Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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// ---------------------------------------------------------------
// BubbleMod
//
// AUTHOR
// Tyler Lund <halflife@bubblemod.org>
//
// LICENSE
//
// Permission is granted to anyone to use this software for
// any purpose on any computer system, and to redistribute it
// in any way, subject to the following restrictions:
//
// 1. The author is not responsible for the consequences of
// use of this software, no matter how awful, even if they
// arise from defects in it.
// 2. The origin of this software must not be misrepresented,
// either by explicit claim or by omission.
// 3. Altered versions must be plainly marked as such, and
// must not be misrepresented (by explicit claim or
// omission) as being the original software.
// 3a. It would be nice if I got a copy of your improved
// version sent to halflife@bubblemod.org.
// 4. This notice must not be removed or altered.
//
// ---------------------------------------------------------------
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "effects.h"
#include "gamerules.h"
#include "BMOD_boxmarker.h"
LINK_ENTITY_TO_CLASS( boxmarker, CBoxMarker );
void CBoxMarker :: Spawn( void )
{
pev->classname = MAKE_STRING("boxmarker");
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_NOT;
SetThink( &CBoxMarker::PowerupThink );
pev->nextthink = gpGlobals->time + RANDOM_FLOAT(.1, 1);
m_vecExtents = Vector (16, 16, 16);
m_beamsFired = 0;
}
void CBoxMarker :: PowerupThink( void )
{
Vector vecStart, vecEnd;
pev->nextthink = gpGlobals->time + RANDOM_FLOAT(.1, .5);
switch (m_beamsFired)
{
case 0:
vecStart = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * 1, m_vecExtents.z * 1);
vecEnd = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * 1, m_vecExtents.z * 1);
break;
case 1:
vecStart = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * 1, m_vecExtents.z * 1);
vecEnd = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * -1, m_vecExtents.z * 1);
break;
case 2:
vecStart = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * -1, m_vecExtents.z * 1);
vecEnd = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * -1, m_vecExtents.z * 1);
break;
case 3:
vecStart = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * -1, m_vecExtents.z * 1);
vecEnd = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * 1, m_vecExtents.z * 1);
break;
case 4:
vecStart = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * 1, m_vecExtents.z * 1);
vecEnd = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * 1, m_vecExtents.z * -1);
break;
case 5:
vecStart = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * 1, m_vecExtents.z * 1);
vecEnd = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * 1, m_vecExtents.z * -1);
break;
case 6:
vecStart = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * -1, m_vecExtents.z * 1);
vecEnd = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * -1, m_vecExtents.z * -1);
break;
case 7:
vecStart = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * -1, m_vecExtents.z * 1);
vecEnd = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * -1, m_vecExtents.z * -1);
break;
case 8:
vecStart = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * 1, m_vecExtents.z * -1);
vecEnd = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * 1, m_vecExtents.z * -1);
break;
case 9:
vecStart = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * 1, m_vecExtents.z * -1);
vecEnd = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * -1, m_vecExtents.z * -1);
break;
case 10:
vecStart = pev->origin + Vector(m_vecExtents.x * -1 , m_vecExtents.y * -1, m_vecExtents.z * -1);
vecEnd = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * -1, m_vecExtents.z * -1);
break;
case 11:
vecStart = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * -1, m_vecExtents.z * -1);
vecEnd = pev->origin + Vector(m_vecExtents.x * 1 , m_vecExtents.y * 1, m_vecExtents.z * -1);
SetThink(NULL);
break;
}
m_pBeam[m_beamsFired] = CBeam::BeamCreate( g_pModelNameLaser, 10 );
m_pBeam[m_beamsFired]->PointsInit( vecStart, vecEnd );
m_pBeam[m_beamsFired]->SetColor( 0, 255, 0 );
m_pBeam[m_beamsFired]->SetScrollRate( 255 );
m_pBeam[m_beamsFired]->SetBrightness( 64 );
m_beamsFired++;
}