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559 lines
15 KiB
559 lines
15 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "cbase.h"
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#include "team_train_watcher.h"
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#include "team_control_point.h"
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#include "trains.h"
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#include "team_objectiveresource.h"
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#include "teamplayroundbased_gamerules.h"
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#include "team_control_point.h"
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#include "team_control_point_master.h"
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#include "engine/IEngineSound.h"
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#include "soundenvelope.h"
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#include "mp_shareddefs.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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static CSoundPatch *g_pAlarm = NULL;
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BEGIN_DATADESC( CTeamTrainWatcher )
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// Inputs.
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DEFINE_INPUTFUNC( FIELD_VOID, "RoundActivate", InputRoundActivate ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetNumTrainCappers", InputSetNumTrainCappers ),
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DEFINE_INPUTFUNC( FIELD_VOID, "OnStartOvertime", InputOnStartOvertime ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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// Outputs
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DEFINE_OUTPUT( m_OnTrainStartRecede, "OnTrainStartRecede" ),
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// key
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DEFINE_KEYFIELD( m_iszTrain, FIELD_STRING, "train" ),
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DEFINE_KEYFIELD( m_iszStartNode, FIELD_STRING, "start_node" ),
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DEFINE_KEYFIELD( m_iszGoalNode, FIELD_STRING, "goal_node" ),
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DEFINE_KEYFIELD( m_iszLinkedPathTracks[0], FIELD_STRING, "linked_pathtrack_1" ),
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DEFINE_KEYFIELD( m_iszLinkedCPs[0], FIELD_STRING, "linked_cp_1" ),
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DEFINE_KEYFIELD( m_iszLinkedPathTracks[1], FIELD_STRING, "linked_pathtrack_2" ),
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DEFINE_KEYFIELD( m_iszLinkedCPs[1], FIELD_STRING, "linked_cp_2" ),
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DEFINE_KEYFIELD( m_iszLinkedPathTracks[2], FIELD_STRING, "linked_pathtrack_3" ),
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DEFINE_KEYFIELD( m_iszLinkedCPs[2], FIELD_STRING, "linked_cp_3" ),
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DEFINE_KEYFIELD( m_iszLinkedPathTracks[3], FIELD_STRING, "linked_pathtrack_4" ),
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DEFINE_KEYFIELD( m_iszLinkedCPs[3], FIELD_STRING, "linked_cp_4" ),
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// can be up to 8 links
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// min speed for train hud speed levels
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DEFINE_KEYFIELD( m_flSpeedLevels[0], FIELD_FLOAT, "hud_min_speed_level_1" ),
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DEFINE_KEYFIELD( m_flSpeedLevels[1], FIELD_FLOAT, "hud_min_speed_level_2" ),
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DEFINE_KEYFIELD( m_flSpeedLevels[2], FIELD_FLOAT, "hud_min_speed_level_3" ),
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST_NOBASE(CTeamTrainWatcher, DT_TeamTrainWatcher)
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SendPropFloat( SENDINFO( m_flTotalProgress ), 11, 0, 0.0f, 1.0f ),
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SendPropInt( SENDINFO( m_iTrainSpeedLevel ), 4 ),
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SendPropTime( SENDINFO( m_flRecedeTime ) ),
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SendPropInt( SENDINFO( m_nNumCappers ), 5, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( team_train_watcher, CTeamTrainWatcher );
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CTeamTrainWatcher::CTeamTrainWatcher()
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{
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m_bDisabled = false;
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m_flRecedeTime = 0;
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m_bWaitingToRecede = false;
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m_bCapBlocked = false;
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m_flNextSpeakForwardConceptTime = 0;
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m_hAreaCap = NULL;
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}
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int CTeamTrainWatcher::UpdateTransmitState()
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{
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if ( m_bDisabled )
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{
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return SetTransmitState( FL_EDICT_DONTSEND );
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}
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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void CTeamTrainWatcher::InputRoundActivate( inputdata_t &inputdata )
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{
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StopCaptureAlarm();
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if ( !m_bDisabled )
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{
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WatcherActivate();
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}
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}
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void CTeamTrainWatcher::InputEnable( inputdata_t &inputdata )
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{
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StopCaptureAlarm();
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m_bDisabled = false;
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WatcherActivate();
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UpdateTransmitState();
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}
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void CTeamTrainWatcher::InputDisable( inputdata_t &inputdata )
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{
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StopCaptureAlarm();
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m_bDisabled = true;
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SetThink( NULL );
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m_bWaitingToRecede = false;
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UpdateTransmitState();
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}
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ConVar tf_escort_recede_time( "tf_escort_recede_time", "30", 0, "", true, 0, false, 0 );
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ConVar tf_escort_recede_time_overtime( "tf_escort_recede_time_overtime", "5", 0, "", true, 0, false, 0 );
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void CTeamTrainWatcher::InputSetNumTrainCappers( inputdata_t &inputdata )
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{
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if ( IsDisabled() )
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{
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return;
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}
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int iNumCappers = inputdata.value.Int();
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m_nNumCappers = iNumCappers;
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// inputdata.pCaller is hopefully an area capture
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// lets see if its blocked, and not start receding if it is
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CTriggerAreaCapture *pAreaCap = dynamic_cast<CTriggerAreaCapture *>(inputdata.pCaller);
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if ( pAreaCap )
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{
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m_bCapBlocked = pAreaCap->IsBlocked();
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m_hAreaCap = pAreaCap;
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}
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if ( iNumCappers <= 0 && !m_bCapBlocked )
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{
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if ( !m_bWaitingToRecede )
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{
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// start receding in [tf_escort_cart_recede_time] seconds
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m_bWaitingToRecede = true;
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if ( TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->InOvertime() )
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{
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m_flRecedeTotalTime = tf_escort_recede_time_overtime.GetFloat();
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}
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else
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{
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m_flRecedeTotalTime = tf_escort_recede_time.GetFloat();
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}
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m_flRecedeStartTime = gpGlobals->curtime;
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m_flRecedeTime = m_flRecedeStartTime + m_flRecedeTotalTime;
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}
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}
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else
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{
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// cancel receding
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m_bWaitingToRecede = false;
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m_flRecedeTime = 0;
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}
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}
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void CTeamTrainWatcher::InputOnStartOvertime( inputdata_t &inputdata )
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{
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// recalculate the recede time
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if ( m_bWaitingToRecede )
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{
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float flRecedeTimeRemaining = m_flRecedeTime - gpGlobals->curtime;
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float flOvertimeRecedeLen = tf_escort_recede_time_overtime.GetFloat();
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// drop to overtime recede time if it's more than that
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if ( flRecedeTimeRemaining > flOvertimeRecedeLen )
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{
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m_flRecedeTotalTime = flOvertimeRecedeLen;
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m_flRecedeStartTime = gpGlobals->curtime;
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m_flRecedeTime = m_flRecedeStartTime + m_flRecedeTotalTime;
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}
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}
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}
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// ==========================================================
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// given a start node and a list of goal nodes
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// calculate the distance between each
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// ==========================================================
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void CTeamTrainWatcher::WatcherActivate( void )
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{
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m_flRecedeTime = 0;
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m_bWaitingToRecede = false;
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m_bCapBlocked = false;
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m_flNextSpeakForwardConceptTime = 0;
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m_hAreaCap = NULL;
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StopCaptureAlarm();
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// init our train
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m_hTrain = dynamic_cast<CFuncTrackTrain*>( gEntList.FindEntityByName( NULL, m_iszTrain ) );
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if ( !m_hTrain )
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{
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Warning("%s failed to find train named '%s'\n", GetClassname(), STRING(m_iszTrain) );
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}
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// init our array of path_tracks linked to control points
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m_iNumCPLinks = 0;
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int i;
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for ( i=0;i<MAX_CONTROL_POINTS;i++ )
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{
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CPathTrack *pPathTrack = dynamic_cast<CPathTrack*>( gEntList.FindEntityByName( NULL, m_iszLinkedPathTracks[i] ) );
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CTeamControlPoint *pCP = dynamic_cast<CTeamControlPoint*>( gEntList.FindEntityByName( NULL, m_iszLinkedCPs[i] ) );
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if ( pPathTrack && pCP )
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{
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m_CPLinks[m_iNumCPLinks].hPathTrack = pPathTrack;
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m_CPLinks[m_iNumCPLinks].hCP = pCP;
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m_CPLinks[m_iNumCPLinks].flDistanceFromStart = 0; // filled in when we parse the nodes
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m_CPLinks[m_iNumCPLinks].bAlertPlayed = false;
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m_iNumCPLinks++;
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}
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}
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// init our start and goal nodes
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m_hStartNode = dynamic_cast<CPathTrack*>( gEntList.FindEntityByName( NULL, m_iszStartNode ) );
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if ( !m_hStartNode )
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{
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Warning("%s failed to find path_track named '%s'\n", GetClassname(), STRING(m_iszStartNode) );
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}
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m_hGoalNode = dynamic_cast<CPathTrack*>( gEntList.FindEntityByName( NULL, m_iszGoalNode ) );
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if ( !m_hGoalNode )
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{
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Warning("%s failed to find path_track named '%s'\n", GetClassname(), STRING(m_iszGoalNode) );
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}
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m_flTotalPathDistance = 0.0f;
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if( m_hStartNode.Get() && m_hGoalNode.Get() )
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{
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CPathTrack *pNode = m_hStartNode;
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CPathTrack *pPrev = pNode;
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pNode = pNode->GetNext();
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// don't check the start node for links. If it's linked, it will have 0 distance anyway
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while ( pNode )
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{
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Vector dir = pNode->GetLocalOrigin() - pPrev->GetLocalOrigin();
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float length = dir.Length();
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m_flTotalPathDistance += length;
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// if pNode is one of our cp nodes, store its distance from m_hStartNode
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for ( i=0;i<m_iNumCPLinks;i++ )
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{
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if ( m_CPLinks[i].hPathTrack == pNode )
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{
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m_CPLinks[i].flDistanceFromStart = m_flTotalPathDistance;
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break;
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}
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}
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if ( pNode == m_hGoalNode )
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break;
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pPrev = pNode;
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pNode = pNode->GetNext();
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}
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}
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// We have total distance and increments in our links array
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for ( i=0;i<m_iNumCPLinks;i++ )
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{
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int iCPIndex = m_CPLinks[i].hCP.Get()->GetPointIndex();
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ObjectiveResource()->SetTrainPathDistance( iCPIndex, m_CPLinks[i].flDistanceFromStart / m_flTotalPathDistance );
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DevMsg( "link %d = %.2f\n", iCPIndex, m_CPLinks[i].flDistanceFromStart / m_flTotalPathDistance );
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}
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SetThink( &CTeamTrainWatcher::WatcherThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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void CTeamTrainWatcher::StopCaptureAlarm( void )
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{
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if ( g_pAlarm )
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{
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CSoundEnvelopeController::GetController().SoundDestroy( g_pAlarm );
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g_pAlarm = NULL;
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}
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}
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void CTeamTrainWatcher::StartCaptureAlarm( CTeamControlPoint *pPoint )
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{
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StopCaptureAlarm();
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if ( pPoint )
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{
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CReliableBroadcastRecipientFilter filter;
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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g_pAlarm = controller.SoundCreate( filter, pPoint->entindex(), CHAN_STATIC, TF_TRAIN_ALARM, ATTN_NORM );
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controller.Play( g_pAlarm, 1.0, PITCH_NORM );
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}
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}
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void CTeamTrainWatcher::PlayCaptureAlert( CTeamControlPoint *pPoint, bool bFinalPointInMap )
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{
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if ( !pPoint )
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return;
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if ( TeamplayRoundBasedRules() )
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{
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TeamplayRoundBasedRules()->PlayTrainCaptureAlert( pPoint, bFinalPointInMap );
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}
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}
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void CTeamTrainWatcher::WatcherThink( void )
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{
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if ( m_bWaitingToRecede )
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{
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if ( m_flRecedeTime < gpGlobals->curtime )
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{
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m_bWaitingToRecede = false;
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// don't actually recede in overtime
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if ( TeamplayRoundBasedRules() && !TeamplayRoundBasedRules()->InOvertime() )
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{
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// fire recede output
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m_OnTrainStartRecede.FireOutput( this, this );
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}
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}
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}
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if ( TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->State_Get() == GR_STATE_TEAM_WIN )
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{
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StopCaptureAlarm();
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}
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// given its next node, we can walk the nodes and find the linear
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// distance to the next cp node, or to the goal node
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CFuncTrackTrain *pTrain = m_hTrain;
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if ( pTrain )
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{
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int iOldTrainSpeedLevel = m_iTrainSpeedLevel;
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// how fast is the train moving?
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float flSpeed = pTrain->GetDesiredSpeed();
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// divide speed into regions
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// anything negative is -1
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if ( flSpeed < 0 )
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{
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m_iTrainSpeedLevel = -1;
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// even though our desired speed might be negative,
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// our actual speed might be zero if we're at a dead end...
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// this will turn off the < image when the train is done moving backwards
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if ( pTrain->GetCurrentSpeed() == 0 )
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{
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m_iTrainSpeedLevel = 0;
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}
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}
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else if ( flSpeed > m_flSpeedLevels[2] )
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{
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m_iTrainSpeedLevel = 3;
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}
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else if ( flSpeed > m_flSpeedLevels[1] )
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{
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m_iTrainSpeedLevel = 2;
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}
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else if ( flSpeed > m_flSpeedLevels[0] )
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{
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m_iTrainSpeedLevel = 1;
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}
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else
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{
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m_iTrainSpeedLevel = 0;
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}
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// play any concepts that we might need to play
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if ( m_iTrainSpeedLevel != iOldTrainSpeedLevel )
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{
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if ( TeamplayRoundBasedRules() )
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{
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if ( m_iTrainSpeedLevel == 0 && iOldTrainSpeedLevel != 0 )
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{
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TeamplayRoundBasedRules()->HaveAllPlayersSpeakConceptIfAllowed( MP_CONCEPT_CART_STOP );
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m_flNextSpeakForwardConceptTime = 0;
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}
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else if ( m_iTrainSpeedLevel < 0 && iOldTrainSpeedLevel == 0 )
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{
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TeamplayRoundBasedRules()->HaveAllPlayersSpeakConceptIfAllowed( MP_CONCEPT_CART_MOVING_BACKWARD );
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m_flNextSpeakForwardConceptTime = 0;
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}
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}
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}
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if ( m_iTrainSpeedLevel > 0 && m_flNextSpeakForwardConceptTime < gpGlobals->curtime )
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{
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if ( m_hAreaCap.Get() )
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{
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer( UTIL_PlayerByIndex( i ) );
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if ( pPlayer )
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{
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if ( m_hAreaCap->IsTouching( pPlayer ) )
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{
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pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_CART_MOVING_FORWARD );
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}
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}
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}
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}
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m_flNextSpeakForwardConceptTime = gpGlobals->curtime + 3.0;
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}
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// what percent progress are we at?
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CPathTrack *pNode = ( pTrain->m_ppath ) ? pTrain->m_ppath->GetNext() : NULL;
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// if we're moving backwards, GetNext is going to be wrong
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if ( flSpeed < 0 )
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{
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pNode = pTrain->m_ppath;
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}
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if ( pNode )
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{
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float flDistanceToGoal = 0;
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// distance to next node
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Vector vecDir = pNode->GetLocalOrigin() - pTrain->GetLocalOrigin();
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flDistanceToGoal = vecDir.Length();
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// distance of next node to goal node
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if ( pNode && pNode != m_hGoalNode )
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{
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// walk this until we get to goal node, or a dead end
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CPathTrack *pPrev = pNode;
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pNode = pNode->GetNext();
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while ( pNode )
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{
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vecDir = pNode->GetLocalOrigin() - pPrev->GetLocalOrigin();
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flDistanceToGoal += vecDir.Length();
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if ( pNode == m_hGoalNode )
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break;
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pPrev = pNode;
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pNode = pNode->GetNext();
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}
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}
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if ( m_flTotalPathDistance <= 0 )
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{
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Assert( !"No path distance in team_train_watcher\n" );
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m_flTotalPathDistance = 1;
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}
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m_flTotalProgress = clamp( 1.0 - ( flDistanceToGoal / m_flTotalPathDistance ), 0.0, 1.0 );
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float flTrainDistanceFromStart = m_flTotalPathDistance - flDistanceToGoal;
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// play alert sounds if necessary
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for ( int iCount = 0 ; iCount < m_iNumCPLinks ; iCount++ )
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{
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if ( flTrainDistanceFromStart < m_CPLinks[iCount].flDistanceFromStart - TF_TRAIN_ALERT_DISTANCE )
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{
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// back up twice the alert distance before resetting our flag to play the warning again
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if ( flTrainDistanceFromStart < m_CPLinks[iCount].flDistanceFromStart - ( TF_TRAIN_ALERT_DISTANCE * 2 ) )
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{
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// reset our alert flag
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m_CPLinks[iCount].bAlertPlayed = false;
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}
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}
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else
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{
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if ( flTrainDistanceFromStart < m_CPLinks[iCount].flDistanceFromStart && !m_CPLinks[iCount].bAlertPlayed )
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{
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m_CPLinks[iCount].bAlertPlayed = true;
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|
CTeamControlPoint *pLastPoint = NULL;
|
|
CTeamControlPoint *pCurrentPoint = m_CPLinks[iCount].hCP.Get();
|
|
CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
|
|
if ( pMaster )
|
|
{
|
|
pLastPoint = pMaster->GetControlPoint( pMaster->GetNumPoints() - 1 );
|
|
}
|
|
|
|
bool bFinalPointInMap = pLastPoint && ( pLastPoint == pCurrentPoint );
|
|
|
|
PlayCaptureAlert( pCurrentPoint, bFinalPointInMap );
|
|
}
|
|
}
|
|
}
|
|
|
|
// check to see if we need to start or stop the alarm
|
|
if ( flDistanceToGoal <= TF_TRAIN_ALARM_DISTANCE )
|
|
{
|
|
if ( !g_pAlarm && m_iNumCPLinks > 0 )
|
|
{
|
|
// start the alarm at the final point
|
|
StartCaptureAlarm( m_CPLinks[m_iNumCPLinks-1].hCP.Get() );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( g_pAlarm )
|
|
{
|
|
StopCaptureAlarm();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1 );
|
|
}
|
|
|
|
|
|
CBaseEntity *CTeamTrainWatcher::GetTrainEntity( void )
|
|
{
|
|
return m_hTrain.Get();
|
|
}
|
|
|
|
bool CTeamTrainWatcher::TimerMayExpire( void )
|
|
{
|
|
if ( IsDisabled() )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Still in overtime if we're waiting to recede
|
|
if ( m_bWaitingToRecede )
|
|
return false;
|
|
|
|
// capture blocked so we're not receding, but game shouldn't end
|
|
if ( m_bCapBlocked )
|
|
return false;
|
|
|
|
// not waiting, so we're capping, in which case the area capture
|
|
// will not let us expire
|
|
return true;
|
|
}
|