void CASW_Weapon_Sniper_Rifle::UpdateDynamicLight()
{
	// DLIGHT disabled, since it looks bad
	return;

	C_ASW_Marine *pMarine =GetMarine();
	C_ASW_Player *pPlayer = pMarine ? pMarine->GetCommander() : NULL;
	
	if ( !pMarine || pMarine->GetActiveWeapon() != this || !pPlayer || !pMarine->IsInhabited() || !pPlayer->IsLocalPlayer() )
	{
		if (m_pSniperDynamicLight)
		{			
			m_pSniperDynamicLight->die = gpGlobals->curtime + 0.001;
			m_pSniperDynamicLight = NULL;
		}
		return;
	}

	if ( !m_pSniperDynamicLight || (m_pSniperDynamicLight->key != index) )
	{
		m_pSniperDynamicLight = effects->CL_AllocDlight ( index );
	}

	//m_fAmbientLight = asw_flashlight_marine_ambient.GetFloat();
	//m_fLightingScale = asw_flashlight_marine_lightscale.GetFloat();

	Vector vecForward, vecRight, vecUp;

	if (m_pSniperDynamicLight)
	{
		AngleVectors( GetLocalAngles(), &vecForward, &vecRight, &vecUp );
		m_pSniperDynamicLight->origin = pPlayer->GetCrosshairTracePos() + Vector( 0, 0, 10 );	
		Msg( "crosshair trace pos is %f %f %f\n", VectorExpand( pPlayer->GetCrosshairTracePos() ) );
		debugoverlay->AddTextOverlay( m_pSniperDynamicLight->origin, 0.01f, "Light" );
		m_pSniperDynamicLight->color.r = asw_sniper_dlight_r.GetInt();
		m_pSniperDynamicLight->color.g = asw_sniper_dlight_g.GetInt();
		m_pSniperDynamicLight->color.b = asw_sniper_dlight_b.GetInt();
		m_pSniperDynamicLight->radius = asw_sniper_dlight_radius.GetFloat();
		m_pSniperDynamicLight->color.exponent = asw_sniper_dlight_exponent.GetFloat();
		//m_pSniperDynamicLight->decay = 0;
		m_pSniperDynamicLight->die = gpGlobals->curtime + 30.0f;
	}
}
void C_ASW_AOEGrenade_Projectile::UpdateTargetAOEEffects( void )
{
	// Find all the targets we've stopped giving a buff to
	AOEGrenTargetFXList_t::IndexLocalType_t i = m_hAOETargetEffects.Head();
	while ( m_hAOETargetEffects.IsValidIndex(i) )
	{
		AOETargetEffects_t &aoeTargetEffect = m_hAOETargetEffects[i];
		Assert( m_hAOETargetEffects[i].me == &m_hAOETargetEffects[i] );
		bool bStillAOEGren = false;

		// Are we still buffing this target?
		for ( int target = 0; target < m_hAOETargets.Count(); target++ )
		{
			if ( m_hAOETargets[target] && m_hAOETargets[target] == aoeTargetEffect.hTarget.Get() )
			{
				bStillAOEGren = true;
				break;
			}
		}

		// advance before deleting the pointer out from under us
		const AOEGrenTargetFXList_t::IndexLocalType_t oldi = i;
		i = m_hAOETargetEffects.Next( i );

		if ( !bStillAOEGren )
		{
			ParticleProp()->StopEmission( aoeTargetEffect.pEffect );

			// stop the sound on this marine
			C_ASW_Marine *pMarine = dynamic_cast<C_ASW_Marine*>( m_hAOETargetEffects[oldi].hTarget.Get() );
			if ( pMarine && pMarine->GetCommander() )
			{
				C_ASW_Player *pLocalPlayer = C_ASW_Player::GetLocalASWPlayer();
				if ( pMarine->GetCommander() == pLocalPlayer && pMarine->IsInhabited() && m_hAOETargetEffects[oldi].pBuffLoopSound )
				{
					CSoundEnvelopeController::GetController().SoundDestroy( m_hAOETargetEffects[oldi].pBuffLoopSound );
					m_hAOETargetEffects[oldi].pBuffLoopSound = NULL;
				}
			}

			m_hAOETargetEffects.Remove(oldi);
		}
	}

	// Now add any new targets
	for ( int i = 0; i < m_hAOETargets.Count(); i++ )
	{
		C_BaseEntity *pTarget = m_hAOETargets[i].Get();

		// Loops through the aoe targets, and make sure we have an effect for each of them
		if ( pTarget )
		{
			bool bHaveEffect = false;

			for ( AOEGrenTargetFXList_t::IndexLocalType_t i = m_hAOETargetEffects.Head() ;
				  m_hAOETargetEffects.IsValidIndex(i) ;
				  i = m_hAOETargetEffects.Next(i) )
			{
				if ( m_hAOETargetEffects[i].hTarget.Get() == pTarget )
				{
					bHaveEffect = true;
					break;
				}
			}

			if ( !bHaveEffect )
			{
				CNewParticleEffect *pEffect = ParticleProp()->Create( GetArcEffectName(), PATTACH_ABSORIGIN_FOLLOW );

				AOEGrenTargetFXList_t::IndexLocalType_t iIndex = m_hAOETargetEffects.AddToTail();
				m_hAOETargetEffects[iIndex].hTarget = pTarget;
				m_hAOETargetEffects[iIndex].pEffect = pEffect;
				Assert( m_hAOETargetEffects[iIndex].me == &m_hAOETargetEffects[iIndex] );

				UpdateParticleAttachments( m_hAOETargetEffects[iIndex].pEffect, pTarget );

				// Start the sound over again every time we start a new beam
				//StopSound( GetLoopSoundName() );

				C_ASW_Marine *pMarine = C_ASW_Marine::AsMarine( pTarget );
				if ( pMarine && pMarine->GetCommander() )
				{
					C_ASW_Player *pLocalPlayer = C_ASW_Player::GetLocalASWPlayer();
					if ( pMarine->GetCommander() == pLocalPlayer && pMarine->IsInhabited() )
					{
						if ( m_hAOETargetEffects[iIndex].pBuffLoopSound )
						{
							CSoundEnvelopeController::GetController().SoundDestroy( m_hAOETargetEffects[iIndex].pBuffLoopSound );
							m_hAOETargetEffects[iIndex].pBuffLoopSound = NULL;
						}

						CSingleUserRecipientFilter filter( pLocalPlayer );
						EmitSound( filter, pMarine->entindex(), GetStartSoundName() );
						m_hAOETargetEffects[iIndex].pBuffLoopSound = CSoundEnvelopeController::GetController().SoundCreate( filter, pMarine->entindex(), GetLoopSoundName() );
						CSoundEnvelopeController::GetController().Play( m_hAOETargetEffects[iIndex].pBuffLoopSound, 1.0, 100 );
					}
				}
			}
		}
	}
}
void CASW_Hud_Squad_Hotbar::UpdateList()
{
	if ( !ASWGameResource() )
		return;

	C_ASW_Player *pPlayer = C_ASW_Player::GetLocalASWPlayer();

	int iEntry = 0;
	bool bHasItem = false;
	if ( asw_hotbar_self.GetBool() )
	{
		if ( iEntry >= m_pEntries.Count() )
		{
			CASW_Hotbar_Entry *pPanel = new CASW_Hotbar_Entry( this, "SquadInventoryPanelEntry" );
			m_pEntries.AddToTail( pPanel );
			InvalidateLayout();
		}

		// add your offhand item to the hotbar first
		CASW_Marine *pPlayerMarine = pPlayer->GetMarine();
		if ( pPlayerMarine )
		{
			C_ASW_Weapon *pWeapon = pPlayerMarine->GetASWWeapon( ASW_INVENTORY_SLOT_EXTRA );
			if ( pWeapon )
			{
				m_pEntries[ iEntry ]->m_iHotKeyIndex = -1;
				m_pEntries[ iEntry ]->SetVisible( true );
				m_pEntries[ iEntry ]->SetDetails( pPlayerMarine, ASW_INVENTORY_SLOT_EXTRA );
				bHasItem = true;
			}
		}

		if ( !bHasItem )	// blank it out if there's no item in that slot
		{
			m_pEntries[ iEntry ]->m_iHotKeyIndex = iEntry;
			m_pEntries[ iEntry ]->SetDetails( NULL, -1 );
			m_pEntries[ iEntry ]->SetVisible( false );
		}

		iEntry++;
	}

	for ( int i = 0; i < ASWGameResource()->GetMaxMarineResources(); i++ )
	{
		C_ASW_Marine_Resource* pMR = ASWGameResource()->GetMarineResource( i );
		if ( !pMR )
			continue;

		if ( pMR->GetCommander() != pPlayer )
			continue;

		C_ASW_Marine *pMarine = pMR->GetMarineEntity();
		if ( !pMarine )
			continue;

		if ( pMarine->IsInhabited() )
			continue;

		if ( iEntry >= m_pEntries.Count() )
		{
			CASW_Hotbar_Entry *pPanel = new CASW_Hotbar_Entry( this, "SquadInventoryPanelEntry" );
			m_pEntries.AddToTail( pPanel );
			InvalidateLayout();
		}

		bHasItem = false;
		for ( int k = 0; k < ASW_NUM_INVENTORY_SLOTS; k++ )
		{
			C_ASW_Weapon *pWeapon = pMarine->GetASWWeapon( k );
			if ( !pWeapon )
				continue;

			const CASW_WeaponInfo* pInfo = pWeapon->GetWeaponInfo();
			if ( !pInfo || !pInfo->m_bOffhandActivate )		// TODO: Fix for sentry guns
				continue;

			m_pEntries[ iEntry ]->m_iHotKeyIndex = iEntry;
			m_pEntries[ iEntry ]->SetVisible( true );
			m_pEntries[ iEntry ]->SetDetails( pMarine, k );
			bHasItem = true;

			if ( asw_hotbar_simple.GetBool() )		// only 1 item per marine
				break;
		}

		if ( !bHasItem )	// blank it out if there's no item in that slot
		{
			m_pEntries[ iEntry ]->m_iHotKeyIndex = iEntry;
			m_pEntries[ iEntry ]->SetDetails( NULL, -1 );
			m_pEntries[ iEntry ]->SetVisible( false );
		}

		iEntry++;
	}

	for ( int i = iEntry; i < m_pEntries.Count(); i++ )
	{
		m_pEntries[ i ]->SetVisible( false );
	}
}
Esempio n. 4
0
bool CScriptedIconLesson::Mod_ProcessElementAction( int iAction, bool bNot, const char *pchVarName, EHANDLE &hVar, const CGameInstructorSymbol *pchParamName, float fParam, C_BaseEntity *pParam, const char *pchParam, bool &bModHandled )
{
	// Assume we're going to handle the action
	bModHandled = true;

	C_BaseEntity *pVar = hVar.Get();

	switch ( iAction )
	{
		case LESSON_ACTION_IS_ALLOWED_ITEM:
		{
			C_ASW_Marine *pMarine = NULL;

			C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar );
			if ( pPlayer )
			{
				pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() );
			}

			if ( !pMarine )
			{
				if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
				{
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->AllowedToPickup( [%s] )", pchParamName->String(), pchVarName );
					ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " );
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
					ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" );
				}

				return false;
			}

			bool bIsAllowed = false;

			C_ASW_Pickup *pPickup = dynamic_cast< C_ASW_Pickup * >( pParam );
			if ( !pPickup )
			{
				C_ASW_Weapon *pWeapon = dynamic_cast< C_ASW_Weapon * >( pParam );

				if ( !pWeapon )
				{
					if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
					{
						ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->AllowedToPickup( [%s] )", pchParamName->String(), pchVarName );
						ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " );
						ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
						ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tParam handle as ASW_Weapon and ASW_Pickup returned NULL!\n" );
					}

					return false;
				}
				else
				{
					bIsAllowed = pWeapon->AllowedToPickup( pMarine );
				}
			}
			else
			{
				bIsAllowed = pPickup->AllowedToPickup( pMarine );
			}

			if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
			{
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->AllowedToPickup( [%s] )", pchParamName->String(), pchVarName );
				ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bIsAllowed ? "true" : "false" ) );
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
			}

			return ( bNot ) ? ( !bIsAllowed ) : ( bIsAllowed );
		}

		case LESSON_ACTION_ITEM_WILL_SWAP:
		{
			C_ASW_Marine *pMarine = NULL;

			C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar );
			if ( pPlayer )
			{
				pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() );
			}

			if ( !pMarine )
			{
				if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
				{
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WillSwap( [%s] )", pchParamName->String(), pchVarName );
					ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " );
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
					ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" );
				}

				return false;
			}

			bool bWillSwap = false;

			C_ASW_Pickup_Weapon *pPickup = dynamic_cast< C_ASW_Pickup_Weapon * >( pParam );
			if ( !pPickup )
			{
				C_ASW_Weapon *pWeapon = dynamic_cast< C_ASW_Weapon * >( pParam );

				if ( !pWeapon )
				{
					if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
					{
						ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WillSwap( [%s] )", pchParamName->String(), pchVarName );
						ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " );
						ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
						ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tParam handle as ASW_Weapon and ASW_Pickup returned NULL!\n" );
					}

					return false;
				}
				else
				{
					int nSlot = pMarine->GetWeaponPositionForPickup( pWeapon->GetClassname() );
					bWillSwap = ( pMarine->GetASWWeapon( nSlot ) != NULL );
				}
			}
			else
			{
				int nSlot = pMarine->GetWeaponPositionForPickup( pPickup->GetWeaponClass() );
				bWillSwap = ( pMarine->GetASWWeapon( nSlot ) != NULL );
			}

			if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
			{
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WillSwap( [%s] )", pchParamName->String(), pchVarName );
				ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bWillSwap ? "true" : "false" ) );
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
			}

			return ( bNot ) ? ( !bWillSwap ) : ( bWillSwap );
		}

		case LESSON_ACTION_CAN_HACK:
		{
			C_ASW_Marine *pMarine = NULL;

			C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar );
			if ( pPlayer )
			{
				pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() );
			}

			if ( !pMarine )
			{
				if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
				{
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->CanHack()", pchVarName );
					ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " );
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
					ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" );
				}

				return false;
			}

			bool bCanHack = pMarine->GetMarineProfile()->CanHack();

			if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
			{
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->AllowedToPickup()", pchVarName );
				ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bCanHack ? "true" : "false" ) );
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
			}

			return ( bNot ) ? ( !bCanHack ) : ( bCanHack );
		}

		case LESSON_ACTION_CAN_OFFHAND:
		{
			C_ASW_Weapon *pWeapon = dynamic_cast< C_ASW_Weapon* >( pVar );
			if ( !pWeapon )
			{
				if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
				{
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->CanOffhand()", pchVarName );
					ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " );
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
					ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Weapon returned NULL!\n" );
				}

				return false;
			}

			bool bCanOffhand = pWeapon->GetWeaponInfo()->m_bOffhandActivate;

			if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
			{
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->CanOffhand()", pchVarName );
				ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bCanOffhand ? "true" : "false" ) );
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
			}

			return ( bNot ) ? ( !bCanOffhand ) : ( bCanOffhand );
		}

		case LESSON_ACTION_HAS_SECONDARY:
		{
			C_ASW_Weapon *pWeapon = dynamic_cast< C_ASW_Weapon* >( pVar );
			if ( !pWeapon )
			{
				if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
				{
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->HasSecondary()", pchVarName );
					ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " );
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
					ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Weapon returned NULL!\n" );
				}

				return false;
			}

			bool bHasSecondary = pWeapon->UsesSecondaryAmmo();

			if ( bHasSecondary )
			{
				bHasSecondary = !( ( pWeapon->UsesClipsForAmmo2() && pWeapon->m_iClip2 <= 0 ) ||
								   ( !pWeapon->UsesClipsForAmmo2() && pWeapon->GetOwner() && pWeapon->GetOwner()->GetAmmoCount( pWeapon->m_iSecondaryAmmoType ) <= 0 ) );
			}

			if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
			{
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->HasSecondary()", pchVarName );
				ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bHasSecondary ? "true" : "false" ) );
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
			}

			return ( bNot ) ? ( !bHasSecondary ) : ( bHasSecondary );
		}

		case LESSON_ACTION_HAS_SECONDARY_EXPLOSIVES:
		{
			C_ASW_Marine *pMarine = NULL;

			C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar );
			if ( pPlayer )
			{
				pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() );
			}

			if ( !pMarine )
			{
				if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
				{
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->HasAnySecondary()", pchVarName );
					ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " );
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
					ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" );
				}

				return false;
			}

			bool bHasAnySecondary = false;

			for ( int i = 0; i < ASW_MAX_EQUIP_SLOTS; ++i )
			{
				C_ASW_Weapon *pWeapon = static_cast< C_ASW_Weapon* >( pMarine->GetWeapon( i ) );
				if ( pWeapon && pWeapon->HasSecondaryExplosive() )
				{
					if ( !( ( pWeapon->UsesClipsForAmmo2() && pWeapon->m_iClip2 <= 0 ) || 
							( !pWeapon->UsesClipsForAmmo2() && pWeapon->GetOwner() && pWeapon->GetOwner()->GetAmmoCount( pWeapon->m_iSecondaryAmmoType ) <= 0 ) ) )
					{
						bHasAnySecondary = true;
						break;
					}
				}
			}

			if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
			{
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->HasAnySecondary()", pchVarName );
				ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bHasAnySecondary ? "true" : "false" ) );
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
			}

			return ( bNot ) ? ( !bHasAnySecondary ) : ( bHasAnySecondary );
		}

		case LESSON_ACTION_GET_MARINE:
		{
			int iTemp = static_cast<int>( fParam );

			if ( iTemp <= 0 || iTemp > 2 )
			{
				if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
				{
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[entityINVALID] = [%s]->GetMarine()\n", pchVarName );
					ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tParam selecting string is out of range!\n" );
				}

				return false;
			}

			CHandle<C_BaseEntity> *pHandle;

			char const *pchParamNameTemp = NULL;

			if ( iTemp == 2 )
			{
				pHandle = &m_hEntity2;
				pchParamNameTemp = "entity2";
			}
			else
			{
				pHandle = &m_hEntity1;
				pchParamNameTemp = "entity1";
			}

			C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar );
			if ( !pPlayer )
			{
				if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
				{
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s] = [%s]->GetMarine()", pchParamNameTemp, pchVarName );
					ConColorMsg( CBaseLesson::m_rgbaVerboseName, "...\n" );
					ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Player returned NULL!\n" );
				}

				return false;
			}

			C_ASW_Marine *pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() );

			pHandle->Set( pMarine );

			if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
			{
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s] = [%s]->GetMarine()\n", pchParamNameTemp, pchVarName );
			}

			return true;
		}

		case LESSON_ACTION_IS_BOT:
		{
			C_ASW_Marine *pMarine = dynamic_cast< C_ASW_Marine* >( pVar );

			if ( !pMarine )
			{
				if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
				{
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t![%s]->IsInhabited()", pchVarName );
					ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " );
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
					ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" );
				}

				return false;
			}

			bool bIsBot = !pMarine->IsInhabited();

			if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
			{
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t![%s]->IsInhabited()", pchVarName );
				ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bIsBot ? "true" : "false" ) );
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
			}

			return ( bNot ) ? ( !bIsBot ) : ( bIsBot );
		}

		case LESSON_ACTION_WEAPON_HAS_SPARE:
		{
			C_ASW_Marine *pMarine = NULL;

			C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar );
			if ( pPlayer )
			{
				pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() );
			}

			if ( !pMarine )
			{
				if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
				{
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->HasSpareWeapon()", pchVarName );
					ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " );
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
					ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" );
				}

				return false;
			}

			int nOffensiveWeaponCount = 0;

			for ( int i = 0; i < ASW_MAX_EQUIP_SLOTS; ++i )
			{
				C_ASW_Weapon *pWeapon = static_cast< C_ASW_Weapon* >( pMarine->GetWeapon( i ) );
				if ( pWeapon && pWeapon->IsOffensiveWeapon() )
				{
					if ( !( ( pWeapon->UsesClipsForAmmo1() && pWeapon->m_iClip1 <= 0 ) || 
						 ( !pWeapon->UsesClipsForAmmo1() && pWeapon->GetOwner() && pWeapon->GetOwner()->GetAmmoCount( pWeapon->m_iPrimaryAmmoType ) <= 0 ) ) )
					{
						nOffensiveWeaponCount++;
					}
				}
			}

			bool bHasSpare = ( nOffensiveWeaponCount > 1 );

			if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
			{
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->HasSpareWeapon()", pchVarName );
				ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bHasSpare ? "true" : "false" ) );
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
			}

			return ( bNot ) ? ( !bHasSpare ) : ( bHasSpare );
		}

		case LESSON_ACTION_WEAPON_IS_OFFENSIVE:
		{
			C_ASW_Marine *pMarine = NULL;

			C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar );
			if ( pPlayer )
			{
				pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() );
			}

			if ( !pMarine )
			{
				if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
				{
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WeaponIsOffensive()", pchVarName );
					ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " );
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
					ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" );
				}

				return false;
			}

			bool bIsOffensive = false;

			C_ASW_Weapon *pWeapon = pMarine->GetActiveASWWeapon();
			if ( pWeapon && pWeapon->IsOffensiveWeapon() )
			{
				if ( !( ( pWeapon->UsesClipsForAmmo1() && pWeapon->m_iClip1 <= 0 ) || 
					( !pWeapon->UsesClipsForAmmo1() && pWeapon->GetOwner() && pWeapon->GetOwner()->GetAmmoCount( pWeapon->m_iPrimaryAmmoType ) <= 0 ) ) )
				{
					bIsOffensive = true;
				}
			}

			if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
			{
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WeaponIsOffensive()", pchVarName );
				ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bIsOffensive ? "true" : "false" ) );
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
			}

			return ( bNot ) ? ( !bIsOffensive ) : ( bIsOffensive );
		}

		case LESSON_ACTION_WEAPON_LOCAL_HOTBAR_SLOT:
		{
			CASW_Hud_Master *pHUDMaster = GET_HUDELEMENT( CASW_Hud_Master );
			if ( pHUDMaster )
			{
				m_fOutput = pHUDMaster->GetHotBarSlot( pchParam );

				if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
				{
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\tm_fOutput = GET_HUDELEMENT( CASW_Hud_Squad_Hotbar )->GetHotBarSlot( [%s] ", pchParamName->String() );
					ConColorMsg( CBaseLesson::m_rgbaVerboseName, "\"%s\"", pchParam );
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ")\n" );
				}
			}

			return true;
		}

		case LESSON_ACTION_OWNS_HOTBAR_SLOT:
		{
			int iTemp = static_cast<int>( fParam );

			C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar );
			if ( !pPlayer )
			{
				if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
				{
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\tGET_HUDELEMENT( CASW_Hud_Squad_Hotbar )->OwnsHotBarSlot( [%s] ", pchVarName );
					ConColorMsg( CBaseLesson::m_rgbaVerboseName, "..." );
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ", [%s] ", pchParamName->String() );
					ConColorMsg( CBaseLesson::m_rgbaVerboseName, "\"%i\" ", iTemp );
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ") " );
					ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " );
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
					ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Player returned NULL!\n" );
				}

				return false;
			}

			bool bOwnsHotBarSlot = false;

			CASW_Hud_Master *pHUDMaster = GET_HUDELEMENT( CASW_Hud_Master );
			if ( pHUDMaster )
			{
				bOwnsHotBarSlot = pHUDMaster->OwnsHotBarSlot( pPlayer, iTemp );

				if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
				{
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\tGET_HUDELEMENT( CASW_Hud_Squad_Hotbar )->OwnsHotBarSlot( [%s], [%s] ", pchVarName, pchParamName->String() );
					ConColorMsg( CBaseLesson::m_rgbaVerboseName, "\"%i\" ", iTemp );
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ") " );
					ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bOwnsHotBarSlot ? "true" : "false" ) );
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
				}
			}

			return ( bNot ) ? ( !bOwnsHotBarSlot ) : ( bOwnsHotBarSlot );
		}

		case LESSON_ACTION_SENTRY_WANTS_DISMANTLE:
		{
			C_ASW_Sentry_Base *pSentry = dynamic_cast< C_ASW_Sentry_Base* >( pVar );
			if ( !pSentry )
			{
				if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
				{
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WantsDismantle()", pchVarName );
					ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " );
					ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
					ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Sentry_Base returned NULL!\n" );
				}

				return false;
			}

			bool bWantsDismantle = pSentry->WantsDismantle();

			if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
			{
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WantsDismantle()", pchVarName );
				ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bWantsDismantle ? "true" : "false" ) );
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
			}

			return ( bNot ) ? ( !bWantsDismantle ) : ( bWantsDismantle );
		}

		case LESSON_ACTION_IS_TUTORIAL:
		{
			bool bIsTutorial = ASWGameRules()->IsTutorialMap();

			if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
			{
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\tASWGameRules()->IsTutorialMap()" );
				ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bIsTutorial ? "true" : "false" ) );
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
			}

			return ( bNot ) ? ( !bIsTutorial ) : ( bIsTutorial );
		}

		case LESSON_ACTION_IS_SINGLEPLAYER:
		{
			bool bIsSingleplayer = ASWGameRules()->IsOfflineGame();

			if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() )
			{
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\tASWGameRules()->IsOfflineGame()" );
				ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bIsSingleplayer ? "true" : "false" ) );
				ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) );
			}

			return ( bNot ) ? ( !bIsSingleplayer ) : ( bIsSingleplayer );
		}

		default:
			// Didn't handle this action
			bModHandled = false;
			break;
	}

	return false;
}