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1151 lines
29 KiB
1151 lines
29 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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/* |
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===== generic grenade.cpp ======================================================== |
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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 "weapons.h" |
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#include "nodes.h" |
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#include "soundent.h" |
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#include "decals.h" |
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#include "player.h" |
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#include "explode.h" |
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#include "gamerules.h" |
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#define SF_PROP_RESPAWN 8 // enable autorespawn |
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#define SF_PROP_BREAKABLE 16 // enable break/explode |
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#define SF_PROP_FIXED 32 // don't move untill touch |
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typedef enum { expRandom, expDirected} Explosions; |
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typedef enum { matGlass = 0, matWood, matMetal, matFlesh, matCinderBlock, matCeilingTile, matComputer, matUnbreakableGlass, matRocks, matNone, matLastMaterial } Materials; |
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//extern "C" void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); |
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Vector UTIL_AngleVectorsF(const Vector &angles) |
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{ |
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float rgflVecOut[3]; |
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float rgflVecIn[3]; |
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angles.CopyToArray(rgflVecIn); |
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g_engfuncs.pfnAngleVectors(rgflVecIn, rgflVecOut, NULL, NULL); |
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return Vector(rgflVecOut); |
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} |
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Vector UTIL_AngleVectorsR(const Vector &angles) |
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{ |
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float rgflVecOut[3]; |
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float rgflVecIn[3]; |
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angles.CopyToArray(rgflVecIn); |
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g_engfuncs.pfnAngleVectors(rgflVecIn, NULL, rgflVecOut, NULL); |
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return Vector(rgflVecOut); |
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} |
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Vector UTIL_AngleVectorsU(const Vector &angles) |
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{ |
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float rgflVecOut[3]; |
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float rgflVecIn[3]; |
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angles.CopyToArray(rgflVecIn); |
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g_engfuncs.pfnAngleVectors(rgflVecIn, NULL, rgflVecOut, NULL); |
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return Vector(rgflVecOut); |
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} |
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//===================grenade |
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enum PropShape |
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{ |
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SHAPE_CYL_H = 0, |
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SHAPE_CYL_V, |
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SHAPE_BOX, |
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SHAPE_GENERIC, |
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SHAPE_SPHERE, |
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SHAPE_NOROTATE |
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}; |
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class CProp : public CBaseEntity |
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{ |
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public: |
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void Spawn(void); |
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void Precache(); |
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void EXPORT BounceTouch(CBaseEntity *pOther); |
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//void EXPORT SlideTouch(CBaseEntity *pOther); |
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); |
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virtual void Force(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); |
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int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); |
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virtual int ObjectCaps(void) { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_IMPULSE_USE | FCAP_CONTINUOUS_USE; } |
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virtual void BounceSound(void); |
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virtual int BloodColor(void) { return DONT_BLEED; } |
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virtual void Killed(entvars_t *pevAttacker, int iGib); |
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void CheckRotate(); |
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void RespawnThink(); |
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void AngleThink(); |
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void DeployThink(); |
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void DamageSound( void ); |
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void PropRespawn(); |
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void KeyValue( KeyValueData* pkvd); |
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static const char *pSoundsWood[]; |
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static const char *pSoundsFlesh[]; |
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static const char *pSoundsGlass[]; |
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static const char *pSoundsMetal[]; |
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static const char *pSoundsConcrete[]; |
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static const char *pSpawnObjects[]; |
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inline BOOL Explodable( void ) { return ExplosionMagnitude() > 0; } |
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inline int ExplosionMagnitude( void ) { return pev->impulse; } |
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inline void ExplosionSetMagnitude( int magnitude ) { pev->impulse = magnitude; } |
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static void MaterialSoundPrecache( Materials precacheMaterial ); |
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static void MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume ); |
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static const char **MaterialSoundList( Materials precacheMaterial, int &soundCount ); |
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void EXPORT Die( void ); |
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BOOL m_bBarrel; |
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float m_flFloorFriction; |
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float m_flCollideFriction; |
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// hull sizes |
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Vector minsH, maxsH; |
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Vector minsV, maxsV; |
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// spawn backup; |
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Vector spawnOrigin; |
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Vector spawnAngles; |
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edict_t *m_owner2; |
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edict_t *m_attacker; |
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float m_flNextAttack; |
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float m_flRespawnTime; |
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PropShape m_shape; |
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PropShape m_oldshape; |
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CBasePlayer *m_pHolstered; |
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float m_flSpawnHealth; |
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int m_idShard; |
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float m_angle; |
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int m_iszGibModel; |
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Materials m_Material; |
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Explosions m_Explosion; |
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int m_iaCustomAnglesX[10]; |
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int m_iaCustomAnglesZ[10]; |
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}; |
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LINK_ENTITY_TO_CLASS(prop, CProp); |
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const char *CProp::pSoundsWood[] = |
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{ |
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"debris/wood1.wav", |
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"debris/wood2.wav", |
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"debris/wood3.wav", |
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}; |
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const char *CProp::pSoundsFlesh[] = |
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{ |
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"debris/flesh1.wav", |
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"debris/flesh2.wav", |
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"debris/flesh3.wav", |
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"debris/flesh5.wav", |
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"debris/flesh6.wav", |
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"debris/flesh7.wav", |
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}; |
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const char *CProp::pSoundsMetal[] = |
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{ |
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"debris/metal1.wav", |
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"debris/metal2.wav", |
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"debris/metal3.wav", |
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}; |
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const char *CProp::pSoundsConcrete[] = |
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{ |
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"debris/concrete1.wav", |
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"debris/concrete2.wav", |
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"debris/concrete3.wav", |
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}; |
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const char *CProp::pSoundsGlass[] = |
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{ |
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"debris/glass1.wav", |
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"debris/glass2.wav", |
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"debris/glass3.wav", |
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}; |
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const char **CProp::MaterialSoundList( Materials precacheMaterial, int &soundCount ) |
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{ |
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const char **pSoundList = NULL; |
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switch ( precacheMaterial ) |
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{ |
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case matWood: |
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pSoundList = pSoundsWood; |
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soundCount = ARRAYSIZE(pSoundsWood); |
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break; |
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case matFlesh: |
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pSoundList = pSoundsFlesh; |
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soundCount = ARRAYSIZE(pSoundsFlesh); |
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break; |
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case matComputer: |
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case matUnbreakableGlass: |
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case matGlass: |
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pSoundList = pSoundsGlass; |
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soundCount = ARRAYSIZE(pSoundsGlass); |
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break; |
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case matMetal: |
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pSoundList = pSoundsMetal; |
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soundCount = ARRAYSIZE(pSoundsMetal); |
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break; |
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case matCinderBlock: |
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case matRocks: |
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pSoundList = pSoundsConcrete; |
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soundCount = ARRAYSIZE(pSoundsConcrete); |
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break; |
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case matCeilingTile: |
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case matNone: |
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default: |
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soundCount = 0; |
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break; |
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} |
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return pSoundList; |
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} |
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void CProp::MaterialSoundPrecache( Materials precacheMaterial ) |
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{ |
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const char **pSoundList; |
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int i, soundCount = 0; |
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pSoundList = MaterialSoundList( precacheMaterial, soundCount ); |
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for ( i = 0; i < soundCount; i++ ) |
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{ |
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PRECACHE_SOUND( (char *)pSoundList[i] ); |
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} |
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} |
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void CProp::MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume ) |
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{ |
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const char **pSoundList; |
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int soundCount = 0; |
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pSoundList = MaterialSoundList( soundMaterial, soundCount ); |
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if ( soundCount ) |
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EMIT_SOUND( pEdict, CHAN_BODY, pSoundList[ RANDOM_LONG(0,soundCount-1) ], volume, 1.0 ); |
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} |
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void CProp::Precache( void ) |
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{ |
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const char *pGibName; |
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if( !pev->model ) |
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pev->model = MAKE_STRING( "models/xash/barrel_brown.mdl" ); |
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switch (m_Material) |
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{ |
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case matWood: |
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pGibName = "models/woodgibs.mdl"; |
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PRECACHE_SOUND("debris/bustcrate1.wav"); |
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PRECACHE_SOUND("debris/bustcrate2.wav"); |
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break; |
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case matFlesh: |
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pGibName = "models/fleshgibs.mdl"; |
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PRECACHE_SOUND("debris/bustflesh1.wav"); |
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PRECACHE_SOUND("debris/bustflesh2.wav"); |
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break; |
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case matComputer: |
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PRECACHE_SOUND("buttons/spark5.wav"); |
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PRECACHE_SOUND("buttons/spark6.wav"); |
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pGibName = "models/computergibs.mdl"; |
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PRECACHE_SOUND("debris/bustmetal1.wav"); |
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PRECACHE_SOUND("debris/bustmetal2.wav"); |
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break; |
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case matUnbreakableGlass: |
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case matGlass: |
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pGibName = "models/glassgibs.mdl"; |
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PRECACHE_SOUND("debris/bustglass1.wav"); |
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PRECACHE_SOUND("debris/bustglass2.wav"); |
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break; |
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case matMetal: |
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pGibName = "models/metalplategibs.mdl"; |
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PRECACHE_SOUND("debris/bustmetal1.wav"); |
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PRECACHE_SOUND("debris/bustmetal2.wav"); |
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break; |
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case matCinderBlock: |
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pGibName = "models/cindergibs.mdl"; |
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PRECACHE_SOUND("debris/bustconcrete1.wav"); |
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PRECACHE_SOUND("debris/bustconcrete2.wav"); |
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break; |
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case matRocks: |
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pGibName = "models/rockgibs.mdl"; |
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PRECACHE_SOUND("debris/bustconcrete1.wav"); |
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PRECACHE_SOUND("debris/bustconcrete2.wav"); |
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break; |
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case matCeilingTile: |
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pGibName = "models/ceilinggibs.mdl"; |
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PRECACHE_SOUND ("debris/bustceiling.wav"); |
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break; |
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} |
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MaterialSoundPrecache( m_Material ); |
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if ( m_iszGibModel ) |
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pGibName = STRING(m_iszGibModel); |
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m_idShard = PRECACHE_MODEL( (char *)pGibName ); |
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PRECACHE_MODEL( (char *)STRING(pev->model) ); |
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} |
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void CProp::DamageSound( void ) |
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{ |
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int pitch; |
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float fvol; |
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char *rgpsz[6]; |
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int i; |
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int material = m_Material; |
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// if (RANDOM_LONG(0,1)) |
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// return; |
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if (RANDOM_LONG(0,2)) |
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pitch = PITCH_NORM; |
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else |
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pitch = 95 + RANDOM_LONG(0,34); |
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fvol = RANDOM_FLOAT(0.75, 1.0); |
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if (material == matComputer && RANDOM_LONG(0,1)) |
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material = matMetal; |
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switch (material) |
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{ |
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case matComputer: |
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case matGlass: |
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case matUnbreakableGlass: |
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rgpsz[0] = "debris/glass1.wav"; |
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rgpsz[1] = "debris/glass2.wav"; |
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rgpsz[2] = "debris/glass3.wav"; |
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i = 3; |
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break; |
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case matWood: |
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rgpsz[0] = "debris/wood1.wav"; |
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rgpsz[1] = "debris/wood2.wav"; |
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rgpsz[2] = "debris/wood3.wav"; |
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i = 3; |
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break; |
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case matMetal: |
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rgpsz[0] = "debris/metal1.wav"; |
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rgpsz[1] = "debris/metal3.wav"; |
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rgpsz[2] = "debris/metal2.wav"; |
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i = 2; |
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break; |
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case matFlesh: |
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rgpsz[0] = "debris/flesh1.wav"; |
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rgpsz[1] = "debris/flesh2.wav"; |
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rgpsz[2] = "debris/flesh3.wav"; |
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rgpsz[3] = "debris/flesh5.wav"; |
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rgpsz[4] = "debris/flesh6.wav"; |
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rgpsz[5] = "debris/flesh7.wav"; |
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i = 6; |
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break; |
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case matRocks: |
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case matCinderBlock: |
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rgpsz[0] = "debris/concrete1.wav"; |
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rgpsz[1] = "debris/concrete2.wav"; |
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rgpsz[2] = "debris/concrete3.wav"; |
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i = 3; |
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break; |
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case matCeilingTile: |
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// UNDONE: no ceiling tile shard sound yet |
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i = 0; |
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break; |
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} |
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if (i) |
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, rgpsz[RANDOM_LONG(0,i-1)], fvol, ATTN_NORM, 0, pitch); |
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} |
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void CProp::Die( void ) |
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{ |
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Vector vecSpot;// shard origin |
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Vector vecVelocity;// shard velocity |
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CBaseEntity *pEntity = NULL; |
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char cFlag = 0; |
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int pitch; |
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float fvol; |
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pitch = 95 + RANDOM_LONG(0,29); |
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if (pitch > 97 && pitch < 103) |
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pitch = 100; |
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// The more negative pev->health, the louder |
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// the sound should be. |
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fvol = RANDOM_FLOAT(0.85, 1.0) + (fabs(pev->health) / 100.0); |
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if (fvol > 1.0) |
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fvol = 1.0; |
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switch (m_Material) |
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{ |
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case matGlass: |
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switch ( RANDOM_LONG(0,1) ) |
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{ |
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case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass1.wav", fvol, ATTN_NORM, 0, pitch); |
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break; |
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case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass2.wav", fvol, ATTN_NORM, 0, pitch); |
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break; |
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} |
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cFlag = BREAK_GLASS; |
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break; |
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case matWood: |
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switch ( RANDOM_LONG(0,1) ) |
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{ |
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case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate1.wav", fvol, ATTN_NORM, 0, pitch); |
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break; |
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case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate2.wav", fvol, ATTN_NORM, 0, pitch); |
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break; |
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} |
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cFlag = BREAK_WOOD; |
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break; |
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case matComputer: |
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case matMetal: |
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switch ( RANDOM_LONG(0,1) ) |
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{ |
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case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal1.wav", fvol, ATTN_NORM, 0, pitch); |
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break; |
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case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal2.wav", fvol, ATTN_NORM, 0, pitch); |
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break; |
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} |
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cFlag = BREAK_METAL; |
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break; |
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case matFlesh: |
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switch ( RANDOM_LONG(0,1) ) |
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{ |
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case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh1.wav", fvol, ATTN_NORM, 0, pitch); |
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break; |
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case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh2.wav", fvol, ATTN_NORM, 0, pitch); |
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break; |
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} |
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cFlag = BREAK_FLESH; |
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break; |
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case matRocks: |
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case matCinderBlock: |
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switch ( RANDOM_LONG(0,1) ) |
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{ |
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case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete1.wav", fvol, ATTN_NORM, 0, pitch); |
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break; |
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case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete2.wav", fvol, ATTN_NORM, 0, pitch); |
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break; |
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} |
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cFlag = BREAK_CONCRETE; |
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break; |
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case matCeilingTile: |
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustceiling.wav", fvol, ATTN_NORM, 0, pitch); |
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break; |
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} |
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if (m_Explosion == expDirected) |
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vecVelocity = g_vecAttackDir * 200; |
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else |
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{ |
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vecVelocity.x = 0; |
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vecVelocity.y = 0; |
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vecVelocity.z = 0; |
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} |
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vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5; |
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot ); |
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WRITE_BYTE( TE_BREAKMODEL); |
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// position |
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WRITE_COORD( vecSpot.x ); |
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WRITE_COORD( vecSpot.y ); |
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WRITE_COORD( vecSpot.z ); |
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|
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// size |
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WRITE_COORD( pev->size.x); |
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WRITE_COORD( pev->size.y); |
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WRITE_COORD( pev->size.z); |
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|
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// velocity |
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WRITE_COORD( vecVelocity.x ); |
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WRITE_COORD( vecVelocity.y ); |
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WRITE_COORD( vecVelocity.z ); |
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// randomization |
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WRITE_BYTE( 10 ); |
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// Model |
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WRITE_SHORT( m_idShard ); //model id# |
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|
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// # of shards |
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WRITE_BYTE( 0 ); // let client decide |
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|
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// duration |
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WRITE_BYTE( 25 );// 2.5 seconds |
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|
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// flags |
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WRITE_BYTE( cFlag ); |
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MESSAGE_END(); |
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|
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float size = pev->size.x; |
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if ( size < pev->size.y ) |
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size = pev->size.y; |
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if ( size < pev->size.z ) |
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size = pev->size.z; |
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|
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// !!! HACK This should work! |
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// Build a box above the entity that looks like an 8 pixel high sheet |
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Vector mins = pev->absmin; |
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Vector maxs = pev->absmax; |
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mins.z = pev->absmax.z; |
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maxs.z += 8; |
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|
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// BUGBUG -- can only find 256 entities on a breakable -- should be enough |
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CBaseEntity *pList[256]; |
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int count = UTIL_EntitiesInBox( pList, 256, mins, maxs, FL_ONGROUND ); |
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if ( count ) |
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{ |
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for ( int i = 0; i < count; i++ ) |
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{ |
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ClearBits( pList[i]->pev->flags, FL_ONGROUND ); |
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pList[i]->pev->groundentity = NULL; |
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} |
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} |
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|
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// Don't fire something that could fire myself |
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pev->targetname = 0; |
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|
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pev->solid = SOLID_NOT; |
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// Fire targets on break |
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SUB_UseTargets( NULL, USE_TOGGLE, 0 ); |
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|
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if ( Explodable() ) |
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{ |
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ExplosionCreate( pev->origin, pev->angles, m_attacker, ExplosionMagnitude(), TRUE ); |
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} |
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} |
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|
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void CProp::Killed(entvars_t *pevAttacker, int iGib) |
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{ |
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pev->takedamage = DAMAGE_NO; |
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pev->deadflag = DEAD_DEAD; |
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pev->solid = SOLID_NOT; |
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pev->effects |= EF_NODRAW; |
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pev->nextthink = gpGlobals->time + m_flRespawnTime; |
|
SetThink( &CProp::RespawnThink ); |
|
ResetTouch( ); |
|
ResetUse( ); |
|
} |
|
|
|
void CProp::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) |
|
{ |
|
if (m_owner2 != pActivator->edict()) |
|
{ |
|
if (pev->velocity.Length() < 100 && pActivator->IsPlayer()) |
|
{ |
|
m_owner2 = m_attacker = pActivator->edict(); |
|
} |
|
else |
|
return; |
|
} |
|
if( pActivator->IsPlayer() ) |
|
{ |
|
m_pHolstered = (CBasePlayer *) pActivator; |
|
if( m_pHolstered ) |
|
{ |
|
|
|
if ( m_pHolstered->m_pActiveItem ) |
|
{ |
|
CBasePlayerWeapon *weapon = (CBasePlayerWeapon *) m_pHolstered->m_pActiveItem->GetWeaponPtr(); |
|
|
|
|
|
//m_Holstered->m_pActiveItem->Holster(); // strange bug here. ValveWHY? |
|
|
|
// HACK: prevent attack |
|
if( weapon ) |
|
{ |
|
weapon->m_flNextPrimaryAttack += 0.1; |
|
weapon->m_flNextSecondaryAttack += 0.1; |
|
} |
|
m_pHolstered->m_iHideHUD |= HIDEHUD_WEAPONS; |
|
m_pHolstered->pev->weaponmodel = 0; |
|
m_pHolstered->pev->viewmodel = 0; |
|
} |
|
SetThink( &CProp::DeployThink ); |
|
pev->nextthink = gpGlobals->time + 0.2; |
|
} |
|
} |
|
Vector target = pActivator->pev->origin + UTIL_GetAimVector(m_owner2, 1000) * 50; |
|
target.z = target.z + 32; |
|
pev->velocity = (target - VecBModelOrigin(pev)) * 10; |
|
Vector atarget = UTIL_VecToAngles(UTIL_GetAimVector(m_owner2, 1000)); |
|
pev->angles.x = UTIL_AngleMod(pev->angles.x); |
|
pev->angles.y = UTIL_AngleMod(pev->angles.y); |
|
pev->angles.z = UTIL_AngleMod(pev->angles.z); |
|
atarget.x = UTIL_AngleMod(atarget.x); |
|
atarget.y = UTIL_AngleMod(atarget.y); |
|
atarget.z = UTIL_AngleMod(atarget.z); |
|
pev->avelocity.x = UTIL_AngleDiff(atarget.x, pev->angles.x) * 10; |
|
pev->avelocity.y = UTIL_AngleDiff(atarget.y, pev->angles.y) * 10; |
|
pev->avelocity.z = UTIL_AngleDiff(atarget.z, pev->angles.z) * 10; |
|
//pev->angles.z += (0 - pev->angles.z) * 0.06; |
|
if ((pActivator->pev->button & (IN_ATTACK))) |
|
{ |
|
pev->velocity = UTIL_GetAimVector(m_owner2, 1000) * 1000; |
|
pev->avelocity.y = pev->avelocity.y*1.5 + RANDOM_FLOAT(100, -100); |
|
pev->avelocity.x = pev->avelocity.x*1.5 + RANDOM_FLOAT(100, -100); |
|
//pev->avelocity.z = pev->avelocity.z*0.5 + RANDOM_FLOAT ( 100, -100 ); |
|
} |
|
if ((pActivator->pev->button & (IN_ATTACK2))) |
|
{ |
|
//m_Horizontal = false; |
|
//pev->angles.z = 0; |
|
} |
|
// m_Horizontal = (fabs(UTIL_AngleDiff(pev->angles.z, 90)) < 20) || ( sin(pev->angles.x/180*M_PI) > 0.1); |
|
// CheckRotate(); |
|
//ALERT( at_console, "Prop use!\n"); |
|
} |
|
|
|
void CProp::Force(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) |
|
{ |
|
if (m_owner2 != pActivator->edict()) |
|
{ |
|
if (pev->velocity.Length() < 100 && pActivator->IsPlayer()) |
|
m_attacker = pActivator->edict(); |
|
else |
|
return; |
|
} |
|
|
|
if ((pActivator->pev->button & (IN_ATTACK))) |
|
{ |
|
pev->velocity = UTIL_GetAimVector(m_owner2, 3000) * 1000; |
|
pev->avelocity.y = pev->avelocity.y*1.5 + RANDOM_FLOAT(100, -100); |
|
pev->avelocity.x = pev->avelocity.x*1.5 + RANDOM_FLOAT(100, -100); |
|
//pev->avelocity.z = pev->avelocity.z*0.5 + RANDOM_FLOAT ( 100, -100 ); |
|
} |
|
if ((pActivator->pev->button & (IN_ATTACK2))) |
|
{ |
|
//m_Horizontal = false; |
|
//pev->angles.z = 0; |
|
} |
|
|
|
pev->nextthink = gpGlobals->time + m_flRespawnTime; |
|
SetThink( &CProp::RespawnThink); |
|
} |
|
|
|
void CProp::CheckRotate() |
|
{ |
|
if( m_shape != SHAPE_CYL_H && m_shape != SHAPE_CYL_V ) |
|
{ |
|
UTIL_SetSize(pev, minsH, maxsH); |
|
return; |
|
} |
|
if( (fabs(UTIL_AngleDiff(pev->angles.z, 90)) < 20) || |
|
(fabs(sin(pev->angles.x / 180 * M_PI)) > 0.3) ) |
|
m_shape = SHAPE_CYL_H; |
|
else |
|
m_shape = SHAPE_CYL_V; |
|
|
|
if (m_oldshape != m_shape) |
|
{ |
|
|
|
if (m_shape == SHAPE_CYL_H) |
|
{ |
|
pev->angles.y += 90; |
|
|
|
ALERT(at_console, "setH: %f %f %f\n", pev->angles.x, pev->angles.y, pev->angles.z); |
|
|
|
UTIL_SetSize(pev, minsH, maxsH); |
|
} |
|
else if (m_shape == SHAPE_CYL_V) |
|
{ |
|
Vector mins = pev->absmin; |
|
Vector maxs = pev->absmax; |
|
|
|
mins.z = pev->absmax.z; |
|
maxs.z += 10; |
|
ALERT(at_console, "setV: %f %f %f\n", pev->angles.x, pev->angles.y, pev->angles.z); |
|
|
|
// BUGBUG -- can only find 256 entities on a prop -- should be enough |
|
CBaseEntity *pList[256]; |
|
int count = UTIL_EntitiesInBox( pList, 256, mins, maxs, FL_ONGROUND ); |
|
if ( count ) |
|
{ |
|
for ( int i = 0; i < count; i++ ) |
|
{ |
|
pList[i]->pev->origin.z += 10; |
|
} |
|
} |
|
pev->origin.z += 10; |
|
//pev->angles.y -= 90; |
|
UTIL_SetSize(pev, minsV, maxsV); |
|
} |
|
//DROP_TO_FLOOR(edict()); |
|
//pev->origin.z += 0.5; |
|
m_oldshape = m_shape; |
|
} |
|
} |
|
|
|
void CProp::DeployThink( void ) |
|
{ |
|
if( m_pHolstered ) |
|
{ |
|
if( m_pHolstered->m_pActiveItem ) |
|
{ |
|
m_pHolstered->m_pActiveItem->Deploy(); |
|
CBasePlayerWeapon *weapon = (CBasePlayerWeapon *) m_pHolstered->m_pActiveItem->GetWeaponPtr(); |
|
if( weapon ) |
|
{ |
|
weapon->m_flNextPrimaryAttack = 0; |
|
weapon->m_flNextSecondaryAttack = 0; |
|
} |
|
} |
|
m_pHolstered ->m_iHideHUD &= ~HIDEHUD_WEAPONS; |
|
m_pHolstered = NULL; |
|
} |
|
if( m_pfnThink == &CProp::DeployThink ) |
|
{ |
|
pev->nextthink = gpGlobals->time + m_flRespawnTime; |
|
SetThink( &CProp::RespawnThink ); |
|
} |
|
} |
|
|
|
void CProp::BounceTouch(CBaseEntity *pOther) |
|
{ |
|
//ALERT( at_console, "BounceTouch: %f %f %f\n", pev->angles.x, pev->angles.y, pev->angles.z ); |
|
// only do damage if we're moving fairly fast |
|
DeployThink(); |
|
|
|
if ( m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 300) |
|
{ |
|
entvars_t *pevOwner = VARS(m_attacker); |
|
if (pevOwner) |
|
{ |
|
float dmg = 50 + pev->velocity.Length() / 40; |
|
if (pOther->edict() == m_owner2) |
|
{ |
|
dmg = 5; |
|
if (pOther->pev->button & (IN_USE)) |
|
{ |
|
dmg = 1; |
|
} |
|
} |
|
TraceResult tr = UTIL_GetGlobalTrace(); |
|
ClearMultiDamage(); |
|
pOther->TraceAttack(pevOwner, dmg, gpGlobals->v_forward, &tr, DMG_CLUB); |
|
ApplyMultiDamage(pev, pevOwner); |
|
} |
|
m_flNextAttack = gpGlobals->time + 1.0; // debounce |
|
} |
|
if( (pev->spawnflags & SF_PROP_BREAKABLE) && (pev->velocity.Length() > 700) ) |
|
{ |
|
Killed( VARS(m_attacker), GIB_NORMAL ); |
|
Die(); |
|
} |
|
|
|
pev->velocity = pev->velocity + pOther->pev->velocity; |
|
float dp = cos(M_PI / 180 * UTIL_AngleDiff(UTIL_VecToAngles(pev->velocity).y, pev->angles.y)); |
|
if (pev->flags & FL_ONGROUND || fabs(pev->velocity.z) < 40) |
|
{ |
|
CheckRotate(); |
|
if (m_shape == SHAPE_CYL_H) |
|
{ |
|
|
|
pev->velocity.x *= fabs(dp) * 0.8 + 0.2; |
|
pev->velocity.y *= fabs(dp) * 0.8 + 0.2; |
|
pev->velocity.z -= 20; |
|
pev->avelocity.x = -dp*pev->velocity.Length()* 1.5; |
|
pev->avelocity.y = 0; |
|
pev->avelocity.z = 0; |
|
pev->angles.z += UTIL_AngleDiff(90, pev->angles.z) * 0.7; |
|
//AngleThink(); |
|
} |
|
else if (m_shape == SHAPE_CYL_V) |
|
{ |
|
// pev->angles.z *= 0.3; |
|
//pev->angles.x *= 0.3; |
|
//AngleThink(); |
|
//CheckRotate(); |
|
pev->velocity.z *= m_flFloorFriction; |
|
pev->velocity.x *= m_flFloorFriction; |
|
pev->velocity.y *= m_flFloorFriction; |
|
pev->velocity.z -= 10; |
|
pev->avelocity.y = pev->avelocity.y*0.4 + RANDOM_FLOAT(30, -30); |
|
} |
|
else if( m_shape == SHAPE_SPHERE ) |
|
{ |
|
pev->velocity.z -= 20; |
|
pev->avelocity.x = -cos(M_PI / 180 * UTIL_AngleDiff(UTIL_VecToAngles(pev->velocity).y, pev->angles.y))*pev->velocity.Length()* 1.5; |
|
pev->avelocity.y = -sin(M_PI / 180 * UTIL_AngleDiff(UTIL_VecToAngles(pev->velocity).y, pev->angles.y))*pev->velocity.Length()* 1.5;; |
|
pev->avelocity.z = 0; |
|
} |
|
else if( m_shape == SHAPE_BOX || m_shape == SHAPE_GENERIC ) |
|
{ |
|
pev->velocity.z *= m_flFloorFriction; |
|
pev->velocity.x *= m_flFloorFriction; |
|
pev->velocity.y *= m_flFloorFriction; |
|
pev->velocity.z -= 10; |
|
} |
|
|
|
} |
|
else |
|
{ |
|
{ |
|
pev->velocity.z *= 0.3; |
|
pev->velocity.y *= m_flCollideFriction; |
|
pev->velocity.x *= m_flCollideFriction; |
|
if( m_shape != SHAPE_SPHERE ) |
|
{ |
|
pev->avelocity.y = pev->avelocity.y*0.4 + RANDOM_FLOAT(100, -100); |
|
pev->avelocity.x = pev->avelocity.x*0.5 + RANDOM_FLOAT(100, -100); |
|
} |
|
} |
|
//pev->avelocity.z = pev->avelocity.z*0.5 + RANDOM_FLOAT ( 1, -1 ); |
|
BounceSound(); |
|
} |
|
pev->framerate = pev->velocity.Length() / 200.0; |
|
if (pev->framerate > 1.0) |
|
pev->framerate = 1; |
|
else if (pev->framerate < 0.2) |
|
{ |
|
CheckRotate(); |
|
AngleThink(); |
|
if (pev->angles.z == 0 || pev->angles.z == 90) |
|
pev->framerate = 0; |
|
else |
|
pev->framerate = 0.2; |
|
} |
|
} |
|
|
|
void CProp::BounceSound(void) |
|
{ |
|
switch (RANDOM_LONG(0, 2)) |
|
{ |
|
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM); break; |
|
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM); break; |
|
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM); break; |
|
} |
|
} |
|
|
|
void CProp::Spawn(void) |
|
{ |
|
|
|
Precache(); |
|
|
|
if( minsH == g_vecZero ) |
|
{ |
|
// default barrel parameters |
|
minsV = Vector(-10, -10, -17); |
|
maxsV = Vector(10, 10, 18); |
|
minsH = Vector(-10, -10, -10); |
|
maxsH = Vector(10, 10, 13); |
|
} |
|
m_flCollideFriction = 0.7; |
|
m_flFloorFriction = 0.5; |
|
spawnOrigin = pev->origin; |
|
spawnAngles = pev->angles; |
|
m_flSpawnHealth = pev->health; |
|
if( m_flSpawnHealth <= 0 ) |
|
m_flSpawnHealth = 30; |
|
if( !m_flRespawnTime ) |
|
m_flRespawnTime = 20; |
|
pev->dmg = 100; |
|
PropRespawn(); |
|
} |
|
|
|
void CProp::PropRespawn() |
|
{ |
|
pev->movetype = MOVETYPE_BOUNCE; |
|
pev->solid = SOLID_SLIDEBOX; |
|
pev->angles = spawnAngles; |
|
pev->takedamage = DAMAGE_YES; |
|
pev->velocity = pev->avelocity = g_vecZero; |
|
SET_MODEL( ENT(pev), STRING(pev->model) ); |
|
UTIL_SetOrigin( pev, spawnOrigin ); |
|
|
|
m_oldshape = (PropShape)-1; |
|
CheckRotate(); |
|
pev->health = m_flSpawnHealth; |
|
SetTouch( &CProp::BounceTouch); |
|
SetUse( &CProp::Use); |
|
pev->effects &= ~EF_NODRAW; |
|
pev->framerate = 1.0f; |
|
UTIL_SetOrigin( pev, spawnOrigin ); |
|
} |
|
|
|
void CProp::RespawnThink() |
|
{ |
|
if( !(pev->spawnflags & SF_PROP_RESPAWN)) |
|
return; |
|
PropRespawn(); |
|
} |
|
|
|
|
|
|
|
void CProp::AngleThink() |
|
{ |
|
pev->nextthink = gpGlobals->time + m_flRespawnTime; |
|
SetThink( &CProp::RespawnThink); |
|
if (!(pev->flags & FL_ONGROUND || fabs(pev->velocity.z) < 40)) |
|
{ |
|
m_owner2 = m_attacker = 0; |
|
return; |
|
} |
|
if (m_shape == SHAPE_CYL_H) |
|
{ |
|
pev->angles.z += UTIL_AngleDiff(90, pev->angles.z) * 0.7; |
|
if (fabs(UTIL_AngleDiff(90, pev->angles.z)) > 0.1) |
|
{ |
|
SetThink( &CProp::AngleThink); |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
//ALERT( at_console, "AngleThink: %f %f %f\n", pev->angles.x, pev->angles.y, pev->angles.z ); |
|
pev->avelocity.y = pev->avelocity.z = 0; |
|
} |
|
else if (m_shape == SHAPE_CYL_V) |
|
{ |
|
if (fabs(UTIL_AngleDiff(90, pev->angles.z)) > 0.1) |
|
{ |
|
SetThink( &CProp::AngleThink); |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
pev->angles.z += UTIL_AngleDiff(0, pev->angles.z) * 0.7; |
|
//pev->angles.x += UTIL_AngleDiff( 0, pev->angles.x ) * 0.3; |
|
pev->avelocity.x = pev->avelocity.y = pev->avelocity.z = 0; |
|
} |
|
else if (m_shape == SHAPE_BOX) |
|
{ |
|
Vector iangles; |
|
iangles.x = round( pev->angles.x / 90 ) * 90; |
|
iangles.y = round( pev->angles.y / 90 ) * 90; |
|
iangles.z = round( pev->angles.z / 90 ) * 90; |
|
if (fabs(UTIL_AngleDiff(iangles.x, pev->angles.x)) > 0.1 || |
|
//fabs(UTIL_AngleDiff(iangles.y, pev->angles.y)) > 0.1 || |
|
fabs(UTIL_AngleDiff(iangles.z, pev->angles.z)) > 0.1) |
|
{ |
|
SetThink( &CProp::AngleThink); |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
pev->angles.x += UTIL_AngleDiff(iangles.x, pev->angles.x) * 0.6; |
|
//pev->angles.y += UTIL_AngleDiff(iangles.y, pev->angles.y) * 0.6; |
|
pev->angles.z += UTIL_AngleDiff(iangles.z, pev->angles.z) * 0.6; |
|
|
|
pev->avelocity.x = pev->avelocity.y = pev->avelocity.z = 0; |
|
} |
|
else if (m_shape == SHAPE_NOROTATE) |
|
{ |
|
pev->avelocity.x = pev->avelocity.y = pev->avelocity.z = 0; |
|
Vector iangles = spawnAngles; |
|
if (fabs(UTIL_AngleDiff(iangles.x, pev->angles.x)) > 0.1 || |
|
fabs(UTIL_AngleDiff(iangles.y, pev->angles.y)) > 0.1 || |
|
fabs(UTIL_AngleDiff(iangles.z, pev->angles.z)) > 0.1) |
|
{ |
|
SetThink( &CProp::AngleThink); |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
pev->angles.x += UTIL_AngleDiff(iangles.x, pev->angles.x) * 0.6; |
|
pev->angles.y += UTIL_AngleDiff(iangles.y, pev->angles.y) * 0.6; |
|
pev->angles.z += UTIL_AngleDiff(iangles.z, pev->angles.z) * 0.6; |
|
} |
|
else if (m_shape == SHAPE_GENERIC) |
|
{ |
|
float ianglex = 0, ianglez = 0, imaxanglediff=360.0f; |
|
// if first number is zero, it is angle |
|
// all other zeroes is array end |
|
for( int i = 0; (i < 10) && ( (i == 0 ) || m_iaCustomAnglesX[i] ); i++) |
|
{ |
|
float anglediff = fabs(UTIL_AngleDiff(pev->angles.x, m_iaCustomAnglesX[i])); |
|
if( imaxanglediff > anglediff ) |
|
{ |
|
ianglex = m_iaCustomAnglesX[i]; |
|
imaxanglediff = anglediff; |
|
} |
|
} |
|
imaxanglediff=360.0f; |
|
for( int i = 0; (i < 10) && ( (i == 0 ) || m_iaCustomAnglesZ[i] ); i++) |
|
{ |
|
float anglediff = fabs(UTIL_AngleDiff(pev->angles.z, m_iaCustomAnglesZ[i])); |
|
if( imaxanglediff > anglediff ) |
|
{ |
|
ianglez = m_iaCustomAnglesZ[i]; |
|
imaxanglediff = anglediff; |
|
} |
|
} |
|
if (fabs(UTIL_AngleDiff(ianglex, pev->angles.x)) > 0.1 || |
|
fabs(UTIL_AngleDiff(ianglez, pev->angles.z)) > 0.1 ) |
|
{ |
|
SetThink( &CProp::AngleThink); |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
pev->angles.x += UTIL_AngleDiff(ianglex, pev->angles.x) * 0.6; |
|
pev->angles.z += UTIL_AngleDiff(ianglez, pev->angles.z) * 0.6; |
|
pev->avelocity.x = pev->avelocity.y = pev->avelocity.z = 0; |
|
} |
|
pev->angles.x = UTIL_AngleMod(pev->angles.x); |
|
pev->angles.y = UTIL_AngleMod(pev->angles.y); |
|
pev->angles.z = UTIL_AngleMod(pev->angles.z); |
|
} |
|
|
|
|
|
int CProp::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) |
|
{ |
|
Vector r = (pevInflictor->origin - pev->origin); |
|
if (flDamage > 200 && ((CBaseEntity*)GET_PRIVATE(ENT(pevAttacker)))->IsPlayer()) |
|
m_attacker = ENT(pevAttacker); |
|
DeployThink(); |
|
|
|
pev->velocity = r * flDamage / -7; |
|
pev->avelocity.x = pev->avelocity.x*0.5 + RANDOM_FLOAT(100, -100); |
|
|
|
// now some func_breakable code |
|
|
|
if ( !(pev->spawnflags & SF_PROP_BREAKABLE ) ) |
|
return 0; |
|
// Breakables take double damage from the crowbar |
|
if ( bitsDamageType & DMG_CLUB ) |
|
flDamage *= 2; |
|
|
|
// Boxes / glass / etc. don't take much poison damage, just the impact of the dart - consider that 10% |
|
if ( bitsDamageType & DMG_POISON ) |
|
flDamage *= 0.1; |
|
g_vecAttackDir = r.Normalize(); |
|
|
|
// do the damage |
|
pev->health -= flDamage; |
|
if (pev->health <= 0) |
|
{ |
|
Killed( VARS(m_attacker), GIB_NORMAL ); |
|
Die(); |
|
return 0; |
|
} |
|
|
|
// Make a shard noise each time func breakable is hit. |
|
// Don't play shard noise if cbreakable actually died. |
|
|
|
DamageSound(); |
|
return 1; |
|
} |
|
void CProp::KeyValue( KeyValueData* pkvd ) |
|
{ |
|
ALERT( at_console, "%s %s\n", pkvd->szKeyName, pkvd->szValue); |
|
// UNDONE_WC: explicitly ignoring these fields, but they shouldn't be in the map file! |
|
if (FStrEq(pkvd->szKeyName, "explosion")) |
|
{ |
|
if (!stricmp(pkvd->szValue, "directed")) |
|
m_Explosion = expDirected; |
|
else if (!stricmp(pkvd->szValue, "random")) |
|
m_Explosion = expRandom; |
|
else |
|
m_Explosion = expRandom; |
|
|
|
pkvd->fHandled = TRUE; |
|
} |
|
else if (FStrEq(pkvd->szKeyName, "material")) |
|
{ |
|
int i = atoi( pkvd->szValue); |
|
|
|
// 0:glass, 1:metal, 2:flesh, 3:wood |
|
|
|
if ((i < 0) || (i >= matLastMaterial)) |
|
m_Material = matWood; |
|
else |
|
m_Material = (Materials)i; |
|
|
|
pkvd->fHandled = TRUE; |
|
} |
|
else if (FStrEq(pkvd->szKeyName, "shape")) |
|
{ |
|
int i = atoi( pkvd->szValue); |
|
|
|
if ((i < 0) || (i >= SHAPE_NOROTATE)) |
|
m_shape = SHAPE_NOROTATE; |
|
else |
|
m_shape = (PropShape)i; |
|
|
|
pkvd->fHandled = TRUE; |
|
} |
|
else if (FStrEq(pkvd->szKeyName, "gibmodel") ) |
|
{ |
|
m_iszGibModel = ALLOC_STRING(pkvd->szValue); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if (FStrEq(pkvd->szKeyName, "explodemagnitude") ) |
|
{ |
|
ExplosionSetMagnitude( atoi( pkvd->szValue ) ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if (FStrEq(pkvd->szKeyName, "respawntime") ) |
|
{ |
|
m_flRespawnTime = atof( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if (FStrEq(pkvd->szKeyName, "customanglesx")) |
|
{ |
|
UTIL_StringToIntArray( m_iaCustomAnglesX, ARRAYSIZE( m_iaCustomAnglesX ), pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if (FStrEq(pkvd->szKeyName, "customanglesz")) |
|
{ |
|
UTIL_StringToIntArray( m_iaCustomAnglesZ, ARRAYSIZE( m_iaCustomAnglesZ ), pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if (FStrEq(pkvd->szKeyName, "hmin")) |
|
{ |
|
UTIL_StringToVector( minsH, pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if (FStrEq(pkvd->szKeyName, "hmax")) |
|
{ |
|
UTIL_StringToVector( maxsH, pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if (FStrEq(pkvd->szKeyName, "vmin")) |
|
{ |
|
UTIL_StringToVector( minsV, pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if (FStrEq(pkvd->szKeyName, "vmax")) |
|
{ |
|
UTIL_StringToVector( maxsV, pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseEntity::KeyValue( pkvd ); |
|
}
|
|
|