Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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 "customentity.h"
#include "effects.h"
#include "weapons.h"
#include "decals.h"
#include "func_break.h"
#include "shake.h"
#define RANDOM_SHOOTER_INTERVAL_MIN 10
#define RANDOM_SHOOTER_INTERVAL_MAX 15
#define RANDOM_SHOOTER_CAPACITY_MIN 1
#define RANDOM_SHOOTER_CAPACITY_MAX 4
#define RANDOM_SHOOTER_VARIANCE_MIN 0.15
#define RANDOM_SHOOTER_VARIANCE_MAX 0.5
#define RANDOM_SHOOTER_VELOCITY_MIN 150
#define RANDOM_SHOOTER_VELOCITY_MAX 200
#define SF_RANDOMSHOOTER_REPEATABLE 1 // allows a env_random_shooter to be refired
// ==========================================
// Code changes for- Night at the Office:
// ==========================================
//
// -Entity: env_random_shooter. An updated version
// of env_shooter only this fires repeatedly in bursts,
// so one entity can be used instead of many env_shooters.
class CRandomShooter : public CEnvShooter
{
void Spawn(void);
void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
void EXPORT RandomThink(void);
};
LINK_ENTITY_TO_CLASS(env_random_shooter, CRandomShooter);
void CRandomShooter::Spawn(void)
{
CEnvShooter::Spawn();
SetThink( NULL );
}
void CRandomShooter::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
SetThink(&CRandomShooter::RandomThink);
pev->nextthink = gpGlobals->time;
}
void CRandomShooter::RandomThink(void)
{
Vector vecShootDir;
vecShootDir = pev->movedir;
vecShootDir = vecShootDir + gpGlobals->v_right * RANDOM_FLOAT(-1, 1) * m_flVariance;;
vecShootDir = vecShootDir + gpGlobals->v_forward * RANDOM_FLOAT(-1, 1) * m_flVariance;;
vecShootDir = vecShootDir + gpGlobals->v_up * RANDOM_FLOAT(-1, 1) * m_flVariance;;
vecShootDir = vecShootDir.Normalize();
CGib *pGib = CreateGib();
if (pGib)
{
if (FStrEq(STRING(pGib->pev->model), "models/rocks.mdl"))
{
pGib->pev->body = RANDOM_LONG(0, 3);
}
pGib->pev->origin = pev->origin;
pGib->pev->velocity = vecShootDir * m_flGibVelocity;
pGib->pev->avelocity.x = RANDOM_FLOAT(100, 200);
pGib->pev->avelocity.y = RANDOM_FLOAT(100, 300);
float thinkTime = pGib->pev->nextthink - gpGlobals->time;
pGib->m_lifeTime = (m_flGibLife * RANDOM_FLOAT(0.95, 1.05)); // +/- 5%
if (pGib->m_lifeTime < thinkTime)
{
pGib->pev->nextthink = gpGlobals->time + pGib->m_lifeTime;
pGib->m_lifeTime = 0;
}
}
if (--m_iGibs <= 0)
{
m_iGibs = RANDOM_LONG (RANDOM_SHOOTER_CAPACITY_MIN, RANDOM_SHOOTER_CAPACITY_MAX);
m_flGibVelocity = RANDOM_FLOAT(RANDOM_SHOOTER_VELOCITY_MIN, RANDOM_SHOOTER_VELOCITY_MAX);
m_flVariance = RANDOM_FLOAT(RANDOM_SHOOTER_VARIANCE_MIN, RANDOM_SHOOTER_VARIANCE_MAX);
pev->nextthink = gpGlobals->time + RANDOM_FLOAT(RANDOM_SHOOTER_INTERVAL_MIN, RANDOM_SHOOTER_INTERVAL_MAX);
}
else
{
pev->nextthink = gpGlobals->time;
}
}