Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#include "asw_pickup_money.h"
#include "asw_marine.h"
#include "Sprite.h"
#include "SpriteTrail.h"
#include "asw_game_resource.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define ITEM_PICKUP_BOX_BLOAT 24
#define MONEY_MODEL "models/swarm/MortarBugProjectile/MortarBugProjectile.mdl"
IMPLEMENT_SERVERCLASS_ST(CASW_Pickup_Money, DT_ASW_Pickup_Money)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( asw_pickup_money, CASW_Pickup_Money );
PRECACHE_REGISTER( asw_pickup_money );
ConVar asw_money_friction("asw_money_friction", "-1.0f", FCVAR_CHEAT);
ConVar asw_money_gravity("asw_money_gravity", "0.8f", FCVAR_CHEAT);
ConVar asw_money_elasticity("asw_money_elasticity", "3.0f", FCVAR_CHEAT);
CASW_Pickup_Money::CASW_Pickup_Money()
{
}
CASW_Pickup_Money::~CASW_Pickup_Money()
{
}
void CASW_Pickup_Money::Spawn( void )
{
BaseClass::Spawn();
SetModel( MONEY_MODEL );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
// This will make them not collide with the player, but will collide
// against other items + weapons
SetCollisionGroup( COLLISION_GROUP_WEAPON );
CollisionProp()->UseTriggerBounds( true, ITEM_PICKUP_BOX_BLOAT );
SetTouch(&CASW_Pickup_Money::ItemTouch);
// Tumble in air
QAngle vecAngVelocity( random->RandomFloat ( -100, -500 ), 0, 0 );
SetLocalAngularVelocity( vecAngVelocity );
CreateEffects();
SetGravity( asw_money_gravity.GetFloat() );
SetFriction( asw_money_friction.GetFloat() );
SetElasticity( asw_money_elasticity.GetFloat() );
}
void CASW_Pickup_Money::Precache( void )
{
BaseClass::Precache( );
PrecacheModel( MONEY_MODEL );
PrecacheModel("sprites/redglow1.vmt");
PrecacheModel("sprites/bluelaser1.vmt");
//PrecacheScriptSound("ASW_Money.Pickup");
}
void CASW_Pickup_Money::ItemTouch( CBaseEntity *pOther )
{
if ( !pOther || pOther->Classify() != CLASS_ASW_MARINE )
return;
CASW_Marine *pMarine = CASW_Marine::AsMarine( pOther );
if ( !pMarine )
return;
// Disappear with a satisfying sound and increment the player's money
//EmitSound("ASW_Money.Pickup");
if ( ASWGameResource() )
{
ASWGameResource()->IncrementMoney( 10 );
}
UTIL_Remove( this );
}
void CASW_Pickup_Money::CreateEffects()
{
// Start up the eye glow
m_pMainGlow = CSprite::SpriteCreate( "sprites/redglow1.vmt", GetLocalOrigin(), false );
int nAttachment = LookupAttachment( "fuse" );
if ( m_pMainGlow != NULL )
{
m_pMainGlow->FollowEntity( this );
m_pMainGlow->SetAttachment( this, nAttachment );
m_pMainGlow->SetTransparency( kRenderGlow, 255, 255, 255, 200, kRenderFxNoDissipation );
m_pMainGlow->SetScale( 0.6f );
m_pMainGlow->SetGlowProxySize( 4.0f );
}
// Start up the eye trail
m_pGlowTrail = CSpriteTrail::SpriteTrailCreate( "sprites/bluelaser1.vmt", GetLocalOrigin(), false );
if ( m_pGlowTrail != NULL )
{
m_pGlowTrail->FollowEntity( this );
m_pGlowTrail->SetAttachment( this, nAttachment );
m_pGlowTrail->SetTransparency( kRenderTransAdd, 255, 0, 0, 255, kRenderFxNone );
m_pGlowTrail->SetStartWidth( 8.0f );
m_pGlowTrail->SetEndWidth( 1.0f );
m_pGlowTrail->SetLifeTime( 0.5f );
}
}