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