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Add effect_warpball implementation.

decay-pc
Night Owl 7 years ago
parent
commit
90f3911aa7
  1. 108
      dlls/effects.cpp

108
dlls/effects.cpp

@ -2456,3 +2456,111 @@ void CEnvLensFlare::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE @@ -2456,3 +2456,111 @@ void CEnvLensFlare::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE
MESSAGE_END();
*/
}
//==================================================================
//LRC- Xen monsters' warp-in effect, for those too lazy to build it. :)
//==================================================================
#define SF_WARPBALL_ONLYONCE 1
class CEnvWarpBall : public CBaseEntity
{
public:
void Precache( void );
void Spawn( void ) { Precache(); }
void KeyValue( KeyValueData *pkvd );
void Think( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
private:
string_t iWarpTarget;
};
LINK_ENTITY_TO_CLASS( effect_warpball, CEnvWarpBall );
void CEnvWarpBall::KeyValue( KeyValueData *pkvd )
{
if( FStrEq( pkvd->szKeyName, "warp_target" ) )
{
iWarpTarget = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
{
CBaseEntity::KeyValue( pkvd );
}
}
void CEnvWarpBall::Precache( void )
{
PRECACHE_MODEL( "sprites/lgtning.spr" );
PRECACHE_MODEL( "sprites/Fexplo1.spr" );
PRECACHE_MODEL( "sprites/XFlare1.spr" );
PRECACHE_SOUND( "debris/beamstart2.wav" );
PRECACHE_SOUND( "debris/beamstart7.wav" );
}
void CEnvWarpBall::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
TraceResult tr;
Vector vecSrc, vecDest;
CBeam *pBeam;
CBaseEntity *pEntity;
pEntity = UTIL_FindEntityByTargetname( 0, STRING( iWarpTarget ) );
if( pEntity )
{
vecSrc = pEntity->pev->origin;
ALERT( at_console, "effect_warpball: playing at entity \"%s\" (%f %f %f)\n", STRING( iWarpTarget ), vecSrc.x, vecSrc.y, vecSrc.z );
}
else
{
vecSrc = pev->origin;
}
EMIT_SOUND( edict(), CHAN_BODY, "debris/beamstart7.wav", 1, ATTN_NORM );
for( int i = 1; i < 15; ++i )
{
vecDest = pev->health * 500.0f * ( Vector( RANDOM_FLOAT( -2.0f, 2.0f ), RANDOM_FLOAT( -2.0f, 2.0f ), RANDOM_FLOAT( -2.0f, 2.0f ) ).Normalize() );
UTIL_TraceLine( vecSrc, vecSrc + vecDest, ignore_monsters, NULL, &tr );
if( tr.flFraction != 1.0f )
{
// we hit something.
pBeam = CBeam::BeamCreate( "sprites/lgtning.spr", 200 );
pBeam->PointsInit( vecSrc, tr.vecEndPos );
pBeam->SetColor( 0, 255, 0 );
pBeam->SetNoise( 65 );
pBeam->SetBrightness( 150 );
pBeam->SetWidth( 18 );
pBeam->SetScrollRate( 35 );
pBeam->SetThink( &CBeam::SUB_Remove );
pBeam->pev->nextthink = gpGlobals->time + 1.0f;
}
}
EMIT_SOUND( edict(), CHAN_BODY, "debris/beamstart2.wav", 1, ATTN_NORM );
UTIL_ScreenShake( vecSrc, 4.0, 3.0, 1.0, 750.0 );
UTIL_MuzzleLight( vecSrc, 80, 255, 180, 96, 1, 0 );
CSprite *pSpr = CSprite::SpriteCreate( "sprites/Fexplo1.spr", vecSrc, TRUE );
pSpr->AnimateAndDie( 10 );
pSpr->SetTransparency( kRenderGlow, 77, 210, 130, 255, kRenderFxNoDissipation );
pSpr = CSprite::SpriteCreate( "sprites/XFlare1.spr", vecSrc, TRUE );
pSpr->AnimateAndDie( 10 );
pSpr->SetTransparency( kRenderGlow, 184, 250, 214, 255, kRenderFxNoDissipation );
pev->nextthink = gpGlobals->time + 2.0f;
}
void CEnvWarpBall::Think( void )
{
EMIT_SOUND( edict(), CHAN_ITEM, "debris/beamstart7.wav", 1, ATTN_NORM );
SUB_UseTargets( this, USE_TOGGLE, 0);
if( pev->spawnflags & SF_WARPBALL_ONLYONCE )
{
UTIL_Remove( this );
}
}

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