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120 lines
3.3 KiB
120 lines
3.3 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "customentity.h" |
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#include "effects.h" |
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#include "weapons.h" |
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#include "decals.h" |
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#include "func_break.h" |
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#include "shake.h" |
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#define RANDOM_SHOOTER_INTERVAL_MIN 10 |
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#define RANDOM_SHOOTER_INTERVAL_MAX 15 |
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#define RANDOM_SHOOTER_CAPACITY_MIN 1 |
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#define RANDOM_SHOOTER_CAPACITY_MAX 4 |
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#define RANDOM_SHOOTER_VARIANCE_MIN 0.15 |
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#define RANDOM_SHOOTER_VARIANCE_MAX 0.5 |
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#define RANDOM_SHOOTER_VELOCITY_MIN 150 |
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#define RANDOM_SHOOTER_VELOCITY_MAX 200 |
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#define SF_RANDOMSHOOTER_REPEATABLE 1 // allows a env_random_shooter to be refired |
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// ========================================== |
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// Code changes for- Night at the Office: |
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// ========================================== |
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// |
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// -Entity: env_random_shooter. An updated version |
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// of env_shooter only this fires repeatedly in bursts, |
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// so one entity can be used instead of many env_shooters. |
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class CRandomShooter : public CEnvShooter |
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{ |
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void Spawn(void); |
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void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); |
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void EXPORT RandomThink(void); |
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}; |
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LINK_ENTITY_TO_CLASS(env_random_shooter, CRandomShooter); |
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void CRandomShooter::Spawn(void) |
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{ |
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CEnvShooter::Spawn(); |
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SetThink( NULL ); |
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} |
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void CRandomShooter::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) |
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{ |
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SetThink(&CRandomShooter::RandomThink); |
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pev->nextthink = gpGlobals->time; |
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} |
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void CRandomShooter::RandomThink(void) |
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{ |
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Vector vecShootDir; |
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vecShootDir = pev->movedir; |
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vecShootDir = vecShootDir + gpGlobals->v_right * RANDOM_FLOAT(-1, 1) * m_flVariance;; |
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vecShootDir = vecShootDir + gpGlobals->v_forward * RANDOM_FLOAT(-1, 1) * m_flVariance;; |
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vecShootDir = vecShootDir + gpGlobals->v_up * RANDOM_FLOAT(-1, 1) * m_flVariance;; |
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vecShootDir = vecShootDir.Normalize(); |
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CGib *pGib = CreateGib(); |
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if (pGib) |
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{ |
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if (FStrEq(STRING(pGib->pev->model), "models/rocks.mdl")) |
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{ |
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pGib->pev->body = RANDOM_LONG(0, 3); |
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} |
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pGib->pev->origin = pev->origin; |
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pGib->pev->velocity = vecShootDir * m_flGibVelocity; |
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pGib->pev->avelocity.x = RANDOM_FLOAT(100, 200); |
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pGib->pev->avelocity.y = RANDOM_FLOAT(100, 300); |
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float thinkTime = pGib->pev->nextthink - gpGlobals->time; |
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pGib->m_lifeTime = (m_flGibLife * RANDOM_FLOAT(0.95, 1.05)); // +/- 5% |
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if (pGib->m_lifeTime < thinkTime) |
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{ |
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pGib->pev->nextthink = gpGlobals->time + pGib->m_lifeTime; |
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pGib->m_lifeTime = 0; |
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} |
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} |
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if (--m_iGibs <= 0) |
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{ |
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m_iGibs = RANDOM_LONG (RANDOM_SHOOTER_CAPACITY_MIN, RANDOM_SHOOTER_CAPACITY_MAX); |
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m_flGibVelocity = RANDOM_FLOAT(RANDOM_SHOOTER_VELOCITY_MIN, RANDOM_SHOOTER_VELOCITY_MAX); |
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m_flVariance = RANDOM_FLOAT(RANDOM_SHOOTER_VARIANCE_MIN, RANDOM_SHOOTER_VARIANCE_MAX); |
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pev->nextthink = gpGlobals->time + RANDOM_FLOAT(RANDOM_SHOOTER_INTERVAL_MIN, RANDOM_SHOOTER_INTERVAL_MAX); |
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} |
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else |
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{ |
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pev->nextthink = gpGlobals->time; |
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} |
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} |