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94 lines
2.5 KiB
94 lines
2.5 KiB
8 years ago
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/***
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*
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* Copyright (c) 1996-2001, 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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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "player.h"
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#include "gamerules.h"
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#include "func_break.h"
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LINK_ENTITY_TO_CLASS(weapon_clip, CWeaponClip);
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void CWeaponClip::Spawn(const char* szModel)
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{
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pev->movetype = MOVETYPE_BOUNCE;
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pev->friction = 0.35;
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// sometimes an entity inherits the edict from a former piece of glass,
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// and will spawn using the same render FX or rendermode! bad!
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pev->renderamt = 255;
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pev->rendermode = kRenderNormal;
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pev->renderfx = kRenderFxNone;
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// pev->solid = SOLID_SLIDEBOX;/// hopefully this will fix the VELOCITY TOO LOW crap
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pev->solid = SOLID_TRIGGER;
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pev->classname = MAKE_STRING("weapon_clip");
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m_bloodColor = DONT_BLEED;
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PRECACHE_MODEL((char*)szModel);
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SET_MODEL(ENT(pev), szModel);
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UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
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// pev->nextthink = gpGlobals->time + 4;
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m_lifeTime = 25;
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SetThink(&CWeaponClip::WaitTillLand);
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SetTouch(&CWeaponClip::ClipTouch);
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m_bloodColor = DONT_BLEED;
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m_cBloodDecals = 0;// how many blood decals this gib can place (1 per bounce until none remain).
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}
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//=========================================================
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// WaitTillLand - in order to emit their meaty scent from
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// the proper location, gibs should wait until they stop
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// bouncing to emit their scent. That's what this function
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// does.
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//=========================================================
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void CWeaponClip::WaitTillLand(void)
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{
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if (!IsInWorld())
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{
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UTIL_Remove(this);
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return;
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}
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if (pev->velocity == g_vecZero && pev->avelocity == g_vecZero)
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{
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pev->angles = UTIL_VecToAngles(pev->velocity);
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pev->angles[0] = 0;
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pev->movetype = MOVETYPE_NONE;
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SetThink(&CGib::SUB_StartFadeOut);
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pev->nextthink = gpGlobals->time + m_lifeTime;
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}
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else
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{
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// wait and check again in another half second.
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pev->nextthink = gpGlobals->time + 0.1;
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}
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}
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void CWeaponClip::ClipTouch(CBaseEntity *pOther)
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{
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if (!FClassnameIs(pOther->pev, "worldspawn"))
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{
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pev->nextthink = gpGlobals->time;
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return;
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}
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}
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