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 "monsters.h"
#include "weapons.h"
#include "effects.h"
#include "decals.h"
#include "soundent.h"
#include "game.h"
#include "nail.h"
LINK_ENTITY_TO_CLASS(nail, CNail);
CNail *CNail::NailCreate(void)
{
// Create a new entity with CCrossbowBolt private data
CNail *pBolt = GetClassPtr((CNail *)NULL);
pBolt->pev->classname = MAKE_STRING("nail");
pBolt->Spawn();
return pBolt;
}
void CNail::Spawn()
{
Precache();
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
pev->gravity = 0.0;
SET_MODEL(ENT(pev), "models/nail.mdl");
UTIL_SetOrigin(pev, pev->origin);
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
SetTouch(&CNail::NailTouch);
SetThink(&CNail::NailThink);
pev->nextthink = gpGlobals->time + 0.2;
}
void CNail::Precache()
{
PRECACHE_MODEL("models/nail.mdl");
PRECACHE_SOUND("weapons/brad_hit1.wav");
PRECACHE_SOUND("weapons/brad_hit2.wav");
}
int CNail::Classify(void)
{
return CLASS_NONE;
}
void CNail::NailTouch(CBaseEntity *pOther)
{
SetTouch(NULL);
SetThink(NULL);
if (pOther->pev->takedamage)
{
TraceResult tr = UTIL_GetGlobalTrace();
entvars_t *pevOwner;
pevOwner = VARS(pev->owner);
// UNDONE: this needs to call TraceAttack instead
ClearMultiDamage();
pOther->TraceAttack(pevOwner, gSkillData.plrDmgNail, pev->velocity.Normalize(), &tr, DMG_NEVERGIB);
ApplyMultiDamage(pev, pevOwner);
pev->velocity = Vector(0, 0, 0);
// play body "thwack" sound
switch (RANDOM_LONG(0, 1))
{
case 0:
EMIT_SOUND(ENT(pev), CHAN_BODY, "weapons/brad_hit1.wav", 1, ATTN_NORM); break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_BODY, "weapons/brad_hit2.wav", 1, ATTN_NORM); break;
}
Killed(pev, GIB_NEVER);
}
else
{
EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "weapons/brad_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0, 7));
SetThink(&CNail::SUB_Remove);
pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit.
if (FClassnameIs(pOther->pev, "worldspawn"))
{
// if what we hit is static architecture, can stay around for a while.
Vector vecDir = pev->velocity.Normalize();
UTIL_SetOrigin(pev, pev->origin - vecDir * 12);
pev->angles = UTIL_VecToAngles(vecDir);
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_FLY;
pev->velocity = Vector(0, 0, 0);
pev->avelocity.z = 0;
pev->angles.z = RANDOM_LONG(0, 360);
pev->nextthink = gpGlobals->time + 10.0;
}
/*if (UTIL_PointContents(pev->origin) != CONTENTS_WATER)
{
UTIL_Sparks(pev->origin);
}*/
}
}
void CNail::NailThink(void)
{
pev->nextthink = gpGlobals->time + 0.1;
}