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260 lines
6.9 KiB
260 lines
6.9 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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#if !defined( OEM_BUILD ) |
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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 "nodes.h" |
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#include "player.h" |
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#include "gamerules.h" |
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#ifndef CLIENT_DLL |
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LINK_ENTITY_TO_CLASS( laser_spot, CLaserSpot ) |
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//========================================================= |
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//========================================================= |
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CLaserSpot *CLaserSpot::CreateSpot( void ) |
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{ |
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CLaserSpot *pSpot = GetClassPtr( (CLaserSpot *)NULL ); |
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pSpot->Spawn(); |
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pSpot->pev->classname = MAKE_STRING( "laser_spot" ); |
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return pSpot; |
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} |
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//========================================================= |
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//========================================================= |
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void CLaserSpot::Spawn( void ) |
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{ |
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Precache(); |
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pev->movetype = MOVETYPE_NONE; |
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pev->solid = SOLID_NOT; |
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pev->rendermode = kRenderGlow; |
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pev->renderfx = kRenderFxNoDissipation; |
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pev->renderamt = 255; |
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SET_MODEL( ENT( pev ), "sprites/laserdot.spr" ); |
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UTIL_SetOrigin( pev, pev->origin ); |
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} |
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//========================================================= |
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// Suspend- make the laser sight invisible. |
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//========================================================= |
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void CLaserSpot::Suspend( float flSuspendTime ) |
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{ |
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pev->effects |= EF_NODRAW; |
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SetThink( &CLaserSpot::Revive ); |
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pev->nextthink = gpGlobals->time + flSuspendTime; |
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} |
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//========================================================= |
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// Revive - bring a suspended laser sight back. |
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//========================================================= |
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void CLaserSpot::Revive( void ) |
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{ |
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pev->effects &= ~EF_NODRAW; |
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SetThink( NULL ); |
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} |
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void CLaserSpot::Precache( void ) |
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{ |
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PRECACHE_MODEL( "sprites/laserdot.spr" ); |
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} |
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LINK_ENTITY_TO_CLASS( rpg_rocket, CRpgRocket ) |
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//========================================================= |
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//========================================================= |
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CRpgRocket *CRpgRocket::CreateRpgRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CRpg *pLauncher ) |
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{ |
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CRpgRocket *pRocket = GetClassPtr( (CRpgRocket *)NULL ); |
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UTIL_SetOrigin( pRocket->pev, vecOrigin ); |
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pRocket->pev->angles = vecAngles; |
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pRocket->Spawn(); |
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pRocket->SetTouch( &CRpgRocket::RocketTouch ); |
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pRocket->m_pLauncher = pLauncher;// remember what RPG fired me. |
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pRocket->m_pLauncher->m_cActiveRockets++;// register this missile as active for the launcher |
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pRocket->pev->owner = pOwner->edict(); |
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return pRocket; |
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} |
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//========================================================= |
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//========================================================= |
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void CRpgRocket::Spawn( void ) |
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{ |
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Precache(); |
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// motor |
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pev->movetype = MOVETYPE_BOUNCE; |
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pev->solid = SOLID_BBOX; |
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SET_MODEL( ENT( pev ), "models/rpgrocket.mdl" ); |
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UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); |
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UTIL_SetOrigin( pev, pev->origin ); |
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pev->classname = MAKE_STRING( "rpg_rocket" ); |
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SetThink( &CRpgRocket::IgniteThink ); |
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SetTouch( &CGrenade::ExplodeTouch ); |
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pev->angles.x -= 30; |
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UTIL_MakeVectors( pev->angles ); |
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pev->angles.x = -( pev->angles.x + 30 ); |
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pev->velocity = gpGlobals->v_forward * 250; |
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pev->gravity = 0.5; |
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pev->nextthink = gpGlobals->time + 0.4; |
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pev->dmg = gSkillData.plrDmgRPG; |
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} |
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//========================================================= |
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//========================================================= |
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void CRpgRocket::RocketTouch( CBaseEntity *pOther ) |
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{ |
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if( m_pLauncher ) |
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{ |
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// my launcher is still around, tell it I'm dead. |
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m_pLauncher->m_cActiveRockets--; |
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} |
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STOP_SOUND( edict(), CHAN_VOICE, "weapons/rocket1.wav" ); |
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ExplodeTouch( pOther ); |
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} |
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//========================================================= |
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//========================================================= |
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void CRpgRocket::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/rpgrocket.mdl" ); |
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m_iTrail = PRECACHE_MODEL( "sprites/smoke.spr" ); |
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PRECACHE_SOUND( "weapons/rocket1.wav" ); |
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} |
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void CRpgRocket::IgniteThink( void ) |
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{ |
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// pev->movetype = MOVETYPE_TOSS; |
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pev->movetype = MOVETYPE_FLY; |
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pev->effects |= EF_LIGHT; |
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// make rocket sound |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/rocket1.wav", 1, 0.5 ); |
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// rocket trail |
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
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WRITE_BYTE( TE_BEAMFOLLOW ); |
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WRITE_SHORT( entindex() ); // entity |
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WRITE_SHORT( m_iTrail ); // model |
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WRITE_BYTE( 40 ); // life |
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WRITE_BYTE( 5 ); // width |
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WRITE_BYTE( 224 ); // r, g, b |
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WRITE_BYTE( 224 ); // r, g, b |
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WRITE_BYTE( 255 ); // r, g, b |
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WRITE_BYTE( 255 ); // brightness |
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MESSAGE_END(); // move PHS/PVS data sending into here (SEND_ALL, SEND_PVS, SEND_PHS) |
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m_flIgniteTime = gpGlobals->time; |
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// set to follow laser spot |
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SetThink( &CRpgRocket::FollowThink ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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} |
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void CRpgRocket::FollowThink( void ) |
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{ |
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CBaseEntity *pOther = NULL; |
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Vector vecTarget; |
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Vector vecDir; |
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float flDist, flMax, flDot; |
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TraceResult tr; |
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UTIL_MakeAimVectors( pev->angles ); |
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vecTarget = gpGlobals->v_forward; |
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flMax = 4096; |
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// Examine all entities within a reasonable radius |
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while( ( pOther = UTIL_FindEntityByClassname( pOther, "laser_spot" ) ) != NULL ) |
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{ |
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UTIL_TraceLine( pev->origin, pOther->pev->origin, dont_ignore_monsters, ENT( pev ), &tr ); |
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// ALERT( at_console, "%f\n", tr.flFraction ); |
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if( tr.flFraction >= 0.90 ) |
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{ |
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vecDir = pOther->pev->origin - pev->origin; |
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flDist = vecDir.Length(); |
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vecDir = vecDir.Normalize(); |
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flDot = DotProduct( gpGlobals->v_forward, vecDir ); |
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if( ( flDot > 0 ) && ( flDist * ( 1 - flDot ) < flMax ) ) |
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{ |
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flMax = flDist * ( 1 - flDot ); |
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vecTarget = vecDir; |
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} |
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} |
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} |
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pev->angles = UTIL_VecToAngles( vecTarget ); |
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// this acceleration and turning math is totally wrong, but it seems to respond well so don't change it. |
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float flSpeed = pev->velocity.Length(); |
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if( gpGlobals->time - m_flIgniteTime < 1.0 ) |
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{ |
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pev->velocity = pev->velocity * 0.2 + vecTarget * ( flSpeed * 0.8 + 400 ); |
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if( pev->waterlevel == 3 ) |
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{ |
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// go slow underwater |
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if( pev->velocity.Length() > 300 ) |
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{ |
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pev->velocity = pev->velocity.Normalize() * 300; |
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} |
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UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 4 ); |
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} |
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else |
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{ |
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if( pev->velocity.Length() > 2000 ) |
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{ |
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pev->velocity = pev->velocity.Normalize() * 2000; |
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} |
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} |
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} |
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else |
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{ |
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if( pev->effects & EF_LIGHT ) |
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{ |
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pev->effects = 0; |
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STOP_SOUND( ENT( pev ), CHAN_VOICE, "weapons/rocket1.wav" ); |
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} |
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pev->velocity = pev->velocity * 0.2 + vecTarget * flSpeed * 0.798; |
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if( pev->waterlevel == 0 && pev->velocity.Length() < 1500 ) |
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{ |
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Detonate(); |
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} |
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} |
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// ALERT( at_console, "%.0f\n", flSpeed ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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} |
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#endif |
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#endif
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