/*** * * 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. * * 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 "monsters.h" #include "weapons.h" #include "effects.h" #include "decals.h" #include "soundent.h" #include "game.h" #include "nail.h" LINK_ENTITY_TO_CLASS( nailgun_nail, CNailGunNail ) CNailGunNail *CNailGunNail::NailCreate( BOOL bIsBradnailer ) { // Create a new entity with CCrossbowBolt private data CNailGunNail *pNail = GetClassPtr((CNailGunNail *)NULL); pNail->pev->classname = MAKE_STRING("nailgun_nail"); pNail->m_bIsBradnailer = bIsBradnailer; pNail->Spawn(); return pNail; } void CNailGunNail::Spawn() { Precache(); pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; pev->gravity = 0.5; SET_MODEL(ENT(pev), "models/nail.mdl"); UTIL_SetOrigin(pev, pev->origin); UTIL_SetSize(pev, g_vecZero, g_vecZero); SetTouch(&CNailGunNail::NailTouch); SetThink(&CNailGunNail::BubbleThink); pev->nextthink = gpGlobals->time + 0.2; } void CNailGunNail::Precache() { PRECACHE_MODEL("models/nail.mdl"); PRECACHE_SOUND("weapons/brad_hit1.wav"); PRECACHE_SOUND("weapons/brad_hit2.wav"); } int CNailGunNail::Classify() { return CLASS_NONE; } void CNailGunNail::NailTouch( CBaseEntity *pOther ) { SetTouch( NULL ); SetThink( NULL ); if( pOther->pev->takedamage ) { TraceResult tr = UTIL_GetGlobalTrace(); entvars_t *pevOwner = VARS( pev->owner ); // UNDONE: this needs to call TraceAttack instead ClearMultiDamage(); pOther->TraceAttack( pevOwner, m_bIsBradnailer ? gSkillData.plrDmg9MM : gSkillData.plrDmgMP5, pev->velocity.Normalize(), &tr, DMG_NEVERGIB ); ApplyMultiDamage( pev, pevOwner ); pev->velocity = g_vecZero; // play body "thwack" sound switch( RANDOM_LONG( 0, 1 ) ) { case 0: EMIT_SOUND( ENT( pev ), CHAN_BODY, "weapons/brad_hit1.wav", 1, ATTN_NORM ); break; case 1: if( m_bIsBradnailer ) EMIT_SOUND( ENT( pev ), CHAN_BODY, "weapons/brad_hit2.wav", 1, ATTN_NORM ); break; } Killed( pev, GIB_NEVER ); } else { // EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "weapons/brad_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0, 7)); SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit. if( FClassnameIs( pOther->pev, "worldspawn" ) ) { // if what we hit is static architecture, can stay around for a while. Vector vecDir = pev->velocity.Normalize(); UTIL_SetOrigin( pev, pev->origin - vecDir * RANDOM_LONG( 6, 10 ) ); pev->angles = UTIL_VecToAngles( vecDir ); pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_FLY; pev->velocity = g_vecZero; pev->avelocity.z = 0; pev->angles.z = RANDOM_LONG( 0, 360 ); pev->nextthink = gpGlobals->time + 2.0; } if( UTIL_PointContents( pev->origin ) != CONTENTS_WATER && RANDOM_LONG( 0, 4 ) == 4 ) { UTIL_Sparks( pev->origin ); } } } void CNailGunNail::BubbleThink() { pev->nextthink = gpGlobals->time + 0.1; if( pev->waterlevel == 0 ) return; UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 ); }