mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-03-13 05:51:19 +00:00
Refactor again, change push mechanizm
This commit is contained in:
parent
67b7e91461
commit
7e37c5449b
@ -330,9 +330,11 @@ public:
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BOOL ExitScriptedSequence( );
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BOOL CineCleanup( );
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virtual bool TouchGravGun( CBaseEntity *attacker, int stage )
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virtual float TouchGravGun( CBaseEntity *attacker, int stage )
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{
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return true;
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if( (pev->maxs - pev->mins).Length() > 200 )
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return 0;
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return 200;
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}
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CBaseEntity* DropItem ( char *pszItemName, const Vector &vecPos, const Vector &vecAng );// drop an item.
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@ -211,9 +211,9 @@ public:
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if (m_pfnUse)
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(this->*m_pfnUse)( pActivator, pCaller, useType, value );
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}
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virtual void Blocked( CBaseEntity *pOther ) { if (m_pfnBlocked) (this->*m_pfnBlocked)( pOther ); };
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virtual void Blocked( CBaseEntity *pOther ) { if (m_pfnBlocked) (this->*m_pfnBlocked)( pOther ); }
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virtual bool TouchGravGun( CBaseEntity *attacker, int stage ){ return false; };
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virtual float TouchGravGun( CBaseEntity *attacker, int stage ){ return 0; }
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// allow engine to allocate instance data
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void *operator new( size_t stAllocateBlock, entvars_t *pev )
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{
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@ -69,9 +69,9 @@ public:
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float m_angle;
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int m_iszGibModel;
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int m_iszSpawnObject;
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bool TouchGravGun( CBaseEntity *attacker, int stage )
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virtual float TouchGravGun( CBaseEntity *attacker, int stage )
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{
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return true;
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return 200;
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}
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};
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150
dlls/gravgun.cpp
150
dlls/gravgun.cpp
@ -53,9 +53,9 @@ public:
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BOOL Deploy(void);
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void Holster(int skiplocal = 0);
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int m_iGrabFailures = 0;
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CBaseEntity* m_AimentEntity = NULL;
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EHANDLE m_hAimentEntity;
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void UpdateEffect(const Vector &startPoint, const Vector &endPoint, float timeBlend);
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CBaseEntity * FindEntityForward4(CBaseEntity *pMe, float radius);
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CBaseEntity * TraceForward(CBaseEntity *pMe, float radius);
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void CreateEffect(void);
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void DestroyEffect(void);
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void EndAttack(void);
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@ -66,6 +66,7 @@ public:
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void WeaponIdle(void);
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void Pull(CBaseEntity* ent, float force);
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void GravAnim(int iAnim, int skiplocal, int body);
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CBaseEntity *GetCrossEnt( Vector gunpos, Vector aim );
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float m_flNextGravgunAttack = gpGlobals->time;
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float m_flAmmoUseTime;// since we use < 1 point of ammo per update, we subtract ammo on a timer.
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@ -87,15 +88,12 @@ public:
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return false;
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}
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unsigned short m_usEgonStop;
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private:
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float m_shootTime;
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GRAV_FIREMODE m_fireMode;
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float m_shakeTime;
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BOOL m_deployed;
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unsigned short m_usEgonFire;
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float m_fPushSpeed;
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};
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LINK_ENTITY_TO_CLASS(weapon_gravgun, CGrav);
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@ -160,8 +158,8 @@ void CGrav::Holster(int skiplocal /* = 0 */)
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{
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SetThink(NULL);
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if (m_AimentEntity) { m_AimentEntity->pev->velocity = Vector(0, 0, 0); }
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m_AimentEntity = NULL;
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if (m_hAimentEntity) { m_hAimentEntity->pev->velocity = Vector(0, 0, 0); }
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m_hAimentEntity = NULL;
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EndAttack();
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m_iStage = 0;
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m_flNextGravgunAttack = gpGlobals->time + 0.5;
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@ -200,7 +198,6 @@ BOOL CGrav::HasAmmo(void)
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void CGrav::Attack(void)
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{
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if (m_AimentEntity) { m_AimentEntity = NULL; m_iStage = 0; }
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pev->nextthink = gpGlobals->time + 1.1;
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m_flNextGravgunAttack - gpGlobals->time + 0.5;
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@ -238,37 +235,46 @@ void CGrav::Attack(void)
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}
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CBaseEntity* crosent;
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crosent = FindEntityForward4(m_pPlayer, 1000);
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//CBaseEntity* crosent = TraceForward(m_pPlayer, 1000);
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CBaseEntity* crossent = m_hAimentEntity;
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m_hAimentEntity = NULL;
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if( !crossent)
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crossent = GetCrossEnt(vecSrc, gpGlobals->v_forward);
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//int oc = 0;
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if (crosent) {
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if (crossent) {
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m_flNextGravgunAttack = gpGlobals->time + 0.8;
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//oc = crosent->ObjectCaps();
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//int propc = (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_IMPULSE_USE | FCAP_CONTINUOUS_USE;
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if (crosent->TouchGravGun(m_pPlayer,3)) {
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if( !(m_fPushSpeed = crossent->TouchGravGun(m_pPlayer,3) ) )
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{
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crossent = TraceForward(m_pPlayer, 1000);
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if( !crossent || !(m_fPushSpeed = crossent->TouchGravGun(m_pPlayer,3)) )
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_FAILRUN, 0.6, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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crossent = NULL;
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}
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}
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if(crossent) {
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_STARTUP, 1, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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//if (crosent->pev->flags& FL_ONGROUND) { pev->velocity = pev->velocity * 0.95; };
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crosent->TouchGravGun(m_pPlayer,3);
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crossent->TouchGravGun(m_pPlayer,3);
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Vector pusher = vecAiming;
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pusher.x = pusher.x * 2500;
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pusher.y = pusher.y * 2500;
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pusher.z = pusher.z * 1700;
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crosent->pev->velocity = pusher+m_pPlayer->pev->velocity;
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crosent->pev->avelocity.y = pev->avelocity.y*3.5 + RANDOM_FLOAT(100, -100);
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crosent->pev->avelocity.x = pev->avelocity.x*3.5 + RANDOM_FLOAT(100, -100);
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crosent->pev->avelocity.z = pev->avelocity.z + 3;
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pusher.x = pusher.x * m_fPushSpeed;
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pusher.y = pusher.y * m_fPushSpeed;
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pusher.z = pusher.z * m_fPushSpeed * 0.7;
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crossent->pev->velocity = pusher+m_pPlayer->pev->velocity;
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crossent->pev->avelocity.y = pev->avelocity.y*3.5 + RANDOM_FLOAT(100, -100);
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crossent->pev->avelocity.x = pev->avelocity.x*3.5 + RANDOM_FLOAT(100, -100);
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crossent->pev->avelocity.z = pev->avelocity.z + 3;
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}
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else {
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_FAILRUN, 0.6, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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}
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}
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if (gpGlobals->time >= m_flNextGravgunAttack)
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{
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@ -330,31 +336,67 @@ void CGrav::Attack2(void)
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pev->fuser1 = 1000;
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}
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CBaseEntity* crossent = FindEntityForward4(m_pPlayer,500);
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if (crossent && crossent->TouchGravGun(m_pPlayer, 0) ){
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//CBaseEntity* crossent = TraceForward(m_pPlayer,500);
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CBaseEntity* crossent = GetCrossEnt(vecSrc, gpGlobals->v_forward);
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if( !crossent || !(m_fPushSpeed = crossent->TouchGravGun(m_pPlayer,3)) )
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{
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crossent = TraceForward(m_pPlayer, 1000);
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if( !crossent || !(m_fPushSpeed = crossent->TouchGravGun(m_pPlayer,3)) )
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_FAILRUN, 0.6, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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crossent = NULL;
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}
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}
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if ( crossent ){
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_RUN, 0.6, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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if(crossent->TouchGravGun(m_pPlayer, 0))
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{
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m_AimentEntity = crossent;
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m_hAimentEntity = crossent;
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Pull(crossent,5);
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GravAnim(GAUSS_SPIN, 0, 0);
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}
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}
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else {
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_FAILRUN, 1, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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}
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}
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break;
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}
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}
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CBaseEntity* CGrav::FindEntityForward4(CBaseEntity *pMe,float radius)
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CBaseEntity *CGrav::GetCrossEnt( Vector gunpos, Vector aim )
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{
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edict_t *pEdict = g_engfuncs.pfnPEntityOfEntIndex( 1 );
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edict_t *pClosest = NULL;
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Vector vecLOS;
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float flMaxDot = 0.4;
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float flDot;
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if ( !pEdict )
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return NULL;
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for ( int i = 1; i < gpGlobals->maxEntities; i++, pEdict++ )
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{
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if ( pEdict->free ) // Not in use
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continue;
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if( pEdict == m_pPlayer->edict() )
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continue;
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vecLOS = pEdict->v.absmin + ( pEdict->v.size * 0.5 ) - gunpos;
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vecLOS = UTIL_ClampVectorToBox(vecLOS, pEdict->v.size * 0.5);
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flDot = DotProduct(vecLOS, aim);
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if (flDot > flMaxDot)
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{
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pClosest = pEdict;
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flMaxDot = flDot;
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}
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}
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return GET_PRIVATE(pClosest);
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}
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CBaseEntity* CGrav::TraceForward(CBaseEntity *pMe,float radius)
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{
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#ifdef USEGUN
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@ -367,7 +409,7 @@ CBaseEntity* CGrav::FindEntityForward4(CBaseEntity *pMe,float radius)
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float flMaxDot = 0.4;
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float flDot;
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UTIL_MakeVectors(m_pPlayer->pev->v_angle);// so we know which way we are facing
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);// so we know which way we are facing
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while ((pObject = UTIL_FindEntityInSphere(pObject, m_pPlayer->pev->origin, radius)) != NULL)
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{//pObject->ObjectCaps() & (FCAP_ACROSS_TRANSITION | FCAP_CONTINUOUS_USE )&&
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@ -416,16 +458,16 @@ void CGrav::GrabThink()
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//CBaseEntity *ent = FindEntityForward4(m_pPlayer, 130);
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if (( m_iGrabFailures < 50 )&& m_AimentEntity && !m_AimentEntity->pev->deadflag)
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if (( m_iGrabFailures < 50 )&& m_hAimentEntity && !m_hAimentEntity->pev->deadflag)
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{
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if( ( m_AimentEntity->pev->origin - m_pPlayer->pev->origin).Length() > 150 )
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if( ( m_hAimentEntity->pev->origin - m_pPlayer->pev->origin).Length() > 150 )
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m_iGrabFailures++;
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else
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m_iGrabFailures = 0;
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UpdateEffect(pev->origin, m_AimentEntity->pev->origin, 1);
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UpdateEffect(pev->origin, m_hAimentEntity->pev->origin, 1);
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Pull(m_AimentEntity, 100);
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Pull(m_hAimentEntity, 100);
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pev->nextthink = gpGlobals->time + 0.001;
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}
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@ -433,10 +475,10 @@ void CGrav::GrabThink()
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_OFF, 1, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34));
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m_iGrabFailures = 0;
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SetThink(NULL);
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if(m_AimentEntity)
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if(m_hAimentEntity)
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{
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m_AimentEntity->pev->velocity = Vector(0,0,0);
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m_AimentEntity = NULL;
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m_hAimentEntity->pev->velocity = Vector(0,0,0);
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m_hAimentEntity = NULL;
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}
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EndAttack();
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m_iStage = 0;
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@ -499,17 +541,7 @@ void CGrav::Pull(CBaseEntity* ent,float force)
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ALERT(at_console, "%s 2: %f\n", STRING(ent->pev->classname), m_iStage, ent->pev->velocity.Length());
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}
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else
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{
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Vector atarget = UTIL_VecToAngles(gpGlobals->v_forward);
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atarget.x = UTIL_AngleMod(atarget.x);
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atarget.y = UTIL_AngleMod(atarget.y);
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atarget.z = UTIL_AngleMod(atarget.z);
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ent->pev->avelocity.x = UTIL_AngleDiff(atarget.x, ent->pev->angles.x) * 10;
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ent->pev->avelocity.y = UTIL_AngleDiff(atarget.y, ent->pev->angles.y) * 10;
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ent->pev->avelocity.z = UTIL_AngleDiff(atarget.z, ent->pev->angles.z) * 10;
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{
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ent->pev->velocity = (target - VecBModelOrigin(ent->pev))* 40;
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if(ent->pev->velocity.Length()>900)
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ent->pev->velocity = (target - VecBModelOrigin(ent->pev)).Normalize() * 900;
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@ -554,14 +586,14 @@ void CGrav::SecondaryAttack(void)
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}
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EndAttack();
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SetThink(NULL);
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m_flNextGravgunAttack = gpGlobals->time + 1.5;
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m_flNextGravgunAttack = gpGlobals->time + 0.6;
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//m_flTimeWeaponIdle = gpGlobals->time + 0.1;
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m_iStage = 0;
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if( m_AimentEntity )
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if( m_hAimentEntity )
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{
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m_AimentEntity->pev->velocity = Vector(0,0,0);
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m_AimentEntity = NULL;
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m_hAimentEntity->pev->velocity = Vector(0,0,0);
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m_hAimentEntity = NULL;
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}
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}
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else {
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@ -309,6 +309,10 @@ public:
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char m_SbarString1[ SBAR_STRING_SIZE ];
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float m_flNextChatTime;
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virtual float TouchGravGun( CBaseEntity *attacker, int stage )
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{
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return 700;
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}
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};
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@ -94,28 +94,44 @@ public:
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virtual void BounceSound(void);
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virtual int BloodColor(void) { return DONT_BLEED; }
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virtual void Killed(entvars_t *pevAttacker, int iGib);
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virtual bool TouchGravGun( CBaseEntity *attacker, int stage )
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virtual float TouchGravGun( CBaseEntity *attacker, int stage )
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{
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float speed = 2500;
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if(stage)
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{
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pev->nextthink = gpGlobals->time + m_flRespawnTime;
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SetThink( &CProp::RespawnThink);
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}
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if( stage == 2 )
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{
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UTIL_MakeVectors( attacker->pev->v_angle + attacker->pev->punchangle);
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Vector atarget = UTIL_VecToAngles(gpGlobals->v_forward);
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pev->angles.x = UTIL_AngleMod(pev->angles.x);
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pev->angles.y = UTIL_AngleMod(pev->angles.y);
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pev->angles.z = UTIL_AngleMod(pev->angles.z);
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atarget.x = UTIL_AngleMod(atarget.x);
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atarget.y = UTIL_AngleMod(atarget.y);
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atarget.z = UTIL_AngleMod(atarget.z);
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pev->avelocity.x = UTIL_AngleDiff(atarget.x, pev->angles.x) * 10;
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pev->avelocity.y = UTIL_AngleDiff(atarget.y, pev->angles.y) * 10;
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pev->avelocity.z = UTIL_AngleDiff(atarget.z, pev->angles.z) * 10;
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}
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if( !m_attacker)
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{
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m_owner2 = attacker;
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m_attacker = attacker;
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return true;
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return speed;
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}
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if( m_attacker && ( pev->velocity.Length() < 600) )
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m_attacker = attacker;
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return true;
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return speed;
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if( ( stage == 2 ) && ( m_attacker == attacker ) )
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{
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m_owner2 = attacker;
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return true;
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return speed;
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}
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return false;
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return 0;
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}
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void CheckRotate();
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void EXPORT RespawnThink();
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@ -813,7 +829,7 @@ void CProp::BounceTouch(CBaseEntity *pOther)
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}
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m_flNextAttack = gpGlobals->time + 1.0; // debounce
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}
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if( (pOther != m_owner2) && (pev->spawnflags & SF_PROP_BREAKABLE) && (pev->velocity.Length() > 900) )
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if( (pOther != m_owner2) && (pev->spawnflags & SF_PROP_BREAKABLE) && (pev->velocity.Length() > 1800) )
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{
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pev->nextthink = gpGlobals->time + 0.1;
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SetThink( &CProp::DieThink );
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@ -51,10 +51,10 @@ public:
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virtual void BounceSound( void );
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virtual int BloodColor( void ) { return DONT_BLEED; }
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virtual void Killed( entvars_t *pevAttacker, int iGib );
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virtual bool TouchGravGun( CBaseEntity *attacker, int stage )
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virtual float TouchGravGun( CBaseEntity *attacker, int stage )
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{
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pev->owner = attacker->edict();
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return true;
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return 200;
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}
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BOOL m_fRegisteredSound;// whether or not this grenade has issued its DANGER sound to the world sound list yet.
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