYSDAMAGE_SCALE;

    if ( HL2MPRules()->IsIntermission() )
    {
        AddFlag( FL_FROZEN );
    }
    else
    {
        RemoveFlag( FL_FROZEN );
    }

    m_bSpawnInterpCounter = !m_bSpawnInterpCounter;

    m_Local.m_bDucked = false;

    SetPlayerUnderwater(false);

    m_bReady = false;
#endif
    //Tony; do the spawn animevent
    DoAnimationEvent( PLAYERANIMEVENT_SPAWN );

    SetContextThink( &CHL2MP_Player::HL2MPPushawayThink, gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, HL2MP_PUSHAWAY_THINK_CONTEXT );
}
//------------------------------------------------------------------------------
// Purpose :
// Input   :
// Output  :
// Notes   : Have your derived Helicopter's Spawn() function call this one FIRST
//------------------------------------------------------------------------------
void CBaseHelicopter::Spawn( void )
{
	Precache( );

	SetSolid( SOLID_BBOX );
	SetMoveType( MOVETYPE_STEP );
	AddFlag( FL_FLY );

	m_lifeState			= LIFE_ALIVE;

	// motor
	//******
	// All of this stuff is specific to the individual type of aircraft. Handle it yourself.
	//******
	//	m_iAmmoType = g_pGameRules->GetAmmoDef()->Index("MediumRound"); 
	//	SetModel( "models/attack_helicopter.mdl" );
	//	UTIL_SetSize( this, Vector( -32, -32, -64 ), Vector( 32, 32, 0 ) );
	//	UTIL_SetOrigin( this, GetLocalOrigin() );
	//	m_iHealth = 100;
	//	m_flFieldOfView = -0.707; // 270 degrees
	//	InitBoneControllers();
	//	m_iRockets			= 10;
	//	Get the rotor sound started up.

	// This base class assumes the helicopter has no guns or missiles. 
	// Set the appropriate flags in your derived class' Spawn() function.
	m_fHelicopterFlags &= ~BITS_HELICOPTER_MISSILE_ON;
	m_fHelicopterFlags &= ~BITS_HELICOPTER_GUN_ON;

	m_pRotorSound = NULL;
	m_pRotorBlast = NULL;

	m_flCycle = 0;
	ResetSequenceInfo();

	AddFlag( FL_NPC );

	m_flMaxSpeed = BASECHOPPER_MAX_SPEED;
	m_flMaxSpeedFiring = BASECHOPPER_MAX_FIRING_SPEED;
	m_takedamage = DAMAGE_AIM;

	// Don't start up if the level designer has asked the 
	// helicopter to start disabled.
	if ( !(m_spawnflags & SF_AWAITINPUT) )
	{
		Startup();
		SetNextThink( gpGlobals->curtime + 1.0f );
	}

	InitPathingData( BASECHOPPER_LEAD_DISTANCE, BASECHOPPER_MIN_CHASE_DIST_DIFF, BASECHOPPER_AVOID_DIST );

	// Setup collision hull
	ExpandBBox( m_cullBoxMins, m_cullBoxMaxs );
	AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );
}
Exemple #20
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SQLCommand :: SQLCommand( const string & name,
							const string & desc,
							const string & help )
	: Command( name, desc, help ), mQuoteNulls(false) {
	AddFlag( ALib::CommandLineFlag( FLAG_NOQUOTE, false, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_QNULLS, false, 0 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_TABLE, true, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_SQLSEP, false, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_ENULLS, false, 0 ) );

}
Exemple #21
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JoinCommand :: JoinCommand( const string & name,
							const string & desc )
			: Command( name, desc, JOIN_HELP),
					mOuterJoin( false ), mIgnoreCase( false ), mKeep( false ) {

	AddFlag( ALib::CommandLineFlag( FLAG_COLS, true, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_OUTERJ, false, 0 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_INVERT, false, 0 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_ICASE, false, 0 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_KEEP, false, 0 ) );
}
FileSplitCommand :: FileSplitCommand( const string & name,
							const string & desc )
			: Command( name, desc, SPLIT_HELP), mUseFieldNames( false ) {

	AddFlag( ALib::CommandLineFlag( FLAG_COLS, true, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_FSPRE, false, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_FSDIR, false, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_FSEXT, false, 1 ) );
	AddFlag( ALib::CommandLineFlag( FLAG_USEFLD, false, 0 ) );

	mFileNo = 1;
}
//-----------------------------------------------------------------------------
// Purpose: Sets HL2 specific defaults.
//-----------------------------------------------------------------------------
void CHL2MP_Player::Spawn(void)
{
    m_flNextModelChangeTime = 0.0f;
    m_flNextTeamChangeTime = 0.0f;

    PickDefaultSpawnTeam();

    BaseClass::Spawn();

    pl.deadflag = false;
    m_lifeState = LIFE_ALIVE;
    RemoveSolidFlags( FSOLID_NOT_SOLID );

    RemoveEffects( EF_NODRAW );

    //BP On donne par défaut les armes correspondantes au mode de jeu
    //GiveDefaultItems();
    GiveAllItems();

    RemoveEffects( EF_NOINTERP );

    m_nRenderFX = kRenderNormal;

    m_Local.m_iHideHUD = 0;

    AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round.

    m_impactEnergyScale = HL2MPPLAYER_PHYSDAMAGE_SCALE;

    if ( HL2MPRules()->IsIntermission() )
        AddFlag( FL_FROZEN );
    else
        RemoveFlag( FL_FROZEN );

    m_bSpawnInterpCounter = !m_bSpawnInterpCounter;

    m_Local.m_bDucked = false;

    SetPlayerUnderwater(false);

    m_bReady = false;

    m_hKiller.Set(NULL);

    //Tony; do the spawn animevent
    DoAnimationEvent( PLAYERANIMEVENT_SPAWN );

    SetContextThink( &CHL2MP_Player::HL2MPPushawayThink, gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, HL2MP_PUSHAWAY_THINK_CONTEXT );

    if ( GetTeamNumber() != TEAM_SPECTATOR )
        StopObserverMode();
}
//-----------------------------------------------------------------------------
// Purpose: Sets HL2 specific defaults.
//-----------------------------------------------------------------------------
void CHL2MP_Player::Spawn(void)
{
	m_flNextModelChangeTime = 0.0f;
	m_flNextTeamChangeTime = 0.0f;

	PickDefaultSpawnTeam();

	BaseClass::Spawn();
	
	if ( !IsObserver() )
	{
		pl.deadflag = false;
		RemoveSolidFlags( FSOLID_NOT_SOLID );

		RemoveEffects( EF_NODRAW );
		
		GiveDefaultItems();
	}

	SetNumAnimOverlays( 3 );
	ResetAnimation();

	m_nRenderFX = kRenderNormal;

	m_Local.m_iHideHUD = 0;
	
	AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round.

	m_impactEnergyScale = HL2MPPLAYER_PHYSDAMAGE_SCALE;

	if ( HL2MPRules()->IsIntermission() )
	{
		AddFlag( FL_FROZEN );
	}
	else
	{
		RemoveFlag( FL_FROZEN );
	}

	m_iSpawnInterpCounter = (m_iSpawnInterpCounter + 1) % 8;

	m_Local.m_bDucked = false;

	SetPlayerUnderwater(false);

	m_bReady = false;

	m_flNextKickAttack = gpGlobals->curtime;
	CBaseViewModel *Leg = GetViewModel(1);
	Leg->SetWeaponModel("models/weapons/v_kick.mdl", NULL);
}
//-----------------------------------------------------------------------------
// Purpose: Sets HL2 specific defaults.
//-----------------------------------------------------------------------------
void CHL2MP_Player::Spawn(void)
{
	m_flNextModelChangeTime = 0.0f;
	m_flNextTeamChangeTime = 0.0f;

	PickDefaultSpawnTeam();

	BaseClass::Spawn();
	
	if ( !IsObserver() )
	{
		pl.deadflag = false;
		RemoveSolidFlags( FSOLID_NOT_SOLID );

		RemoveEffects( EF_NODRAW );
		
		GiveDefaultItems();
	}


	m_nRenderFX = kRenderNormal;

	m_Local.m_iHideHUD = 0;
	
	AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round.

	m_impactEnergyScale = HL2MPPLAYER_PHYSDAMAGE_SCALE;

	if ( HL2MPRules()->IsIntermission() )
	{
		AddFlag( FL_FROZEN );
	}
	else
	{
		RemoveFlag( FL_FROZEN );
	}

	m_iSpawnInterpCounter = (m_iSpawnInterpCounter + 1) % 8;

	m_Local.m_bDucked = false;

	SetPlayerUnderwater(false);

	m_bReady = false;

	//Tony; do the spawn animevent
	DoAnimationEvent( PLAYERANIMEVENT_SPAWN );

}
Exemple #26
0
/* check_clean_nick()
 *
 * input        - pointer to source
 *              -
 *              - nickname
 *              - truncated nickname
 *              - origin of client
 *              - pointer to server nick is coming from
 * output       - none
 * side effects - if nickname is erroneous, or a different length to
 *                truncated nickname, return 1
 */
static int
check_clean_nick(struct Client *client_p, struct Client *source_p,
                 char *nick, struct Client *server_p)
{
  /* the old code did some wacky stuff here, if the nick is invalid, kill it
   * and dont bother messing at all
   */
  if (!valid_nickname(nick, 0))
  {
    ++ServerStats.is_kill;
    sendto_realops_flags(UMODE_DEBUG, L_ALL, SEND_NOTICE,
                         "Bad/long Nick: %s From: %s(via %s)",
                         nick, server_p->name, client_p->name);

    sendto_one(client_p, ":%s KILL %s :%s (Bad Nickname)",
               me.name, nick, me.name);

    /* bad nick change */
    if (source_p != client_p)
    {
      kill_client_ll_serv_butone(client_p, source_p,
                                 "%s (Bad Nickname)",
                                 me.name);
      AddFlag(source_p, FLAGS_KILLED);
      exit_client(source_p, &me, "Bad Nickname");
    }

    return 1;
  }

  return 0;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponStriderBuster::Spawn( void )
{	
	SetModelName( AllocPooledString("models/magnusson_device.mdl") );
	BaseClass::Spawn();
	
	// Setup for being shot by the player
	m_takedamage = DAMAGE_EVENTS_ONLY;

	// Ignore touches until launched.
	SetTouch ( NULL );

	AddFlag( FL_AIMTARGET|FL_OBJECT );

	m_hParticleEffect = CreateEntityByName( "info_particle_system" );
	if ( m_hParticleEffect )
	{
		m_hParticleEffect->KeyValue( "start_active", "1" );
		m_hParticleEffect->KeyValue( "effect_name", "striderbuster_smoke" );
		DispatchSpawn( m_hParticleEffect );
		if ( gpGlobals->curtime > 0.2f )
		{
			m_hParticleEffect->Activate();
		}
		m_hParticleEffect->SetAbsOrigin( GetAbsOrigin() );
		m_hParticleEffect->SetParent( this );
	}

	SetHealth( striderbuster_health.GetFloat() );
	
	SetNextThink(gpGlobals->curtime + 0.01f);
}
Exemple #28
0
void CFuncBrush::Spawn( void )
{
	SetMoveType( MOVETYPE_PUSH );  // so it doesn't get pushed by anything

	SetSolid( SOLID_VPHYSICS );
	AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );

	if ( m_iSolidity == BRUSHSOLID_NEVER )
	{
		AddSolidFlags( FSOLID_NOT_SOLID );
	}

	SetModel( STRING( GetModelName() ) );

	if ( m_iDisabled )
		TurnOff();
	
	// If it can't move/go away, it's really part of the world
	if ( !GetEntityName() || !m_iParent )
		AddFlag( FL_WORLDBRUSH );

	CreateVPhysics();

	// Slam the object back to solid - if we really want it to be solid.
	if ( m_bSolidBsp )
	{
		SetSolid( SOLID_BSP );
	}
}
//-----------------------------------------------------------------------------
// Transfer dissolve
//-----------------------------------------------------------------------------
void CBaseAnimating::TransferDissolveFrom( CBaseAnimating *pAnim )
{
	if ( !pAnim || !pAnim->IsDissolving() )
		return;

	CEntityDissolve *pDissolve = CEntityDissolve::Create( this, pAnim );
	if (pDissolve)
	{
		AddFlag( FL_DISSOLVING );
		m_flDissolveStartTime = pAnim->m_flDissolveStartTime;

		CEntityDissolve *pDissolveFrom = dynamic_cast < CEntityDissolve * > (pAnim->GetEffectEntity());

		if ( pDissolveFrom )
		{
			pDissolve->SetDissolverOrigin( pDissolveFrom->GetDissolverOrigin() );
			pDissolve->SetDissolveType( pDissolveFrom->GetDissolveType() );

			if ( pDissolveFrom->GetDissolveType() == ENTITY_DISSOLVE_CORE )
			{
				pDissolve->SetMagnitude( pDissolveFrom->GetMagnitude() );
				pDissolve->m_flFadeOutStart = CORE_DISSOLVE_FADE_START;
				pDissolve->m_flFadeOutModelStart = CORE_DISSOLVE_MODEL_FADE_START;
				pDissolve->m_flFadeOutModelLength = CORE_DISSOLVE_MODEL_FADE_LENGTH;
				pDissolve->m_flFadeInLength = CORE_DISSOLVE_FADEIN_LENGTH;
			}
		}
	}
}
Exemple #30
0
//------------------------------------------------
// Spawn
//------------------------------------------------
void CPropAPC::Spawn( void )
{
	BaseClass::Spawn();
	SetBlocksLOS( true );
	m_iHealth = m_iMaxHealth = sk_apc_health.GetFloat();
	SetCycle( 0 );
	m_iMachineGunBurstLeft = MACHINE_GUN_BURST_SIZE;
	m_iRocketSalvoLeft = ROCKET_SALVO_SIZE;
	m_nRocketSide = 0;
	m_lifeState = LIFE_ALIVE;
	m_bInFiringCone = false;

	m_flHandbrakeTime = gpGlobals->curtime + 0.1;
	m_bInitialHandbrake = false;

	// Reset the gun to a default pose.
	SetPoseParameter( "vehicle_weapon_pitch", 0 );
	SetPoseParameter( "vehicle_weapon_yaw", 90 );

	CreateAPCLaserDot();

	if ( IsXbox() )
	{
		AddFlag( FL_AIMTARGET );
	}
}