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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_basenpc.h"
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#include "trains.h"
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#include "ndebugoverlay.h"
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#include "entitylist.h"
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#include "engine/IEngineSound.h"
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#include "hl1_ents.h"
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#include "doors.h"
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#include "soundent.h"
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#include "hl1_basegrenade.h"
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#include "shake.h"
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#include "globalstate.h"
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#include "soundscape.h"
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#include "buttons.h"
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#include "Sprite.h"
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#include "actanimating.h"
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#include "npcevent.h"
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#include "func_break.h"
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#include "hl1_shareddefs.h"
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#include "eventqueue.h"
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//
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// TRIGGERS: trigger_auto, trigger_relay, multimanager: replaced in src by logic_auto and logic_relay
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//
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// This trigger will fire when the level spawns (or respawns if not fire once)
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// It will check a global state before firing.
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#define SF_AUTO_FIREONCE 0x0001
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class CAutoTrigger : public CBaseEntity
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{
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DECLARE_CLASS( CAutoTrigger, CBaseEntity );
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public:
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void Spawn( void );
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void Precache( void );
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void Think( void );
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int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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DECLARE_DATADESC();
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private:
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COutputEvent m_OnTrigger;
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string_t m_globalstate;
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};
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LINK_ENTITY_TO_CLASS( trigger_auto, CAutoTrigger );
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BEGIN_DATADESC( CAutoTrigger )
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DEFINE_KEYFIELD( m_globalstate, FIELD_STRING, "globalstate" ),
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// Outputs
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DEFINE_OUTPUT(m_OnTrigger, "OnTrigger"),
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END_DATADESC()
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void CAutoTrigger::Spawn( void )
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{
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Precache();
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}
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void CAutoTrigger::Precache( void )
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{
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Checks the global state and fires targets if the global state is set.
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//-----------------------------------------------------------------------------
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void CAutoTrigger::Think( void )
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{
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if ( !m_globalstate || GlobalEntity_GetState( m_globalstate ) == GLOBAL_ON )
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{
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m_OnTrigger.FireOutput(NULL, this);
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if ( m_spawnflags & SF_AUTO_FIREONCE )
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UTIL_Remove( this );
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}
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}
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#define SF_RELAY_FIREONCE 0x0001
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class CTriggerRelay : public CBaseEntity
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{
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DECLARE_CLASS( CTriggerRelay, CBaseEntity );
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public:
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CTriggerRelay( void );
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bool KeyValue( const char *szKeyName, const char *szValue );
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void Spawn( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void RefireThink( void );
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int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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DECLARE_DATADESC();
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private:
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USE_TYPE triggerType;
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float m_flRefireInterval;
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float m_flRefireDuration;
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float m_flTimeRefireDone;
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USE_TYPE m_TargetUseType;
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float m_flTargetValue;
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COutputEvent m_OnTrigger;
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};
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LINK_ENTITY_TO_CLASS( trigger_relay, CTriggerRelay );
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BEGIN_DATADESC( CTriggerRelay )
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DEFINE_FIELD( triggerType, FIELD_INTEGER ),
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DEFINE_KEYFIELD( m_flRefireInterval, FIELD_FLOAT, "repeatinterval" ),
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DEFINE_KEYFIELD( m_flRefireDuration, FIELD_FLOAT, "repeatduration" ),
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DEFINE_FIELD( m_flTimeRefireDone, FIELD_TIME ),
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DEFINE_FIELD( m_TargetUseType, FIELD_INTEGER ),
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DEFINE_FIELD( m_flTargetValue, FIELD_FLOAT ),
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// Function Pointers
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DEFINE_FUNCTION( RefireThink ),
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// Outputs
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DEFINE_OUTPUT(m_OnTrigger, "OnTrigger"),
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END_DATADESC()
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CTriggerRelay::CTriggerRelay( void )
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{
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m_flRefireInterval = -1;
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m_flRefireDuration = -1;
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m_flTimeRefireDone = -1;
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}
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bool CTriggerRelay::KeyValue( const char *szKeyName, const char *szValue )
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{
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if (FStrEq(szKeyName, "triggerstate"))
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{
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int type = atoi( szValue );
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switch( type )
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{
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case 0:
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triggerType = USE_OFF;
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break;
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case 2:
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triggerType = USE_TOGGLE;
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break;
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default:
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triggerType = USE_ON;
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break;
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}
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}
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else
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{
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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return true;
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}
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void CTriggerRelay::Spawn( void )
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{
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}
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void CTriggerRelay::RefireThink( void )
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{
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// sending this as Activator and Caller right now. Seems the safest thing
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// since whatever fired the relay the first time may no longer exist.
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Use( this, this, m_TargetUseType, m_flTargetValue );
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if( gpGlobals->curtime > m_flTimeRefireDone )
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{
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UTIL_Remove( this );
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}
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else
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{
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SetNextThink( gpGlobals->curtime + m_flRefireInterval );
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}
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}
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void CTriggerRelay::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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m_OnTrigger.FireOutput(pActivator, this);
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if ( m_spawnflags & SF_RELAY_FIREONCE )
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{
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UTIL_Remove( this );
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}
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else if( m_flRefireDuration != -1 && m_flTimeRefireDone == -1 )
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{
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// Set up to refire this target automatically
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m_TargetUseType = useType;
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m_flTargetValue = value;
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m_flTimeRefireDone = gpGlobals->curtime + m_flRefireDuration;
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SetThink( &CTriggerRelay::RefireThink );
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SetNextThink( gpGlobals->curtime + m_flRefireInterval );
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}
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}
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// The Multimanager Entity - when fired, will fire up to 16 targets
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// at specified times.
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class CMultiManager : public CPointEntity
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{
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DECLARE_CLASS( CMultiManager, CPointEntity );
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public:
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bool KeyValue( const char *szKeyName, const char *szValue );
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void Spawn ( void );
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void ManagerThink ( void );
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void ManagerUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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#if _DEBUG
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void ManagerReport( void );
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#endif
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bool HasTarget( string_t targetname );
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int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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DECLARE_DATADESC();
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int m_cTargets; // the total number of targets in this manager's fire list.
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int m_index; // Current target
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float m_flWait;
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EHANDLE m_hActivator;
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float m_startTime;// Time we started firing
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string_t m_iTargetName [ MAX_MULTI_TARGETS ];// list if indexes into global string array
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float m_flTargetDelay [ MAX_MULTI_TARGETS ];// delay (in seconds) from time of manager fire to target fire
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COutputEvent m_OnTrigger;
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void InputManagerTrigger( inputdata_t &data );
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};
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LINK_ENTITY_TO_CLASS( multi_manager, CMultiManager );
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// Global Savedata for multi_manager
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BEGIN_DATADESC( CMultiManager )
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DEFINE_KEYFIELD( m_flWait, FIELD_FLOAT, "wait" ),
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DEFINE_FIELD( m_cTargets, FIELD_INTEGER ),
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DEFINE_FIELD( m_index, FIELD_INTEGER ),
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DEFINE_FIELD( m_hActivator, FIELD_EHANDLE ),
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DEFINE_FIELD( m_startTime, FIELD_TIME ),
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DEFINE_ARRAY( m_iTargetName, FIELD_STRING, MAX_MULTI_TARGETS ),
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DEFINE_ARRAY( m_flTargetDelay, FIELD_FLOAT, MAX_MULTI_TARGETS ),
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// Function Pointers
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DEFINE_FUNCTION( ManagerThink ),
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DEFINE_FUNCTION( ManagerUse ),
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#if _DEBUG
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DEFINE_FUNCTION( ManagerReport ),
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#endif
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// Outputs
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DEFINE_OUTPUT(m_OnTrigger, "OnTrigger"),
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DEFINE_INPUTFUNC( FIELD_VOID, "Trigger", InputManagerTrigger ),
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END_DATADESC()
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void CMultiManager::InputManagerTrigger( inputdata_t &data )
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{
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ManagerUse ( NULL, NULL, USE_TOGGLE, 0 );
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}
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bool CMultiManager::KeyValue( const char *szKeyName, const char *szValue )
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{
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if ( BaseClass::KeyValue( szKeyName, szValue ) )
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{
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return true;
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}
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else // add this field to the target list
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{
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// this assumes that additional fields are targetnames and their values are delay values.
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if ( m_cTargets < MAX_MULTI_TARGETS )
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{
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char tmp[128];
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UTIL_StripToken( szKeyName, tmp );
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m_iTargetName [ m_cTargets ] = AllocPooledString( tmp );
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m_flTargetDelay [ m_cTargets ] = atof (szValue);
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m_cTargets++;
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}
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else
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{
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return false;
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}
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}
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return true;
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}
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void CMultiManager::Spawn( void )
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{
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SetSolid( SOLID_NONE );
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SetUse ( &CMultiManager::ManagerUse );
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SetThink ( &CMultiManager::ManagerThink);
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// Sort targets
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// Quick and dirty bubble sort
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int swapped = 1;
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while ( swapped )
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{
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swapped = 0;
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for ( int i = 1; i < m_cTargets; i++ )
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{
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if ( m_flTargetDelay[i] < m_flTargetDelay[i-1] )
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{
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// Swap out of order elements
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string_t name = m_iTargetName[i];
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float delay = m_flTargetDelay[i];
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m_iTargetName[i] = m_iTargetName[i-1];
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m_flTargetDelay[i] = m_flTargetDelay[i-1];
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m_iTargetName[i-1] = name;
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m_flTargetDelay[i-1] = delay;
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swapped = 1;
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}
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}
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}
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}
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bool CMultiManager::HasTarget( string_t targetname )
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{
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for ( int i = 0; i < m_cTargets; i++ )
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if ( FStrEq(STRING(targetname), STRING(m_iTargetName[i])) )
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return true;
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return false;
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}
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// Designers were using this to fire targets that may or may not exist --
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// so I changed it to use the standard target fire code, made it a little simpler.
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void CMultiManager::ManagerThink ( void )
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{
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float t;
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t = gpGlobals->curtime - m_startTime;
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while ( m_index < m_cTargets && m_flTargetDelay[ m_index ] <= t )
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{
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FireTargets( STRING( m_iTargetName[ m_index ] ), m_hActivator, this, USE_TOGGLE, 0 );
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m_index++;
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}
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if ( m_index >= m_cTargets )// have we fired all targets?
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{
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SetThink( NULL );
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SetUse ( &CMultiManager::ManagerUse );// allow manager re-use
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}
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else
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{
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SetNextThink( m_startTime + m_flTargetDelay[ m_index ] );
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}
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}
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// The USE function builds the time table and starts the entity thinking.
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void CMultiManager::ManagerUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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m_hActivator = pActivator;
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m_index = 0;
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m_startTime = gpGlobals->curtime;
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m_OnTrigger.FireOutput(pActivator, this);
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// Calculate the time to re-enable the multimanager - just after the last output is fired.
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// dvsents2: need to disable multimanager until last output is fired
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//m_fEnableTime = gpGlobals->curtime + m_OnTrigger.GetMaxDelay();
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SetUse( NULL );// disable use until all targets have fired
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SetThink ( &CMultiManager::ManagerThink );
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SetNextThink( gpGlobals->curtime );
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}
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#if _DEBUG
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void CMultiManager::ManagerReport ( void )
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|
{
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|
int cIndex;
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|
for ( cIndex = 0 ; cIndex < m_cTargets ; cIndex++ )
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{
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|
Msg( "%s %f\n", STRING(m_iTargetName[cIndex]), m_flTargetDelay[cIndex] );
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}
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}
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#endif
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//
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// Pendulum
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//
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#define SF_PENDULUM_SWING 2
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LINK_ENTITY_TO_CLASS( func_pendulum, CPendulum );
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BEGIN_DATADESC( CPendulum )
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DEFINE_FIELD( m_flAccel, FIELD_FLOAT ),
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DEFINE_FIELD( m_flTime, FIELD_TIME ),
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DEFINE_FIELD( m_flMaxSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( m_flDampSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( m_vCenter, FIELD_VECTOR ),
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DEFINE_FIELD( m_vStart, FIELD_VECTOR ),
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DEFINE_KEYFIELD( m_flMoveDistance, FIELD_FLOAT, "pendistance" ),
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DEFINE_KEYFIELD( m_flDamp, FIELD_FLOAT, "damp" ),
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DEFINE_KEYFIELD( m_flBlockDamage, FIELD_FLOAT, "dmg" ),
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DEFINE_FUNCTION( PendulumUse ),
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DEFINE_FUNCTION( Swing ),
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DEFINE_FUNCTION( Stop ),
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DEFINE_FUNCTION( RopeTouch ),
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DEFINE_FIELD( m_hEnemy, FIELD_EHANDLE ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
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END_DATADESC()
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void CPendulum::Spawn( void )
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{
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CBaseToggle::AxisDir();
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m_flDamp *= 0.001;
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if ( FBitSet ( m_spawnflags, SF_DOOR_PASSABLE ) )
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SetSolid( SOLID_NONE );
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else
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SetSolid( SOLID_BBOX );
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SetMoveType( MOVETYPE_PUSH );
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SetModel( STRING(GetModelName()) );
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if ( m_flMoveDistance != 0 )
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{
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if ( m_flSpeed == 0 )
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m_flSpeed = 100;
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m_flAccel = ( m_flSpeed * m_flSpeed ) / ( 2 * fabs( m_flMoveDistance )); // Calculate constant acceleration from speed and distance
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m_flMaxSpeed = m_flSpeed;
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m_vStart = GetAbsAngles();
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m_vCenter = GetAbsAngles() + ( m_flMoveDistance * 0.05 ) * m_vecMoveAng;
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if ( FBitSet( m_spawnflags, SF_BRUSH_ROTATE_START_ON ) )
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{
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SetThink( &CBaseEntity::SUB_CallUseToggle );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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m_flSpeed = 0;
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SetUse( &CPendulum::PendulumUse );
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VPhysicsInitShadow( false, false );
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|
///VPhysicsGetObject()->SetPosition( GetAbsOrigin(), pev->absangles );
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}
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if ( FBitSet( m_spawnflags, SF_PENDULUM_SWING ) )
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{
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|
SetTouch ( &CPendulum::RopeTouch );
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|
}
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}
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void CPendulum::PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
|
|
{
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|
if ( m_flSpeed ) // Pendulum is moving, stop it and auto-return if necessary
|
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|
{
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|
if ( FBitSet( m_spawnflags, SF_BRUSH_ROTATE_START_ON ) )
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|
{
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|
float delta;
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delta = CBaseToggle::AxisDelta( m_spawnflags, GetAbsAngles(), m_vStart );
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SetLocalAngularVelocity( m_flMaxSpeed * m_vecMoveAng );
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SetNextThink( gpGlobals->curtime + delta / m_flMaxSpeed);
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SetThink( &CPendulum::Stop );
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|
}
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|
else
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|
|
|
{
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|
m_flSpeed = 0; // Dead stop
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SetThink( NULL );
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|
SetLocalAngularVelocity( QAngle( 0, 0, 0 ) );
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|
}
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|
}
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|
else
|
|
|
|
{
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|
SetNextThink( gpGlobals->curtime + 0.1f ); // Start the pendulum moving
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|
m_flTime = gpGlobals->curtime; // Save time to calculate dt
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|
SetThink( &CPendulum::Swing );
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|
m_flDampSpeed = m_flMaxSpeed;
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|
|
}
|
|
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|
}
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|
|
void CPendulum::InputActivate( inputdata_t &inputdata )
|
|
|
|
{
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1f ); // Start the pendulum moving
|
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|
m_flTime = gpGlobals->curtime; // Save time to calculate dt
|
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|
|
SetThink( &CPendulum::Swing );
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|
|
m_flDampSpeed = m_flMaxSpeed;
|
|
|
|
}
|
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|
|
void CPendulum::Stop( void )
|
|
|
|
{
|
|
|
|
SetAbsAngles( m_vStart );
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|
m_flSpeed = 0;
|
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|
|
SetThink( NULL );
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|
|
SetLocalAngularVelocity( QAngle ( 0, 0, 0 ) );
|
|
|
|
}
|
|
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|
|
void CPendulum::Blocked( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
m_flTime = gpGlobals->curtime;
|
|
|
|
}
|
|
|
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|
|
|
|
void CPendulum::Swing( void )
|
|
|
|
{
|
|
|
|
float delta, dt;
|
|
|
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|
|
delta = CBaseToggle::AxisDelta( m_spawnflags, GetAbsAngles(), m_vCenter );
|
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|
|
dt = gpGlobals->curtime - m_flTime; // How much time has passed?
|
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|
m_flTime = gpGlobals->curtime; // Remember the last time called
|
|
|
|
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|
|
if ( delta > 0 && m_flAccel > 0 )
|
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|
|
m_flSpeed -= m_flAccel * dt; // Integrate velocity
|
|
|
|
else
|
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|
|
m_flSpeed += m_flAccel * dt;
|
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|
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|
|
if ( m_flSpeed > m_flMaxSpeed )
|
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|
|
m_flSpeed = m_flMaxSpeed;
|
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|
|
else if ( m_flSpeed < -m_flMaxSpeed )
|
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|
|
m_flSpeed = -m_flMaxSpeed;
|
|
|
|
|
|
|
|
// scale the destdelta vector by the time spent traveling to get velocity
|
|
|
|
SetLocalAngularVelocity( m_flSpeed * m_vecMoveAng );
|
|
|
|
|
|
|
|
// Call this again
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
|
|
SetMoveDoneTime( 0.1 );
|
|
|
|
|
|
|
|
if ( m_flDamp )
|
|
|
|
{
|
|
|
|
m_flDampSpeed -= m_flDamp * m_flDampSpeed * dt;
|
|
|
|
if ( m_flDampSpeed < 30.0 )
|
|
|
|
{
|
|
|
|
SetAbsAngles( m_vCenter );
|
|
|
|
m_flSpeed = 0;
|
|
|
|
SetThink( NULL );
|
|
|
|
SetLocalAngularVelocity( QAngle( 0, 0, 0 ) );
|
|
|
|
}
|
|
|
|
else if ( m_flSpeed > m_flDampSpeed )
|
|
|
|
m_flSpeed = m_flDampSpeed;
|
|
|
|
else if ( m_flSpeed < -m_flDampSpeed )
|
|
|
|
m_flSpeed = -m_flDampSpeed;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CPendulum::Touch ( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
if ( m_flBlockDamage <= 0 )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// we can't hurt this thing, so we're not concerned with it
|
|
|
|
if ( !pOther->m_takedamage )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// calculate damage based on rotation speed
|
|
|
|
float damage = m_flBlockDamage * m_flSpeed * 0.01;
|
|
|
|
|
|
|
|
if ( damage < 0 )
|
|
|
|
damage = -damage;
|
|
|
|
|
|
|
|
pOther->TakeDamage( CTakeDamageInfo( this, this, damage, DMG_CRUSH ) );
|
|
|
|
|
|
|
|
Vector vNewVel = (pOther->GetAbsOrigin() - GetAbsOrigin());
|
|
|
|
|
|
|
|
VectorNormalize( vNewVel );
|
|
|
|
|
|
|
|
pOther->SetAbsVelocity( vNewVel * damage );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CPendulum::RopeTouch ( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
if ( !pOther->IsPlayer() )
|
|
|
|
{// not a player!
|
|
|
|
DevMsg ( 2, "Not a client\n" );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( pOther == GetEnemy() )
|
|
|
|
return;
|
|
|
|
|
|
|
|
m_hEnemy = pOther;
|
|
|
|
pOther->SetAbsVelocity( Vector ( 0, 0, 0 ) );
|
|
|
|
pOther->SetMoveType( MOVETYPE_NONE );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// MORTARS
|
|
|
|
//
|
|
|
|
|
|
|
|
class CFuncMortarField : public CBaseToggle
|
|
|
|
{
|
|
|
|
DECLARE_CLASS( CFuncMortarField, CBaseToggle );
|
|
|
|
public:
|
|
|
|
void Spawn( void );
|
|
|
|
void Precache( void );
|
|
|
|
void KeyValue( KeyValueData *pkvd );
|
|
|
|
|
|
|
|
// Bmodels don't go across transitions
|
|
|
|
virtual int ObjectCaps( void ) { return CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
|
|
|
|
|
|
|
/* virtual int Save( CSave &save );
|
|
|
|
virtual int Restore( CRestore &restore );
|
|
|
|
|
|
|
|
static TYPEDESCRIPTION m_SaveData[];*/
|
|
|
|
|
|
|
|
//void EXPORT FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
|
|
|
|
|
|
void InputTrigger ( inputdata_t &inputdata );
|
|
|
|
|
|
|
|
DECLARE_DATADESC();
|
|
|
|
|
|
|
|
string_t m_iszXController;
|
|
|
|
string_t m_iszYController;
|
|
|
|
float m_flSpread;
|
|
|
|
int m_iCount;
|
|
|
|
int m_fControl;
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( func_mortar_field, CFuncMortarField );
|
|
|
|
|
|
|
|
BEGIN_DATADESC( CFuncMortarField )
|
|
|
|
DEFINE_KEYFIELD( m_iszXController, FIELD_STRING, "m_iszXController" ),
|
|
|
|
DEFINE_KEYFIELD( m_iszYController, FIELD_STRING, "m_iszYController" ),
|
|
|
|
DEFINE_KEYFIELD( m_flSpread, FIELD_FLOAT, "m_flSpread" ),
|
|
|
|
DEFINE_KEYFIELD( m_iCount, FIELD_INTEGER, "m_iCount" ),
|
|
|
|
DEFINE_KEYFIELD( m_fControl, FIELD_INTEGER, "m_fControl" ),
|
|
|
|
|
|
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Trigger", InputTrigger ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
|
|
|
|
|
|
// Drop bombs from above
|
|
|
|
void CFuncMortarField::Spawn( void )
|
|
|
|
{
|
|
|
|
SetSolid( SOLID_NONE );
|
|
|
|
SetModel( STRING(GetModelName()) ); // set size and link into world
|
|
|
|
SetMoveType( MOVETYPE_NONE );
|
|
|
|
AddEffects( EF_NODRAW );
|
|
|
|
// SetUse( FieldUse );
|
|
|
|
Precache();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CFuncMortarField::Precache( void )
|
|
|
|
{
|
|
|
|
PrecacheModel( "sprites/lgtning.vmt" );
|
|
|
|
|
|
|
|
PrecacheScriptSound( "MortarField.Trigger" );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CFuncMortarField::InputTrigger( inputdata_t &inputdata )
|
|
|
|
{
|
|
|
|
Vector vecStart;
|
|
|
|
CollisionProp()->RandomPointInBounds( Vector( 0, 0, 1 ), Vector( 1, 1, 1 ), &vecStart );
|
|
|
|
|
|
|
|
switch( m_fControl )
|
|
|
|
{
|
|
|
|
case 0: // random
|
|
|
|
break;
|
|
|
|
case 1: // Trigger Activator
|
|
|
|
if (inputdata.pActivator != NULL)
|
|
|
|
{
|
|
|
|
vecStart.x = inputdata.pActivator->GetAbsOrigin().x;
|
|
|
|
vecStart.y = inputdata.pActivator->GetAbsOrigin().y;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 2: // table
|
|
|
|
{
|
|
|
|
CBaseEntity *pController;
|
|
|
|
|
|
|
|
if ( m_iszXController != NULL_STRING )
|
|
|
|
{
|
|
|
|
pController = gEntList.FindEntityByName( NULL, STRING(m_iszXController) );
|
|
|
|
if (pController != NULL)
|
|
|
|
{
|
|
|
|
if ( FClassnameIs( pController, "momentary_rot_button" ) )
|
|
|
|
{
|
|
|
|
CMomentaryRotButton *pXController = static_cast<CMomentaryRotButton*>( pController );
|
|
|
|
Vector vecNormalizedPos( pXController->GetPos( pXController->GetLocalAngles() ), 0.0f, 0.0f );
|
|
|
|
Vector vecWorldSpace;
|
|
|
|
CollisionProp()->NormalizedToWorldSpace( vecNormalizedPos, &vecWorldSpace );
|
|
|
|
vecStart.x = vecWorldSpace.x;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DevMsg( "func_mortarfield has X controller that isn't a momentary_rot_button.\n" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( m_iszYController != NULL_STRING )
|
|
|
|
{
|
|
|
|
pController = gEntList.FindEntityByName( NULL, STRING(m_iszYController) );
|
|
|
|
if (pController != NULL)
|
|
|
|
{
|
|
|
|
if ( FClassnameIs( pController, "momentary_rot_button" ) )
|
|
|
|
{
|
|
|
|
CMomentaryRotButton *pYController = static_cast<CMomentaryRotButton*>( pController );
|
|
|
|
Vector vecNormalizedPos( 0.0f, pYController->GetPos( pYController->GetLocalAngles() ), 0.0f );
|
|
|
|
Vector vecWorldSpace;
|
|
|
|
CollisionProp()->NormalizedToWorldSpace( vecNormalizedPos, &vecWorldSpace );
|
|
|
|
vecStart.y = vecWorldSpace.y;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DevMsg( "func_mortarfield has Y controller that isn't a momentary_rot_button.\n" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
CPASAttenuationFilter filter( this, ATTN_NONE );
|
|
|
|
EmitSound( filter, entindex(), "MortarField.Trigger" );
|
|
|
|
|
|
|
|
float t = 2.5;
|
|
|
|
for (int i = 0; i < m_iCount; i++)
|
|
|
|
{
|
|
|
|
Vector vecSpot = vecStart;
|
|
|
|
vecSpot.x += random->RandomFloat( -m_flSpread, m_flSpread );
|
|
|
|
vecSpot.y += random->RandomFloat( -m_flSpread, m_flSpread );
|
|
|
|
|
|
|
|
trace_t tr;
|
|
|
|
UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -1 ) * MAX_TRACE_LENGTH, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
|
|
|
|
CBaseEntity *pMortar = Create( "monster_mortar", tr.endpos, QAngle( 0, 0, 0 ), inputdata.pActivator );
|
|
|
|
pMortar->SetNextThink( gpGlobals->curtime + t );
|
|
|
|
t += random->RandomFloat( 0.2, 0.5 );
|
|
|
|
|
|
|
|
if (i == 0)
|
|
|
|
CSoundEnt::InsertSound ( SOUND_DANGER, tr.endpos, 400, 0.3 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef HL1_DLL
|
|
|
|
|
|
|
|
class CMortar : public CHL1BaseGrenade
|
|
|
|
{
|
|
|
|
DECLARE_CLASS( CMortar, CHL1BaseGrenade );
|
|
|
|
|
|
|
|
public:
|
|
|
|
void Spawn( void );
|
|
|
|
void Precache( void );
|
|
|
|
|
|
|
|
void MortarExplode( void );
|
|
|
|
|
|
|
|
int m_spriteTexture;
|
|
|
|
|
|
|
|
DECLARE_DATADESC();
|
|
|
|
};
|
|
|
|
|
|
|
|
BEGIN_DATADESC( CMortar )
|
|
|
|
DEFINE_THINKFUNC( MortarExplode ),
|
|
|
|
//DEFINE_FIELD( m_spriteTexture, FIELD_INTEGER ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_mortar, CMortar );
|
|
|
|
|
|
|
|
void CMortar::Spawn( )
|
|
|
|
{
|
|
|
|
SetMoveType( MOVETYPE_NONE );
|
|
|
|
SetSolid( SOLID_NONE );
|
|
|
|
|
|
|
|
SetDamage( 200 );
|
|
|
|
SetDamageRadius( GetDamage() * 2.5 );
|
|
|
|
|
|
|
|
SetThink( &CMortar::MortarExplode );
|
|
|
|
SetNextThink( TICK_NEVER_THINK );
|
|
|
|
|
|
|
|
Precache( );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CMortar::Precache( )
|
|
|
|
{
|
|
|
|
m_spriteTexture = PrecacheModel( "sprites/lgtning.vmt" );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CMortar::MortarExplode( void )
|
|
|
|
{
|
|
|
|
Vector vecStart = GetAbsOrigin();
|
|
|
|
Vector vecEnd = vecStart;
|
|
|
|
vecEnd.z += 1024;
|
|
|
|
|
|
|
|
UTIL_Beam( vecStart, vecEnd, m_spriteTexture, 0, 0, 0, 0.5, 4.0, 4.0, 100, 0, 255, 160, 100, 128, 0 );
|
|
|
|
|
|
|
|
trace_t tr;
|
|
|
|
UTIL_TraceLine( GetAbsOrigin() + Vector( 0, 0, 1024 ), GetAbsOrigin() - Vector( 0, 0, 1024 ), MASK_ALL, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
|
|
|
|
|
|
|
|
Explode( &tr, DMG_BLAST | DMG_MISSILEDEFENSE );
|
|
|
|
UTIL_ScreenShake( tr.endpos, 25.0, 150.0, 1.0, 750, SHAKE_START );
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Dead HEV suit prop
|
|
|
|
//=========================================================
|
|
|
|
class CNPC_DeadHEV : public CAI_BaseNPC
|
|
|
|
{
|
|
|
|
DECLARE_CLASS( CNPC_DeadHEV, CAI_BaseNPC );
|
|
|
|
public:
|
|
|
|
void Spawn( void );
|
|
|
|
Class_T Classify ( void ) { return CLASS_NONE; }
|
|
|
|
float MaxYawSpeed( void ) { return 8.0f; }
|
|
|
|
|
|
|
|
bool KeyValue( const char *szKeyName, const char *szValue );
|
|
|
|
|
|
|
|
int m_iPose;// which sequence to display -- temporary, don't need to save
|
|
|
|
static char *m_szPoses[4];
|
|
|
|
};
|
|
|
|
|
|
|
|
char *CNPC_DeadHEV::m_szPoses[] = { "deadback", "deadsitting", "deadstomach", "deadtable" };
|
|
|
|
|
|
|
|
bool CNPC_DeadHEV::KeyValue( const char *szKeyName, const char *szValue )
|
|
|
|
{
|
|
|
|
if ( FStrEq( szKeyName, "pose" ) )
|
|
|
|
m_iPose = atoi( szValue );
|
|
|
|
else
|
|
|
|
CAI_BaseNPC::KeyValue( szKeyName, szValue );
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_hevsuit_dead, CNPC_DeadHEV );
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// ********** DeadHEV SPAWN **********
|
|
|
|
//=========================================================
|
|
|
|
void CNPC_DeadHEV::Spawn( void )
|
|
|
|
{
|
|
|
|
PrecacheModel("models/player.mdl");
|
|
|
|
SetModel( "models/player.mdl" );
|
|
|
|
|
|
|
|
ClearEffects();
|
|
|
|
SetSequence( 0 );
|
|
|
|
m_nBody = 1;
|
|
|
|
m_bloodColor = BLOOD_COLOR_RED;
|
|
|
|
|
|
|
|
SetSequence( LookupSequence( m_szPoses[m_iPose] ) );
|
|
|
|
|
|
|
|
if ( GetSequence() == -1 )
|
|
|
|
{
|
|
|
|
Msg ( "Dead hevsuit with bad pose\n" );
|
|
|
|
SetSequence( 0 );
|
|
|
|
ClearEffects();
|
|
|
|
AddEffects( EF_BRIGHTLIGHT );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Corpses have less health
|
|
|
|
m_iHealth = 8;
|
|
|
|
|
|
|
|
NPCInitDead();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// Render parameters trigger
|
|
|
|
//
|
|
|
|
// This entity will copy its render parameters (renderfx, rendermode, rendercolor, renderamt)
|
|
|
|
// to its targets when triggered.
|
|
|
|
//
|
|
|
|
|
|
|
|
|
|
|
|
// Flags to indicate masking off various render parameters that are normally copied to the targets
|
|
|
|
#define SF_RENDER_MASKFX (1<<0)
|
|
|
|
#define SF_RENDER_MASKAMT (1<<1)
|
|
|
|
#define SF_RENDER_MASKMODE (1<<2)
|
|
|
|
#define SF_RENDER_MASKCOLOR (1<<3)
|
|
|
|
|
|
|
|
class CRenderFxManager : public CBaseEntity
|
|
|
|
{
|
|
|
|
DECLARE_CLASS( CRenderFxManager, CBaseEntity );
|
|
|
|
public:
|
|
|
|
void Spawn( void );
|
|
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
|
|
|
|
|
|
// Input handlers.
|
|
|
|
void InputActivate( inputdata_t &inputdata );
|
|
|
|
|
|
|
|
DECLARE_DATADESC();
|
|
|
|
};
|
|
|
|
|
|
|
|
BEGIN_DATADESC( CRenderFxManager )
|
|
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( env_render, CRenderFxManager );
|
|
|
|
|
|
|
|
|
|
|
|
void CRenderFxManager::Spawn( void )
|
|
|
|
{
|
|
|
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
|
|
|
SetMoveType( MOVETYPE_NONE );
|
|
|
|
AddEffects( EF_NODRAW );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CRenderFxManager::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
|
|
{
|
|
|
|
if ( m_target != NULL_STRING )
|
|
|
|
{
|
|
|
|
CBaseEntity *pEntity = NULL;
|
|
|
|
while ( ( pEntity = gEntList.FindEntityByName( pEntity, STRING( m_target ) ) ) != NULL )
|
|
|
|
{
|
|
|
|
if ( !HasSpawnFlags( SF_RENDER_MASKFX ) )
|
|
|
|
pEntity->m_nRenderFX = m_nRenderFX;
|
|
|
|
if ( !HasSpawnFlags( SF_RENDER_MASKAMT ) )
|
|
|
|
pEntity->SetRenderColorA( GetRenderColor().a );
|
|
|
|
if ( !HasSpawnFlags( SF_RENDER_MASKMODE ) )
|
|
|
|
pEntity->m_nRenderMode = m_nRenderMode;
|
|
|
|
if ( !HasSpawnFlags( SF_RENDER_MASKCOLOR ) )
|
|
|
|
pEntity->m_clrRender = m_clrRender;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CRenderFxManager::InputActivate( inputdata_t &inputdata )
|
|
|
|
{
|
|
|
|
Use( inputdata.pActivator, inputdata.pCaller, USE_ON, 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Link env_sound to soundscape system
|
|
|
|
LINK_ENTITY_TO_CLASS( env_sound, CEnvSoundscape );
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////
|
|
|
|
//XEN!
|
|
|
|
//////////////////////
|
|
|
|
|
|
|
|
|
|
|
|
#define XEN_PLANT_GLOW_SPRITE "sprites/flare3.spr"
|
|
|
|
#define XEN_PLANT_HIDE_TIME 5
|
|
|
|
|
|
|
|
class CXenPLight : public CActAnimating
|
|
|
|
{
|
|
|
|
DECLARE_CLASS( CXenPLight, CActAnimating );
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
|
|
|
DECLARE_DATADESC();
|
|
|
|
|
|
|
|
void Spawn( void );
|
|
|
|
void Precache( void );
|
|
|
|
void Touch( CBaseEntity *pOther );
|
|
|
|
void Think( void );
|
|
|
|
|
|
|
|
void LightOn( void );
|
|
|
|
void LightOff( void );
|
|
|
|
|
|
|
|
float m_flDmgTime;
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
CSprite *m_pGlow;
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( xen_plantlight, CXenPLight );
|
|
|
|
|
|
|
|
BEGIN_DATADESC( CXenPLight )
|
|
|
|
DEFINE_FIELD( m_pGlow, FIELD_CLASSPTR ),
|
|
|
|
DEFINE_FIELD( m_flDmgTime, FIELD_FLOAT ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
|
|
void CXenPLight::Spawn( void )
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
|
|
|
|
SetModel( "models/light.mdl" );
|
|
|
|
|
|
|
|
SetMoveType( MOVETYPE_NONE );
|
|
|
|
SetSolid( SOLID_BBOX );
|
|
|
|
AddSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
|
|
|
|
|
|
|
|
UTIL_SetSize( this, Vector(-80,-80,0), Vector(80,80,32));
|
|
|
|
SetActivity( ACT_IDLE );
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1 );
|
|
|
|
SetCycle( random->RandomFloat(0,1) );
|
|
|
|
|
|
|
|
m_pGlow = CSprite::SpriteCreate( XEN_PLANT_GLOW_SPRITE, GetLocalOrigin() + Vector(0,0,(WorldAlignMins().z+WorldAlignMaxs().z)*0.5), FALSE );
|
|
|
|
m_pGlow->SetTransparency( kRenderGlow, GetRenderColor().r, GetRenderColor().g, GetRenderColor().b, GetRenderColor().a, m_nRenderFX );
|
|
|
|
m_pGlow->SetAttachment( this, 1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CXenPLight::Precache( void )
|
|
|
|
{
|
|
|
|
PrecacheModel( "models/light.mdl" );
|
|
|
|
PrecacheModel( XEN_PLANT_GLOW_SPRITE );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CXenPLight::Think( void )
|
|
|
|
{
|
|
|
|
StudioFrameAdvance();
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1 );
|
|
|
|
|
|
|
|
switch( GetActivity() )
|
|
|
|
{
|
|
|
|
case ACT_CROUCH:
|
|
|
|
if ( IsSequenceFinished() )
|
|
|
|
{
|
|
|
|
SetActivity( ACT_CROUCHIDLE );
|
|
|
|
LightOff();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case ACT_CROUCHIDLE:
|
|
|
|
if ( gpGlobals->curtime > m_flDmgTime )
|
|
|
|
{
|
|
|
|
SetActivity( ACT_STAND );
|
|
|
|
LightOn();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case ACT_STAND:
|
|
|
|
if ( IsSequenceFinished() )
|
|
|
|
SetActivity( ACT_IDLE );
|
|
|
|
break;
|
|
|
|
|
|
|
|
case ACT_IDLE:
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CXenPLight::Touch( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
if ( pOther->IsPlayer() )
|
|
|
|
{
|
|
|
|
m_flDmgTime = gpGlobals->curtime + XEN_PLANT_HIDE_TIME;
|
|
|
|
if ( GetActivity() == ACT_IDLE || GetActivity() == ACT_STAND )
|
|
|
|
{
|
|
|
|
SetActivity( ACT_CROUCH );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CXenPLight::LightOn( void )
|
|
|
|
{
|
|
|
|
variant_t Value;
|
|
|
|
g_EventQueue.AddEvent( STRING( m_target ), "TurnOn", Value, 0, this, this );
|
|
|
|
|
|
|
|
if ( m_pGlow )
|
|
|
|
m_pGlow->RemoveEffects( EF_NODRAW );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CXenPLight::LightOff( void )
|
|
|
|
{
|
|
|
|
variant_t Value;
|
|
|
|
g_EventQueue.AddEvent( STRING( m_target ), "TurnOff", Value, 0, this, this );
|
|
|
|
|
|
|
|
if ( m_pGlow )
|
|
|
|
m_pGlow->AddEffects( EF_NODRAW );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
class CXenHair : public CActAnimating
|
|
|
|
{
|
|
|
|
DECLARE_CLASS( CXenHair, CActAnimating );
|
|
|
|
public:
|
|
|
|
void Spawn( void );
|
|
|
|
void Precache( void );
|
|
|
|
void Think( void );
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( xen_hair, CXenHair );
|
|
|
|
|
|
|
|
#define SF_HAIR_SYNC 0x0001
|
|
|
|
|
|
|
|
void CXenHair::Spawn( void )
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
SetModel( "models/hair.mdl" );
|
|
|
|
UTIL_SetSize( this, Vector(-4,-4,0), Vector(4,4,32));
|
|
|
|
SetSequence( 0 );
|
|
|
|
|
|
|
|
if ( !HasSpawnFlags( SF_HAIR_SYNC ) )
|
|
|
|
{
|
|
|
|
SetCycle( random->RandomFloat( 0,1) );
|
|
|
|
m_flPlaybackRate = random->RandomFloat( 0.7, 1.4 );
|
|
|
|
}
|
|
|
|
ResetSequenceInfo( );
|
|
|
|
|
|
|
|
SetSolid( SOLID_NONE );
|
|
|
|
SetMoveType( MOVETYPE_NONE );
|
|
|
|
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1, 0.4 ) ); // Load balance these a bit
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CXenHair::Think( void )
|
|
|
|
{
|
|
|
|
StudioFrameAdvance();
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CXenHair::Precache( void )
|
|
|
|
{
|
|
|
|
PrecacheModel( "models/hair.mdl" );
|
|
|
|
}
|
|
|
|
|
|
|
|
class CXenTreeTrigger : public CBaseEntity
|
|
|
|
{
|
|
|
|
DECLARE_CLASS( CXenTreeTrigger, CBaseEntity );
|
|
|
|
public:
|
|
|
|
void Touch( CBaseEntity *pOther );
|
|
|
|
static CXenTreeTrigger *TriggerCreate( CBaseEntity *pOwner, const Vector &position );
|
|
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( xen_ttrigger, CXenTreeTrigger );
|
|
|
|
|
|
|
|
CXenTreeTrigger *CXenTreeTrigger::TriggerCreate( CBaseEntity *pOwner, const Vector &position )
|
|
|
|
{
|
|
|
|
CXenTreeTrigger *pTrigger = CREATE_ENTITY( CXenTreeTrigger, "xen_ttrigger" );
|
|
|
|
pTrigger->SetAbsOrigin( position );
|
|
|
|
|
|
|
|
pTrigger->SetSolid( SOLID_BBOX );
|
|
|
|
pTrigger->AddSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
|
|
|
|
pTrigger->SetMoveType( MOVETYPE_NONE );
|
|
|
|
pTrigger->SetOwnerEntity( pOwner );
|
|
|
|
|
|
|
|
return pTrigger;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CXenTreeTrigger::Touch( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
if ( GetOwnerEntity() )
|
|
|
|
{
|
|
|
|
GetOwnerEntity()->Touch( pOther );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#define TREE_AE_ATTACK 1
|
|
|
|
|
|
|
|
class CXenTree : public CActAnimating
|
|
|
|
{
|
|
|
|
DECLARE_CLASS( CXenTree, CActAnimating );
|
|
|
|
public:
|
|
|
|
void Spawn( void );
|
|
|
|
void Precache( void );
|
|
|
|
void Touch( CBaseEntity *pOther );
|
|
|
|
void Think( void );
|
|
|
|
int OnTakeDamage( const CTakeDamageInfo &info ) { Attack(); return 0; }
|
|
|
|
void HandleAnimEvent( animevent_t *pEvent );
|
|
|
|
void Attack( void );
|
|
|
|
Class_T Classify( void ) { return CLASS_ALIEN_PREDATOR; }
|
|
|
|
|
|
|
|
DECLARE_DATADESC();
|
|
|
|
|
|
|
|
private:
|
|
|
|
CXenTreeTrigger *m_pTrigger;
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( xen_tree, CXenTree );
|
|
|
|
|
|
|
|
BEGIN_DATADESC( CXenTree )
|
|
|
|
DEFINE_FIELD( m_pTrigger, FIELD_CLASSPTR ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
|
|
void CXenTree::Spawn( void )
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
|
|
|
|
SetModel( "models/tree.mdl" );
|
|
|
|
SetMoveType( MOVETYPE_NONE );
|
|
|
|
SetSolid ( SOLID_BBOX );
|
|
|
|
|
|
|
|
m_takedamage = DAMAGE_YES;
|
|
|
|
|
|
|
|
UTIL_SetSize( this, Vector(-30,-30,0), Vector(30,30,188));
|
|
|
|
SetActivity( ACT_IDLE );
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1 );
|
|
|
|
SetCycle( random->RandomFloat( 0,1 ) );
|
|
|
|
m_flPlaybackRate = random->RandomFloat( 0.7, 1.4 );
|
|
|
|
|
|
|
|
Vector triggerPosition, vForward;
|
|
|
|
|
|
|
|
AngleVectors( GetAbsAngles(), &vForward );
|
|
|
|
triggerPosition = GetAbsOrigin() + (vForward * 64);
|
|
|
|
|
|
|
|
// Create the trigger
|
|
|
|
m_pTrigger = CXenTreeTrigger::TriggerCreate( this, triggerPosition );
|
|
|
|
UTIL_SetSize( m_pTrigger, Vector( -24, -24, 0 ), Vector( 24, 24, 128 ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CXenTree::Precache( void )
|
|
|
|
{
|
|
|
|
PrecacheModel( "models/tree.mdl" );
|
|
|
|
PrecacheModel( XEN_PLANT_GLOW_SPRITE );
|
|
|
|
|
|
|
|
PrecacheScriptSound( "XenTree.AttackMiss" );
|
|
|
|
PrecacheScriptSound( "XenTree.AttackHit" );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CXenTree::Touch( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
if ( !pOther->IsPlayer() && FClassnameIs( pOther, "monster_bigmomma" ) )
|
|
|
|
return;
|
|
|
|
|
|
|
|
Attack();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CXenTree::Attack( void )
|
|
|
|
{
|
|
|
|
if ( GetActivity() == ACT_IDLE )
|
|
|
|
{
|
|
|
|
SetActivity( ACT_MELEE_ATTACK1 );
|
|
|
|
m_flPlaybackRate = random->RandomFloat( 1.0, 1.4 );
|
|
|
|
|
|
|
|
CPASAttenuationFilter filter( this );
|
|
|
|
EmitSound( filter, entindex(), "XenTree.AttackMiss" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CXenTree::HandleAnimEvent( animevent_t *pEvent )
|
|
|
|
{
|
|
|
|
switch( pEvent->event )
|
|
|
|
{
|
|
|
|
case TREE_AE_ATTACK:
|
|
|
|
{
|
|
|
|
CBaseEntity *pList[8];
|
|
|
|
BOOL sound = FALSE;
|
|
|
|
int count = UTIL_EntitiesInBox( pList, 8, m_pTrigger->GetAbsOrigin() + m_pTrigger->WorldAlignMins(), m_pTrigger->GetAbsOrigin() + m_pTrigger->WorldAlignMaxs(), FL_NPC|FL_CLIENT );
|
|
|
|
|
|
|
|
Vector forward;
|
|
|
|
AngleVectors( GetAbsAngles(), &forward );
|
|
|
|
|
|
|
|
for ( int i = 0; i < count; i++ )
|
|
|
|
{
|
|
|
|
if ( pList[i] != this )
|
|
|
|
{
|
|
|
|
if ( pList[i]->GetOwnerEntity() != this )
|
|
|
|
{
|
|
|
|
sound = true;
|
|
|
|
pList[i]->TakeDamage( CTakeDamageInfo(this, this, 25, DMG_CRUSH | DMG_SLASH ) );
|
|
|
|
pList[i]->ViewPunch( QAngle( 15, 0, 18 ) );
|
|
|
|
|
|
|
|
pList[i]->SetAbsVelocity( pList[i]->GetAbsVelocity() + forward * 100 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( sound )
|
|
|
|
{
|
|
|
|
CPASAttenuationFilter filter( this );
|
|
|
|
EmitSound( filter, entindex(), "XenTree.AttackHit" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
BaseClass::HandleAnimEvent( pEvent );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CXenTree::Think( void )
|
|
|
|
{
|
|
|
|
StudioFrameAdvance();
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1 );
|
|
|
|
DispatchAnimEvents( this );
|
|
|
|
|
|
|
|
switch( GetActivity() )
|
|
|
|
{
|
|
|
|
case ACT_MELEE_ATTACK1:
|
|
|
|
if ( IsSequenceFinished() )
|
|
|
|
{
|
|
|
|
SetActivity( ACT_IDLE );
|
|
|
|
m_flPlaybackRate = random->RandomFloat( 0.6f, 1.4f );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
case ACT_IDLE:
|
|
|
|
break;
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
class CXenSpore : public CActAnimating
|
|
|
|
{
|
|
|
|
DECLARE_CLASS( CXenSpore, CActAnimating );
|
|
|
|
public:
|
|
|
|
void Spawn( void );
|
|
|
|
void Precache( void );
|
|
|
|
void Touch( CBaseEntity *pOther );
|
|
|
|
// void HandleAnimEvent( MonsterEvent_t *pEvent );
|
|
|
|
void Attack( void ) {}
|
|
|
|
|
|
|
|
static const char *pModelNames[];
|
|
|
|
};
|
|
|
|
|
|
|
|
class CXenSporeSmall : public CXenSpore
|
|
|
|
{
|
|
|
|
DECLARE_CLASS( CXenSporeSmall, CXenSpore );
|
|
|
|
void Spawn( void );
|
|
|
|
};
|
|
|
|
|
|
|
|
class CXenSporeMed : public CXenSpore
|
|
|
|
{
|
|
|
|
DECLARE_CLASS( CXenSporeMed, CXenSpore );
|
|
|
|
void Spawn( void );
|
|
|
|
};
|
|
|
|
|
|
|
|
class CXenSporeLarge : public CXenSpore
|
|
|
|
{
|
|
|
|
DECLARE_CLASS( CXenSporeLarge, CXenSpore );
|
|
|
|
void Spawn( void );
|
|
|
|
|
|
|
|
static const Vector m_hullSizes[];
|
|
|
|
};
|
|
|
|
|
|
|
|
// Fake collision box for big spores
|
|
|
|
class CXenHull : public CPointEntity
|
|
|
|
{
|
|
|
|
DECLARE_CLASS( CXenHull, CPointEntity );
|
|
|
|
public:
|
|
|
|
static CXenHull *CreateHull( CBaseEntity *source, const Vector &mins, const Vector &maxs, const Vector &offset );
|
|
|
|
Class_T Classify( void ) { return CLASS_ALIEN_PREDATOR; }
|
|
|
|
};
|
|
|
|
|
|
|
|
CXenHull *CXenHull::CreateHull( CBaseEntity *source, const Vector &mins, const Vector &maxs, const Vector &offset )
|
|
|
|
{
|
|
|
|
CXenHull *pHull = CREATE_ENTITY( CXenHull, "xen_hull" );
|
|
|
|
|
|
|
|
UTIL_SetOrigin( pHull, source->GetAbsOrigin() + offset );
|
|
|
|
pHull->SetSolid( SOLID_BBOX );
|
|
|
|
pHull->SetMoveType( MOVETYPE_NONE );
|
|
|
|
pHull->SetOwnerEntity( source );
|
|
|
|
UTIL_SetSize( pHull, mins, maxs );
|
|
|
|
pHull->SetRenderColorA( 0 );
|
|
|
|
pHull->m_nRenderMode = kRenderTransTexture;
|
|
|
|
return pHull;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( xen_spore_small, CXenSporeSmall );
|
|
|
|
LINK_ENTITY_TO_CLASS( xen_spore_medium, CXenSporeMed );
|
|
|
|
LINK_ENTITY_TO_CLASS( xen_spore_large, CXenSporeLarge );
|
|
|
|
LINK_ENTITY_TO_CLASS( xen_hull, CXenHull );
|
|
|
|
|
|
|
|
void CXenSporeSmall::Spawn( void )
|
|
|
|
{
|
|
|
|
m_nSkin = 0;
|
|
|
|
CXenSpore::Spawn();
|
|
|
|
UTIL_SetSize( this, Vector(-16,-16,0), Vector(16,16,64));
|
|
|
|
}
|
|
|
|
void CXenSporeMed::Spawn( void )
|
|
|
|
{
|
|
|
|
m_nSkin = 1;
|
|
|
|
CXenSpore::Spawn();
|
|
|
|
UTIL_SetSize( this, Vector(-40,-40,0), Vector(40,40,120));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// I just eyeballed these -- fill in hulls for the legs
|
|
|
|
const Vector CXenSporeLarge::m_hullSizes[] =
|
|
|
|
{
|
|
|
|
Vector( 90, -25, 0 ),
|
|
|
|
Vector( 25, 75, 0 ),
|
|
|
|
Vector( -15, -100, 0 ),
|
|
|
|
Vector( -90, -35, 0 ),
|
|
|
|
Vector( -90, 60, 0 ),
|
|
|
|
};
|
|
|
|
|
|
|
|
void CXenSporeLarge::Spawn( void )
|
|
|
|
{
|
|
|
|
m_nSkin = 2;
|
|
|
|
CXenSpore::Spawn();
|
|
|
|
UTIL_SetSize( this, Vector(-48,-48,110), Vector(48,48,240));
|
|
|
|
|
|
|
|
Vector forward, right;
|
|
|
|
|
|
|
|
AngleVectors( GetAbsAngles(), &forward, &right, NULL );
|
|
|
|
|
|
|
|
// Rotate the leg hulls into position
|
|
|
|
for ( int i = 0; i < ARRAYSIZE(m_hullSizes); i++ )
|
|
|
|
{
|
|
|
|
CXenHull::CreateHull( this, Vector(-12, -12, 0 ), Vector( 12, 12, 120 ), (m_hullSizes[i].x * forward) + (m_hullSizes[i].y * right) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CXenSpore::Spawn( void )
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
|
|
|
|
SetModel( pModelNames[m_nSkin] );
|
|
|
|
SetMoveType( MOVETYPE_NONE );
|
|
|
|
SetSolid( SOLID_BBOX );
|
|
|
|
m_takedamage = DAMAGE_NO;
|
|
|
|
|
|
|
|
// SetActivity( ACT_IDLE );
|
|
|
|
SetSequence( 0 );
|
|
|
|
SetCycle( random->RandomFloat( 0.0f, 1.0f ) );
|
|
|
|
m_flPlaybackRate = random->RandomFloat( 0.7f, 1.4f );
|
|
|
|
ResetSequenceInfo( );
|
|
|
|
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1f, 0.4f ) ); // Load balance these a bit
|
|
|
|
}
|
|
|
|
|
|
|
|
const char *CXenSpore::pModelNames[] =
|
|
|
|
{
|
|
|
|
"models/fungus(small).mdl",
|
|
|
|
"models/fungus.mdl",
|
|
|
|
"models/fungus(large).mdl",
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
void CXenSpore::Precache( void )
|
|
|
|
{
|
|
|
|
PrecacheModel( (char *)pModelNames[m_nSkin] );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CXenSpore::Touch( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// 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 CHL1Gib::WaitTillLand ( void )
|
|
|
|
{
|
|
|
|
if ( !IsInWorld() )
|
|
|
|
{
|
|
|
|
UTIL_Remove( this );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( GetAbsVelocity() == vec3_origin )
|
|
|
|
{
|
|
|
|
/* SetRenderColorA( 255 );
|
|
|
|
m_nRenderMode = kRenderTransTexture;
|
|
|
|
AddSolidFlags( FSOLID_NOT_SOLID );*/
|
|
|
|
|
|
|
|
SetNextThink( gpGlobals->curtime + m_lifeTime );
|
|
|
|
SetThink ( &CBaseEntity::SUB_FadeOut );
|
|
|
|
|
|
|
|
// If you bleed, you stink!
|
|
|
|
/* if ( m_bloodColor != DONT_BLEED )
|
|
|
|
{
|
|
|
|
// ok, start stinkin!
|
|
|
|
CSoundEnt::InsertSound ( bits_SOUND_MEAT, pev->origin, 384, 25 );
|
|
|
|
}*/
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// wait and check again in another half second.
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.5 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Gib bounces on the ground or wall, sponges some blood down, too!
|
|
|
|
//
|
|
|
|
void CHL1Gib::BounceGibTouch ( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
Vector vecSpot;
|
|
|
|
trace_t tr;
|
|
|
|
|
|
|
|
if ( GetFlags() & FL_ONGROUND)
|
|
|
|
{
|
|
|
|
SetAbsVelocity( GetAbsVelocity() * 0.9 );
|
|
|
|
|
|
|
|
SetAbsAngles( QAngle( 0, GetAbsAngles().y, 0 ) );
|
|
|
|
SetLocalAngularVelocity( QAngle( 0, GetLocalAngularVelocity().y, 0 ) );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if ( m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED )
|
|
|
|
{
|
|
|
|
vecSpot = GetAbsOrigin() + Vector ( 0 , 0 , 8 );//move up a bit, and trace down.
|
|
|
|
UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -24 ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
|
|
|
|
|
|
|
|
UTIL_BloodDecalTrace( &tr, m_bloodColor );
|
|
|
|
|
|
|
|
m_cBloodDecals--;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( m_material != matNone && random->RandomInt( 0, 2 ) == 0 )
|
|
|
|
{
|
|
|
|
float volume;
|
|
|
|
float zvel = fabs( GetAbsVelocity().z );
|
|
|
|
|
|
|
|
volume = 0.8 * MIN(1.0, ((float)zvel) / 450.0);
|
|
|
|
|
|
|
|
CBreakable::MaterialSoundRandom( entindex(), (Materials)m_material, volume );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Sticky gib puts blood on the wall and stays put.
|
|
|
|
//
|
|
|
|
void CHL1Gib::StickyGibTouch ( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
Vector vecSpot;
|
|
|
|
trace_t tr;
|
|
|
|
|
|
|
|
SetThink ( &CHL1Gib::SUB_Remove );
|
|
|
|
SetNextThink( gpGlobals->curtime + 10 );
|
|
|
|
|
|
|
|
if ( !FClassnameIs( pOther, "worldspawn" ) )
|
|
|
|
{
|
|
|
|
SetNextThink( gpGlobals->curtime );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity() * 32, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
|
|
|
|
UTIL_BloodDecalTrace( &tr, m_bloodColor );
|
|
|
|
|
|
|
|
SetAbsVelocity( tr.plane.normal * -1 );
|
|
|
|
|
|
|
|
QAngle qAngle;
|
|
|
|
|
|
|
|
VectorAngles( GetAbsVelocity(), qAngle );
|
|
|
|
SetAbsAngles( qAngle );
|
|
|
|
|
|
|
|
SetAbsVelocity( vec3_origin );
|
|
|
|
SetLocalAngularVelocity( QAngle( 0, 0, 0 ) );
|
|
|
|
SetMoveType( MOVETYPE_NONE );
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Throw a chunk
|
|
|
|
//
|
|
|
|
void CHL1Gib::Spawn( const char *szGibModel )
|
|
|
|
{
|
|
|
|
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
|
|
|
|
|
|
|
|
SetFriction( 0.55 ); // deading the bounce a bit
|
|
|
|
|
|
|
|
// sometimes an entity inherits the edict from a former piece of glass,
|
|
|
|
// and will spawn using the same render FX or rendermode! bad!
|
|
|
|
SetRenderColorA( 255 );
|
|
|
|
m_nRenderMode = kRenderNormal;
|
|
|
|
m_nRenderFX = kRenderFxNone;
|
|
|
|
SetSolid( SOLID_BBOX );
|
|
|
|
AddSolidFlags( FSOLID_NOT_STANDABLE );
|
|
|
|
SetClassname( "gib" );
|
|
|
|
|
|
|
|
SetModel( szGibModel );
|
|
|
|
UTIL_SetSize( this, Vector( 0, 0, 0), Vector(0, 0, 0));
|
|
|
|
|
|
|
|
SetNextThink( gpGlobals->curtime + 4 );
|
|
|
|
|
|
|
|
m_lifeTime = 250;
|
|
|
|
|
|
|
|
SetThink ( &CHL1Gib::WaitTillLand );
|
|
|
|
SetTouch ( &CHL1Gib::BounceGibTouch );
|
|
|
|
|
|
|
|
m_material = matNone;
|
|
|
|
m_cBloodDecals = 5;// how many blood decals this gib can place (1 per bounce until none remain).
|
|
|
|
}
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( hl1gib, CHL1Gib );
|
|
|
|
|
|
|
|
BEGIN_DATADESC( CHL1Gib )
|
|
|
|
// Function Pointers
|
|
|
|
DEFINE_FUNCTION( BounceGibTouch ),
|
|
|
|
DEFINE_FUNCTION( StickyGibTouch ),
|
|
|
|
DEFINE_FUNCTION( WaitTillLand ),
|
|
|
|
|
|
|
|
DEFINE_FIELD( m_bloodColor, FIELD_INTEGER ),
|
|
|
|
DEFINE_FIELD( m_cBloodDecals, FIELD_INTEGER ),
|
|
|
|
DEFINE_FIELD( m_material, FIELD_INTEGER ),
|
|
|
|
DEFINE_FIELD( m_lifeTime, FIELD_FLOAT ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
|
|
#define SF_ENDSECTION_USEONLY 0x0001
|
|
|
|
|
|
|
|
class CTriggerEndSection : public CBaseEntity
|
|
|
|
{
|
|
|
|
DECLARE_CLASS( CTriggerEndSection, CBaseEntity );
|
|
|
|
|
|
|
|
public:
|
|
|
|
void Spawn( void );
|
|
|
|
void InputEndSection( inputdata_t &data );
|
|
|
|
|
|
|
|
DECLARE_DATADESC();
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( trigger_endsection, CTriggerEndSection );
|
|
|
|
|
|
|
|
BEGIN_DATADESC( CTriggerEndSection )
|
|
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "EndSection", InputEndSection ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
|
|
void CTriggerEndSection::Spawn( void )
|
|
|
|
{
|
|
|
|
if ( gpGlobals->deathmatch )
|
|
|
|
{
|
|
|
|
UTIL_Remove( this );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTriggerEndSection::InputEndSection( inputdata_t &data )
|
|
|
|
{
|
|
|
|
CBaseEntity *pPlayer = UTIL_GetLocalPlayer();
|
|
|
|
|
|
|
|
if ( pPlayer )
|
|
|
|
{
|
|
|
|
//HACKY MCHACK - This works, but it's nasty. Alfred is going to fix a
|
|
|
|
//bug in gameui that prevents you from dropping to the main menu after
|
|
|
|
// calling disconnect.
|
|
|
|
engine->ClientCommand ( pPlayer->edict(), "toggleconsole;disconnect\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
UTIL_Remove( this );
|
|
|
|
}
|