Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "smokegrenade_projectile.h"
#include "sendproxy.h"
#include "holiday_gift.h"
#include "cs_player.h"
#include "KeyValues.h"
#include "bot_manager.h"
#include "weapon_csbase.h"
#define CHRISTMAS_MODEL "models/items/cs_gift.mdl"
LINK_ENTITY_TO_CLASS( holiday_gift, CHolidayGift );
PRECACHE_WEAPON_REGISTER( holiday_gift );
//-----------------------------------------------------------------------------
CHolidayGift* CHolidayGift::Create( const Vector &position, const QAngle &angles, const QAngle &eyeAngles, const Vector &velocity, CBaseCombatCharacter *pOwner )
{
CHolidayGift *pGift = (CHolidayGift*)CBaseEntity::Create( "holiday_gift", position, angles, pOwner );
if ( pGift )
{
pGift->AddSpawnFlags( SF_NORESPAWN );
Vector vecRight, vecUp;
AngleVectors( eyeAngles, NULL, &vecRight, &vecUp );
// Calculate the initial impulse on the gift.
Vector vecImpulse( 0.0f, 0.0f, 0.0f );
vecImpulse += vecUp * random->RandomFloat( 0, 0.25 );
vecImpulse += vecRight * random->RandomFloat( -0.25, 0.25 );
VectorNormalize( vecImpulse );
vecImpulse *= random->RandomFloat( 100.0, 150.0 );
vecImpulse += velocity;
// Cap the impulse.
float flSpeed = vecImpulse.Length();
if ( flSpeed > 300.0 )
{
VectorScale( vecImpulse, 300.0 / flSpeed, vecImpulse );
}
pGift->SetMoveType( MOVETYPE_FLYGRAVITY );
pGift->SetAbsVelocity( vecImpulse * 2.f + Vector(0,0,200) );
pGift->SetAbsAngles( QAngle(0,0,0) );
pGift->UseClientSideAnimation();
pGift->ResetSequence( pGift->LookupSequence("idle") );
pGift->EmitSound( "Christmas.GiftDrop" );
pGift->ActivateWhenAtRest();
}
return pGift;
}
//-----------------------------------------------------------------------------
void CHolidayGift::Precache()
{
BaseClass::Precache();
PrecacheModel( CHRISTMAS_MODEL );
PrecacheScriptSound( "Christmas.GiftDrop" );
PrecacheScriptSound( "Christmas.GiftPickup" );
}
//-----------------------------------------------------------------------------
void CHolidayGift::Spawn( void )
{
BaseClass::Spawn();
SetModel( CHRISTMAS_MODEL );
// Die in 30 seconds
SetContextThink( &CBaseEntity::SUB_Remove, gpGlobals->curtime + 30, "DIE_THINK" );
SetContextThink( &CHolidayGift::DropSoundThink, gpGlobals->curtime + 0.2f, "SOUND_THINK" );
}
//-----------------------------------------------------------------------------
void CHolidayGift::DropSoundThink( void )
{
EmitSound( "Christmas.GiftDrop" );
}
//-----------------------------------------------------------------------------
bool CHolidayGift::MyTouch( CBasePlayer *pPlayer )
{
if( !pPlayer )
return false;
if( !pPlayer->IsAlive() )
return false;
if ( pPlayer->IsBot() )
return false;
if ( ( pPlayer->GetTeamNumber() != TEAM_CT ) && ( pPlayer->GetTeamNumber() != TEAM_TERRORIST ) )
return false;
// Send a message for the achievement tracking.
IGameEvent *event = gameeventmanager->CreateEvent( "christmas_gift_grab" );
if ( event )
{
event->SetInt( "userid", pPlayer->GetUserID() );
gameeventmanager->FireEvent( event );
}
pPlayer->EmitSound( "Christmas.GiftPickup" );
return true;
}
//-----------------------------------------------------------------------------
void CHolidayGift::ItemTouch( CBaseEntity *pOther )
{
if ( pOther->IsWorld() )
{
Vector absVel = GetAbsVelocity();
SetAbsVelocity( Vector( 0,0,absVel.z ) );
return;
}
BaseClass::ItemTouch( pOther );
}