Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "nodes.h"
#include "soundent.h"
#include "decals.h"
#include "effects.h"
#include "player.h"
#include "weapons.h"
#include "gamerules.h"
#include "shall_map_fixes.h"
#define RANDOM_ANGLE() Vector( 0, RANDOM_LONG(1, 6) * RANDOM_LONG(1, 6) * RANDOM_LONG(1, 10), 0 )
static CBaseEntity* CreateItemAtPosition(char* classname, const Vector& position, const Vector& angles)
{
CBaseEntity* item = CBaseEntity::Create(classname, position, angles, NULL);
if (item != NULL)
{
item->Precache();
item->Spawn();
}
return item;
}
static CBaseEntity* CreateHealthKitAtPosition(const Vector& position, const Vector& angles)
{
return CreateItemAtPosition("item_healthkit", position, angles);
}
static CBaseEntity* CreateBatteryAtPosition(const Vector& position, const Vector& angles)
{
return CreateItemAtPosition("item_battery", position, angles);
}
static CBaseEntity* CreateWeaponCrowbarAtPosition(const Vector& position, const Vector& angles)
{
return CreateItemAtPosition("weapon_crowbar", position, angles);
}
static CBaseEntity* CreateWeaponMP5AtPosition(const Vector& position, const Vector& angles)
{
return CreateItemAtPosition("weapon_9mmAR", position, angles);
}
static CBaseEntity* CreateWeaponShotgunAtPosition(const Vector& position, const Vector& angles)
{
return CreateItemAtPosition("weapon_shotgun", position, angles);
}
static CBaseEntity* CreateWeapon357AtPosition(const Vector& position, const Vector& angles)
{
return CreateItemAtPosition("weapon_357", position, angles);
}
static CBaseEntity* CreateWeaponSatchelAtPosition(const Vector& position, const Vector& angles)
{
return CreateItemAtPosition("weapon_satchel", position, angles);
}
static CBaseEntity* CreateWeaponTripmineAtPosition(const Vector& position, const Vector& angles)
{
return CreateItemAtPosition("weapon_tripmine", position, angles);
}
static CBaseEntity* CreateMP5AmmoAtPosition(const Vector& position, const Vector& angles)
{
return CreateItemAtPosition("ammo_9mmAR", position, angles);
}
static CBaseEntity* CreateMP5GrenadeAmmoAtPosition(const Vector& position, const Vector& angles)
{
return CreateItemAtPosition("ammo_ARGrenades", position, angles);
}
static CBaseEntity* CreateShotgunAmmoAtPosition(const Vector& position, const Vector& angles)
{
return CreateItemAtPosition("ammo_buckshot", position, angles);
}
static CBaseEntity* Create357AmmoAtPosition(const Vector& position, const Vector& angles)
{
return CreateItemAtPosition("ammo_357", position, angles);
}
static CBaseEntity* Create9mmAmmoBoxAtPosition(const Vector& position, const Vector& angles)
{
return CreateItemAtPosition("ammo_9mmbox", position, angles);
}
enum CrossbowPlacement
{
Normal = 0,
Realistic = 1,
};
static CBaseEntity* CreateWeaponCrossbowAtPosition(const Vector& position, const Vector& angles, CrossbowPlacement placement = CrossbowPlacement::Normal)
{
CBaseEntity* crossbow = CreateItemAtPosition("weapon_crossbow", position, angles);
if(crossbow != NULL)
crossbow->pev->sequence = (int)placement;
return crossbow;
}
static CBaseEntity* CreateCrossbowAmmoAtPosition(const Vector& position, const Vector& angles)
{
return CreateItemAtPosition("ammo_crossbow", position, angles);
}
static CBaseEntity* Create9mmBoxAmmoAtPosition(const Vector& position, const Vector& angles)
{
return CreateItemAtPosition("ammo_9mmbox", position, angles);
}
class MapFixPatchSpawnPosition
{
public:
void ApplyFixToPlayer(CBasePlayer* player);
};
class MapFixPatchAddWeaponsAndAmmo
{
public:
void ApplyFix();
protected:
void SpawnWeaponsAndAmmoAtSpawn(float floorZ);
void SpawnWeaponsAndAmmoAtBeginningOfSecondSection(float floorZ);
void SpawnWeaponsAndAmmoAtBeginningOfThirdSection(float floorZ);
void SpawnWeaponsAndAmmoAtBeginningOfFourthSection(float floorZ);
void SpawnWeaponsAndAmmoAtBeginningOfFifthSection(float floorZ);
};
class MapFixCornAddWeaponsAndAmmo
{
public:
void ApplyFix();
void SpawnCrowbarAtSpawn(float floorZ);
void SpawnHealthAndBattery(float floorZ);
};
class MapFixShipAddWeaponsAndAmmo
{
public:
void ApplyFix();
void SpawnHealthAndBatteryAtLevel1(float floorZ);
void SpawnHealthNearExit(float floorZ);
};
class MapFixWoodsAddWeaponsAndAmmo
{
public:
void ApplyFix();
void SpawnHealth(float floorZ);
};
class CChangeLevelToGrave : public CBaseEntity
{
public:
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
void Spawn(void);
int ObjectCaps(void) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
void EXPORT WaitAndAppendToMultiManager(void);
void EXPORT TeleportPlayerToChangeLevel(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value);
void EXPORT TeleportThink(void);
protected:
CBaseEntity* FindTriggerByTarget(const char* triggerTarget);
CBaseEntity* FindMultiManagerByName(const char* nextmap);
void AddThisEntityToMultiManagerOutputList();
private:
CBaseEntity* m_multimanager;
};
LINK_ENTITY_TO_CLASS(shall_teleporttochangelevel, CChangeLevelToGrave);
TYPEDESCRIPTION CChangeLevelToGrave::m_SaveData[] =
{
DEFINE_FIELD(CChangeLevelToGrave, m_multimanager, FIELD_CLASSPTR),
};
IMPLEMENT_SAVERESTORE(CChangeLevelToGrave, CBaseEntity);
class MapFixWitch
{
public:
void ApplyFix();
void SpawnHealthAndBatteryNearHouseEntry(float floorZ);
void AppendMultiManagerEntryToTeleportPlayerToChangeLevelAfterLevelIsDone();
};
class MapFixGraveAddWeaponsAndAmmo
{
public:
void ApplyFix();
void SpawnHealthAndBatteryNextToCoffin(float floorZ);
};
class MapFixVamp
{
public:
void ApplyFix();
void CreateAndSetupTriggerToCallLift1();
void CreateAndSetupTriggerToCallLift2();
void CreateAndSetupTriggerToCallLift3();
void SpawnHealthAtHighestTowerBeforeLongJump(float floorZ);
protected:
CBaseEntity* CreateLiftTrigger(const Vector& origin, const Vector& angles, float liftHeight);
};
class MapFixHellAddWeaponsAndAmmo
{
public:
void ApplyFix();
void SpawnHealthAmmoWeaponsAtLightNearSpawn(float floorZ);
void SpawnHealthAmmoWeaponsAtPositionBeforeFinalBattle(float floorZ);
};
class MapFixes
{
public:
void ApplyMapFixPatch();
void ApplyMapFixCorn();
void ApplyMapFixShip();
void ApplyMapFixWoods();
void ApplyMapFixWitch();
void ApplyMapFixGrave();
void ApplyMapFixVamp();
void ApplyMapFixHell();
void FixupMapPatchPlayerSpawnPosition(CBasePlayer* player);
MapFixPatchSpawnPosition* GetPatchSpawnPositionSingleton();
MapFixPatchAddWeaponsAndAmmo* GetPatchAddWeaponsAndAmmoSingleton();
MapFixCornAddWeaponsAndAmmo* GetCornAddWeaponsAndAmmoSingleton();
MapFixShipAddWeaponsAndAmmo* GetShipAddWeaponsAndAmmoSingleton();
MapFixWoodsAddWeaponsAndAmmo* GetWoodsAddWeaponsAndAmmoSingleton();
MapFixWitch* GetWitchSingleton();
MapFixGraveAddWeaponsAndAmmo* GetGraveAddWeaponsAndAmmoSingleton();
MapFixVamp* GetVampSingleton();
MapFixHellAddWeaponsAndAmmo* GetHellAddWeaponsAndAmmoSingleton();
};
void MapFixPatchSpawnPosition::ApplyFixToPlayer( CBasePlayer* player )
{
player->pev->velocity = player->pev->avelocity = g_vecZero;
player->pev->angles = player->pev->v_angle = Vector(0, 90, 0);
UTIL_SetOrigin(player->pev, Vector(2910, -2332, -410));
}
void MapFixPatchAddWeaponsAndAmmo::ApplyFix()
{
// spawn
SpawnWeaponsAndAmmoAtSpawn(-444);
// beginning of second section (pumpkin field #1).
SpawnWeaponsAndAmmoAtBeginningOfSecondSection(-446);
// beginning of third section (square bales with cabin and vampire).
SpawnWeaponsAndAmmoAtBeginningOfThirdSection(2);
// beginning of fourth section (pumpkin field #2).
SpawnWeaponsAndAmmoAtBeginningOfFourthSection(514);
// beginning of fifth section (big mommas).
SpawnWeaponsAndAmmoAtBeginningOfFifthSection(1024);
}
void MapFixPatchAddWeaponsAndAmmo::SpawnWeaponsAndAmmoAtSpawn(float floorZ)
{
CreateWeaponMP5AtPosition(Vector(2966, -1718, floorZ), RANDOM_ANGLE());
CreateWeaponShotgunAtPosition(Vector(2903, -1738, floorZ), RANDOM_ANGLE());
CreateMP5AmmoAtPosition(Vector(2936, -1705, floorZ), RANDOM_ANGLE());
CreateShotgunAmmoAtPosition(Vector(3011, -1707, floorZ), RANDOM_ANGLE());
CreateShotgunAmmoAtPosition(Vector(2977, -1744, floorZ), RANDOM_ANGLE());
CreateMP5AmmoAtPosition(Vector(2944, -1760, floorZ), RANDOM_ANGLE());
}
void MapFixPatchAddWeaponsAndAmmo::SpawnWeaponsAndAmmoAtBeginningOfSecondSection(float floorZ)
{
CreateHealthKitAtPosition(Vector(-2972, -2694, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(-3012, -2722, floorZ), RANDOM_ANGLE());
CreateMP5AmmoAtPosition(Vector(-2967, -2726, floorZ), RANDOM_ANGLE());
CreateShotgunAmmoAtPosition(Vector(-2995, -2754, floorZ), RANDOM_ANGLE());
}
void MapFixPatchAddWeaponsAndAmmo::SpawnWeaponsAndAmmoAtBeginningOfThirdSection(float floorZ)
{
CreateWeaponCrossbowAtPosition(Vector(917, -719, floorZ), RANDOM_ANGLE(), CrossbowPlacement::Realistic);
Create9mmBoxAmmoAtPosition(Vector(946, -786, floorZ), RANDOM_ANGLE());
CreateCrossbowAmmoAtPosition(Vector(888, -762, floorZ), RANDOM_ANGLE());
CreateCrossbowAmmoAtPosition(Vector(915, -766, floorZ), RANDOM_ANGLE());
CreateCrossbowAmmoAtPosition(Vector(903, -785, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(876, -794, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(854, -806, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(855, -840, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(899, -821, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(913, -844, floorZ), RANDOM_ANGLE());
}
void MapFixPatchAddWeaponsAndAmmo::SpawnWeaponsAndAmmoAtBeginningOfFourthSection(float floorZ)
{
CreateWeapon357AtPosition(Vector(689, 2776, floorZ), RANDOM_ANGLE());
CreateWeaponShotgunAtPosition(Vector(649, 2752, floorZ), RANDOM_ANGLE());
Create357AmmoAtPosition(Vector(688, 2750, floorZ), RANDOM_ANGLE());
CreateShotgunAmmoAtPosition(Vector(705, 2734, floorZ), RANDOM_ANGLE());
CreateShotgunAmmoAtPosition(Vector(663, 2706, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(681, 2729, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(718, 2710, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(690, 2707, floorZ), RANDOM_ANGLE());
}
void MapFixPatchAddWeaponsAndAmmo::SpawnWeaponsAndAmmoAtBeginningOfFifthSection(float floorZ)
{
CreateWeaponSatchelAtPosition(Vector(-2884, 551, floorZ), RANDOM_ANGLE());
CreateWeaponSatchelAtPosition(Vector(-2846, 568, floorZ), RANDOM_ANGLE());
CreateWeaponTripmineAtPosition(Vector(-2852, 536, floorZ), RANDOM_ANGLE());
CreateWeaponTripmineAtPosition(Vector(-2830, 549, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(-2893, 528, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(-2838, 513, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(-2859, 495, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(-2867, 514, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(-2881, 495, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(-2902, 502, floorZ), RANDOM_ANGLE());
}
void MapFixCornAddWeaponsAndAmmo::ApplyFix()
{
SpawnCrowbarAtSpawn(-430);
SpawnHealthAndBattery(-430);
}
void MapFixCornAddWeaponsAndAmmo::SpawnCrowbarAtSpawn(float floorZ)
{
CreateWeaponCrowbarAtPosition(Vector(3168, -2341, floorZ), RANDOM_ANGLE());
}
void MapFixCornAddWeaponsAndAmmo::SpawnHealthAndBattery(float floorZ)
{
CreateBatteryAtPosition(Vector(2332, 2099, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(2307, 2126, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(2225, 2105, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(2332, 2134, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(2282, 2105, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(2262, 2134, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(-205, 2359, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(-204, 2331, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(-172, 2358, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(-173, 2334, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(-210, 1428, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(-186, 1430, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(-158, 1430, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(-124, 1430, floorZ), RANDOM_ANGLE());
}
void MapFixShipAddWeaponsAndAmmo::ApplyFix()
{
SpawnHealthAndBatteryAtLevel1(2080);
SpawnHealthNearExit(2080);
}
void MapFixShipAddWeaponsAndAmmo::SpawnHealthAndBatteryAtLevel1(float floorZ)
{
CreateBatteryAtPosition(Vector(-672, -159, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(-672, -135, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(-674, -208, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(-672, -186, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(-205, 673, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(-179, 670, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(-134, 672, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(-106, 672, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(666, 109, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(669, 85, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(658, 188, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(653, 166, floorZ), RANDOM_ANGLE());
}
void MapFixShipAddWeaponsAndAmmo::SpawnHealthNearExit(float floorZ)
{
CreateHealthKitAtPosition(Vector(140, 48, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(169, 53, floorZ), RANDOM_ANGLE());
}
void MapFixWoodsAddWeaponsAndAmmo::ApplyFix()
{
SpawnHealth(-433);
}
void CChangeLevelToGrave::Spawn(void)
{
m_multimanager = NULL;
SetThink(&CChangeLevelToGrave::WaitAndAppendToMultiManager);
pev->nextthink = gpGlobals->time + 0.1;
}
void CChangeLevelToGrave::WaitAndAppendToMultiManager(void)
{
if (m_multimanager == NULL)
m_multimanager = FindMultiManagerByName("explm");
if (m_multimanager == NULL)
pev->nextthink = gpGlobals->time + 1.0;
else
{
AddThisEntityToMultiManagerOutputList();
SetUse(&CChangeLevelToGrave::TeleportPlayerToChangeLevel);
SetThink(&CBaseEntity::SUB_DoNothing);
pev->nextthink = gpGlobals->time + 0.2f;
}
}
void CChangeLevelToGrave::TeleportPlayerToChangeLevel(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value)
{
SetThink(&CChangeLevelToGrave::TeleportThink);
pev->nextthink = gpGlobals->time;
}
void CChangeLevelToGrave::TeleportThink(void)
{
CBasePlayer* player = dynamic_cast<CBasePlayer*>(UTIL_FindEntityByClassname(NULL, "player"));
if (player != NULL)
{
CBaseEntity* teleportDestination = UTIL_FindEntityByTargetname(NULL, "mx2");
if (teleportDestination != NULL)
{
// Constantly teleport the player to the changelevel
// volume in case the event was missed.
player->pev->velocity = player->pev->avelocity = g_vecZero;
UTIL_SetOrigin(player->pev, teleportDestination->pev->origin);
}
}
pev->nextthink = gpGlobals->time + 2.0f;
}
CBaseEntity* CChangeLevelToGrave::FindTriggerByTarget(const char* triggerTarget)
{
return UTIL_FindEntityByString(NULL, "target", triggerTarget);
}
CBaseEntity* CChangeLevelToGrave::FindMultiManagerByName(const char* targetname)
{
return UTIL_FindEntityByTargetname(NULL, targetname);
}
void CChangeLevelToGrave::AddThisEntityToMultiManagerOutputList()
{
// Setup targetname to allow this entity's use method to be called.
pev->targetname = ALLOC_STRING("witchtograve_teleport");
KeyValueData kvd;
// Tell the multimanager to call this entity in 10 seconds.
kvd.szKeyName = (char*)STRING(pev->targetname);
kvd.szValue = "10";
// Append new entry to multimanager.
m_multimanager->KeyValue(&kvd);
}
void MapFixWitch::ApplyFix()
{
AppendMultiManagerEntryToTeleportPlayerToChangeLevelAfterLevelIsDone();
SpawnHealthAndBatteryNearHouseEntry(-446);
}
void MapFixWitch::SpawnHealthAndBatteryNearHouseEntry(float floorZ)
{
CreateBatteryAtPosition(Vector(1440, -240, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(1465, -239, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(1493, -238, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(1521, -237, floorZ), RANDOM_ANGLE());
}
void MapFixWitch::AppendMultiManagerEntryToTeleportPlayerToChangeLevelAfterLevelIsDone()
{
CBaseEntity* changeLevelTeleporter = CBaseEntity::Create("shall_teleporttochangelevel", g_vecZero, g_vecZero, NULL);
if (changeLevelTeleporter != NULL)
{
changeLevelTeleporter->Spawn();
}
}
void MapFixGraveAddWeaponsAndAmmo::ApplyFix()
{
SpawnHealthAndBatteryNextToCoffin(-446);
}
void MapFixGraveAddWeaponsAndAmmo::SpawnHealthAndBatteryNextToCoffin(float floorZ)
{
CreateBatteryAtPosition(Vector(2080, -1602, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(2085, -1561, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(2079, -1679, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(2082, -1639, floorZ), RANDOM_ANGLE());
}
void MapFixVamp::ApplyFix()
{
SpawnHealthAtHighestTowerBeforeLongJump(2062);
CreateAndSetupTriggerToCallLift1();
CreateAndSetupTriggerToCallLift2();
CreateAndSetupTriggerToCallLift3();
}
#define LIFT_HEIGHT 562
void MapFixVamp::CreateAndSetupTriggerToCallLift1()
{
CBaseToggle* trigger = dynamic_cast<CBaseToggle*>(CreateLiftTrigger(Vector(-384, 0, -312), g_vecZero, LIFT_HEIGHT));
if (trigger)
{
trigger->m_flWait = 1.0f;
trigger->pev->target = ALLOC_STRING("lift1");
}
}
void MapFixVamp::CreateAndSetupTriggerToCallLift2()
{
CBaseToggle* trigger = dynamic_cast<CBaseToggle*>(CreateLiftTrigger(Vector(1408, 1024, 255), g_vecZero, LIFT_HEIGHT));
if (trigger)
{
trigger->m_flWait = 1.0f;
trigger->pev->target = ALLOC_STRING("lift2");
}
}
void MapFixVamp::CreateAndSetupTriggerToCallLift3()
{
CBaseToggle* trigger = dynamic_cast<CBaseToggle*>(CreateLiftTrigger(Vector(-1408, 1792, 200), g_vecZero, LIFT_HEIGHT));
if (trigger)
{
trigger->m_flWait = 1.0f;
trigger->pev->target = ALLOC_STRING("lift3");
}
}
void MapFixVamp::SpawnHealthAtHighestTowerBeforeLongJump(float floorZ)
{
CreateHealthKitAtPosition(Vector(-116, 2448, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(-148, 2440, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(-116, 2420, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(-148, 2420, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(-119, 2391, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(-149, 2392, floorZ), RANDOM_ANGLE());
}
CBaseEntity* MapFixVamp::CreateLiftTrigger(const Vector& origin, const Vector& angles, float liftHeight)
{
edict_t* pevCreate = CREATE_NAMED_ENTITY(MAKE_STRING("trigger_multiple"));
if (pevCreate == NULL)
{
ALERT(at_console, "** Could not create trigger_multiple for lift!**\n");
return NULL;
}
CBaseToggle* trigger = dynamic_cast<CBaseToggle*>(CBaseEntity::Instance(pevCreate));
if (trigger == NULL)
{
ALERT(at_console, "** Could not retrieve trigger_multiple instance!**\n");
return NULL;
}
trigger->pev->angles = angles;
DispatchSpawn(trigger->edict());
UTIL_SetOrigin(trigger->pev, origin);
UTIL_SetSize(trigger->pev, Vector(-64, -64, 0), Vector( 64, 64, liftHeight ) );
return trigger;
}
void MapFixWoodsAddWeaponsAndAmmo::SpawnHealth(float floorZ)
{
CreateWeaponCrowbarAtPosition(Vector(-2515, -1190, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(-2809, 2575, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(-2845, 2578, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(1469, 2862, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(1452, 2885, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(-2829, -4, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(1971, -2564, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(1966, -2539, floorZ), RANDOM_ANGLE());
}
void MapFixHellAddWeaponsAndAmmo::ApplyFix()
{
SpawnHealthAmmoWeaponsAtLightNearSpawn(-2558);
SpawnHealthAmmoWeaponsAtPositionBeforeFinalBattle(-2524);
}
void MapFixHellAddWeaponsAndAmmo::SpawnHealthAmmoWeaponsAtLightNearSpawn(float floorZ)
{
CreateWeaponMP5AtPosition(Vector(1397, 1263, floorZ), RANDOM_ANGLE());
CreateWeaponShotgunAtPosition(Vector(1405, 1209, floorZ), RANDOM_ANGLE());
CreateWeaponCrossbowAtPosition(Vector(1323, 1271, floorZ), RANDOM_ANGLE(), CrossbowPlacement::Realistic);
CreateWeaponCrowbarAtPosition(Vector(1345, 1237, floorZ), RANDOM_ANGLE());
CreateMP5AmmoAtPosition(Vector(1418, 1260, floorZ), RANDOM_ANGLE());
CreateShotgunAmmoAtPosition(Vector(1412, 1301, floorZ), RANDOM_ANGLE());
CreateCrossbowAmmoAtPosition(Vector(1337, 1298, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(1345, 1205, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(1343, 1184, floorZ), RANDOM_ANGLE());
}
void MapFixHellAddWeaponsAndAmmo::SpawnHealthAmmoWeaponsAtPositionBeforeFinalBattle(float floorZ)
{
CreateWeapon357AtPosition(Vector(2469, -1492, floorZ), RANDOM_ANGLE());
Create357AmmoAtPosition(Vector(2494, -1495, floorZ), RANDOM_ANGLE());
CreateMP5GrenadeAmmoAtPosition(Vector(2436, -1470, floorZ), RANDOM_ANGLE());
CreateMP5GrenadeAmmoAtPosition(Vector(2457, -1473, floorZ), RANDOM_ANGLE());
Create9mmAmmoBoxAtPosition(Vector(2495, -1445, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(2398, -1451, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(2447, -1440, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(2405, -1399, floorZ), RANDOM_ANGLE());
CreateHealthKitAtPosition(Vector(2443, -1388, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(2420, -1434, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(2470, -1411, floorZ), RANDOM_ANGLE());
CreateBatteryAtPosition(Vector(2479, -1470, floorZ), RANDOM_ANGLE());
}
MapFixPatchSpawnPosition* MapFixes::GetPatchSpawnPositionSingleton()
{
static MapFixPatchSpawnPosition singleton;
return &singleton;
}
MapFixPatchAddWeaponsAndAmmo* MapFixes::GetPatchAddWeaponsAndAmmoSingleton()
{
static MapFixPatchAddWeaponsAndAmmo singleton;
return &singleton;
}
MapFixCornAddWeaponsAndAmmo* MapFixes::GetCornAddWeaponsAndAmmoSingleton()
{
static MapFixCornAddWeaponsAndAmmo singleton;
return &singleton;
}
MapFixShipAddWeaponsAndAmmo* MapFixes::GetShipAddWeaponsAndAmmoSingleton()
{
static MapFixShipAddWeaponsAndAmmo singleton;
return &singleton;
}
MapFixWoodsAddWeaponsAndAmmo* MapFixes::GetWoodsAddWeaponsAndAmmoSingleton()
{
static MapFixWoodsAddWeaponsAndAmmo singleton;
return &singleton;
}
MapFixWitch* MapFixes::GetWitchSingleton()
{
static MapFixWitch singleton;
return &singleton;
}
MapFixGraveAddWeaponsAndAmmo* MapFixes::GetGraveAddWeaponsAndAmmoSingleton()
{
static MapFixGraveAddWeaponsAndAmmo singleton;
return &singleton;
}
MapFixVamp* MapFixes::GetVampSingleton()
{
static MapFixVamp singleton;
return &singleton;
}
MapFixHellAddWeaponsAndAmmo* MapFixes::GetHellAddWeaponsAndAmmoSingleton()
{
static MapFixHellAddWeaponsAndAmmo singleton;
return &singleton;
}
void MapFixes::ApplyMapFixPatch()
{
GetPatchAddWeaponsAndAmmoSingleton()->ApplyFix();
}
void MapFixes::ApplyMapFixCorn()
{
GetCornAddWeaponsAndAmmoSingleton()->ApplyFix();
}
void MapFixes::ApplyMapFixShip()
{
GetShipAddWeaponsAndAmmoSingleton()->ApplyFix();
}
void MapFixes::ApplyMapFixWoods()
{
GetWoodsAddWeaponsAndAmmoSingleton()->ApplyFix();
}
void MapFixes::ApplyMapFixWitch()
{
GetWitchSingleton()->ApplyFix();
}
void MapFixes::ApplyMapFixGrave()
{
GetGraveAddWeaponsAndAmmoSingleton()->ApplyFix();
}
void MapFixes::ApplyMapFixVamp()
{
GetVampSingleton()->ApplyFix();
}
void MapFixes::ApplyMapFixHell()
{
GetHellAddWeaponsAndAmmoSingleton()->ApplyFix();
}
static MapFixes* GetMapFixesSingleton()
{
static MapFixes singleton;
return &singleton;
}
void MapFixes_ApplyAllPossibleFixes()
{
if (IsCurrentMap("corn"))
{
GetMapFixesSingleton()->ApplyMapFixCorn();
}
else if (IsCurrentMap("grave"))
{
GetMapFixesSingleton()->ApplyMapFixGrave();
}
else if (IsCurrentMap("hell"))
{
GetMapFixesSingleton()->ApplyMapFixHell();
}
else if (IsCurrentMap("patch"))
{
GetMapFixesSingleton()->ApplyMapFixPatch();
}
else if (IsCurrentMap("ship"))
{
GetMapFixesSingleton()->ApplyMapFixShip();
}
else if (IsCurrentMap("vamp"))
{
GetMapFixesSingleton()->ApplyMapFixVamp();
}
else if (IsCurrentMap("witch"))
{
GetMapFixesSingleton()->ApplyMapFixWitch();
}
else if (IsCurrentMap("woods"))
{
GetMapFixesSingleton()->ApplyMapFixWoods();
}
}