//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: An effect for a single bullet passing through a body of water. // The slug quickly decelerates, leaving a trail of bubbles behind it. // // TODO: make clientside // //=============================================================================// #include "cbase.h" #include "waterbullet.h" #include "ndebugoverlay.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define WATERBULLET_INITIAL_SPEED 1000.0 #define WATERBULLET_STOP_TIME 0.5 // how long it takes a bullet in water to come to a stop! #define WATERBULLET_DECAY ( WATERBULLET_INITIAL_SPEED / WATERBULLET_STOP_TIME ) BEGIN_DATADESC( CWaterBullet ) // Function Pointers DEFINE_FUNCTION( Touch ), DEFINE_FUNCTION( BulletThink ), END_DATADESC() LINK_ENTITY_TO_CLASS( waterbullet, CWaterBullet ); IMPLEMENT_SERVERCLASS_ST( CWaterBullet, DT_WaterBullet ) END_SEND_TABLE() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWaterBullet::Precache() { PrecacheModel( "models/weapons/w_bullet.mdl" ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWaterBullet::Spawn( const Vector &vecOrigin, const Vector &vecDir ) { Precache(); SetSolid( SOLID_BBOX ); SetModel( "models/weapons/w_bullet.mdl" ); UTIL_SetSize( this, vec3_origin, vec3_origin ); SetMoveType( MOVETYPE_FLY ); SetGravity( 0.0 ); QAngle angles; SetAbsOrigin( vecOrigin ); SetAbsVelocity( vecDir * 1500.0f ); VectorAngles( GetAbsVelocity(), angles ); SetAbsAngles( angles ); SetCollisionGroup( COLLISION_GROUP_DEBRIS ); SetTouch( &CWaterBullet::Touch ); SetThink( &CWaterBullet::BulletThink ); SetNextThink( gpGlobals->curtime ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CWaterBullet::BulletThink() { //NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() - GetAbsVelocity() * 0.1, 255, 255, 255, false, 1 ); SetNextThink( gpGlobals->curtime + 0.05 ); /* QAngle angles = GetAbsAngles(); angles.x += random->RandomInt( -6, 6 ); angles.y += random->RandomInt( -6, 6 ); SetAbsAngles( angles ); */ Vector forward; AngleVectors( GetAbsAngles(), &forward ); SetAbsVelocity( forward * 1500.0f ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWaterBullet::Touch( CBaseEntity *pOther ) { Vector vecDir = GetAbsVelocity(); float speed = VectorNormalize( vecDir ); Vector vecStart = GetAbsOrigin() - ( vecDir * 8 ); Vector vecEnd = GetAbsOrigin() + ( vecDir * speed ); trace_t tr; UTIL_TraceLine( vecStart, vecEnd, MASK_SHOT, NULL, &tr ); UTIL_ImpactTrace( &tr, DMG_BULLET ); UTIL_Remove( this ); }