Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

112 lines
2.8 KiB

/***
*
* Copyright (c) 1996-2002, 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 "decals.h"
#include "explode.h"
#include "effects.h"
// Fire Trail
class CFireTrail : public CBaseEntity
{
public:
void Spawn(void);
void Think(void);
void Touch(CBaseEntity *pOther);
int ObjectCaps(void) { return FCAP_DONT_SAVE; }
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
private:
int m_spriteScale; // what's the exact fireball sprite scale?
};
LINK_ENTITY_TO_CLASS( fire_trail, CFireTrail );
TYPEDESCRIPTION CFireTrail::m_SaveData[] =
{
DEFINE_FIELD( CFireTrail, m_spriteScale, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CFireTrail, CBaseEntity )
void CFireTrail::Spawn( void )
{
pev->velocity = RANDOM_FLOAT(100.0f, 150.0f) * pev->angles;
if( RANDOM_LONG( 0, 1 ) )
pev->velocity.x += RANDOM_FLOAT(-300.f, -100.f);
else
pev->velocity.x += RANDOM_FLOAT(100.f, 300.f);
if( RANDOM_LONG( 0, 1 ) )
pev->velocity.y += RANDOM_FLOAT(-300.f, -100.f);
else
pev->velocity.y += RANDOM_FLOAT(100.f, 300.f);
if( pev->velocity.z >= 0 )
pev->velocity.z += 200;
else
pev->velocity.z -= 200;
m_spriteScale = RANDOM_LONG( 7, 13 );
pev->movetype = MOVETYPE_BOUNCE;
pev->gravity = 0.5;
pev->nextthink = gpGlobals->time + 0.1;
pev->solid = SOLID_NOT;
SET_MODEL(edict(), "models/grenade.mdl"); // Need a model, just use the grenade, we don't draw it anyway
UTIL_SetSize(pev, g_vecZero, g_vecZero);
pev->effects |= EF_NODRAW;
pev->speed = RANDOM_FLOAT(0.5, 1.5);
pev->maxspeed = pev->speed;
pev->angles = g_vecZero;
}
void CFireTrail::Think(void)
{
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_EXPLOSION);
WRITE_COORD( pev->origin.x );
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
WRITE_SHORT( g_sModelIndexFireball );
WRITE_BYTE( (BYTE)( m_spriteScale * pev->speed ) ); // scale * 10
WRITE_BYTE( 15 ); // framerate
WRITE_BYTE( TE_EXPLFLAG_NOSOUND );
MESSAGE_END();
pev->speed -= 0.1;
if (pev->speed > 0)
pev->nextthink = gpGlobals->time + 0.1;
else
UTIL_Remove(this);
pev->flags &= ~FL_ONGROUND;
}
void CFireTrail::Touch(CBaseEntity *pOther)
{
if (pev->flags & FL_ONGROUND)
pev->velocity = pev->velocity * 0.1;
else
pev->velocity = pev->velocity * 0.6;
if ((pev->velocity.x*pev->velocity.x + pev->velocity.y*pev->velocity.y) < 10.0)
pev->speed = 0;
7 years ago
}