/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * This source code contains proprietary and confidential information of * Valve LLC and its suppliers. Access to this code is restricted to * persons who have executed a written SDK license with Valve. Any access, * use or distribution of this code by or to any unlicensed person is illegal. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "nodes.h" #include "effects.h" #include "decals.h" #include "soundent.h" #include "game.h" #include "flame.h" #include "weapons.h" LINK_ENTITY_TO_CLASS(flame, CFlame); TYPEDESCRIPTION CFlame::m_SaveData[] = { DEFINE_FIELD(CFlame, m_maxFrame, FIELD_INTEGER), }; IMPLEMENT_SAVERESTORE(CFlame, CBaseEntity); void CFlame::Spawn(void) { pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; pev->rendermode = kRenderTransAlpha; pev->renderamt = 255; pev->effects = EF_DIMLIGHT; SET_MODEL(ENT(pev), "sprites/fthrow.spr"); pev->frame = 0; pev->scale = RANDOM_FLOAT(0.9f, 1.1f); pev->dmg = gSkillData.plrDmgFlame * 1.3; UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); m_maxFrame = (float)MODEL_FRAMES(pev->modelindex) - 1; } void CFlame::Animate(void) { pev->nextthink = gpGlobals->time + 0.1; pev->frame += 2; if (pev->frame) { if (pev->frame > m_maxFrame) { pev->frame = m_maxFrame; SetThink(&CFlame::SUB_Remove); pev->nextthink = gpGlobals->time; } } } void CFlame::Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity) { CFlame *pFlame = GetClassPtr((CFlame *)NULL); pFlame->Spawn(); UTIL_SetOrigin(pFlame->pev, vecStart); pFlame->pev->velocity = vecVelocity; pFlame->pev->owner = ENT(pevOwner); pFlame->pev->flags |= EF_BRIGHTLIGHT; // Required to make flame glow. pFlame->SetThink(&CFlame::Animate); pFlame->pev->nextthink = gpGlobals->time + 0.1; } void CFlame::Touch(CBaseEntity *pOther) { if (pOther->pev->takedamage) { pOther->TakeDamage(pev, pev, pev->dmg, DMG_BURN | DMG_NEVERGIB); SpawnBlood(pev->origin, pOther->BloodColor(), pev->dmg); } SetThink(&CFlame::SUB_Remove); pev->nextthink = gpGlobals->time; }