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Rework env_random_shooter code.

noffice
Andrey Akhmichin 5 years ago
parent
commit
8a93caeb28
  1. 232
      dlls/noffice/random_shooter.cpp

232
dlls/noffice/random_shooter.cpp

@ -23,20 +23,6 @@
#include "func_break.h" #include "func_break.h"
#include "shake.h" #include "shake.h"
#define RANDOM_SHOOTER_INTERVAL_MIN 10
#define RANDOM_SHOOTER_INTERVAL_MAX 15
#define RANDOM_SHOOTER_CAPACITY_MIN 1
#define RANDOM_SHOOTER_CAPACITY_MAX 4
#define RANDOM_SHOOTER_VARIANCE_MIN 0.15
#define RANDOM_SHOOTER_VARIANCE_MAX 0.5
#define RANDOM_SHOOTER_VELOCITY_MIN 150
#define RANDOM_SHOOTER_VELOCITY_MAX 200
#define SF_RANDOMSHOOTER_REPEATABLE 1 // allows a env_random_shooter to be refired
// ========================================== // ==========================================
// Code changes for- Night at the Office: // Code changes for- Night at the Office:
// ========================================== // ==========================================
@ -45,76 +31,228 @@
// of env_shooter only this fires repeatedly in bursts, // of env_shooter only this fires repeatedly in bursts,
// so one entity can be used instead of many env_shooters. // so one entity can be used instead of many env_shooters.
class CRandomShooter : public CEnvShooter class CGibShooter2 : public CBaseDelay
{ {
void Spawn(void); public:
void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); void Spawn();
void Precache();
void KeyValue( KeyValueData *pkvd );
void EXPORT ShootThink();
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT RandomThink(void); virtual CGib *CreateGib();
};
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
LINK_ENTITY_TO_CLASS(env_random_shooter, CRandomShooter); int m_iGibs;
int m_iGibCapacity;
int m_iGibMaterial;
int m_iGibModelIndex;
float m_flGibVelocity;
float m_flVariance;
float m_flGibLife;
};
void CRandomShooter::Spawn(void) TYPEDESCRIPTION CGibShooter2::m_SaveData[] =
{ {
CEnvShooter::Spawn(); DEFINE_FIELD( CGibShooter2, m_iGibs, FIELD_INTEGER ),
DEFINE_FIELD( CGibShooter2, m_iGibCapacity, FIELD_INTEGER ),
DEFINE_FIELD( CGibShooter2, m_iGibMaterial, FIELD_INTEGER ),
DEFINE_FIELD( CGibShooter2, m_iGibModelIndex, FIELD_INTEGER ),
DEFINE_FIELD( CGibShooter2, m_flGibVelocity, FIELD_FLOAT ),
DEFINE_FIELD( CGibShooter2, m_flVariance, FIELD_FLOAT ),
DEFINE_FIELD( CGibShooter2, m_flGibLife, FIELD_FLOAT ),
};
SetThink( NULL ); IMPLEMENT_SAVERESTORE( CGibShooter2, CBaseDelay )
void CGibShooter2::Precache( void )
{
m_iGibModelIndex = PRECACHE_MODEL( "models/hgibs.mdl" );
} }
void CRandomShooter::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) void CGibShooter2::KeyValue( KeyValueData *pkvd )
{ {
SetThink(&CRandomShooter::RandomThink); if( FStrEq( pkvd->szKeyName, "m_flVelocity" ) )
{
m_flGibVelocity = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
{
CBaseDelay::KeyValue( pkvd );
}
}
void CGibShooter2::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
SetThink( &CGibShooter2::ShootThink );
pev->nextthink = gpGlobals->time; pev->nextthink = gpGlobals->time;
} }
void CRandomShooter::RandomThink(void) void CGibShooter2::Spawn( void )
{
Precache();
pev->solid = SOLID_NOT;
pev->effects = EF_NODRAW;
if( m_flDelay == 0 )
{
m_flDelay = 0.1;
}
m_flGibLife = 6;
m_iGibs = m_iGibCapacity = RANDOM_LONG( 2, 6 );
SetMovedir( pev );
pev->body = MODEL_FRAMES( m_iGibModelIndex );
}
CGib *CGibShooter2::CreateGib( void )
{
if( CVAR_GET_FLOAT( "violence_hgibs" ) == 0 )
return NULL;
CGib *pGib = GetClassPtr( (CGib *)NULL );
pGib->Spawn( "models/hgibs.mdl" );
pGib->m_bloodColor = BLOOD_COLOR_RED;
if( pev->body <= 1 )
{
ALERT( at_aiconsole, "GibShooter2 Body is <= 1!\n" );
}
pGib->pev->body = RANDOM_LONG( 1, pev->body - 1 );// avoid throwing random amounts of the 0th gib. (skull).
return pGib;
}
void CGibShooter2::ShootThink( void )
{ {
m_flDelay = RANDOM_FLOAT( 0.1f, 0.4f );
pev->nextthink = gpGlobals->time + m_flDelay;
m_flVariance = RANDOM_FLOAT( 0.1f, 0.3f );
Vector vecShootDir; Vector vecShootDir;
vecShootDir = pev->movedir; vecShootDir = pev->movedir;
vecShootDir = vecShootDir + gpGlobals->v_right * RANDOM_FLOAT(-1, 1) * m_flVariance;; vecShootDir = vecShootDir + gpGlobals->v_right * RANDOM_FLOAT( -1.0f, 1.0f ) * m_flVariance;
vecShootDir = vecShootDir + gpGlobals->v_forward * RANDOM_FLOAT(-1, 1) * m_flVariance;; vecShootDir = vecShootDir + gpGlobals->v_forward * RANDOM_FLOAT( -1.0f, 1.0f ) * m_flVariance;
vecShootDir = vecShootDir + gpGlobals->v_up * RANDOM_FLOAT(-1, 1) * m_flVariance;; vecShootDir = vecShootDir + gpGlobals->v_up * RANDOM_FLOAT( -1.0f, 1.0f ) * m_flVariance;
vecShootDir = vecShootDir.Normalize(); vecShootDir = vecShootDir.Normalize();
CGib *pGib = CreateGib(); CGib *pGib = CreateGib();
if (pGib) if( pGib )
{ {
if (FStrEq(STRING(pGib->pev->model), "models/rocks.mdl"))
{
pGib->pev->body = RANDOM_LONG(0, 3);
}
pGib->pev->origin = pev->origin; pGib->pev->origin = pev->origin;
pGib->pev->velocity = vecShootDir * m_flGibVelocity; pGib->pev->velocity = vecShootDir * m_flGibVelocity;
pGib->pev->avelocity.x = RANDOM_FLOAT(100, 200); pGib->pev->avelocity.x = RANDOM_FLOAT( 100.0f, 200.0f );
pGib->pev->avelocity.y = RANDOM_FLOAT(100, 300); pGib->pev->avelocity.y = RANDOM_FLOAT( 100.0f, 300.0f );
float thinkTime = pGib->pev->nextthink - gpGlobals->time; float thinkTime = pGib->pev->nextthink - gpGlobals->time;
pGib->m_lifeTime = (m_flGibLife * RANDOM_FLOAT(0.95, 1.05)); // +/- 5% pGib->m_lifeTime = ( m_flGibLife * RANDOM_FLOAT( 0.95f, 1.05f ) ); // +/- 5%
if (pGib->m_lifeTime < thinkTime) if( pGib->m_lifeTime < thinkTime )
{ {
pGib->pev->nextthink = gpGlobals->time + pGib->m_lifeTime; pGib->pev->nextthink = gpGlobals->time + pGib->m_lifeTime;
pGib->m_lifeTime = 0; pGib->m_lifeTime = 0;
} }
} }
if (--m_iGibs <= 0) if( --m_iGibs <= 0 )
{ {
m_iGibs = RANDOM_LONG (RANDOM_SHOOTER_CAPACITY_MIN, RANDOM_SHOOTER_CAPACITY_MAX); m_iGibs = m_iGibCapacity;
m_flGibVelocity = RANDOM_FLOAT(RANDOM_SHOOTER_VELOCITY_MIN, RANDOM_SHOOTER_VELOCITY_MAX); pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 8.0f, 21.0f );
m_flVariance = RANDOM_FLOAT(RANDOM_SHOOTER_VARIANCE_MIN, RANDOM_SHOOTER_VARIANCE_MAX); }
}
class CEnvRandomShooter : public CGibShooter2
{
public:
void Precache();
void KeyValue( KeyValueData *pkvd );
CGib *CreateGib( void );
};
pev->nextthink = gpGlobals->time + RANDOM_FLOAT(RANDOM_SHOOTER_INTERVAL_MIN, RANDOM_SHOOTER_INTERVAL_MAX); LINK_ENTITY_TO_CLASS( env_random_shooter, CEnvRandomShooter )
void CEnvRandomShooter::KeyValue( KeyValueData *pkvd )
{
if( FStrEq( pkvd->szKeyName, "shootmodel" ) )
{
pev->model = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if ( FStrEq( pkvd->szKeyName, "shootsounds" ) )
{
int iNoise = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
switch( iNoise )
{
case 0:
m_iGibMaterial = matGlass;
break;
case 1:
m_iGibMaterial = matWood;
break;
case 2:
m_iGibMaterial = matMetal;
break;
case 3:
m_iGibMaterial = matFlesh;
break;
case 4:
m_iGibMaterial = matRocks;
break;
default:
case -1:
m_iGibMaterial = matNone;
break;
}
} }
else else
{ {
pev->nextthink = gpGlobals->time; CGibShooter2::KeyValue( pkvd );
} }
} }
void CEnvRandomShooter::Precache( void )
{
m_iGibModelIndex = PRECACHE_MODEL( STRING( pev->model ) );
CBreakable::MaterialSoundPrecache( (Materials)m_iGibMaterial );
}
CGib *CEnvRandomShooter::CreateGib( void )
{
CGib *pGib = GetClassPtr( (CGib *)NULL );
pGib->Spawn( STRING( pev->model ) );
int bodyPart = 0;
if( pev->body > 1 )
bodyPart = RANDOM_LONG( 0, pev->body - 1 );
pGib->pev->body = bodyPart;
pGib->m_bloodColor = DONT_BLEED;
pGib->m_material = m_iGibMaterial;
pGib->pev->rendermode = pev->rendermode;
pGib->pev->renderamt = pev->renderamt;
pGib->pev->rendercolor = pev->rendercolor;
pGib->pev->renderfx = pev->renderfx;
pGib->pev->scale = pev->scale;
pGib->pev->skin = pev->skin;
return pGib;
}

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