/*** * * 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. * ****/ //========================================================= // shock - projectile shot from shockrifles. //========================================================= #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 "weapons.h" #include "gamerules.h" #include "customentity.h" //========================================================= // Shockrifle projectile //========================================================= class CShock : public CBaseAnimating { public: void Spawn(void); void Precache(); static void Shoot(entvars_t *pevOwner, const Vector angles, const Vector vecStart, const Vector vecVelocity); void Touch(CBaseEntity *pOther); void EXPORT FlyThink(); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); static TYPEDESCRIPTION m_SaveData[]; void CreateEffects(); void ClearEffects(); void UpdateOnRemove(); CBeam *m_pBeam; CBeam *m_pNoise; CSprite *m_pSprite; }; LINK_ENTITY_TO_CLASS(shock_beam, CShock) TYPEDESCRIPTION CShock::m_SaveData[] = { DEFINE_FIELD(CShock, m_pBeam, FIELD_CLASSPTR), DEFINE_FIELD(CShock, m_pNoise, FIELD_CLASSPTR), DEFINE_FIELD(CShock, m_pSprite, FIELD_CLASSPTR), }; IMPLEMENT_SAVERESTORE(CShock, CBaseAnimating) void CShock::Spawn(void) { Precache(); pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; pev->classname = MAKE_STRING("shock_beam"); SET_MODEL(ENT(pev), "models/shock_effect.mdl"); UTIL_SetOrigin(pev, pev->origin); if ( g_pGameRules->IsMultiplayer() ) pev->dmg = gSkillData.plrDmgShockroachMultiplayer; else pev->dmg = gSkillData.plrDmgShockroachSingleplayer; UTIL_SetSize(pev, Vector(-4, -4, -4), Vector(4, 4, 4)); CreateEffects(); SetThink( &CShock::FlyThink ); pev->nextthink = gpGlobals->time; } void CShock::Precache() { PRECACHE_MODEL("sprites/flare3.spr"); PRECACHE_MODEL("sprites/lgtning.spr"); PRECACHE_MODEL("models/shock_effect.mdl"); PRECACHE_SOUND("weapons/shock_impact.wav"); } void CShock::FlyThink() { if (pev->waterlevel == 3) { entvars_t *pevOwner = VARS(pev->owner); EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/shock_impact.wav", VOL_NORM, ATTN_NORM); RadiusDamage(pev->origin, pev, pevOwner ? pevOwner : pev, pev->dmg * 3, 144, CLASS_NONE, DMG_SHOCK | DMG_ALWAYSGIB ); ClearEffects(); SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time; } else { pev->nextthink = gpGlobals->time + 0.05; } } void CShock::Shoot(entvars_t *pevOwner, const Vector angles, const Vector vecStart, const Vector vecVelocity) { CShock *pShock = GetClassPtr((CShock *)NULL); UTIL_SetOrigin(pShock->pev, vecStart); pShock->Spawn(); pShock->pev->velocity = vecVelocity; pShock->pev->owner = ENT(pevOwner); pShock->pev->angles = angles; pShock->pev->nextthink = gpGlobals->time; } void CShock::Touch(CBaseEntity *pOther) { // Do not collide with the owner. if (ENT(pOther->pev) == pev->owner) return; TraceResult tr = UTIL_GetGlobalTrace( ); MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE(TE_DLIGHT); WRITE_COORD(pev->origin.x); // X WRITE_COORD(pev->origin.y); // Y WRITE_COORD(pev->origin.z); // Z WRITE_BYTE( 8 ); // radius * 0.1 WRITE_BYTE( 0 ); // r WRITE_BYTE( 255 ); // g WRITE_BYTE( 255 ); // b WRITE_BYTE( 10 ); // time * 10 WRITE_BYTE( 10 ); // decay * 0.1 MESSAGE_END( ); CBaseMonster* pMonster = pOther->MyMonsterPointer(); if (pMonster && pMonster->IsAlive()) { pMonster->GlowShellOn( Vector( 0, 220, 255 ), .5f ); } ClearEffects(); if (!pOther->pev->takedamage) { // make a splat on the wall #if FEATURE_OPFOR_DECALS const int baseDecal = DECAL_OPFOR_SCORCH1; #else const int baseDecal = DECAL_SMALLSCORCH1; #endif UTIL_DecalTrace(&tr, baseDecal + RANDOM_LONG(0, 2)); int iContents = UTIL_PointContents(pev->origin); // Create sparks if (iContents != CONTENTS_WATER) { UTIL_Sparks(tr.vecEndPos); } } else { int damageType = DMG_SHOCK; if (pMonster && !pMonster->IsAlive()) { damageType |= DMG_CLUB; } ClearMultiDamage(); entvars_t *pevOwner = VARS(pev->owner); entvars_t *pevAttacker = pevOwner ? pevOwner : pev; pOther->TraceAttack(pevAttacker, pev->dmg, pev->velocity.Normalize(), &tr, damageType ); ApplyMultiDamage(pev, pevAttacker); if (pOther->IsPlayer() && (UTIL_PointContents(pev->origin) != CONTENTS_WATER)) { const Vector position = tr.vecEndPos; MESSAGE_BEGIN( MSG_ONE, SVC_TEMPENTITY, NULL, pOther->pev ); WRITE_BYTE( TE_SPARKS ); WRITE_COORD( position.x ); WRITE_COORD( position.y ); WRITE_COORD( position.z ); MESSAGE_END(); } } // splat sound EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/shock_impact.wav", VOL_NORM, ATTN_NORM); pev->modelindex = 0; pev->solid = SOLID_NOT; SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time + 0.01; // let the sound play } void CShock::CreateEffects() { m_pSprite = CSprite::SpriteCreate( "sprites/flare3.spr", pev->origin, FALSE ); m_pSprite->SetAttachment( edict(), 0 ); m_pSprite->pev->scale = 0.35; m_pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 170, kRenderFxNoDissipation ); //m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY; //m_pSprite->pev->flags |= FL_SKIPLOCALHOST; m_pBeam = CBeam::BeamCreate( "sprites/lgtning.spr", 30 ); if (m_pBeam) { m_pBeam->EntsInit( entindex(), entindex() ); m_pBeam->SetStartAttachment( 1 ); m_pBeam->SetEndAttachment( 2 ); m_pBeam->SetBrightness( 180 ); m_pBeam->SetScrollRate( 10 ); m_pBeam->SetNoise( 0 ); m_pBeam->SetFlags( BEAM_FSHADEOUT ); m_pBeam->SetColor( 0, 255, 255 ); //m_pBeam->pev->spawnflags = SF_BEAM_TEMPORARY; m_pBeam->RelinkBeam(); } else { ALERT(at_console, "Could no create shockbeam beam!\n"); } m_pNoise = CBeam::BeamCreate( "sprites/lgtning.spr", 30 ); if (m_pNoise) { m_pNoise->EntsInit( entindex(), entindex() ); m_pNoise->SetStartAttachment( 1 ); m_pNoise->SetEndAttachment( 2 ); m_pNoise->SetBrightness( 180 ); m_pNoise->SetScrollRate( 30 ); m_pNoise->SetNoise( 30 ); m_pNoise->SetFlags( BEAM_FSHADEOUT ); m_pNoise->SetColor( 255, 255, 173 ); //m_pNoise->pev->spawnflags = SF_BEAM_TEMPORARY; m_pNoise->RelinkBeam(); } else { ALERT(at_console, "Could no create shockbeam noise!\n"); } } void CShock::ClearEffects() { if (m_pBeam) { UTIL_Remove( m_pBeam ); m_pBeam = NULL; } if (m_pNoise) { UTIL_Remove( m_pNoise ); m_pNoise = NULL; } if (m_pSprite) { UTIL_Remove( m_pSprite ); m_pSprite = NULL; } } void CShock::UpdateOnRemove() { CBaseAnimating::UpdateOnRemove(); ClearEffects(); }