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 "nodes.h"
#include "player.h"
#include "gamerules.h"
#include "sporegrenade.h"
class CSporeAmmo : public CBaseEntity
{
public:
void Spawn( void );
void Precache( void );
void EXPORT IdleThink ( void );
void EXPORT AmmoTouch ( CBaseEntity *pOther );
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
virtual int SizeForGrapple() { return GRAPPLE_FIXED; }
int m_iExplode;
};
typedef enum
{
SPOREAMMO_IDLE = 0,
SPOREAMMO_SPAWNUP,
SPOREAMMO_SNATCHUP,
SPOREAMMO_SPAWNDOWN,
SPOREAMMO_SNATCHDOWN,
SPOREAMMO_IDLE1,
SPOREAMMO_IDLE2,
} SPOREAMMO;
LINK_ENTITY_TO_CLASS( ammo_spore, CSporeAmmo )
void CSporeAmmo :: Precache( void )
{
PRECACHE_MODEL("models/spore_ammo.mdl");
m_iExplode = PRECACHE_MODEL ("sprites/spore_exp_c_01.spr");
PRECACHE_SOUND("weapons/spore_ammo.wav");
UTIL_PrecacheOther ( "spore" );
}
//=========================================================
// Spawn
//=========================================================
void CSporeAmmo :: Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/spore_ammo.mdl");
UTIL_SetSize(pev, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ));
pev->takedamage = DAMAGE_YES;
pev->solid = SOLID_BBOX;
pev->movetype = MOVETYPE_NONE;
pev->framerate = 1.0f;
pev->health = 1.0f;
pev->animtime = gpGlobals->time;
pev->sequence = SPOREAMMO_SPAWNDOWN;
pev->body = 1;
pev->origin.z += 16;
UTIL_SetOrigin( pev, pev->origin );
pev->angles.x -= 90;// :3
SetThink (&CSporeAmmo::IdleThink);
SetTouch (&CSporeAmmo::AmmoTouch);
pev->nextthink = gpGlobals->time + 4;
}
//=========================================================
// Override all damage
//=========================================================
int CSporeAmmo::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
{
if (pev->body != 0)
{
Vector vecSrc = pev->origin + gpGlobals->v_forward * -32;
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_EXPLOSION ); // This makes a dynamic light and the explosion sprites/sound
WRITE_COORD( vecSrc.x ); // Send to PAS because of the sound
WRITE_COORD( vecSrc.y );
WRITE_COORD( vecSrc.z );
WRITE_SHORT( m_iExplode );
WRITE_BYTE( 25 ); // scale * 10
WRITE_BYTE( 12 ); // framerate
WRITE_BYTE( TE_EXPLFLAG_NOSOUND );
MESSAGE_END();
//ALERT( at_console, "angles %f %f %f\n", pev->angles.x, pev->angles.y, pev->angles.z );
Vector angles = pev->angles;
angles.x -= 90;
angles.y += 180;
Vector vecLaunchDir = angles;
vecLaunchDir.x += RANDOM_FLOAT( -20, 20 );
vecLaunchDir.y += RANDOM_FLOAT( -20, 20 );
vecLaunchDir.z += RANDOM_FLOAT( -20, 20 );
CSpore* pSpore = CSpore::CreateSpore(pev->origin, vecLaunchDir, this, CSpore::GRENADE, false, true);
UTIL_MakeVectors( vecLaunchDir );
pSpore->pev->velocity = gpGlobals->v_forward * 800;
pev->frame = 0;
pev->animtime = gpGlobals->time + 0.1;
pev->sequence = SPOREAMMO_SNATCHDOWN;
pev->body = 0;
pev->nextthink = gpGlobals->time + 0.66f;
SetThink (&CSporeAmmo::IdleThink);
return 1;
}
return 0;
}
void CSporeAmmo :: IdleThink ( void )
{
switch (pev->sequence)
{
case SPOREAMMO_SPAWNDOWN:
{
pev->sequence = SPOREAMMO_IDLE1;
pev->animtime = gpGlobals->time;
pev->frame = 0;
break;
}
case SPOREAMMO_SNATCHDOWN:
{
pev->sequence = SPOREAMMO_IDLE;
pev->animtime = gpGlobals->time;
pev->frame = 0;
pev->nextthink = gpGlobals->time + 10.0f;
break;
}
case SPOREAMMO_IDLE:
{
pev->body = 1;
pev->sequence = SPOREAMMO_SPAWNDOWN;
pev->animtime = gpGlobals->time;
pev->frame = 0;
pev->nextthink = gpGlobals->time + 4.0f;
break;
}
default:
break;
}
}
void CSporeAmmo :: AmmoTouch ( CBaseEntity *pOther )
{
if ( !pOther->IsPlayer() || pev->body == 0 )
return;
int bResult = (pOther->GiveAmmo( AMMO_SPORE_GIVE, "spores", SPORE_MAX_CARRY ) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "weapons/spore_ammo.wav", 1, ATTN_NORM);
pev->frame = 0;
pev->animtime = gpGlobals->time;
pev->sequence = SPOREAMMO_SNATCHDOWN;
pev->body = 0;
pev->nextthink = gpGlobals->time + 0.66f;
}
}