diff --git a/dlls/items.cpp b/dlls/items.cpp index edf32010..1ab03915 100644 --- a/dlls/items.cpp +++ b/dlls/items.cpp @@ -90,6 +90,8 @@ void CItem::Spawn( void ) { pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_TRIGGER; + pev->velocity = Vector( 0, 0, 0 ); + pev->avelocity = Vector( 0, 0, 0 ); UTIL_SetOrigin( pev, pev->origin ); UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 16 ) ); SetTouch( &CItem::ItemTouch ); @@ -101,15 +103,31 @@ void CItem::Spawn( void ) return; } m_SpawnPoint = pev->origin; + m_SpawnAngles = pev->angles; } extern int gEvilImpulse101; void CItem::ItemTouch( CBaseEntity *pOther ) { + pev->velocity = ( pev->velocity + pOther->pev->velocity) / 2; + pev->avelocity = pev->avelocity / 3; // if it's not a player, ignore if( !pOther->IsPlayer() ) { + if( pev->velocity.Length() < 5 ) + pev->velocity = Vector( 0, 0 ,0 ); + SetThink( &CItem::Materialize ); + pev->nextthink = g_pGameRules->FlItemRespawnTime( this ); + if( ( pOther->pev->solid == SOLID_BSP || pOther->entindex() == 0 ) && pev->movetype == MOVETYPE_BOUNCE && pev->velocity.Length() ) + switch( RANDOM_LONG( 0, 2 ) ) + { + case 0:EMIT_SOUND( ENT( pev ), CHAN_VOICE, "debris/concrete1.wav", 0.15, ATTN_NORM );break; + case 1:EMIT_SOUND( ENT( pev ), CHAN_VOICE, "debris/concrete2.wav", 0.15, ATTN_NORM );break; + case 2:EMIT_SOUND( ENT( pev ), CHAN_VOICE, "debris/concrete3.wav", 0.15, ATTN_NORM );break; + } + else if( !( pev->flags & FL_ONGROUND ) || !( (pOther->pev->solid == SOLID_BSP) || (pOther->entindex() <= 1) ) ) + pev->movetype = MOVETYPE_TOSS; return; } @@ -142,6 +160,11 @@ void CItem::ItemTouch( CBaseEntity *pOther ) { UTIL_Remove( this ); } + else + { + pev->movetype = MOVETYPE_TOSS; + pev->velocity = Vector( 0 ,0 ,0 ); + } } CBaseEntity* CItem::Respawn( void ) @@ -169,13 +192,30 @@ float CItem::TouchGravGun( CBaseEntity *attacker, int stage) return 0; //if( pev->mins == pev->maxs ) //return 0; + if( stage == 2 ) + { + UTIL_MakeVectors( attacker->pev->v_angle + attacker->pev->punchangle); + float atarget = UTIL_VecToAngles(gpGlobals->v_forward).y; + pev->angles.y = UTIL_AngleMod(pev->angles.y); + atarget = UTIL_AngleMod(atarget); + pev->avelocity.y = UTIL_AngleDiff(atarget, pev->angles.y) * 10; + + } + if( stage == 3 ) + { + pev->avelocity.y = pev->avelocity.y*1.5 + RANDOM_FLOAT(100, -100); + } SetThink( &CItem::Materialize ); pev->nextthink = g_pGameRules->FlItemRespawnTime( this ); - return 200; + pev->movetype = MOVETYPE_BOUNCE; + return 400; } void CItem::Materialize( void ) { + pev->velocity = Vector( 0, 0, 0 ); + pev->avelocity = Vector( 0, 0, 0 ); + pev->movetype = MOVETYPE_TOSS; if( pev->effects & EF_NODRAW ) { // changing from invisible state to visible. @@ -183,10 +223,16 @@ void CItem::Materialize( void ) pev->effects &= ~EF_NODRAW; pev->effects |= EF_MUZZLEFLASH; if( m_SpawnPoint == Vector( 0, 0, 0 ) ) + { m_SpawnPoint = pev->origin; + m_SpawnAngles = pev->angles; + } } if( m_SpawnPoint != Vector( 0, 0, 0 ) ) + { + pev->angles = m_SpawnAngles; UTIL_SetOrigin( pev, m_SpawnPoint );// blip to whereever you should respawn. + } SetTouch( &CItem::ItemTouch ); } diff --git a/dlls/items.h b/dlls/items.h index 68ef4da9..f86e2265 100644 --- a/dlls/items.h +++ b/dlls/items.h @@ -28,5 +28,6 @@ public: }; virtual float TouchGravGun( CBaseEntity *attacker, int stage); Vector m_SpawnPoint; + Vector m_SpawnAngles; }; #endif // ITEMS_H diff --git a/dlls/prop.cpp b/dlls/prop.cpp index b850f9f6..d627fc5e 100644 --- a/dlls/prop.cpp +++ b/dlls/prop.cpp @@ -264,12 +264,11 @@ const char **CProp::MaterialSoundList( Materials precacheMaterial, int &soundCou case matCinderBlock: case matRocks: + case matCeilingTile: pSoundList = pSoundsConcrete; soundCount = ARRAYSIZE(pSoundsConcrete); break; - - case matCeilingTile: case matNone: default: soundCount = 0; @@ -310,6 +309,8 @@ void CProp::Precache( void ) if( !pev->model ) pev->model = MAKE_STRING( "models/xash/barrel_brown.mdl" ); + if( m_Material == matGlass && !(pev->spawnflags & SF_PROP_BREAKABLE) ) + m_Material = matWood; switch (m_Material) { case matWood: @@ -438,7 +439,10 @@ void CProp::DamageSound( void ) case matCeilingTile: // UNDONE: no ceiling tile shard sound yet - i = 0; + rgpsz[0] = "debris/concrete1.wav"; + rgpsz[1] = "debris/concrete2.wav"; + rgpsz[2] = "debris/concrete3.wav"; + i = 3; break; } @@ -928,12 +932,7 @@ void CProp::BounceTouch(CBaseEntity *pOther) void CProp::BounceSound(void) { - switch (RANDOM_LONG(0, 2)) - { - case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM); break; - case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM); break; - case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM); break; - } + MaterialSoundRandom( edict(), m_Material, 0.2 ); } void CProp::Spawn(void) diff --git a/dlls/weapons.cpp b/dlls/weapons.cpp index 55e5db12..cab70ef0 100644 --- a/dlls/weapons.cpp +++ b/dlls/weapons.cpp @@ -478,8 +478,6 @@ void CBasePlayerItem::FallThink( void ) //========================================================= void CBasePlayerItem::Materialize( void ) { - ALERT( at_console, "Materialize: %s\n", STRING(pev->classname) ); - if( pev->effects & EF_NODRAW ) { // changing from invisible state to visible. @@ -489,10 +487,19 @@ void CBasePlayerItem::Materialize( void ) } pev->solid = SOLID_TRIGGER; + pev->movetype = MOVETYPE_TOSS; + pev->velocity = Vector( 0, 0, 0 ); + pev->avelocity = Vector( 0, 0, 0 ); if( m_SpawnPoint != Vector(0, 0, 0) ) + { + pev->angles = m_SpawnAngles; UTIL_SetOrigin( pev, m_SpawnPoint );// link into world. + } else + { + m_SpawnAngles = pev->angles; UTIL_SetOrigin( pev, m_SpawnPoint = pev->origin ); + } SetTouch( &CBasePlayerItem::DefaultTouch ); SetThink( NULL ); @@ -500,6 +507,8 @@ void CBasePlayerItem::Materialize( void ) float CBasePlayerItem::TouchGravGun( CBaseEntity *attacker, int stage ) { + if( m_pfnTouch == &CBasePlayerItem::DefaultTouch ) + pev->movetype = MOVETYPE_BOUNCE; if( stage == 2 ) { if( (attacker->pev->origin - pev->origin ).Length() < 90 ) @@ -511,6 +520,19 @@ float CBasePlayerItem::TouchGravGun( CBaseEntity *attacker, int stage ) return 0; if( pev->effects & EF_NODRAW ) return 0; + if( stage == 2 ) + { + UTIL_MakeVectors( attacker->pev->v_angle + attacker->pev->punchangle); + float atarget = UTIL_VecToAngles(gpGlobals->v_forward).y; + pev->angles.y = UTIL_AngleMod(pev->angles.y); + atarget = UTIL_AngleMod(atarget); + pev->avelocity.y = UTIL_AngleDiff(atarget, pev->angles.y) * 10; + + } + if( stage == 3 ) + { + pev->avelocity.y = pev->avelocity.y*1.5 + RANDOM_FLOAT(100, -100); + } if( m_pfnThink == NULL || m_pfnThink == &CBasePlayerItem::AttemptToMaterialize ) { SetThink( &CBasePlayerItem::AttemptToMaterialize ); @@ -518,7 +540,7 @@ float CBasePlayerItem::TouchGravGun( CBaseEntity *attacker, int stage ) } //if( pev->mins == pev->maxs ) //return 0; - return 200; + return 400; } //========================================================= @@ -587,9 +609,31 @@ CBaseEntity* CBasePlayerItem::Respawn( void ) void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther ) { + pev->velocity = ( pev->velocity + pOther->pev->velocity) / 2; + pev->avelocity = pev->avelocity / 3; // if it's not a player, ignore if( !pOther->IsPlayer() ) + { + if( pev->velocity.Length() < 5 ) + pev->velocity = Vector( 0, 0 ,0 ); + if( m_pfnThink == NULL || m_pfnThink == &CBasePlayerItem::AttemptToMaterialize ) + { + SetThink( &CBasePlayerItem::AttemptToMaterialize ); + pev->nextthink = g_pGameRules->FlWeaponRespawnTime(this); + if( ( pOther->pev->solid == SOLID_BSP || pOther->entindex() == 0 )&& !(pev->flags & FL_ONGROUND) && pev->movetype == MOVETYPE_BOUNCE && pev->velocity.Length() ) + switch( RANDOM_LONG( 0, 4 ) ) + { + case 0:EMIT_SOUND( ENT( pev ), CHAN_VOICE, "debris/metal4.wav", 0.15, ATTN_NORM );break; + case 1:EMIT_SOUND( ENT( pev ), CHAN_VOICE, "debris/metal1.wav", 0.15, ATTN_NORM );break; + case 2:EMIT_SOUND( ENT( pev ), CHAN_VOICE, "doors/doorstop4.wav", 0.15, ATTN_NORM );break; + case 3:EMIT_SOUND( ENT( pev ), CHAN_VOICE, "debris/metal6.wav", 0.15, ATTN_NORM );break; + case 4:EMIT_SOUND( ENT( pev ), CHAN_VOICE, "debris/metal3.wav", 0.15, ATTN_NORM );break; + } + else if( !( pev->flags & FL_ONGROUND ) || !( (pOther->pev->solid == SOLID_BSP) || (pOther->entindex() <= 1) ) ) + pev->movetype = MOVETYPE_TOSS; + } return; + } CBasePlayer *pPlayer = (CBasePlayer *)pOther; @@ -608,6 +652,11 @@ void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther ) AttachToPlayer( pPlayer ); EMIT_SOUND( ENT( pPlayer->pev ), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM ); } + else + { + pev->movetype = MOVETYPE_TOSS; + pev->velocity = Vector( 0 ,0 ,0 ); + } SUB_UseTargets( pOther, USE_TOGGLE, 0 ); // UNDONE: when should this happen? } @@ -1044,6 +1093,7 @@ void CBasePlayerAmmo::Spawn( void ) UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 16 ) ); UTIL_SetOrigin( pev, pev->origin ); m_SpawnPoint = pev->origin; + m_SpawnAngles = pev->angles; SetTouch( &CBasePlayerAmmo::DefaultTouch ); } @@ -1062,6 +1112,8 @@ CBaseEntity* CBasePlayerAmmo::Respawn( void ) } float CBasePlayerAmmo::TouchGravGun( CBaseEntity *attacker, int stage) { + if( m_pfnTouch == &CBasePlayerAmmo::DefaultTouch ) + pev->movetype = MOVETYPE_BOUNCE; if( stage == 2 ) { if( (attacker->pev->origin - pev->origin ).Length() < 90 ) @@ -1073,10 +1125,26 @@ float CBasePlayerAmmo::TouchGravGun( CBaseEntity *attacker, int stage) return 0; if( pev->effects & EF_NODRAW ) return 0; - //if( pev->mins == pev->maxs ) - //return 0; - SetThink( &CBasePlayerAmmo::Materialize ); - pev->nextthink = g_pGameRules->FlAmmoRespawnTime( this ); + + if( stage == 2 ) + { + UTIL_MakeVectors( attacker->pev->v_angle + attacker->pev->punchangle); + float atarget = UTIL_VecToAngles(gpGlobals->v_forward).y; + pev->angles.y = UTIL_AngleMod(pev->angles.y); + atarget = UTIL_AngleMod(atarget); + pev->avelocity.y = UTIL_AngleDiff(atarget, pev->angles.y) * 10; + + } + if( stage == 3 ) + { + pev->avelocity.y = pev->avelocity.y*1.5 + RANDOM_FLOAT(100, -100); + } + + if( m_pfnThink == NULL || m_pfnThink == &CBasePlayerAmmo::Materialize ) + { + SetThink( &CBasePlayerAmmo::Materialize ); + pev->nextthink = g_pGameRules->FlAmmoRespawnTime( this ); + } return 200; } void CBasePlayerAmmo::Materialize( void ) @@ -1089,17 +1157,41 @@ void CBasePlayerAmmo::Materialize( void ) pev->effects |= EF_MUZZLEFLASH; } //if( m_SpawnPoint != Vector(0, 0, 0) ) + pev->angles = m_SpawnAngles; UTIL_SetOrigin( pev, m_SpawnPoint );// link into world. DROP_TO_FLOOR(edict()); + pev->movetype = MOVETYPE_TOSS; //else // UTIL_SetOrigin( pev, m_SpawnPoint = pev->origin ); SetTouch( &CBasePlayerAmmo::DefaultTouch ); + pev->velocity = Vector( 0, 0, 0 ); + pev->avelocity = Vector( 0, 0, 0 ); } void CBasePlayerAmmo::DefaultTouch( CBaseEntity *pOther ) { + pev->velocity = ( pev->velocity + pOther->pev->velocity) / 2; + pev->avelocity = pev->avelocity / 3; + + if( !pOther->IsPlayer() ) { + if( pev->velocity.Length() < 5 ) + pev->velocity = Vector( 0, 0 ,0 ); + if( m_pfnThink == NULL || m_pfnThink == &CBasePlayerAmmo::Materialize ) + { + SetThink( &CBasePlayerAmmo::Materialize ); + pev->nextthink = g_pGameRules->FlAmmoRespawnTime(this); + if( ( pOther->pev->solid == SOLID_BSP || pOther->entindex() == 0 ) && !(pev->flags & FL_ONGROUND) && pev->movetype == MOVETYPE_BOUNCE && pev->velocity.Length() ) + switch( RANDOM_LONG( 0, 2 ) ) + { + case 0:EMIT_SOUND( ENT( pev ), CHAN_VOICE, "debris/concrete1.wav", 0.15, ATTN_NORM );break; + case 1:EMIT_SOUND( ENT( pev ), CHAN_VOICE, "debris/concrete2.wav", 0.15, ATTN_NORM );break; + case 2:EMIT_SOUND( ENT( pev ), CHAN_VOICE, "debris/concrete3.wav", 0.15, ATTN_NORM );break; + } + else if( !( pev->flags & FL_ONGROUND ) || !( (pOther->pev->solid == SOLID_BSP) || (pOther->entindex() <= 1) ) ) + pev->movetype = MOVETYPE_TOSS; + } return; } @@ -1123,6 +1215,11 @@ void CBasePlayerAmmo::DefaultTouch( CBaseEntity *pOther ) SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time + .1; } + else + { + pev->movetype = MOVETYPE_TOSS; + pev->velocity = Vector( 0 ,0 ,0 ); + } } //========================================================= @@ -1233,7 +1330,7 @@ void CWeaponBox::Spawn( void ) { Precache(); - pev->movetype = MOVETYPE_TOSS; + pev->movetype = MOVETYPE_BOUNCE; pev->solid = SOLID_TRIGGER; UTIL_SetSize( pev, Vector(-16,-16,-32), Vector(16,16,32) ); @@ -1273,10 +1370,14 @@ void CWeaponBox::Kill( void ) //========================================================= void CWeaponBox::Touch( CBaseEntity *pOther ) { - if( !( pev->flags & FL_ONGROUND ) ) + /*if( !( pev->flags & FL_ONGROUND ) ) { return; - } + }*/ + pev->velocity = ( pev->velocity + pOther->pev->velocity) / 2; + + if( pev->velocity.Length() > 300 ) + return; if( !pOther->IsPlayer() ) { diff --git a/dlls/weapons.h b/dlls/weapons.h index 8c7ea324..4bf0518b 100644 --- a/dlls/weapons.h +++ b/dlls/weapons.h @@ -280,6 +280,7 @@ public: // int m_iIdPrimary; // Unique Id for primary ammo // int m_iIdSecondary; // Unique Id for secondary ammo Vector m_SpawnPoint; + Vector m_SpawnAngles; #ifndef CLIENT_DLL virtual float TouchGravGun( CBaseEntity *attacker, int stage); #endif @@ -369,6 +370,7 @@ public: virtual float TouchGravGun( CBaseEntity *attacker, int stage); #endif Vector m_SpawnPoint; + Vector m_SpawnAngles; }; extern DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam @@ -460,17 +462,17 @@ public: virtual float TouchGravGun( CBaseEntity *attacker, int stage) { pev->framerate = 1; - pev->movetype = MOVETYPE_TOSS; + pev->movetype = MOVETYPE_BOUNCE; pev->gravity = 1; if( pev->velocity.z > 20 ) pev->velocity.z = 20; - if( stage == 2 ) + /*if( stage == 2 ) { if( (attacker->pev->origin - pev->origin ).Length() < 90 ) Touch( attacker ); return 0; - } + }*/ return 200; } };