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998 lines
24 KiB
998 lines
24 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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===== bmodels.cpp ======================================================== |
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spawn, think, and use functions for entities that use brush models |
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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 "saverestore.h" |
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#include "func_break.h" |
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#include "decals.h" |
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#include "explode.h" |
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extern DLL_GLOBAL Vector g_vecAttackDir; |
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// =================== FUNC_Breakable ============================================== |
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// Just add more items to the bottom of this array and they will automagically be supported |
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// This is done instead of just a classname in the FGD so we can control which entities can |
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// be spawned, and still remain fairly flexible |
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const char *CBreakable::pSpawnObjects[] = |
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{ |
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NULL, // 0 |
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"item_battery", // 1 |
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"item_healthkit", // 2 |
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"weapon_9mmhandgun", // 3 |
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"ammo_9mmclip", // 4 |
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"weapon_9mmAR", // 5 |
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"ammo_9mmAR", // 6 |
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"ammo_ARgrenades", // 7 |
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"weapon_shotgun", // 8 |
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"ammo_buckshot", // 9 |
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"weapon_crossbow", // 10 |
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"ammo_crossbow", // 11 |
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"weapon_rpg", // 12 |
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"ammo_rpgclip", // 13 |
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"weapon_handgrenade", // 14 |
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"weapon_tripmine", // 15 |
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"weapon_satchel", // 16 |
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"weapon_snark", // 17 |
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"weapon_ak47", // 18 |
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"ammo_ak47", // 19 |
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"weapon_mac10", // 20 |
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"ammo_mac10", |
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}; |
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void CBreakable::KeyValue( KeyValueData* pkvd ) |
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{ |
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// UNDONE_WC: explicitly ignoring these fields, but they shouldn't be in the map file! |
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if( FStrEq( pkvd->szKeyName, "explosion" ) ) |
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{ |
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if( !stricmp( pkvd->szValue, "directed" ) ) |
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m_Explosion = expDirected; |
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else if( !stricmp( pkvd->szValue, "random" ) ) |
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m_Explosion = expRandom; |
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else |
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m_Explosion = expRandom; |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "material" ) ) |
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{ |
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int i = atoi( pkvd->szValue ); |
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// 0:glass, 1:metal, 2:flesh, 3:wood |
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if( ( i < 0 ) || ( i >= matLastMaterial ) ) |
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m_Material = matWood; |
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else |
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m_Material = (Materials)i; |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "deadmodel" ) ) |
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{ |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "shards" ) ) |
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{ |
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//m_iShards = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "gibmodel" ) ) |
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{ |
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m_iszGibModel = ALLOC_STRING( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "spawnobject" ) ) |
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{ |
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int object = atoi( pkvd->szValue ); |
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if( object > 0 && object < (int)ARRAYSIZE( pSpawnObjects ) ) |
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m_iszSpawnObject = MAKE_STRING( pSpawnObjects[object] ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "explodemagnitude" ) ) |
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{ |
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ExplosionSetMagnitude( atoi( pkvd->szValue ) ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "lip" ) ) |
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pkvd->fHandled = TRUE; |
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else |
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CBaseDelay::KeyValue( pkvd ); |
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} |
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// |
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// func_breakable - bmodel that breaks into pieces after taking damage |
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// |
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LINK_ENTITY_TO_CLASS( func_breakable, CBreakable ) |
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TYPEDESCRIPTION CBreakable::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CBreakable, m_Material, FIELD_INTEGER ), |
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DEFINE_FIELD( CBreakable, m_Explosion, FIELD_INTEGER ), |
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// Don't need to save/restore these because we precache after restore |
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// DEFINE_FIELD( CBreakable, m_idShard, FIELD_INTEGER ), |
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DEFINE_FIELD( CBreakable, m_angle, FIELD_FLOAT ), |
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DEFINE_FIELD( CBreakable, m_iszGibModel, FIELD_STRING ), |
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DEFINE_FIELD( CBreakable, m_iszSpawnObject, FIELD_STRING ), |
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// Explosion magnitude is stored in pev->impulse |
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}; |
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IMPLEMENT_SAVERESTORE( CBreakable, CBaseEntity ) |
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void CBreakable::Spawn( void ) |
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{ |
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Precache(); |
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if( FBitSet( pev->spawnflags, SF_BREAK_TRIGGER_ONLY ) ) |
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pev->takedamage = DAMAGE_NO; |
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else |
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pev->takedamage = DAMAGE_YES; |
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pev->solid = SOLID_BSP; |
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pev->movetype = MOVETYPE_PUSH; |
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m_angle = pev->angles.y; |
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pev->angles.y = 0; |
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// HACK: matGlass can receive decals, we need the client to know about this |
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// so use class to store the material flag |
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if( m_Material == matGlass ) |
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{ |
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pev->playerclass = 1; |
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} |
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SET_MODEL( ENT( pev ), STRING( pev->model ) );//set size and link into world. |
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SetTouch( &CBreakable::BreakTouch ); |
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if( FBitSet( pev->spawnflags, SF_BREAK_TRIGGER_ONLY ) ) // Only break on trigger |
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SetTouch( NULL ); |
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// Flag unbreakable glass as "worldbrush" so it will block ALL tracelines |
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if( !IsBreakable() && pev->rendermode != kRenderNormal ) |
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pev->flags |= FL_WORLDBRUSH; |
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} |
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const char *CBreakable::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 *CBreakable::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 *CBreakable::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 *CBreakable::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 *CBreakable::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 **CBreakable::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 CBreakable::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( pSoundList[i] ); |
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} |
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} |
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void CBreakable::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, 1.0f ); |
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} |
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void CBreakable::Precache( void ) |
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{ |
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const char *pGibName = NULL; |
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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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case matNone: |
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case matLastMaterial: |
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break; |
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default: |
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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( pGibName ); |
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// Precache the spawn item's data |
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if( m_iszSpawnObject ) |
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UTIL_PrecacheOther( STRING( m_iszSpawnObject ) ); |
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} |
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// play shard sound when func_breakable takes damage. |
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// the more damage, the louder the shard sound. |
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void CBreakable::DamageSound( void ) |
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{ |
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int pitch; |
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float fvol; |
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const char *rgpsz[6]; |
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int i = 0; |
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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 CBreakable::BreakTouch( CBaseEntity *pOther ) |
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{ |
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float flDamage; |
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entvars_t* pevToucher = pOther->pev; |
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// only players can break these right now |
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if( !pOther->IsPlayer() || !IsBreakable() ) |
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{ |
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return; |
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} |
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if( FBitSet( pev->spawnflags, SF_BREAK_TOUCH ) ) |
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{ |
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// can be broken when run into |
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flDamage = pevToucher->velocity.Length() * 0.01f; |
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if( flDamage >= pev->health ) |
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{ |
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SetTouch( NULL ); |
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TakeDamage( pevToucher, pevToucher, flDamage, DMG_CRUSH ); |
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// do a little damage to player if we broke glass or computer |
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pOther->TakeDamage( pev, pev, flDamage/4, DMG_SLASH ); |
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} |
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} |
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if( FBitSet( pev->spawnflags, SF_BREAK_PRESSURE ) && pevToucher->absmin.z >= pev->maxs.z - 2 ) |
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{ |
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// can be broken when stood upon |
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// play creaking sound here. |
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DamageSound(); |
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SetThink( &CBreakable::Die ); |
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SetTouch( NULL ); |
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if( m_flDelay == 0.0f ) |
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{ |
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// !!!BUGBUG - why doesn't zero delay work? |
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m_flDelay = 0.1f; |
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} |
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pev->nextthink = pev->ltime + m_flDelay; |
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} |
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} |
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// |
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// Smash the our breakable object |
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// |
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// Break when triggered |
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void CBreakable::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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if( IsBreakable() ) |
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{ |
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pev->angles.y = m_angle; |
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UTIL_MakeVectors( pev->angles ); |
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g_vecAttackDir = gpGlobals->v_forward; |
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Die(); |
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} |
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} |
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void CBreakable::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) |
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{ |
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// random spark if this is a 'computer' object |
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if( RANDOM_LONG( 0, 1 ) ) |
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{ |
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switch( m_Material ) |
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{ |
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case matComputer: |
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{ |
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UTIL_Sparks( ptr->vecEndPos ); |
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float flVolume = RANDOM_FLOAT( 0.7f, 1.0f );//random volume range |
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switch( RANDOM_LONG( 0, 1 ) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "buttons/spark5.wav", flVolume, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM ); |
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break; |
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} |
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} |
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break; |
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case matUnbreakableGlass: |
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UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 0.5f, 1.5f ) ); |
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break; |
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default: |
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break; |
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} |
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} |
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CBaseDelay::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); |
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} |
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//========================================================= |
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// Special takedamage for func_breakable. Allows us to make |
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// exceptions that are breakable-specific |
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// bitsDamageType indicates the type of damage sustained ie: DMG_CRUSH |
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//========================================================= |
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int CBreakable::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
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{ |
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Vector vecTemp; |
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// if Attacker == Inflictor, the attack was a melee or other instant-hit attack. |
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// (that is, no actual entity projectile was involved in the attack so use the shooter's origin). |
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if( pevAttacker == pevInflictor ) |
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{ |
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vecTemp = pevInflictor->origin - ( pev->absmin + ( pev->size * 0.5f ) ); |
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// if a client hit the breakable with a crowbar, and breakable is crowbar-sensitive, break it now. |
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if( FBitSet ( pevAttacker->flags, FL_CLIENT ) && |
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FBitSet ( pev->spawnflags, SF_BREAK_CROWBAR ) && ( bitsDamageType & DMG_CLUB ) ) |
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flDamage = pev->health; |
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} |
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else |
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// an actual missile was involved. |
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{ |
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vecTemp = pevInflictor->origin - ( pev->absmin + ( pev->size * 0.5f ) ); |
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} |
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if( !IsBreakable() ) |
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return 0; |
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// Breakables take double damage from the crowbar |
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if( bitsDamageType & DMG_CLUB ) |
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flDamage *= 2.0f; |
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// Boxes / glass / etc. don't take much poison damage, just the impact of the dart - consider that 10% |
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if( bitsDamageType & DMG_POISON ) |
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flDamage *= 0.1f; |
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|
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// this global is still used for glass and other non-monster killables, along with decals. |
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g_vecAttackDir = vecTemp.Normalize(); |
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|
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// do the damage |
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pev->health -= flDamage; |
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if( pev->health <= 0 ) |
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{ |
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Killed( pevAttacker, GIB_NORMAL ); |
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Die(); |
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return 0; |
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} |
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// Make a shard noise each time func breakable is hit. |
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// Don't play shard noise if cbreakable actually died. |
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DamageSound(); |
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return 1; |
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} |
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void CBreakable::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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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( 0.85f, 1.0 ) + ( fabs( pev->health ) / 100.0f ); |
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if( fvol > 1.0f ) |
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fvol = 1.0f; |
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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: |
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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: |
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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: |
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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: |
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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: |
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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: |
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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: |
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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: |
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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: |
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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: |
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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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case matNone: |
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case matLastMaterial: |
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case matUnbreakableGlass: |
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break; |
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default: |
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break; |
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} |
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if( m_Explosion == expDirected ) |
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vecVelocity = g_vecAttackDir * 200.0f; |
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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 ) * 0.5f; |
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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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// 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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// 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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// # of shards |
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WRITE_BYTE( 0 ); // let client decide |
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// duration |
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WRITE_BYTE( 25 );// 2.5 seconds |
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// flags |
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WRITE_BYTE( cFlag ); |
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MESSAGE_END(); |
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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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// !!! 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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// 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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// Don't fire something that could fire myself |
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pev->targetname = 0; |
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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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SetThink( &CBaseEntity::SUB_Remove ); |
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pev->nextthink = pev->ltime + 0.1f; |
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if( m_iszSpawnObject ) |
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CBaseEntity::Create( STRING( m_iszSpawnObject ), VecBModelOrigin( pev ), pev->angles, edict() ); |
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if( Explodable() ) |
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{ |
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ExplosionCreate( Center(), pev->angles, edict(), ExplosionMagnitude(), TRUE ); |
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} |
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} |
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BOOL CBreakable::IsBreakable( void ) |
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{ |
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return m_Material != matUnbreakableGlass; |
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} |
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int CBreakable::DamageDecal( int bitsDamageType ) |
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{ |
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if( m_Material == matGlass ) |
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return DECAL_GLASSBREAK1 + RANDOM_LONG( 0, 2 ); |
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if( m_Material == matUnbreakableGlass ) |
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return DECAL_BPROOF1; |
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return CBaseEntity::DamageDecal( bitsDamageType ); |
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} |
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class CPushable : public CBreakable |
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{ |
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public: |
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void Spawn ( void ); |
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void Precache( void ); |
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void Touch ( CBaseEntity *pOther ); |
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void Move( CBaseEntity *pMover, int push ); |
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void KeyValue( KeyValueData *pkvd ); |
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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void EXPORT StopSound( void ); |
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//virtual void SetActivator( CBaseEntity *pActivator ) { m_pPusher = pActivator; } |
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virtual int ObjectCaps( void ) { return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | FCAP_CONTINUOUS_USE; } |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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inline float MaxSpeed( void ) { return m_maxSpeed; } |
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// breakables use an overridden takedamage |
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virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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static const char *m_soundNames[3]; |
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int m_lastSound; // no need to save/restore, just keeps the same sound from playing twice in a row |
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float m_maxSpeed; |
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float m_soundTime; |
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}; |
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TYPEDESCRIPTION CPushable::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CPushable, m_maxSpeed, FIELD_FLOAT ), |
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DEFINE_FIELD( CPushable, m_soundTime, FIELD_TIME ), |
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}; |
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IMPLEMENT_SAVERESTORE( CPushable, CBreakable ) |
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LINK_ENTITY_TO_CLASS( func_pushable, CPushable ) |
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const char *CPushable::m_soundNames[3] = |
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{ |
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"debris/pushbox1.wav", |
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"debris/pushbox2.wav", |
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"debris/pushbox3.wav" |
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}; |
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void CPushable::Spawn( void ) |
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{ |
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if( pev->spawnflags & SF_PUSH_BREAKABLE ) |
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CBreakable::Spawn(); |
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else |
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Precache(); |
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pev->movetype = MOVETYPE_PUSHSTEP; |
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pev->solid = SOLID_BBOX; |
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SET_MODEL( ENT( pev ), STRING( pev->model ) ); |
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if( pev->friction > 399 ) |
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pev->friction = 399; |
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m_maxSpeed = 400 - pev->friction; |
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SetBits( pev->flags, FL_FLOAT ); |
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pev->friction = 0; |
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pev->origin.z += 1; // Pick up off of the floor |
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UTIL_SetOrigin( pev, pev->origin ); |
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// Multiply by area of the box's cross-section (assume 1000 units^3 standard volume) |
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pev->skin = (int)( ( pev->skin * ( pev->maxs.x - pev->mins.x ) * ( pev->maxs.y - pev->mins.y ) ) * 0.0005f ); |
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m_soundTime = 0; |
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} |
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void CPushable::Precache( void ) |
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{ |
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for( int i = 0; i < 3; i++ ) |
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PRECACHE_SOUND( m_soundNames[i] ); |
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if( pev->spawnflags & SF_PUSH_BREAKABLE ) |
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CBreakable::Precache(); |
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} |
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void CPushable::KeyValue( KeyValueData *pkvd ) |
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{ |
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if( FStrEq( pkvd->szKeyName, "size" ) ) |
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{ |
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int bbox = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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switch( bbox ) |
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{ |
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case 0: |
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// Point |
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UTIL_SetSize( pev, Vector( -8.0f, -8.0f, -8.0f ), Vector( 8.0f, 8.0f, 8.0f ) ); |
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break; |
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case 2: |
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// Big Hull!?!? !!!BUGBUG Figure out what this hull really is |
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UTIL_SetSize( pev, VEC_DUCK_HULL_MIN * 2.0f, VEC_DUCK_HULL_MAX * 2.0f ); |
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break; |
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case 3: |
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// Player duck |
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UTIL_SetSize( pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX ); |
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break; |
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default: |
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case 1: |
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// Player |
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UTIL_SetSize( pev, VEC_HULL_MIN, VEC_HULL_MAX ); |
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break; |
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} |
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} |
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else if( FStrEq( pkvd->szKeyName, "buoyancy" ) ) |
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{ |
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pev->skin = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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CBreakable::KeyValue( pkvd ); |
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} |
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// Pull the func_pushable |
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void CPushable::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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if( !pActivator || !pActivator->IsPlayer() ) |
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{ |
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if( pev->spawnflags & SF_PUSH_BREAKABLE ) |
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this->CBreakable::Use( pActivator, pCaller, useType, value ); |
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return; |
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} |
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if( pActivator->pev->velocity != g_vecZero ) |
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Move( pActivator, 0 ); |
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} |
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void CPushable::Touch( CBaseEntity *pOther ) |
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{ |
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if( FClassnameIs( pOther->pev, "worldspawn" ) ) |
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return; |
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Move( pOther, 1 ); |
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} |
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void CPushable::Move( CBaseEntity *pOther, int push ) |
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{ |
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entvars_t* pevToucher = pOther->pev; |
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int playerTouch = 0; |
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// Is entity standing on this pushable ? |
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if( FBitSet( pevToucher->flags,FL_ONGROUND ) && pevToucher->groundentity && VARS( pevToucher->groundentity ) == pev ) |
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{ |
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// Only push if floating |
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if( pev->waterlevel > 0 ) |
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pev->velocity.z += pevToucher->velocity.z * 0.1f; |
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return; |
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} |
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// g-cont. fix pushable acceleration bug (reverted as it used in mods) |
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if( pOther->IsPlayer() ) |
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{ |
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// Don't push unless the player is pushing forward and NOT use (pull) |
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if( push && !( pevToucher->button & ( IN_FORWARD | IN_USE ) ) ) |
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return; |
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playerTouch = 1; |
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} |
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float factor; |
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if( playerTouch ) |
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{ |
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if( !( pevToucher->flags & FL_ONGROUND ) ) // Don't push away from jumping/falling players unless in water |
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{ |
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if( pev->waterlevel < 1 ) |
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return; |
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else |
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factor = 0.1f; |
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} |
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else |
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factor = 1.0f; |
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} |
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else |
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factor = 0.25f; |
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pev->velocity.x += pevToucher->velocity.x * factor; |
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pev->velocity.y += pevToucher->velocity.y * factor; |
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float length = sqrt( pev->velocity.x * pev->velocity.x + pev->velocity.y * pev->velocity.y ); |
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if( push && ( length > MaxSpeed() ) ) |
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{ |
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pev->velocity.x = (pev->velocity.x * MaxSpeed() / length ); |
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pev->velocity.y = (pev->velocity.y * MaxSpeed() / length ); |
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} |
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if( playerTouch ) |
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{ |
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pevToucher->velocity.x = pev->velocity.x; |
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pevToucher->velocity.y = pev->velocity.y; |
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if( ( gpGlobals->time - m_soundTime ) > 0.7f ) |
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{ |
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m_soundTime = gpGlobals->time; |
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if( length > 0 && FBitSet( pev->flags,FL_ONGROUND ) ) |
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{ |
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m_lastSound = RANDOM_LONG( 0, 2 ); |
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, m_soundNames[m_lastSound], 0.5f, ATTN_NORM ); |
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//SetThink( &StopSound ); |
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//pev->nextthink = pev->ltime + 0.1f; |
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} |
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else |
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STOP_SOUND( ENT( pev ), CHAN_WEAPON, m_soundNames[m_lastSound] ); |
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} |
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} |
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} |
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#if 0 |
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void CPushable::StopSound( void ) |
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{ |
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Vector dist = pev->oldorigin - pev->origin; |
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if( dist.Length() <= 0 ) |
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STOP_SOUND( ENT( pev ), CHAN_WEAPON, m_soundNames[m_lastSound] ); |
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} |
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#endif |
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int CPushable::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
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{ |
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if( pev->spawnflags & SF_PUSH_BREAKABLE ) |
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return CBreakable::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
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return 1; |
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}
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