Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "effects.h"
#include "decals.h"
#include "soundent.h"
#include "game.h"
#include "nail.h"
LINK_ENTITY_TO_CLASS( nailgun_nail, CNailGunNail )
CNailGunNail *CNailGunNail::NailCreate( BOOL bIsBradnailer )
{
// Create a new entity with CCrossbowBolt private data
CNailGunNail *pNail = GetClassPtr((CNailGunNail *)NULL);
pNail->pev->classname = MAKE_STRING("nailgun_nail");
pNail->m_bIsBradnailer = bIsBradnailer;
pNail->Spawn();
return pNail;
}
void CNailGunNail::Spawn()
{
Precache();
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
pev->gravity = 0.5;
SET_MODEL(ENT(pev), "models/nail.mdl");
UTIL_SetOrigin(pev, pev->origin);
UTIL_SetSize(pev, g_vecZero, g_vecZero);
SetTouch(&CNailGunNail::NailTouch);
SetThink(&CNailGunNail::BubbleThink);
pev->nextthink = gpGlobals->time + 0.2;
}
void CNailGunNail::Precache()
{
PRECACHE_MODEL("models/nail.mdl");
PRECACHE_SOUND("weapons/brad_hit1.wav");
PRECACHE_SOUND("weapons/brad_hit2.wav");
}
int CNailGunNail::Classify()
{
return CLASS_NONE;
}
void CNailGunNail::NailTouch( CBaseEntity *pOther )
{
SetTouch( NULL );
SetThink( NULL );
if( pOther->pev->takedamage )
{
TraceResult tr = UTIL_GetGlobalTrace();
entvars_t *pevOwner = VARS( pev->owner );
// UNDONE: this needs to call TraceAttack instead
ClearMultiDamage();
pOther->TraceAttack( pevOwner, m_bIsBradnailer ? gSkillData.plrDmg9MM : gSkillData.plrDmgMP5, pev->velocity.Normalize(), &tr, DMG_NEVERGIB );
ApplyMultiDamage( pev, pevOwner );
pev->velocity = g_vecZero;
// play body "thwack" sound
switch( RANDOM_LONG( 0, 1 ) )
{
case 0:
EMIT_SOUND( ENT( pev ), CHAN_BODY, "weapons/brad_hit1.wav", 1, ATTN_NORM );
break;
case 1:
if( m_bIsBradnailer )
EMIT_SOUND( ENT( pev ), CHAN_BODY, "weapons/brad_hit2.wav", 1, ATTN_NORM );
break;
}
Killed( pev, GIB_NEVER );
}
else
{
// EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "weapons/brad_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0, 7));
SetThink( &CBaseEntity::SUB_Remove );
pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit.
if( FClassnameIs( pOther->pev, "worldspawn" ) )
{
// if what we hit is static architecture, can stay around for a while.
Vector vecDir = pev->velocity.Normalize();
UTIL_SetOrigin( pev, pev->origin - vecDir * RANDOM_LONG( 6, 10 ) );
pev->angles = UTIL_VecToAngles( vecDir );
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_FLY;
pev->velocity = g_vecZero;
pev->avelocity.z = 0;
pev->angles.z = RANDOM_LONG( 0, 360 );
pev->nextthink = gpGlobals->time + 2.0;
}
if( UTIL_PointContents( pev->origin ) != CONTENTS_WATER && RANDOM_LONG( 0, 4 ) == 4 )
{
UTIL_Sparks( pev->origin );
}
}
}
void CNailGunNail::BubbleThink()
{
pev->nextthink = gpGlobals->time + 0.1;
if( pev->waterlevel == 0 )
return;
UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 );
}