// --------------------------------------------------------------- // BubbleMod // // AUTHOR // Tyler Lund // // LICENSE // // Permission is granted to anyone to use this software for // any purpose on any computer system, and to redistribute it // in any way, subject to the following restrictions: // // 1. The author is not responsible for the consequences of // use of this software, no matter how awful, even if they // arise from defects in it. // 2. The origin of this software must not be misrepresented, // either by explicit claim or by omission. // 3. Altered versions must be plainly marked as such, and // must not be misrepresented (by explicit claim or // omission) as being the original software. // 3a. It would be nice if I got a copy of your improved // version sent to halflife@bubblemod.org. // 4. This notice must not be removed or altered. // // --------------------------------------------------------------- #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "effects.h" #include "gamerules.h" #include "BMOD_boxmarker.h" LINK_ENTITY_TO_CLASS( boxmarker, CBoxMarker ); void CBoxMarker :: Spawn( void ) { pev->classname = MAKE_STRING("boxmarker"); pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_NOT; SetThink( PowerupThink ); pev->nextthink = gpGlobals->time + RANDOM_FLOAT(.1, 1); m_vecExtents = Vector (16, 16, 16); m_beamsFired = 0; } void CBoxMarker :: PowerupThink( void ) { Vector vecStart, vecEnd; pev->nextthink = gpGlobals->time + RANDOM_FLOAT(.1, .5); switch (m_beamsFired) { case 0: vecStart = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * 1, m_vecExtents.z * 1); vecEnd = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * 1, m_vecExtents.z * 1); break; case 1: vecStart = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * 1, m_vecExtents.z * 1); vecEnd = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * -1, m_vecExtents.z * 1); break; case 2: vecStart = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * -1, m_vecExtents.z * 1); vecEnd = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * -1, m_vecExtents.z * 1); break; case 3: vecStart = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * -1, m_vecExtents.z * 1); vecEnd = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * 1, m_vecExtents.z * 1); break; case 4: vecStart = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * 1, m_vecExtents.z * 1); vecEnd = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * 1, m_vecExtents.z * -1); break; case 5: vecStart = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * 1, m_vecExtents.z * 1); vecEnd = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * 1, m_vecExtents.z * -1); break; case 6: vecStart = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * -1, m_vecExtents.z * 1); vecEnd = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * -1, m_vecExtents.z * -1); break; case 7: vecStart = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * -1, m_vecExtents.z * 1); vecEnd = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * -1, m_vecExtents.z * -1); break; case 8: vecStart = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * 1, m_vecExtents.z * -1); vecEnd = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * 1, m_vecExtents.z * -1); break; case 9: vecStart = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * 1, m_vecExtents.z * -1); vecEnd = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * -1, m_vecExtents.z * -1); break; case 10: vecStart = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * -1, m_vecExtents.z * -1); vecEnd = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * -1, m_vecExtents.z * -1); break; case 11: vecStart = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * -1, m_vecExtents.z * -1); vecEnd = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * 1, m_vecExtents.z * -1); SetThink(NULL); break; } m_pBeam[m_beamsFired] = CBeam::BeamCreate( g_pModelNameLaser, 10 ); m_pBeam[m_beamsFired]->PointsInit( vecStart, vecEnd ); m_pBeam[m_beamsFired]->SetColor( 0, 255, 0 ); m_pBeam[m_beamsFired]->SetScrollRate( 255 ); m_pBeam[m_beamsFired]->SetBrightness( 64 ); m_beamsFired++; }