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640 lines
16 KiB
640 lines
16 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, 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 "game.h" |
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//===================grenade |
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extern int iFgTrail; |
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LINK_ENTITY_TO_CLASS( grenade, CGrenade ) |
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// Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges |
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#define SF_DETONATE 0x0001 |
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// |
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// Grenade Explode |
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// |
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void CGrenade::Explode( Vector vecSrc, Vector vecAim ) |
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{ |
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TraceResult tr; |
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UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -32 ), ignore_monsters, ENT( pev ), & tr ); |
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Explode( &tr, DMG_BLAST ); |
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} |
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// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution. |
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void CGrenade::Explode( TraceResult *pTrace, int bitsDamageType ) |
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{ |
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// float flRndSound;// sound randomizer |
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pev->model = iStringNull;//invisible |
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pev->solid = SOLID_NOT;// intangible |
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pev->takedamage = DAMAGE_NO; |
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// Pull out of the wall a bit |
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if( pTrace->flFraction != 1.0f ) |
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{ |
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if (explosionfix.value) |
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pev->origin = pTrace->vecEndPos + ( pTrace->vecPlaneNormal * 0.6f ); |
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else |
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pev->origin = pTrace->vecEndPos + ( pTrace->vecPlaneNormal * ( pev->dmg - 24 ) * 0.6f ); |
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} |
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int iContents = UTIL_PointContents( pev->origin ); |
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MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); |
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WRITE_BYTE( TE_EXPLOSION ); // This makes a dynamic light and the explosion sprites/sound |
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WRITE_COORD( pev->origin.x ); // Send to PAS because of the sound |
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WRITE_COORD( pev->origin.y ); |
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WRITE_COORD( pev->origin.z ); |
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if( iContents != CONTENTS_WATER ) |
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{ |
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WRITE_SHORT( g_sModelIndexFireball ); |
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} |
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else |
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{ |
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WRITE_SHORT( g_sModelIndexWExplosion ); |
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} |
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WRITE_BYTE( ( pev->dmg - 50 ) * 0.6f ); // scale * 10 |
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WRITE_BYTE( 15 ); // framerate |
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WRITE_BYTE( TE_EXPLFLAG_NONE ); |
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MESSAGE_END(); |
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CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 ); |
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entvars_t *pevOwner; |
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if( pev->owner ) |
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pevOwner = VARS( pev->owner ); |
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else |
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pevOwner = NULL; |
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pev->owner = NULL; // can't traceline attack owner if this is set |
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RadiusDamage( pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType ); |
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if( RANDOM_FLOAT( 0, 1 ) < 0.5f ) |
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{ |
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UTIL_DecalTrace( pTrace, DECAL_SCORCH1 ); |
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} |
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else |
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{ |
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UTIL_DecalTrace( pTrace, DECAL_SCORCH2 ); |
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} |
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//flRndSound = RANDOM_FLOAT( 0, 1 ); |
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switch( RANDOM_LONG( 0, 2 ) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM ); |
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break; |
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} |
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//modif de Julien |
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UTIL_ScreenShake( pev->origin, 100, 85, 1.0, 500 ); |
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//==================== |
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pev->effects |= EF_NODRAW; |
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SetThink( &CGrenade::Smoke ); |
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pev->velocity = g_vecZero; |
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pev->nextthink = gpGlobals->time + 0.3f; |
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if( iContents != CONTENTS_WATER ) |
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{ |
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int sparkCount = RANDOM_LONG( 0, 3 ); |
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for( int i = 0; i < sparkCount; i++ ) |
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Create( "spark_shower", pev->origin, pTrace->vecPlaneNormal, NULL ); |
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} |
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if ( IsInGaz () ) |
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{ |
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edict_t *pFind = FIND_ENTITY_BY_CLASSNAME( NULL, "player" ); |
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CBaseEntity *pPlayer = CBaseEntity::Instance ( pFind ); |
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pPlayer->m_bFireInGaz = TRUE; |
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} |
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} |
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void CGrenade::Smoke( void ) |
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{ |
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if( UTIL_PointContents( pev->origin ) == CONTENTS_WATER ) |
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{ |
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UTIL_Bubbles( pev->origin - Vector( 64, 64, 64 ), pev->origin + Vector( 64, 64, 64 ), 100 ); |
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} |
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else |
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{ |
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); |
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WRITE_BYTE( TE_SMOKE ); |
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WRITE_COORD( pev->origin.x ); |
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WRITE_COORD( pev->origin.y ); |
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WRITE_COORD( pev->origin.z ); |
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WRITE_SHORT( g_sModelIndexSmoke ); |
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WRITE_BYTE( (int)( ( pev->dmg - 50 ) * 0.8f ) ); // scale * 10 |
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WRITE_BYTE( 12 ); // framerate |
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MESSAGE_END(); |
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} |
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UTIL_Remove( this ); |
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} |
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void CGrenade::Killed( entvars_t *pevAttacker, int iGib ) |
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{ |
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Detonate(); |
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} |
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// Timed grenade, this think is called when time runs out. |
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void CGrenade::DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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SetThink( &CGrenade::Detonate ); |
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pev->nextthink = gpGlobals->time; |
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} |
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void CGrenade::PreDetonate( void ) |
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{ |
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CSoundEnt::InsertSound( bits_SOUND_DANGER, pev->origin, 400, 0.3 ); |
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SetThink( &CGrenade::Detonate ); |
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pev->nextthink = gpGlobals->time + 1; |
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} |
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void CGrenade::Detonate( void ) |
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{ |
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TraceResult tr; |
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Vector vecSpot;// trace starts here! |
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vecSpot = pev->origin + Vector( 0, 0, 8 ); |
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UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -40 ), ignore_monsters, ENT(pev), &tr ); |
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Explode( &tr, DMG_BLAST ); |
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} |
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//modif de Julien |
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//grenade |
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CGrenade * CGrenade :: ShootFrag( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, int mode ) |
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{ |
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CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL ); |
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pGrenade->Spawn(); |
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UTIL_SetOrigin( pGrenade->pev, vecStart ); |
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pGrenade->pev->velocity = vecVelocity; |
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pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity); |
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pGrenade->pev->owner = ENT(pevOwner); |
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pGrenade->pev->solid = SOLID_BBOX; |
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if ( mode == 1 ) |
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{ |
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SET_MODEL(ENT(pGrenade->pev), "models/w_fgrenade.mdl"); |
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pGrenade->SetTouch( &CGrenade::FragTouch ); |
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pGrenade->SetThink( &CGrenade::FragThink ); |
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pGrenade->pev->nextthink = gpGlobals->time + 0.1; |
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} |
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else |
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{ |
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SET_MODEL(ENT(pGrenade->pev), "models/w_frag.mdl"); |
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pGrenade->SetThink( &CGrenade::Detonate ); |
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pGrenade->pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 2,3 ); |
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pGrenade->pev->solid = SOLID_NOT; |
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} |
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
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WRITE_BYTE( TE_BEAMFOLLOW ); |
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WRITE_SHORT(pGrenade->entindex()); // entity |
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WRITE_SHORT(iFgTrail ); // model |
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WRITE_BYTE( 10 ); // life |
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WRITE_BYTE( 1.5 ); // width |
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WRITE_BYTE( 240 ); // r, g, b |
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WRITE_BYTE( 215 ); // r, g, b |
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WRITE_BYTE( 80 ); // r, g, b |
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WRITE_BYTE( 200 ); // brightness |
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MESSAGE_END(); |
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pGrenade->pev->sequence = 4; |
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pGrenade->pev->framerate = 6; |
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pGrenade->pev->gravity = 0.35; |
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pGrenade->pev->friction = 0.9; |
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pGrenade->pev->dmg = 100; |
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return pGrenade; |
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} |
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void CGrenade :: FragTouch( CBaseEntity *pOther ) |
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{ |
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for ( int i = 0 ; i < 7 ; i++ ) |
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{ |
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Vector ang; |
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ang.x = RANDOM_LONG( -90,-30 ); |
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ang.y = RANDOM_LONG( -180, 180 ); |
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float flVel = fabs ( (ang.x / 90) * 300 ) + 100; |
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UTIL_MakeVectors ( ang ); |
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CGrenade :: ShootFrag( pev, pev->origin, gpGlobals->v_forward * flVel , 0 ); |
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} |
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SetTouch( NULL ); |
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SetThink( &CGrenade::Detonate ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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} |
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void CGrenade :: FragThink( void ) |
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{ |
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if (!IsInWorld()) |
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{ |
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UTIL_Remove( this ); |
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return; |
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} |
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StudioFrameAdvance( ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin + pev->velocity * (pev->dmgtime - gpGlobals->time), 400, 0.1 ); |
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if (pev->waterlevel != 0) |
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{ |
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pev->velocity = pev->velocity * 0.5; |
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pev->framerate = 0.2; |
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} |
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} |
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//============================= |
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// |
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// Contact grenade, explode when it touches something |
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// |
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void CGrenade::ExplodeTouch( CBaseEntity *pOther ) |
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{ |
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TraceResult tr; |
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Vector vecSpot;// trace starts here! |
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pev->enemy = pOther->edict(); |
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vecSpot = pev->origin - pev->velocity.Normalize() * 32; |
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UTIL_TraceLine( vecSpot, vecSpot + pev->velocity.Normalize() * 64, ignore_monsters, ENT( pev ), &tr ); |
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Explode( &tr, DMG_BLAST ); |
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} |
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void CGrenade::DangerSoundThink( void ) |
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{ |
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if( !IsInWorld() ) |
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{ |
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UTIL_Remove( this ); |
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return; |
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} |
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CSoundEnt::InsertSound( bits_SOUND_DANGER, pev->origin + pev->velocity * 0.5f, (int)pev->velocity.Length(), 0.2 ); |
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pev->nextthink = gpGlobals->time + 0.2f; |
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if( pev->waterlevel != 0 ) |
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{ |
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pev->velocity = pev->velocity * 0.5f; |
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} |
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} |
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void CGrenade::BounceTouch( CBaseEntity *pOther ) |
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{ |
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// don't hit the guy that launched this grenade |
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if( pOther->edict() == pev->owner ) |
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return; |
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// only do damage if we're moving fairly fast |
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if( m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 100 ) |
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{ |
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entvars_t *pevOwner = VARS( pev->owner ); |
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if( pevOwner ) |
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{ |
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TraceResult tr = UTIL_GetGlobalTrace(); |
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ClearMultiDamage(); |
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pOther->TraceAttack( pevOwner, 1, gpGlobals->v_forward, &tr, DMG_CLUB ); |
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ApplyMultiDamage( pev, pevOwner ); |
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} |
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m_flNextAttack = gpGlobals->time + 1.0f; // debounce |
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} |
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Vector vecTestVelocity; |
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// pev->avelocity = Vector( 300, 300, 300 ); |
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// this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical |
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// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity. |
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// trimming the Z velocity a bit seems to help quite a bit. |
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vecTestVelocity = pev->velocity; |
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vecTestVelocity.z *= 0.45f; |
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if( !m_fRegisteredSound && vecTestVelocity.Length() <= 60 ) |
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{ |
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//ALERT( at_console, "Grenade Registered!: %f\n", vecTestVelocity.Length() ); |
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// grenade is moving really slow. It's probably very close to where it will ultimately stop moving. |
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// go ahead and emit the danger sound. |
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// register a radius louder than the explosion, so we make sure everyone gets out of the way |
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CSoundEnt::InsertSound( bits_SOUND_DANGER, pev->origin, (int)( pev->dmg / 0.4f ), 0.3f ); |
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m_fRegisteredSound = TRUE; |
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} |
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if( pev->flags & FL_ONGROUND ) |
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{ |
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// add a bit of static friction |
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pev->velocity = pev->velocity * 0.8f; |
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pev->sequence = RANDOM_LONG( 1, 1 ); |
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} |
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else |
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{ |
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// play bounce sound |
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BounceSound(); |
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} |
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pev->framerate = pev->velocity.Length() / 200.0f; |
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if( pev->framerate > 1.0f ) |
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pev->framerate = 1.0f; |
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else if( pev->framerate < 0.5f ) |
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pev->framerate = 0.0f; |
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} |
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void CGrenade::SlideTouch( CBaseEntity *pOther ) |
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{ |
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// don't hit the guy that launched this grenade |
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if( pOther->edict() == pev->owner ) |
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return; |
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// pev->avelocity = Vector( 300, 300, 300 ); |
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if( pev->flags & FL_ONGROUND ) |
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{ |
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// add a bit of static friction |
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pev->velocity = pev->velocity * 0.95f; |
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if( pev->velocity.x != 0 || pev->velocity.y != 0 ) |
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{ |
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// maintain sliding sound |
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} |
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} |
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else |
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{ |
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BounceSound(); |
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} |
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} |
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void CGrenade::BounceSound( void ) |
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{ |
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switch( RANDOM_LONG( 0, 2 ) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM ); |
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break; |
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} |
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} |
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void CGrenade::TumbleThink( void ) |
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{ |
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if( !IsInWorld() ) |
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{ |
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UTIL_Remove( this ); |
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return; |
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} |
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StudioFrameAdvance(); |
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pev->nextthink = gpGlobals->time + 0.1f; |
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if( pev->dmgtime - 1 < gpGlobals->time ) |
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{ |
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CSoundEnt::InsertSound( bits_SOUND_DANGER, pev->origin + pev->velocity * ( pev->dmgtime - gpGlobals->time ), 400, 0.1 ); |
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} |
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if( pev->dmgtime <= gpGlobals->time ) |
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{ |
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SetThink( &CGrenade::Detonate ); |
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} |
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if( pev->waterlevel != 0 ) |
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{ |
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pev->velocity = pev->velocity * 0.5f; |
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pev->framerate = 0.2f; |
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} |
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} |
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void CGrenade::Spawn( void ) |
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{ |
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pev->movetype = MOVETYPE_BOUNCE; |
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pev->classname = MAKE_STRING( "grenade" ); |
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pev->solid = SOLID_BBOX; |
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SET_MODEL( ENT( pev ), "models/grenade.mdl" ); |
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UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); |
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pev->dmg = 100; |
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m_fRegisteredSound = FALSE; |
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} |
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CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ) |
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{ |
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CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL ); |
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pGrenade->Spawn(); |
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// contact grenades arc lower |
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pGrenade->pev->gravity = 0.5;// lower gravity since grenade is aerodynamic and engine doesn't know it. |
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UTIL_SetOrigin( pGrenade->pev, vecStart ); |
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pGrenade->pev->velocity = vecVelocity; |
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pGrenade->pev->angles = UTIL_VecToAngles( pGrenade->pev->velocity ); |
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pGrenade->pev->owner = ENT( pevOwner ); |
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// make monsters afaid of it while in the air |
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pGrenade->SetThink( &CGrenade::DangerSoundThink ); |
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pGrenade->pev->nextthink = gpGlobals->time; |
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// Tumble in air |
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pGrenade->pev->avelocity.x = RANDOM_FLOAT( -100, -500 ); |
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// Explode on contact |
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pGrenade->SetTouch( &CGrenade::ExplodeTouch ); |
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pGrenade->pev->dmg = gSkillData.plrDmgM203Grenade; |
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return pGrenade; |
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} |
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CGrenade *CGrenade::ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ) |
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{ |
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CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL ); |
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pGrenade->Spawn(); |
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UTIL_SetOrigin( pGrenade->pev, vecStart ); |
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pGrenade->pev->velocity = vecVelocity; |
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pGrenade->pev->angles = UTIL_VecToAngles( pGrenade->pev->velocity ); |
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pGrenade->pev->owner = ENT( pevOwner ); |
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pGrenade->SetTouch( &CGrenade::BounceTouch ); // Bounce if touched |
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// Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate |
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// will insert a DANGER sound into the world sound list and delay detonation for one second so that |
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// the grenade explodes after the exact amount of time specified in the call to ShootTimed(). |
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pGrenade->pev->dmgtime = gpGlobals->time + time; |
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pGrenade->SetThink( &CGrenade::TumbleThink ); |
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pGrenade->pev->nextthink = gpGlobals->time + 0.1f; |
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if( time < 0.1f ) |
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{ |
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pGrenade->pev->nextthink = gpGlobals->time; |
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pGrenade->pev->velocity = Vector( 0, 0, 0 ); |
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} |
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pGrenade->pev->sequence = RANDOM_LONG( 3, 6 ); |
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pGrenade->pev->framerate = 1.0f; |
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// Tumble through the air |
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// pGrenade->pev->avelocity.x = -400; |
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pGrenade->pev->gravity = 0.5f; |
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pGrenade->pev->friction = 0.8f; |
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SET_MODEL( ENT( pGrenade->pev ), "models/w_grenade.mdl" ); |
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pGrenade->pev->dmg = 100; |
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return pGrenade; |
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} |
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CGrenade *CGrenade::ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ) |
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{ |
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CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL ); |
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pGrenade->pev->movetype = MOVETYPE_BOUNCE; |
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pGrenade->pev->classname = MAKE_STRING( "grenade" ); |
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|
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pGrenade->pev->solid = SOLID_BBOX; |
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|
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SET_MODEL( ENT( pGrenade->pev ), "models/grenade.mdl" ); // Change this to satchel charge model |
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|
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UTIL_SetSize( pGrenade->pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); |
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|
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pGrenade->pev->dmg = 200; |
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UTIL_SetOrigin( pGrenade->pev, vecStart ); |
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pGrenade->pev->velocity = vecVelocity; |
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pGrenade->pev->angles = g_vecZero; |
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pGrenade->pev->owner = ENT( pevOwner ); |
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|
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// Detonate in "time" seconds |
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pGrenade->SetThink( &CBaseEntity::SUB_DoNothing ); |
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pGrenade->SetUse( &CGrenade::DetonateUse ); |
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pGrenade->SetTouch( &CGrenade::SlideTouch ); |
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pGrenade->pev->spawnflags = SF_DETONATE; |
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|
|
pGrenade->pev->friction = 0.9f; |
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|
|
return pGrenade; |
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} |
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|
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void CGrenade::UseSatchelCharges( entvars_t *pevOwner, SATCHELCODE code ) |
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{ |
|
edict_t *pentFind; |
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edict_t *pentOwner; |
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|
|
if( !pevOwner ) |
|
return; |
|
|
|
CBaseEntity *pOwner = CBaseEntity::Instance( pevOwner ); |
|
|
|
pentOwner = pOwner->edict(); |
|
|
|
pentFind = FIND_ENTITY_BY_CLASSNAME( NULL, "grenade" ); |
|
while( !FNullEnt( pentFind ) ) |
|
{ |
|
CBaseEntity *pEnt = Instance( pentFind ); |
|
if( pEnt ) |
|
{ |
|
if( FBitSet( pEnt->pev->spawnflags, SF_DETONATE ) && pEnt->pev->owner == pentOwner ) |
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{ |
|
if( code == SATCHEL_DETONATE ) |
|
pEnt->Use( pOwner, pOwner, USE_ON, 0 ); |
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else // SATCHEL_RELEASE |
|
pEnt->pev->owner = NULL; |
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} |
|
} |
|
pentFind = FIND_ENTITY_BY_CLASSNAME( pentFind, "grenade" ); |
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} |
|
} |
|
|
|
//======================end grenade |
|
|
|
|
|
//modif de Julien |
|
//========================================= |
|
// pour les trigger_gaz |
|
//========================================= |
|
|
|
BOOL CGrenade::IsInGaz ( void ) |
|
{ |
|
Vector vecPlayer = Center (); |
|
|
|
CBaseEntity *pFind = NULL; |
|
edict_t *pTrigger = NULL; |
|
pTrigger = FIND_ENTITY_BY_CLASSNAME( NULL, "trigger_gaz" ); |
|
|
|
while ( !FNullEnt ( pTrigger ) ) |
|
{ |
|
pFind = CBaseEntity::Instance ( pTrigger ); |
|
|
|
if ( vecPlayer.x > pFind->pev->absmin.x && vecPlayer.x < pFind->pev->absmax.x && |
|
vecPlayer.y > pFind->pev->absmin.y && vecPlayer.y < pFind->pev->absmax.y && |
|
vecPlayer.z > pFind->pev->absmin.z && vecPlayer.z < pFind->pev->absmax.z ) // Player est ds le trigger |
|
{ |
|
return TRUE; |
|
} |
|
else |
|
{ |
|
pTrigger = FIND_ENTITY_BY_CLASSNAME( pTrigger, "trigger_gaz" ); |
|
} |
|
|
|
} |
|
return FALSE; |
|
} |
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