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/***
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*
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* Copyright (c) 1996-2002, 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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/*
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===== bmodels.cpp ========================================================
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spawn, think, and use functions for entities that use brush models
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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 "saverestore.h"
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#include "func_break.h"
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#include "decals.h"
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#include "explode.h"
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extern DLL_GLOBAL Vector g_vecAttackDir;
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// =================== FUNC_Breakable ==============================================
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// Just add more items to the bottom of this array and they will automagically be supported
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// This is done instead of just a classname in the FGD so we can control which entities can
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// be spawned, and still remain fairly flexible
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const char *CBreakable::pSpawnObjects[] =
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{
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NULL, // 0
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"item_battery", // 1
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"item_healthkit", // 2
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"weapon_9mmhandgun", // 3
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"ammo_9mmclip", // 4
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"weapon_9mmAR", // 5
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"ammo_9mmAR", // 6
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"ammo_ARgrenades", // 7
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"weapon_shotgun", // 8
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"ammo_buckshot", // 9
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"weapon_crossbow", // 10
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"ammo_crossbow", // 11
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"weapon_357", // 12
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"ammo_357", // 13
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"weapon_rpg", // 14
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"ammo_rpgclip", // 15
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"ammo_gaussclip", // 16
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"weapon_handgrenade", // 17
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"weapon_tripmine", // 18
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"weapon_satchel", // 19
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"weapon_snark", // 20
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"weapon_hornetgun", // 21
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};
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void CBreakable::KeyValue( KeyValueData* pkvd )
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{
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// UNDONE_WC: explicitly ignoring these fields, but they shouldn't be in the map file!
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if( FStrEq( pkvd->szKeyName, "explosion" ) )
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{
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if( !stricmp( pkvd->szValue, "directed" ) )
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m_Explosion = expDirected;
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else if( !stricmp( pkvd->szValue, "random" ) )
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m_Explosion = expRandom;
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else
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m_Explosion = expRandom;
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "material" ) )
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{
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int i = atoi( pkvd->szValue );
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// 0:glass, 1:metal, 2:flesh, 3:wood
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if( ( i < 0 ) || ( i >= matLastMaterial ) )
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m_Material = matWood;
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else
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m_Material = (Materials)i;
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "deadmodel" ) )
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{
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "shards" ) )
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{
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//m_iShards = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "gibmodel" ) )
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{
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m_iszGibModel = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "spawnobject" ) )
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{
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int object = atoi( pkvd->szValue );
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if( object > 0 && object < (int)ARRAYSIZE( pSpawnObjects ) )
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m_iszSpawnObject = MAKE_STRING( pSpawnObjects[object] );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "explodemagnitude" ) )
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{
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ExplosionSetMagnitude( atoi( pkvd->szValue ) );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "lip" ) )
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pkvd->fHandled = TRUE;
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else if (FStrEq(pkvd->szKeyName, "respawn") ) //LRC
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{
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m_iRespawnTime = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "whenhit") ) //LRC
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{
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m_iszWhenHit = ALLOC_STRING(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iClass") )
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{
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m_iClass = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else
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CBaseDelay::KeyValue( pkvd );
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}
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//
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// func_breakable - bmodel that breaks into pieces after taking damage
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//
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LINK_ENTITY_TO_CLASS( func_breakable, CBreakable )
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TYPEDESCRIPTION CBreakable::m_SaveData[] =
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{
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DEFINE_FIELD( CBreakable, m_Material, FIELD_INTEGER ),
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DEFINE_FIELD( CBreakable, m_Explosion, FIELD_INTEGER ),
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// Don't need to save/restore these because we precache after restore
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// DEFINE_FIELD( CBreakable, m_idShard, FIELD_INTEGER ),
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DEFINE_FIELD( CBreakable, m_angle, FIELD_FLOAT ),
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DEFINE_FIELD( CBreakable, m_iszGibModel, FIELD_STRING ),
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DEFINE_FIELD( CBreakable, m_iszSpawnObject, FIELD_STRING ),
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// Explosion magnitude is stored in pev->impulse
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//LRC- time until respawn
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DEFINE_FIELD( CBreakable, m_iRespawnTime, FIELD_INTEGER ),
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//LRC- health to set on respawn
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DEFINE_FIELD( CBreakable, m_iInitialHealth, FIELD_INTEGER ),
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DEFINE_FIELD( CBreakable, m_iInitialRenderAmt, FIELD_INTEGER ),
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DEFINE_FIELD( CBreakable, m_iInitialRenderMode, FIELD_INTEGER ),
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DEFINE_FIELD( CBreakable, m_iszWhenHit, FIELD_STRING ),
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DEFINE_FIELD( CBreakable, m_pHitProxy, FIELD_CLASSPTR ),
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};
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IMPLEMENT_SAVERESTORE( CBreakable, CBaseEntity )
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void CBreakable::Spawn( void )
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{
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Precache();
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if( FBitSet( pev->spawnflags, SF_BREAK_TRIGGER_ONLY ) )
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pev->takedamage = DAMAGE_NO;
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else
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pev->takedamage = DAMAGE_YES;
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if (m_iClass) //LRC - might these additions cause problems?
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{
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pev->flags |= FL_MONSTER;
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pev->view_ofs = (pev->maxs + pev->mins) / 2;
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}
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if (m_iszWhenHit) //LRC - locus trigger
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{
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m_pHitProxy = GetClassPtr( (CPointEntity*)NULL );
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}
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pev->solid = SOLID_BSP;
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pev->movetype = MOVETYPE_PUSH;
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m_angle = pev->angles.y;
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pev->angles.y = 0;
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m_iInitialHealth = pev->health;
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m_iInitialRenderAmt = pev->renderamt;
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m_iInitialRenderMode = pev->rendermode;
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// HACK: matGlass can receive decals, we need the client to know about this
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// so use class to store the material flag
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if( m_Material == matGlass )
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{
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pev->playerclass = 1;
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}
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SET_MODEL( ENT( pev ), STRING( pev->model ) );//set size and link into world.
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SetTouch( &CBreakable::BreakTouch );
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SetUse(&CBreakable:: BreakUse );
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if( FBitSet( pev->spawnflags, SF_BREAK_TRIGGER_ONLY ) ) // Only break on trigger
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SetTouch( NULL );
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// Flag unbreakable glass as "worldbrush" so it will block ALL tracelines
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if( !IsBreakable() && pev->rendermode != kRenderNormal )
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pev->flags |= FL_WORLDBRUSH;
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if (m_iStyle >= 32)
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LIGHT_STYLE(m_iStyle, "z");
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else if (m_iStyle <= -32)
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LIGHT_STYLE(-m_iStyle, "a");
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}
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STATE CBreakable::GetState( void )
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{
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if (m_iRespawnTime)
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{
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if (pev->effects & EF_NODRAW)
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return STATE_OFF;
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else
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return STATE_ON;
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}
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else return STATE_OFF;
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}
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const char *CBreakable::pSoundsWood[] =
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{
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"debris/wood1.wav",
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"debris/wood2.wav",
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"debris/wood3.wav",
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};
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const char *CBreakable::pSoundsFlesh[] =
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{
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"debris/flesh1.wav",
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"debris/flesh2.wav",
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"debris/flesh3.wav",
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"debris/flesh5.wav",
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"debris/flesh6.wav",
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"debris/flesh7.wav",
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};
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const char *CBreakable::pSoundsMetal[] =
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{
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"debris/metal1.wav",
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"debris/metal2.wav",
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"debris/metal3.wav",
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};
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const char *CBreakable::pSoundsConcrete[] =
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{
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"debris/concrete1.wav",
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"debris/concrete2.wav",
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"debris/concrete3.wav",
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};
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const char *CBreakable::pSoundsGlass[] =
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{
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"debris/glass1.wav",
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"debris/glass2.wav",
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"debris/glass3.wav",
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};
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const char **CBreakable::MaterialSoundList( Materials precacheMaterial, int &soundCount )
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{
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const char **pSoundList = NULL;
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switch( precacheMaterial )
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{
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case matWood:
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pSoundList = pSoundsWood;
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soundCount = ARRAYSIZE( pSoundsWood );
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break;
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case matFlesh:
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pSoundList = pSoundsFlesh;
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soundCount = ARRAYSIZE( pSoundsFlesh );
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break;
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case matComputer:
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case matUnbreakableGlass:
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case matGlass:
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pSoundList = pSoundsGlass;
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soundCount = ARRAYSIZE( pSoundsGlass );
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break;
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case matMetal:
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pSoundList = pSoundsMetal;
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soundCount = ARRAYSIZE( pSoundsMetal );
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break;
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case matCinderBlock:
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case matRocks:
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pSoundList = pSoundsConcrete;
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soundCount = ARRAYSIZE( pSoundsConcrete );
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break;
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case matCeilingTile:
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case matNone:
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default:
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soundCount = 0;
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break;
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}
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return pSoundList;
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}
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void CBreakable::MaterialSoundPrecache( Materials precacheMaterial )
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{
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const char **pSoundList;
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int i, soundCount = 0;
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pSoundList = MaterialSoundList( precacheMaterial, soundCount );
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for( i = 0; i < soundCount; i++ )
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{
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PRECACHE_SOUND( pSoundList[i] );
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}
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}
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void CBreakable::MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume )
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{
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const char **pSoundList;
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int soundCount = 0;
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pSoundList = MaterialSoundList( soundMaterial, soundCount );
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if( soundCount )
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EMIT_SOUND( pEdict, CHAN_BODY, pSoundList[RANDOM_LONG( 0, soundCount - 1 )], volume, 1.0 );
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}
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void CBreakable::Precache( void )
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{
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const char *pGibName = NULL;
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switch( m_Material )
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{
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case matWood:
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pGibName = "models/woodgibs.mdl";
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PRECACHE_SOUND( "debris/bustcrate1.wav" );
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PRECACHE_SOUND( "debris/bustcrate2.wav" );
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break;
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case matFlesh:
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pGibName = "models/fleshgibs.mdl";
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PRECACHE_SOUND( "debris/bustflesh1.wav" );
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PRECACHE_SOUND( "debris/bustflesh2.wav" );
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break;
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case matComputer:
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PRECACHE_SOUND( "buttons/spark5.wav" );
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PRECACHE_SOUND( "buttons/spark6.wav" );
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pGibName = "models/computergibs.mdl";
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PRECACHE_SOUND( "debris/bustmetal1.wav" );
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PRECACHE_SOUND( "debris/bustmetal2.wav" );
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break;
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case matUnbreakableGlass:
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case matGlass:
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pGibName = "models/glassgibs.mdl";
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PRECACHE_SOUND( "debris/bustglass1.wav" );
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PRECACHE_SOUND( "debris/bustglass2.wav" );
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break;
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case matMetal:
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pGibName = "models/metalplategibs.mdl";
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PRECACHE_SOUND( "debris/bustmetal1.wav" );
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PRECACHE_SOUND( "debris/bustmetal2.wav" );
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break;
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|
|
|
case matCinderBlock:
|
|
|
|
pGibName = "models/cindergibs.mdl";
|
|
|
|
|
|
|
|
PRECACHE_SOUND( "debris/bustconcrete1.wav" );
|
|
|
|
PRECACHE_SOUND( "debris/bustconcrete2.wav" );
|
|
|
|
break;
|
|
|
|
case matRocks:
|
|
|
|
pGibName = "models/rockgibs.mdl";
|
|
|
|
|
|
|
|
PRECACHE_SOUND( "debris/bustconcrete1.wav" );
|
|
|
|
PRECACHE_SOUND( "debris/bustconcrete2.wav" );
|
|
|
|
break;
|
|
|
|
case matCeilingTile:
|
|
|
|
pGibName = "models/ceilinggibs.mdl";
|
|
|
|
|
|
|
|
PRECACHE_SOUND( "debris/bustceiling.wav" );
|
|
|
|
break;
|
|
|
|
case matNone:
|
|
|
|
case matLastMaterial:
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
MaterialSoundPrecache( m_Material );
|
|
|
|
if( m_iszGibModel )
|
|
|
|
pGibName = STRING( m_iszGibModel );
|
|
|
|
|
|
|
|
m_idShard = PRECACHE_MODEL( pGibName );
|
|
|
|
|
|
|
|
// Precache the spawn item's data
|
|
|
|
if( m_iszSpawnObject )
|
|
|
|
UTIL_PrecacheOther( STRING( m_iszSpawnObject ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// play shard sound when func_breakable takes damage.
|
|
|
|
// the more damage, the louder the shard sound.
|
|
|
|
void CBreakable::DamageSound( void )
|
|
|
|
{
|
|
|
|
int pitch;
|
|
|
|
float fvol;
|
|
|
|
const char *rgpsz[6];
|
|
|
|
int i = 0;
|
|
|
|
int material = m_Material;
|
|
|
|
|
|
|
|
//if( RANDOM_LONG( 0, 1 ) )
|
|
|
|
// return;
|
|
|
|
|
|
|
|
if( RANDOM_LONG( 0, 2 ) )
|
|
|
|
pitch = PITCH_NORM;
|
|
|
|
else
|
|
|
|
pitch = 95 + RANDOM_LONG( 0, 34 );
|
|
|
|
|
|
|
|
fvol = RANDOM_FLOAT( 0.75, 1.0 );
|
|
|
|
|
|
|
|
if( material == matComputer && RANDOM_LONG( 0, 1 ) )
|
|
|
|
material = matMetal;
|
|
|
|
|
|
|
|
switch( material )
|
|
|
|
{
|
|
|
|
case matComputer:
|
|
|
|
case matGlass:
|
|
|
|
case matUnbreakableGlass:
|
|
|
|
rgpsz[0] = "debris/glass1.wav";
|
|
|
|
rgpsz[1] = "debris/glass2.wav";
|
|
|
|
rgpsz[2] = "debris/glass3.wav";
|
|
|
|
i = 3;
|
|
|
|
break;
|
|
|
|
case matWood:
|
|
|
|
rgpsz[0] = "debris/wood1.wav";
|
|
|
|
rgpsz[1] = "debris/wood2.wav";
|
|
|
|
rgpsz[2] = "debris/wood3.wav";
|
|
|
|
i = 3;
|
|
|
|
break;
|
|
|
|
case matMetal:
|
|
|
|
rgpsz[0] = "debris/metal1.wav";
|
|
|
|
rgpsz[1] = "debris/metal3.wav";
|
|
|
|
rgpsz[2] = "debris/metal2.wav";
|
|
|
|
i = 2;
|
|
|
|
break;
|
|
|
|
case matFlesh:
|
|
|
|
rgpsz[0] = "debris/flesh1.wav";
|
|
|
|
rgpsz[1] = "debris/flesh2.wav";
|
|
|
|
rgpsz[2] = "debris/flesh3.wav";
|
|
|
|
rgpsz[3] = "debris/flesh5.wav";
|
|
|
|
rgpsz[4] = "debris/flesh6.wav";
|
|
|
|
rgpsz[5] = "debris/flesh7.wav";
|
|
|
|
i = 6;
|
|
|
|
break;
|
|
|
|
case matRocks:
|
|
|
|
case matCinderBlock:
|
|
|
|
rgpsz[0] = "debris/concrete1.wav";
|
|
|
|
rgpsz[1] = "debris/concrete2.wav";
|
|
|
|
rgpsz[2] = "debris/concrete3.wav";
|
|
|
|
i = 3;
|
|
|
|
break;
|
|
|
|
case matCeilingTile:
|
|
|
|
// UNDONE: no ceiling tile shard sound yet
|
|
|
|
i = 0;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( i )
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, rgpsz[ RANDOM_LONG( 0, i - 1 )], fvol, ATTN_NORM, 0, pitch );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBreakable::BreakTouch( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
float flDamage;
|
|
|
|
entvars_t* pevToucher = pOther->pev;
|
|
|
|
|
|
|
|
// only players can break these right now
|
|
|
|
if( !pOther->IsPlayer() || !IsBreakable() )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( FBitSet( pev->spawnflags, SF_BREAK_TOUCH ) )
|
|
|
|
{
|
|
|
|
// can be broken when run into
|
|
|
|
flDamage = pevToucher->velocity.Length() * 0.01;
|
|
|
|
|
|
|
|
if( flDamage >= pev->health )
|
|
|
|
{
|
|
|
|
SetTouch( NULL );
|
|
|
|
TakeDamage( pevToucher, pevToucher, flDamage, DMG_CRUSH );
|
|
|
|
|
|
|
|
// do a little damage to player if we broke glass or computer
|
|
|
|
pOther->TakeDamage( pev, pev, flDamage/4, DMG_SLASH );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( FBitSet( pev->spawnflags, SF_BREAK_PRESSURE ) && pevToucher->absmin.z >= pev->maxs.z - 2 )
|
|
|
|
{
|
|
|
|
// can be broken when stood upon
|
|
|
|
// play creaking sound here.
|
|
|
|
DamageSound();
|
|
|
|
|
|
|
|
SetThink( &CBreakable::Die );
|
|
|
|
SetTouch( NULL );
|
|
|
|
|
|
|
|
if( m_flDelay == 0 )
|
|
|
|
{
|
|
|
|
// !!!BUGBUG - why doesn't zero delay work?
|
|
|
|
m_flDelay = 0.1;
|
|
|
|
}
|
|
|
|
|
|
|
|
SetNextThink( m_flDelay );
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Smash the our breakable object
|
|
|
|
//
|
|
|
|
|
|
|
|
// Break when triggered
|
|
|
|
void CBreakable::BreakUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
|
|
{
|
|
|
|
// for a respawnable entity, ON means someone wants it to respawn- but this one's solid already.
|
|
|
|
if (m_iRespawnTime && useType == USE_ON)
|
|
|
|
return;
|
|
|
|
if( IsBreakable() )
|
|
|
|
{
|
|
|
|
pev->angles.y = m_angle;
|
|
|
|
UTIL_MakeVectors( pev->angles );
|
|
|
|
g_vecAttackDir = gpGlobals->v_forward;
|
|
|
|
|
|
|
|
Die();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//LRC
|
|
|
|
void CBreakable::RespawnUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
|
|
{
|
|
|
|
// OFF means someone wants it to break, but this one's broken already.
|
|
|
|
if (useType == USE_OFF)
|
|
|
|
{
|
|
|
|
if (m_iRespawnTime > 0)
|
|
|
|
{
|
|
|
|
// reset my respawn time
|
|
|
|
SetThink(&CBreakable:: RespawnThink );
|
|
|
|
SetNextThink( m_iRespawnTime );
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// ALERT(at_debug,"Respawn trigger received\n");
|
|
|
|
SetThink(&CBreakable:: RespawnThink );
|
|
|
|
SetNextThink( 0.1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
//LRC
|
|
|
|
void CBreakable::RespawnThink( void )
|
|
|
|
{
|
|
|
|
// ALERT(at_debug,"RespawnThink: ");
|
|
|
|
CBaseEntity *pList[2];
|
|
|
|
int count = UTIL_EntitiesInBox( pList, 2, pev->mins, pev->maxs, FL_MONSTER | FL_CLIENT );
|
|
|
|
if ( count )
|
|
|
|
{
|
|
|
|
// Can't respawn right now, a monster or player is in the way. Wait a bit.
|
|
|
|
// ALERT(at_debug,"Respawn failed, count is %d\n",count);
|
|
|
|
SetThink(&CBreakable:: RespawnThink );
|
|
|
|
SetNextThink( 2 ); // CONSIDER: change this number?
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// fade in, don't just appear(?)
|
|
|
|
if (pev->spawnflags & SF_BREAK_FADE_RESPAWN)
|
|
|
|
{
|
|
|
|
SetThink(&CBreakable:: RespawnFadeThink );
|
|
|
|
SetNextThink( 0.1 );
|
|
|
|
pev->renderamt = 0;
|
|
|
|
if (m_iInitialRenderMode == kRenderNormal)
|
|
|
|
{
|
|
|
|
pev->rendermode = kRenderTransTexture;
|
|
|
|
m_iInitialRenderAmt = 255;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// ALERT(at_debug,"Respawn OK\n");
|
|
|
|
pev->solid = SOLID_BSP;
|
|
|
|
pev->effects &= ~EF_NODRAW;
|
|
|
|
pev->health = m_iInitialHealth;
|
|
|
|
SetUse(&CBreakable:: BreakUse );
|
|
|
|
if ( !FBitSet( pev->spawnflags, SF_BREAK_TRIGGER_ONLY ) )
|
|
|
|
pev->takedamage = DAMAGE_YES;
|
|
|
|
|
|
|
|
// trigger the "fire on respawn" target
|
|
|
|
FireTargets( STRING(pev->netname), this, this, USE_TOGGLE, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBreakable::RespawnFadeThink ( void )
|
|
|
|
{
|
|
|
|
int newamt = Q_min( pev->renderamt + 50, m_iInitialRenderAmt);
|
|
|
|
// ALERT(at_debug, "FadeThink: %d changed to %d\n",pev->renderamt,newamt);
|
|
|
|
pev->renderamt = newamt;
|
|
|
|
if (pev->renderamt < m_iInitialRenderAmt)
|
|
|
|
{
|
|
|
|
SetNextThink( 0.1 );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pev->rendermode = m_iInitialRenderMode;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBreakable::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
|
|
|
|
{
|
|
|
|
// random spark if this is a 'computer' object
|
|
|
|
if( RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
switch( m_Material )
|
|
|
|
{
|
|
|
|
case matComputer:
|
|
|
|
{
|
|
|
|
UTIL_Sparks( ptr->vecEndPos );
|
|
|
|
|
|
|
|
float flVolume = RANDOM_FLOAT( 0.7 , 1.0 );//random volume range
|
|
|
|
switch( RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "buttons/spark5.wav", flVolume, ATTN_NORM );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case matUnbreakableGlass:
|
|
|
|
UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 0.5, 1.5 ) );
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//LRC
|
|
|
|
if (m_iszWhenHit)
|
|
|
|
{
|
|
|
|
m_pHitProxy->pev->origin = ptr->vecEndPos;
|
|
|
|
m_pHitProxy->pev->velocity = vecDir;
|
|
|
|
FireTargets( STRING(m_iszWhenHit), m_pHitProxy, this, USE_TOGGLE, 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
CBaseDelay::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Special takedamage for func_breakable. Allows us to make
|
|
|
|
// exceptions that are breakable-specific
|
|
|
|
// bitsDamageType indicates the type of damage sustained ie: DMG_CRUSH
|
|
|
|
//=========================================================
|
|
|
|
int CBreakable::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
|
|
|
|
{
|
|
|
|
Vector vecTemp;
|
|
|
|
|
|
|
|
// if Attacker == Inflictor, the attack was a melee or other instant-hit attack.
|
|
|
|
// (that is, no actual entity projectile was involved in the attack so use the shooter's origin).
|
|
|
|
if( pevAttacker == pevInflictor )
|
|
|
|
{
|
|
|
|
vecTemp = pevInflictor->origin - ( pev->absmin + ( pev->size * 0.5 ) );
|
|
|
|
|
|
|
|
// if a client hit the breakable with a crowbar, and breakable is crowbar-sensitive, break it now.
|
|
|
|
if( FBitSet ( pevAttacker->flags, FL_CLIENT ) &&
|
|
|
|
FBitSet ( pev->spawnflags, SF_BREAK_CROWBAR ) && ( bitsDamageType & DMG_CLUB ) )
|
|
|
|
flDamage = pev->health;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
// an actual missile was involved.
|
|
|
|
{
|
|
|
|
vecTemp = pevInflictor->origin - ( pev->absmin + ( pev->size * 0.5 ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !IsBreakable() )
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
// Breakables take double damage from the crowbar
|
|
|
|
if( bitsDamageType & DMG_CLUB )
|
|
|
|
flDamage *= 2;
|
|
|
|
|
|
|
|
// Boxes / glass / etc. don't take much poison damage, just the impact of the dart - consider that 10%
|
|
|
|
if( bitsDamageType & DMG_POISON )
|
|
|
|
flDamage *= 0.1;
|
|
|
|
|
|
|
|
// this global is still used for glass and other non-monster killables, along with decals.
|
|
|
|
g_vecAttackDir = vecTemp.Normalize();
|
|
|
|
|
|
|
|
// do the damage
|
|
|
|
pev->health -= flDamage;
|
|
|
|
if( pev->health <= 0 )
|
|
|
|
{
|
|
|
|
// LRC - Die() does everything necessary
|
|
|
|
// if (!m_iRespawnTime)
|
|
|
|
// {
|
|
|
|
// Killed( pevAttacker, GIB_NORMAL );
|
|
|
|
// }
|
|
|
|
Die();
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Make a shard noise each time func breakable is hit.
|
|
|
|
// Don't play shard noise if cbreakable actually died.
|
|
|
|
DamageSound();
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBreakable::Die( void )
|
|
|
|
{
|
|
|
|
Vector vecSpot;// shard origin
|
|
|
|
Vector vecVelocity;// shard velocity
|
|
|
|
CBaseEntity *pEntity = NULL;
|
|
|
|
char cFlag = 0;
|
|
|
|
int pitch;
|
|
|
|
float fvol;
|
|
|
|
|
|
|
|
pitch = 95 + RANDOM_LONG( 0, 29 );
|
|
|
|
|
|
|
|
if( pitch > 97 && pitch < 103 )
|
|
|
|
pitch = 100;
|
|
|
|
|
|
|
|
// The more negative pev->health, the louder
|
|
|
|
// the sound should be.
|
|
|
|
|
|
|
|
fvol = RANDOM_FLOAT( 0.85, 1.0 ) + ( fabs( pev->health ) / 100.0 );
|
|
|
|
|
|
|
|
if( fvol > 1.0 )
|
|
|
|
fvol = 1.0;
|
|
|
|
|
|
|
|
switch( m_Material )
|
|
|
|
{
|
|
|
|
case matGlass:
|
|
|
|
switch( RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustglass1.wav", fvol, ATTN_NORM, 0, pitch );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustglass2.wav", fvol, ATTN_NORM, 0, pitch );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
cFlag = BREAK_GLASS;
|
|
|
|
break;
|
|
|
|
case matWood:
|
|
|
|
switch( RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustcrate1.wav", fvol, ATTN_NORM, 0, pitch );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustcrate2.wav", fvol, ATTN_NORM, 0, pitch );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
cFlag = BREAK_WOOD;
|
|
|
|
break;
|
|
|
|
case matComputer:
|
|
|
|
case matMetal:
|
|
|
|
switch( RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustmetal1.wav", fvol, ATTN_NORM, 0, pitch );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustmetal2.wav", fvol, ATTN_NORM, 0, pitch );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
cFlag = BREAK_METAL;
|
|
|
|
break;
|
|
|
|
case matFlesh:
|
|
|
|
switch( RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustflesh1.wav", fvol, ATTN_NORM, 0, pitch );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustflesh2.wav", fvol, ATTN_NORM, 0, pitch );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
cFlag = BREAK_FLESH;
|
|
|
|
break;
|
|
|
|
case matRocks:
|
|
|
|
case matCinderBlock:
|
|
|
|
switch( RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustconcrete1.wav", fvol, ATTN_NORM, 0, pitch );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustconcrete2.wav", fvol, ATTN_NORM, 0, pitch );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
cFlag = BREAK_CONCRETE;
|
|
|
|
break;
|
|
|
|
case matCeilingTile:
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustceiling.wav", fvol, ATTN_NORM, 0, pitch );
|
|
|
|
break;
|
|
|
|
case matNone:
|
|
|
|
case matLastMaterial:
|
|
|
|
case matUnbreakableGlass:
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_Explosion == expDirected )
|
|
|
|
vecVelocity = g_vecAttackDir * 200;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
vecVelocity.x = 0;
|
|
|
|
vecVelocity.y = 0;
|
|
|
|
vecVelocity.z = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
vecSpot = pev->origin + ( pev->mins + pev->maxs ) * 0.5;
|
|
|
|
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
|
|
|
|
WRITE_BYTE( TE_BREAKMODEL );
|
|
|
|
|
|
|
|
// position
|
|
|
|
WRITE_COORD( vecSpot.x );
|
|
|
|
WRITE_COORD( vecSpot.y );
|
|
|
|
WRITE_COORD( vecSpot.z );
|
|
|
|
|
|
|
|
// size
|
|
|
|
WRITE_COORD( pev->size.x );
|
|
|
|
WRITE_COORD( pev->size.y );
|
|
|
|
WRITE_COORD( pev->size.z );
|
|
|
|
|
|
|
|
// velocity
|
|
|
|
WRITE_COORD( vecVelocity.x );
|
|
|
|
WRITE_COORD( vecVelocity.y );
|
|
|
|
WRITE_COORD( vecVelocity.z );
|
|
|
|
|
|
|
|
// randomization
|
|
|
|
WRITE_BYTE( 10 );
|
|
|
|
|
|
|
|
// Model
|
|
|
|
WRITE_SHORT( m_idShard ); //model id#
|
|
|
|
|
|
|
|
// # of shards
|
|
|
|
WRITE_BYTE( 0 ); // let client decide
|
|
|
|
|
|
|
|
// duration
|
|
|
|
WRITE_BYTE( 25 );// 2.5 seconds
|
|
|
|
|
|
|
|
// flags
|
|
|
|
WRITE_BYTE( cFlag );
|
|
|
|
MESSAGE_END();
|
|
|
|
|
|
|
|
float size = pev->size.x;
|
|
|
|
if( size < pev->size.y )
|
|
|
|
size = pev->size.y;
|
|
|
|
if( size < pev->size.z )
|
|
|
|
size = pev->size.z;
|
|
|
|
|
|
|
|
// !!! HACK This should work!
|
|
|
|
// Build a box above the entity that looks like an 8 pixel high sheet
|
|
|
|
Vector mins = pev->absmin;
|
|
|
|
Vector maxs = pev->absmax;
|
|
|
|
mins.z = pev->absmax.z;
|
|
|
|
maxs.z += 8;
|
|
|
|
|
|
|
|
// BUGBUG -- can only find 256 entities on a breakable -- should be enough
|
|
|
|
CBaseEntity *pList[256];
|
|
|
|
int count = UTIL_EntitiesInBox( pList, 256, mins, maxs, FL_ONGROUND );
|
|
|
|
if( count )
|
|
|
|
{
|
|
|
|
for( int i = 0; i < count; i++ )
|
|
|
|
{
|
|
|
|
ClearBits( pList[i]->pev->flags, FL_ONGROUND );
|
|
|
|
pList[i]->pev->groundentity = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// If I'm getting removed, don't fire something that could fire myself
|
|
|
|
if (!m_iRespawnTime)
|
|
|
|
pev->targetname = 0;
|
|
|
|
|
|
|
|
pev->solid = SOLID_NOT;
|
|
|
|
pev->effects |= EF_NODRAW;
|
|
|
|
pev->takedamage = DAMAGE_NO;
|
|
|
|
|
|
|
|
if (m_iStyle >= 32)
|
|
|
|
LIGHT_STYLE(m_iStyle, "a");
|
|
|
|
else if (m_iStyle <= -32)
|
|
|
|
LIGHT_STYLE(-m_iStyle, "z");
|
|
|
|
|
|
|
|
// Fire targets on break
|
|
|
|
SUB_UseTargets( NULL, USE_TOGGLE, 0 );
|
|
|
|
|
|
|
|
if (m_iRespawnTime == -1)
|
|
|
|
{
|
|
|
|
// ALERT(at_debug,"Waiting for respawn trigger\n");
|
|
|
|
SetUse(&CBreakable:: RespawnUse );
|
|
|
|
}
|
|
|
|
else if (m_iRespawnTime)
|
|
|
|
{
|
|
|
|
// ALERT(at_debug,"Respawning in %d secs\n",m_iRespawnTime);
|
|
|
|
SetThink(&CBreakable:: RespawnThink );
|
|
|
|
SetNextThink( m_iRespawnTime );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// ALERT(at_debug,"No respawn\n");
|
|
|
|
|
|
|
|
//tidy up
|
|
|
|
if (m_pHitProxy)
|
|
|
|
{
|
|
|
|
m_pHitProxy->SetThink(&CBreakable::SUB_Remove );
|
|
|
|
m_pHitProxy->SetNextThink( 0.1 );
|
|
|
|
m_pHitProxy = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
SetThink(&CBreakable::SUB_Remove );
|
|
|
|
SetNextThink( 0.1 );
|
|
|
|
// ALERT(at_console, "Set SUB_Remove\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_iszSpawnObject )
|
|
|
|
CBaseEntity::Create( STRING( m_iszSpawnObject ), VecBModelOrigin( pev ), pev->angles, edict() );
|
|
|
|
|
|
|
|
if( Explodable() )
|
|
|
|
{
|
|
|
|
ExplosionCreate( Center(), pev->angles, edict(), ExplosionMagnitude(), TRUE );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CBreakable::IsBreakable( void )
|
|
|
|
{
|
|
|
|
return m_Material != matUnbreakableGlass;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CBreakable::DamageDecal( int bitsDamageType )
|
|
|
|
{
|
|
|
|
if( m_Material == matGlass )
|
|
|
|
return DECAL_GLASSBREAK1 + RANDOM_LONG( 0, 2 );
|
|
|
|
|
|
|
|
if( m_Material == matUnbreakableGlass )
|
|
|
|
return DECAL_BPROOF1;
|
|
|
|
|
|
|
|
return CBaseEntity::DamageDecal( bitsDamageType );
|
|
|
|
}
|
|
|
|
|
|
|
|
class CPushable : public CBreakable
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Spawn ( void );
|
|
|
|
void Precache( void );
|
|
|
|
void Touch ( CBaseEntity *pOther );
|
|
|
|
void Move( CBaseEntity *pMover, int push );
|
|
|
|
void KeyValue( KeyValueData *pkvd );
|
|
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
|
|
void EXPORT StopSound( void );
|
|
|
|
//virtual void SetActivator( CBaseEntity *pActivator ) { m_pPusher = pActivator; }
|
|
|
|
|
|
|
|
virtual int ObjectCaps( void ) { return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | FCAP_CONTINUOUS_USE; }
|
|
|
|
virtual int Save( CSave &save );
|
|
|
|
virtual int Restore( CRestore &restore );
|
|
|
|
|
|
|
|
inline float MaxSpeed( void ) { return m_maxSpeed; }
|
|
|
|
|
|
|
|
// breakables use an overridden takedamage
|
|
|
|
virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
|
|
|
|
|
|
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
|
|
|
|
static const char *m_soundNames[3];
|
|
|
|
int m_lastSound; // no need to save/restore, just keeps the same sound from playing twice in a row
|
|
|
|
float m_maxSpeed;
|
|
|
|
float m_soundTime;
|
|
|
|
};
|
|
|
|
|
|
|
|
TYPEDESCRIPTION CPushable::m_SaveData[] =
|
|
|
|
{
|
|
|
|
DEFINE_FIELD( CPushable, m_maxSpeed, FIELD_FLOAT ),
|
|
|
|
DEFINE_FIELD( CPushable, m_soundTime, FIELD_TIME ),
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CPushable, CBreakable )
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( func_pushable, CPushable )
|
|
|
|
|
|
|
|
const char *CPushable::m_soundNames[3] =
|
|
|
|
{
|
|
|
|
"debris/pushbox1.wav",
|
|
|
|
"debris/pushbox2.wav",
|
|
|
|
"debris/pushbox3.wav"
|
|
|
|
};
|
|
|
|
|
|
|
|
void CPushable::Spawn( void )
|
|
|
|
{
|
|
|
|
if( pev->spawnflags & SF_PUSH_BREAKABLE )
|
|
|
|
CBreakable::Spawn();
|
|
|
|
else
|
|
|
|
Precache();
|
|
|
|
|
|
|
|
pev->movetype = MOVETYPE_PUSHSTEP;
|
|
|
|
pev->solid = SOLID_BBOX;
|
|
|
|
SET_MODEL( ENT( pev ), STRING( pev->model ) );
|
|
|
|
|
|
|
|
if( pev->friction > 399 )
|
|
|
|
pev->friction = 399;
|
|
|
|
|
|
|
|
m_maxSpeed = 400 - pev->friction;
|
|
|
|
SetBits( pev->flags, FL_FLOAT );
|
|
|
|
pev->friction = 0;
|
|
|
|
|
|
|
|
pev->origin.z += 1; // Pick up off of the floor
|
|
|
|
UTIL_SetOrigin( this, pev->origin );
|
|
|
|
|
|
|
|
// Multiply by area of the box's cross-section (assume 1000 units^3 standard volume)
|
|
|
|
pev->skin = (int)( ( pev->skin * ( pev->maxs.x - pev->mins.x ) * ( pev->maxs.y - pev->mins.y ) ) * 0.0005 );
|
|
|
|
m_soundTime = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CPushable::Precache( void )
|
|
|
|
{
|
|
|
|
for( int i = 0; i < 3; i++ )
|
|
|
|
PRECACHE_SOUND( m_soundNames[i] );
|
|
|
|
|
|
|
|
if( pev->spawnflags & SF_PUSH_BREAKABLE )
|
|
|
|
CBreakable::Precache();
|
|
|
|
}
|
|
|
|
|
|
|
|
void CPushable::KeyValue( KeyValueData *pkvd )
|
|
|
|
{
|
|
|
|
if( FStrEq( pkvd->szKeyName, "size" ) )
|
|
|
|
{
|
|
|
|
int bbox = atoi( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
|
|
|
|
switch( bbox )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
// Point
|
|
|
|
UTIL_SetSize( pev, Vector( -8, -8, -8 ), Vector( 8, 8, 8 ) );
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
// Big Hull!?!? !!!BUGBUG Figure out what this hull really is
|
|
|
|
UTIL_SetSize( pev, VEC_DUCK_HULL_MIN*2, VEC_DUCK_HULL_MAX * 2 );
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
// Player duck
|
|
|
|
UTIL_SetSize( pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX );
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
case 1:
|
|
|
|
// Player
|
|
|
|
UTIL_SetSize( pev, VEC_HULL_MIN, VEC_HULL_MAX );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "buoyancy" ) )
|
|
|
|
{
|
|
|
|
pev->skin = atoi( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
CBreakable::KeyValue( pkvd );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Pull the func_pushable
|
|
|
|
void CPushable::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
|
|
{
|
|
|
|
if( !pActivator || !pActivator->IsPlayer() )
|
|
|
|
{
|
|
|
|
if( pev->spawnflags & SF_PUSH_BREAKABLE )
|
|
|
|
this->CBreakable::Use( pActivator, pCaller, useType, value );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( pev->spawnflags & SF_PUSH_NOPULL ) return; //LRC: a non-pullable pushable.
|
|
|
|
|
|
|
|
if( pActivator->pev->velocity != g_vecZero )
|
|
|
|
Move( pActivator, 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CPushable::Touch( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
if( FClassnameIs( pOther->pev, "worldspawn" ) )
|
|
|
|
return;
|
|
|
|
|
|
|
|
Move( pOther, 1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CPushable::Move( CBaseEntity *pOther, int push )
|
|
|
|
{
|
|
|
|
entvars_t* pevToucher = pOther->pev;
|
|
|
|
int playerTouch = 0;
|
|
|
|
|
|
|
|
// Is entity standing on this pushable ?
|
|
|
|
if( FBitSet( pevToucher->flags,FL_ONGROUND ) && pevToucher->groundentity && VARS( pevToucher->groundentity ) == pev )
|
|
|
|
{
|
|
|
|
// Only push if floating
|
|
|
|
if ( pev->waterlevel > 0 && pev->watertype > CONTENT_FLYFIELD)
|
|
|
|
pev->velocity.z += pevToucher->velocity.z * 0.1;
|
|
|
|
|
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|
return;
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|
|
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}
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|
|
|
|
|
|
// g-cont. fix pushable acceleration bug (reverted as it used in mods)
|
|
|
|
if( pOther->IsPlayer() )
|
|
|
|
{
|
|
|
|
// Don't push unless the player is pushing forward and NOT use (pull)
|
|
|
|
if( push && !( pevToucher->button & ( IN_FORWARD | IN_USE ) ) )
|
|
|
|
return;
|
|
|
|
playerTouch = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
float factor;
|
|
|
|
|
|
|
|
if( playerTouch )
|
|
|
|
{
|
|
|
|
if( !( pevToucher->flags & FL_ONGROUND ) ) // Don't push away from jumping/falling players unless in water
|
|
|
|
{
|
|
|
|
if ( pev->waterlevel < 1 || pev->watertype <= CONTENT_FLYFIELD)
|
|
|
|
return;
|
|
|
|
else
|
|
|
|
factor = 0.1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
factor = 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
factor = 0.25;
|
|
|
|
|
|
|
|
if (!push)
|
|
|
|
factor = factor*0.5;
|
|
|
|
|
|
|
|
pev->velocity.x += pevToucher->velocity.x * factor;
|
|
|
|
pev->velocity.y += pevToucher->velocity.y * factor;
|
|
|
|
|
|
|
|
float length = sqrt( pev->velocity.x * pev->velocity.x + pev->velocity.y * pev->velocity.y );
|
|
|
|
if( push && ( length > MaxSpeed() ) )
|
|
|
|
{
|
|
|
|
pev->velocity.x = (pev->velocity.x * MaxSpeed() / length );
|
|
|
|
pev->velocity.y = (pev->velocity.y * MaxSpeed() / length );
|
|
|
|
}
|
|
|
|
if( playerTouch )
|
|
|
|
{
|
|
|
|
pevToucher->velocity.x = pev->velocity.x;
|
|
|
|
pevToucher->velocity.y = pev->velocity.y;
|
|
|
|
if( ( gpGlobals->time - m_soundTime ) > 0.7 )
|
|
|
|
{
|
|
|
|
m_soundTime = gpGlobals->time;
|
|
|
|
if( length > 0 && FBitSet( pev->flags,FL_ONGROUND ) )
|
|
|
|
{
|
|
|
|
m_lastSound = RANDOM_LONG( 0, 2 );
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, m_soundNames[m_lastSound], 0.5, ATTN_NORM );
|
|
|
|
// SetThink( StopSound );
|
|
|
|
// SetNextThink( 0.1 );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
STOP_SOUND( ENT( pev ), CHAN_WEAPON, m_soundNames[m_lastSound] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
void CPushable::StopSound( void )
|
|
|
|
{
|
|
|
|
Vector dist = pev->oldorigin - pev->origin;
|
|
|
|
if( dist.Length() <= 0 )
|
|
|
|
STOP_SOUND( ENT( pev ), CHAN_WEAPON, m_soundNames[m_lastSound] );
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
int CPushable::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
|
|
|
|
{
|
|
|
|
if( pev->spawnflags & SF_PUSH_BREAKABLE )
|
|
|
|
return CBreakable::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|