/*** * * Copyright (c) 1996-2002, 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. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "decals.h" #include "explode.h" #include "effects.h" // Fire Trail class CFireTrail : public CBaseEntity { void Spawn(void); void Think(void); void Touch(CBaseEntity *pOther); int ObjectCaps(void) { return FCAP_DONT_SAVE; } }; LINK_ENTITY_TO_CLASS(fire_trail, CFireTrail); void CFireTrail::Spawn(void) { pev->velocity = RANDOM_FLOAT(200, 300) * pev->angles; pev->velocity.x += RANDOM_FLOAT(-100.f, 100.f); pev->velocity.y += RANDOM_FLOAT(-100.f, 100.f); if (pev->velocity.z >= 0) pev->velocity.z += 200; else pev->velocity.z -= 200; pev->movetype = MOVETYPE_BOUNCE; pev->gravity = 0.5; pev->nextthink = gpGlobals->time + 0.1; pev->solid = SOLID_NOT; SET_MODEL(edict(), "models/grenade.mdl"); // Need a model, just use the grenade, we don't draw it anyway UTIL_SetSize(pev, g_vecZero, g_vecZero); pev->effects |= EF_NODRAW; pev->speed = RANDOM_FLOAT(0.5, 1.5); pev->maxspeed = pev->speed; pev->angles = g_vecZero; } void CFireTrail::Think(void) { CSprite* pSprite = CSprite::SpriteCreate("sprites/zerogxplode.spr", pev->origin, TRUE); pSprite->AnimateAndDie(RANDOM_FLOAT(15.0f, 20.0f)); pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 192, kRenderFxNoDissipation ); pSprite->SetScale(pev->speed); pSprite->pev->frame = pSprite->Frames() - ((max(0, pev->speed - (0.1 * pSprite->pev->framerate)) * pSprite->Frames()) / pev->maxspeed); pev->speed -= 0.1; if (pev->speed > 0) pev->nextthink = gpGlobals->time + 0.1; else UTIL_Remove(this); pev->flags &= ~FL_ONGROUND; } void CFireTrail::Touch(CBaseEntity *pOther) { if (pev->flags & FL_ONGROUND) pev->velocity = pev->velocity * 0.1; else pev->velocity = pev->velocity * 0.6; if ((pev->velocity.x*pev->velocity.x + pev->velocity.y*pev->velocity.y) < 10.0) pev->speed = 0; }