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133 lines
3.1 KiB
133 lines
3.1 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, 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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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "weapons.h" |
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#include "effects.h" |
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#include "decals.h" |
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#include "soundent.h" |
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#include "game.h" |
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#include "nail.h" |
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LINK_ENTITY_TO_CLASS(nail, CNail); |
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CNail *CNail::NailCreate(void) |
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{ |
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// Create a new entity with CCrossbowBolt private data |
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CNail *pBolt = GetClassPtr((CNail *)NULL); |
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pBolt->pev->classname = MAKE_STRING("nail"); |
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pBolt->Spawn(); |
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return pBolt; |
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} |
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void CNail::Spawn() |
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{ |
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Precache(); |
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pev->movetype = MOVETYPE_FLY; |
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pev->solid = SOLID_BBOX; |
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pev->gravity = 0.0; |
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SET_MODEL(ENT(pev), "models/nail.mdl"); |
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UTIL_SetOrigin(pev, pev->origin); |
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UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); |
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SetTouch(&CNail::NailTouch); |
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SetThink(&CNail::NailThink); |
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pev->nextthink = gpGlobals->time + 0.2; |
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} |
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void CNail::Precache() |
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{ |
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PRECACHE_MODEL("models/nail.mdl"); |
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PRECACHE_SOUND("weapons/brad_hit1.wav"); |
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PRECACHE_SOUND("weapons/brad_hit2.wav"); |
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} |
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int CNail::Classify(void) |
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{ |
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return CLASS_NONE; |
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} |
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void CNail::NailTouch(CBaseEntity *pOther) |
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{ |
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SetTouch(NULL); |
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SetThink(NULL); |
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if (pOther->pev->takedamage) |
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{ |
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TraceResult tr = UTIL_GetGlobalTrace(); |
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entvars_t *pevOwner; |
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pevOwner = VARS(pev->owner); |
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// UNDONE: this needs to call TraceAttack instead |
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ClearMultiDamage(); |
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pOther->TraceAttack(pevOwner, 0, pev->velocity.Normalize(), &tr, DMG_NEVERGIB); |
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ApplyMultiDamage(pev, pevOwner); |
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pev->velocity = Vector(0, 0, 0); |
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// play body "thwack" sound |
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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_BODY, "weapons/brad_hit1.wav", 1, ATTN_NORM); break; |
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case 1: |
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EMIT_SOUND(ENT(pev), CHAN_BODY, "weapons/brad_hit2.wav", 1, ATTN_NORM); break; |
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} |
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Killed(pev, GIB_NEVER); |
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} |
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else |
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{ |
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EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "weapons/brad_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0, 7)); |
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SetThink(&CNail::SUB_Remove); |
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pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit. |
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if (FClassnameIs(pOther->pev, "worldspawn")) |
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{ |
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// if what we hit is static architecture, can stay around for a while. |
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Vector vecDir = pev->velocity.Normalize(); |
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UTIL_SetOrigin(pev, pev->origin - vecDir * 12); |
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pev->angles = UTIL_VecToAngles(vecDir); |
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pev->solid = SOLID_NOT; |
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pev->movetype = MOVETYPE_FLY; |
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pev->velocity = Vector(0, 0, 0); |
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pev->avelocity.z = 0; |
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pev->angles.z = RANDOM_LONG(0, 360); |
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pev->nextthink = gpGlobals->time + 10.0; |
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} |
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/*if (UTIL_PointContents(pev->origin) != CONTENTS_WATER) |
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{ |
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UTIL_Sparks(pev->origin); |
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}*/ |
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} |
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} |
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void CNail::NailThink(void) |
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{ |
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pev->nextthink = gpGlobals->time + 0.1; |
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}
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