You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
94 lines
2.5 KiB
94 lines
2.5 KiB
/*** |
|
* |
|
* 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. |
|
* |
|
****/ |
|
|
|
#include "extdll.h" |
|
#include "util.h" |
|
#include "cbase.h" |
|
#include "monsters.h" |
|
#include "weapons.h" |
|
#include "nodes.h" |
|
#include "player.h" |
|
#include "gamerules.h" |
|
#include "func_break.h" |
|
|
|
LINK_ENTITY_TO_CLASS(weapon_clip, CWeaponClip); |
|
|
|
void CWeaponClip::Spawn(const char* szModel) |
|
{ |
|
pev->movetype = MOVETYPE_BOUNCE; |
|
pev->friction = 0.35; |
|
|
|
// sometimes an entity inherits the edict from a former piece of glass, |
|
// and will spawn using the same render FX or rendermode! bad! |
|
pev->renderamt = 255; |
|
pev->rendermode = kRenderNormal; |
|
pev->renderfx = kRenderFxNone; |
|
// pev->solid = SOLID_SLIDEBOX;/// hopefully this will fix the VELOCITY TOO LOW crap |
|
pev->solid = SOLID_TRIGGER; |
|
pev->classname = MAKE_STRING("weapon_clip"); |
|
m_bloodColor = DONT_BLEED; |
|
|
|
PRECACHE_MODEL((char*)szModel); |
|
SET_MODEL(ENT(pev), szModel); |
|
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); |
|
|
|
// pev->nextthink = gpGlobals->time + 4; |
|
m_lifeTime = 25; |
|
SetThink(&CWeaponClip::WaitTillLand); |
|
SetTouch(&CWeaponClip::ClipTouch); |
|
|
|
m_bloodColor = DONT_BLEED; |
|
m_cBloodDecals = 0;// how many blood decals this gib can place (1 per bounce until none remain). |
|
} |
|
|
|
//========================================================= |
|
// WaitTillLand - in order to emit their meaty scent from |
|
// the proper location, gibs should wait until they stop |
|
// bouncing to emit their scent. That's what this function |
|
// does. |
|
//========================================================= |
|
void CWeaponClip::WaitTillLand(void) |
|
{ |
|
if (!IsInWorld()) |
|
{ |
|
UTIL_Remove(this); |
|
return; |
|
} |
|
|
|
if (pev->velocity == g_vecZero && pev->avelocity == g_vecZero) |
|
{ |
|
pev->angles = UTIL_VecToAngles(pev->velocity); |
|
pev->angles[0] = 0; |
|
pev->movetype = MOVETYPE_NONE; |
|
|
|
SetThink(&CGib::SUB_StartFadeOut); |
|
pev->nextthink = gpGlobals->time + m_lifeTime; |
|
} |
|
else |
|
{ |
|
// wait and check again in another half second. |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
} |
|
|
|
|
|
void CWeaponClip::ClipTouch(CBaseEntity *pOther) |
|
{ |
|
if (!FClassnameIs(pOther->pev, "worldspawn")) |
|
{ |
|
pev->nextthink = gpGlobals->time; |
|
return; |
|
} |
|
} |