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120 lines
3.3 KiB
120 lines
3.3 KiB
8 years ago
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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "customentity.h"
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#include "effects.h"
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#include "weapons.h"
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#include "decals.h"
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#include "func_break.h"
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#include "shake.h"
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#define RANDOM_SHOOTER_INTERVAL_MIN 10
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#define RANDOM_SHOOTER_INTERVAL_MAX 15
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#define RANDOM_SHOOTER_CAPACITY_MIN 1
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#define RANDOM_SHOOTER_CAPACITY_MAX 4
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#define RANDOM_SHOOTER_VARIANCE_MIN 0.15
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#define RANDOM_SHOOTER_VARIANCE_MAX 0.5
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#define RANDOM_SHOOTER_VELOCITY_MIN 150
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#define RANDOM_SHOOTER_VELOCITY_MAX 200
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#define SF_RANDOMSHOOTER_REPEATABLE 1 // allows a env_random_shooter to be refired
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// ==========================================
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// Code changes for- Night at the Office:
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// ==========================================
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//
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// -Entity: env_random_shooter. An updated version
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// of env_shooter only this fires repeatedly in bursts,
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// so one entity can be used instead of many env_shooters.
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class CRandomShooter : public CEnvShooter
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{
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void Spawn(void);
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void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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void EXPORT RandomThink(void);
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};
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LINK_ENTITY_TO_CLASS(env_random_shooter, CRandomShooter);
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void CRandomShooter::Spawn(void)
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{
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CEnvShooter::Spawn();
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SetThink( NULL );
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}
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void CRandomShooter::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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{
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SetThink(&CRandomShooter::RandomThink);
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pev->nextthink = gpGlobals->time;
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}
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void CRandomShooter::RandomThink(void)
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{
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Vector vecShootDir;
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vecShootDir = pev->movedir;
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vecShootDir = vecShootDir + gpGlobals->v_right * RANDOM_FLOAT(-1, 1) * m_flVariance;;
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vecShootDir = vecShootDir + gpGlobals->v_forward * RANDOM_FLOAT(-1, 1) * m_flVariance;;
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vecShootDir = vecShootDir + gpGlobals->v_up * RANDOM_FLOAT(-1, 1) * m_flVariance;;
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vecShootDir = vecShootDir.Normalize();
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CGib *pGib = CreateGib();
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if (pGib)
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{
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if (FStrEq(STRING(pGib->pev->model), "models/rocks.mdl"))
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{
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pGib->pev->body = RANDOM_LONG(0, 3);
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}
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pGib->pev->origin = pev->origin;
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pGib->pev->velocity = vecShootDir * m_flGibVelocity;
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pGib->pev->avelocity.x = RANDOM_FLOAT(100, 200);
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pGib->pev->avelocity.y = RANDOM_FLOAT(100, 300);
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float thinkTime = pGib->pev->nextthink - gpGlobals->time;
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pGib->m_lifeTime = (m_flGibLife * RANDOM_FLOAT(0.95, 1.05)); // +/- 5%
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if (pGib->m_lifeTime < thinkTime)
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{
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pGib->pev->nextthink = gpGlobals->time + pGib->m_lifeTime;
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pGib->m_lifeTime = 0;
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}
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}
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if (--m_iGibs <= 0)
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{
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m_iGibs = RANDOM_LONG (RANDOM_SHOOTER_CAPACITY_MIN, RANDOM_SHOOTER_CAPACITY_MAX);
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m_flGibVelocity = RANDOM_FLOAT(RANDOM_SHOOTER_VELOCITY_MIN, RANDOM_SHOOTER_VELOCITY_MAX);
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m_flVariance = RANDOM_FLOAT(RANDOM_SHOOTER_VARIANCE_MIN, RANDOM_SHOOTER_VARIANCE_MAX);
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pev->nextthink = gpGlobals->time + RANDOM_FLOAT(RANDOM_SHOOTER_INTERVAL_MIN, RANDOM_SHOOTER_INTERVAL_MAX);
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}
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else
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{
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pev->nextthink = gpGlobals->time;
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}
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}
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