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2384 lines
58 KiB
2384 lines
58 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Implements a grab bag of visual effects entities. |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "effects.h" |
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#include "gib.h" |
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#include "beam_shared.h" |
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#include "decals.h" |
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#include "func_break.h" |
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#include "EntityFlame.h" |
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#include "entitylist.h" |
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#include "basecombatweapon.h" |
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#include "model_types.h" |
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#include "player.h" |
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#include "physics.h" |
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#include "baseparticleentity.h" |
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#include "ndebugoverlay.h" |
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#include "IEffects.h" |
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#include "vstdlib/random.h" |
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#include "env_wind_shared.h" |
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#include "filesystem.h" |
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#include "engine/IEngineSound.h" |
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#include "fire.h" |
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#include "te_effect_dispatch.h" |
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#include "Sprite.h" |
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#include "precipitation_shared.h" |
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#include "shot_manipulator.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#define SF_FUNNEL_REVERSE 1 // funnel effect repels particles instead of attracting them. |
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#define SF_GIBSHOOTER_REPEATABLE (1<<0) // allows a gibshooter to be refired |
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#define SF_SHOOTER_FLAMING (1<<1) // gib is on fire |
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#define SF_SHOOTER_STRICT_REMOVE (1<<2) // remove this gib even if it is in the player's view |
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// UNDONE: This should be client-side and not use TempEnts |
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class CBubbling : public CBaseEntity |
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{ |
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public: |
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DECLARE_CLASS( CBubbling, CBaseEntity ); |
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virtual void Spawn( void ); |
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virtual void Precache( void ); |
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void FizzThink( void ); |
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// Input handlers. |
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void InputActivate( inputdata_t &inputdata ); |
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void InputDeactivate( inputdata_t &inputdata ); |
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void InputToggle( inputdata_t &inputdata ); |
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void InputSetCurrent( inputdata_t &inputdata ); |
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void InputSetDensity( inputdata_t &inputdata ); |
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void InputSetFrequency( inputdata_t &inputdata ); |
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DECLARE_DATADESC(); |
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private: |
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void TurnOn(); |
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void TurnOff(); |
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void Toggle(); |
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int m_density; |
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int m_frequency; |
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int m_bubbleModel; |
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int m_state; |
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}; |
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LINK_ENTITY_TO_CLASS( env_bubbles, CBubbling ); |
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BEGIN_DATADESC( CBubbling ) |
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DEFINE_KEYFIELD( m_flSpeed, FIELD_FLOAT, "current" ), |
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DEFINE_KEYFIELD( m_density, FIELD_INTEGER, "density" ), |
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DEFINE_KEYFIELD( m_frequency, FIELD_INTEGER, "frequency" ), |
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DEFINE_FIELD( m_state, FIELD_INTEGER ), |
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// Let spawn restore this! |
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// DEFINE_FIELD( m_bubbleModel, FIELD_INTEGER ), |
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// Function Pointers |
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DEFINE_FUNCTION( FizzThink ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), |
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetCurrent", InputSetCurrent ), |
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetDensity", InputSetDensity ), |
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetFrequency", InputSetFrequency ), |
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END_DATADESC() |
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#define SF_BUBBLES_STARTOFF 0x0001 |
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void CBubbling::Spawn( void ) |
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{ |
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Precache( ); |
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SetModel( STRING( GetModelName() ) ); // Set size |
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// Make it invisible to client |
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SetRenderColorA( 0 ); |
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SetSolid( SOLID_NONE ); // Remove model & collisions |
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if ( !HasSpawnFlags(SF_BUBBLES_STARTOFF) ) |
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{ |
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SetThink( &CBubbling::FizzThink ); |
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SetNextThink( gpGlobals->curtime + 2.0 ); |
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m_state = 1; |
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} |
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else |
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{ |
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m_state = 0; |
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} |
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} |
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void CBubbling::Precache( void ) |
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{ |
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m_bubbleModel = PrecacheModel("sprites/bubble.vmt"); // Precache bubble sprite |
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} |
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void CBubbling::Toggle() |
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{ |
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if (!m_state) |
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{ |
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TurnOn(); |
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} |
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else |
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{ |
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TurnOff(); |
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} |
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} |
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void CBubbling::TurnOn() |
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{ |
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m_state = 1; |
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SetThink( &CBubbling::FizzThink ); |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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} |
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void CBubbling::TurnOff() |
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{ |
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m_state = 0; |
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SetThink( NULL ); |
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SetNextThink( TICK_NEVER_THINK ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CBubbling::InputActivate( inputdata_t &inputdata ) |
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{ |
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TurnOn(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CBubbling::InputDeactivate( inputdata_t &inputdata ) |
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{ |
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TurnOff(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CBubbling::InputToggle( inputdata_t &inputdata ) |
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{ |
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Toggle(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : &inputdata - |
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//----------------------------------------------------------------------------- |
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void CBubbling::InputSetCurrent( inputdata_t &inputdata ) |
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{ |
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m_flSpeed = (float)inputdata.value.Int(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : &inputdata - |
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//----------------------------------------------------------------------------- |
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void CBubbling::InputSetDensity( inputdata_t &inputdata ) |
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{ |
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m_density = inputdata.value.Int(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : &inputdata - |
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//----------------------------------------------------------------------------- |
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void CBubbling::InputSetFrequency( inputdata_t &inputdata ) |
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{ |
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m_frequency = inputdata.value.Int(); |
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// Reset think time |
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if ( m_state ) |
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{ |
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if ( m_frequency > 19 ) |
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{ |
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SetNextThink( gpGlobals->curtime + 0.5f ); |
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} |
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else |
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{ |
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SetNextThink( gpGlobals->curtime + 2.5 - (0.1 * m_frequency) ); |
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} |
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} |
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} |
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void CBubbling::FizzThink( void ) |
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{ |
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Vector center = WorldSpaceCenter(); |
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CPASFilter filter( center ); |
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te->Fizz( filter, 0.0, this, m_bubbleModel, m_density, (int)m_flSpeed ); |
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if ( m_frequency > 19 ) |
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{ |
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SetNextThink( gpGlobals->curtime + 0.5f ); |
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} |
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else |
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{ |
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SetNextThink( gpGlobals->curtime + 2.5 - (0.1 * m_frequency) ); |
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} |
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} |
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// ENV_TRACER |
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// Fakes a tracer |
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class CEnvTracer : public CPointEntity |
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{ |
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public: |
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DECLARE_CLASS( CEnvTracer, CPointEntity ); |
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void Spawn( void ); |
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void TracerThink( void ); |
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void Activate( void ); |
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DECLARE_DATADESC(); |
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Vector m_vecEnd; |
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float m_flDelay; |
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}; |
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LINK_ENTITY_TO_CLASS( env_tracer, CEnvTracer ); |
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BEGIN_DATADESC( CEnvTracer ) |
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DEFINE_KEYFIELD( m_flDelay, FIELD_FLOAT, "delay" ), |
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DEFINE_FIELD( m_vecEnd, FIELD_POSITION_VECTOR ), |
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// Function Pointers |
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DEFINE_FUNCTION( TracerThink ), |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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// Purpose: Called after keyvalues are parsed. |
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//----------------------------------------------------------------------------- |
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void CEnvTracer::Spawn( void ) |
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{ |
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SetSolid( SOLID_NONE ); |
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SetMoveType( MOVETYPE_NONE ); |
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if (!m_flDelay) |
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m_flDelay = 1; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Called after all the entities have been loaded. |
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//----------------------------------------------------------------------------- |
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void CEnvTracer::Activate( void ) |
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{ |
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BaseClass::Activate(); |
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CBaseEntity *pEnd = gEntList.FindEntityByName( NULL, m_target ); |
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if (pEnd != NULL) |
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{ |
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m_vecEnd = pEnd->GetLocalOrigin(); |
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SetThink( &CEnvTracer::TracerThink ); |
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SetNextThink( gpGlobals->curtime + m_flDelay ); |
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} |
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else |
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{ |
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Msg( "env_tracer: unknown entity \"%s\"\n", STRING(m_target) ); |
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} |
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} |
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// Think |
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void CEnvTracer::TracerThink( void ) |
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{ |
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UTIL_Tracer( GetAbsOrigin(), m_vecEnd ); |
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SetNextThink( gpGlobals->curtime + m_flDelay ); |
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} |
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//################################################################################# |
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// >> CGibShooter |
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//################################################################################# |
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enum GibSimulation_t |
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{ |
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GIB_SIMULATE_POINT, |
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GIB_SIMULATE_PHYSICS, |
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GIB_SIMULATE_RAGDOLL, |
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}; |
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class CGibShooter : public CBaseEntity |
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{ |
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public: |
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DECLARE_CLASS( CGibShooter, CBaseEntity ); |
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void Spawn( void ); |
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void Precache( void ); |
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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virtual CGib *CreateGib( void ); |
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protected: |
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// Purpose: |
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CBaseEntity *SpawnGib( const Vector &vecShootDir, float flSpeed ); |
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DECLARE_DATADESC(); |
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private: |
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void InitPointGib( CGib *pGib, const Vector &vecShootDir, float flSpeed ); |
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void ShootThink( void ); |
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protected: |
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int m_iGibs; |
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int m_iGibCapacity; |
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int m_iGibMaterial; |
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int m_iGibModelIndex; |
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float m_flGibVelocity; |
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QAngle m_angGibRotation; |
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float m_flGibAngVelocity; |
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float m_flVariance; |
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float m_flGibLife; |
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int m_nSimulationType; |
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int m_nMaxGibModelFrame; |
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float m_flDelay; |
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bool m_bNoGibShadows; |
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bool m_bIsSprite; |
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string_t m_iszLightingOrigin; |
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// ---------------- |
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// Inputs |
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// ---------------- |
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void InputShoot( inputdata_t &inputdata ); |
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}; |
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BEGIN_DATADESC( CGibShooter ) |
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DEFINE_KEYFIELD( m_iGibs, FIELD_INTEGER, "m_iGibs" ), |
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DEFINE_KEYFIELD( m_flGibVelocity, FIELD_FLOAT, "m_flVelocity" ), |
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DEFINE_KEYFIELD( m_flVariance, FIELD_FLOAT, "m_flVariance" ), |
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DEFINE_KEYFIELD( m_flGibLife, FIELD_FLOAT, "m_flGibLife" ), |
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DEFINE_KEYFIELD( m_nSimulationType, FIELD_INTEGER, "Simulation" ), |
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DEFINE_KEYFIELD( m_flDelay, FIELD_FLOAT, "delay" ), |
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DEFINE_KEYFIELD( m_angGibRotation, FIELD_VECTOR, "gibangles" ), |
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DEFINE_KEYFIELD( m_flGibAngVelocity, FIELD_FLOAT, "gibanglevelocity"), |
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DEFINE_FIELD( m_bIsSprite, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_iGibCapacity, FIELD_INTEGER ), |
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DEFINE_FIELD( m_iGibMaterial, FIELD_INTEGER ), |
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DEFINE_FIELD( m_iGibModelIndex, FIELD_INTEGER ), |
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DEFINE_FIELD( m_nMaxGibModelFrame, FIELD_INTEGER ), |
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DEFINE_KEYFIELD( m_iszLightingOrigin, FIELD_STRING, "LightingOrigin" ), |
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DEFINE_KEYFIELD( m_bNoGibShadows, FIELD_BOOLEAN, "nogibshadows" ), |
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// Inputs |
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DEFINE_INPUTFUNC( FIELD_VOID, "Shoot", InputShoot ), |
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// Function Pointers |
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DEFINE_FUNCTION( ShootThink ), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS( gibshooter, CGibShooter ); |
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void CGibShooter::Precache ( void ) |
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{ |
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if ( g_Language.GetInt() == LANGUAGE_GERMAN ) |
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{ |
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m_iGibModelIndex = PrecacheModel ("models/germanygibs.mdl"); |
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} |
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else |
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{ |
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m_iGibModelIndex = PrecacheModel ("models/gibs/hgibs.mdl"); |
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} |
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} |
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void CGibShooter::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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SetThink( &CGibShooter::ShootThink ); |
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SetNextThink( gpGlobals->curtime ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Input handler for shooting gibs. |
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//----------------------------------------------------------------------------- |
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void CGibShooter::InputShoot( inputdata_t &inputdata ) |
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{ |
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SetThink( &CGibShooter::ShootThink ); |
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SetNextThink( gpGlobals->curtime ); |
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} |
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void CGibShooter::Spawn( void ) |
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{ |
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Precache(); |
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SetSolid( SOLID_NONE ); |
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AddEffects( EF_NODRAW ); |
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if ( m_flDelay < 0 ) |
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{ |
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m_flDelay = 0.0; |
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} |
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if ( m_flGibLife == 0 ) |
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{ |
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m_flGibLife = 25; |
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} |
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m_iGibCapacity = m_iGibs; |
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m_nMaxGibModelFrame = modelinfo->GetModelFrameCount( modelinfo->GetModel( m_iGibModelIndex ) ); |
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} |
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CGib *CGibShooter::CreateGib ( void ) |
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{ |
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ConVarRef violence_hgibs( "violence_hgibs" ); |
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if ( violence_hgibs.IsValid() && !violence_hgibs.GetInt() ) |
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return NULL; |
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CGib *pGib = CREATE_ENTITY( CGib, "gib" ); |
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pGib->Spawn( "models/gibs/hgibs.mdl" ); |
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pGib->SetBloodColor( BLOOD_COLOR_RED ); |
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if ( m_nMaxGibModelFrame <= 1 ) |
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{ |
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DevWarning( 2, "GibShooter Body is <= 1!\n" ); |
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} |
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pGib->m_nBody = random->RandomInt ( 1, m_nMaxGibModelFrame - 1 );// avoid throwing random amounts of the 0th gib. (skull). |
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if ( m_iszLightingOrigin != NULL_STRING ) |
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{ |
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// Make the gibs use the lighting origin |
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pGib->SetLightingOrigin( m_iszLightingOrigin ); |
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} |
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return pGib; |
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} |
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void CGibShooter::InitPointGib( CGib *pGib, const Vector &vecShootDir, float flSpeed ) |
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{ |
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if ( pGib ) |
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{ |
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pGib->SetLocalOrigin( GetAbsOrigin() ); |
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pGib->SetAbsVelocity( vecShootDir * flSpeed ); |
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QAngle angVel( random->RandomFloat ( 100, 200 ), random->RandomFloat ( 100, 300 ), 0 ); |
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pGib->SetLocalAngularVelocity( angVel ); |
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float thinkTime = ( pGib->GetNextThink() - gpGlobals->curtime ); |
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pGib->m_lifeTime = (m_flGibLife * random->RandomFloat( 0.95, 1.05 )); // +/- 5% |
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// HL1 gibs always die after a certain time, other games have to opt-in |
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#ifndef HL1_DLL |
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if( HasSpawnFlags( SF_SHOOTER_STRICT_REMOVE ) ) |
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#endif |
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{ |
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pGib->SetNextThink( gpGlobals->curtime + pGib->m_lifeTime ); |
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pGib->SetThink ( &CGib::DieThink ); |
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} |
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if ( pGib->m_lifeTime < thinkTime ) |
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{ |
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pGib->SetNextThink( gpGlobals->curtime + pGib->m_lifeTime ); |
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pGib->m_lifeTime = 0; |
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} |
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if ( m_bIsSprite == true ) |
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{ |
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pGib->SetSprite( CSprite::SpriteCreate( STRING( GetModelName() ), pGib->GetAbsOrigin(), false ) ); |
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CSprite *pSprite = (CSprite*)pGib->GetSprite(); |
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if ( pSprite ) |
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{ |
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pSprite->SetAttachment( pGib, 0 ); |
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pSprite->SetOwnerEntity( pGib ); |
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pSprite->SetScale( 1 ); |
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pSprite->SetTransparency( m_nRenderMode, m_clrRender->r, m_clrRender->g, m_clrRender->b, m_clrRender->a, m_nRenderFX ); |
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pSprite->AnimateForTime( 5, m_flGibLife + 1 ); //This framerate is totally wrong |
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} |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CBaseEntity *CGibShooter::SpawnGib( const Vector &vecShootDir, float flSpeed ) |
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{ |
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switch (m_nSimulationType) |
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{ |
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case GIB_SIMULATE_RAGDOLL: |
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{ |
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// UNDONE: Assume a mass of 200 for now |
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Vector force = vecShootDir * flSpeed * 200; |
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return CreateRagGib( STRING( GetModelName() ), GetAbsOrigin(), GetAbsAngles(), force, m_flGibLife ); |
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} |
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case GIB_SIMULATE_PHYSICS: |
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{ |
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CGib *pGib = CreateGib(); |
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if ( pGib ) |
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{ |
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pGib->SetAbsOrigin( GetAbsOrigin() ); |
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pGib->SetAbsAngles( m_angGibRotation ); |
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pGib->m_lifeTime = (m_flGibLife * random->RandomFloat( 0.95, 1.05 )); // +/- 5% |
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pGib->SetCollisionGroup( COLLISION_GROUP_DEBRIS ); |
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IPhysicsObject *pPhysicsObject = pGib->VPhysicsInitNormal( SOLID_VPHYSICS, pGib->GetSolidFlags(), false ); |
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pGib->SetMoveType( MOVETYPE_VPHYSICS ); |
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if ( pPhysicsObject ) |
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{ |
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// Set gib velocity |
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Vector vVel = vecShootDir * flSpeed; |
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pPhysicsObject->AddVelocity(&vVel, NULL); |
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AngularImpulse torque; |
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torque.x = m_flGibAngVelocity * random->RandomFloat( 0.1f, 1.0f ); |
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torque.y = m_flGibAngVelocity * random->RandomFloat( 0.1f, 1.0f ); |
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torque.z = 0.0f; |
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torque *= pPhysicsObject->GetMass(); |
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pPhysicsObject->ApplyTorqueCenter( torque ); |
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#ifndef HL1_DLL |
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if( HasSpawnFlags( SF_SHOOTER_STRICT_REMOVE ) ) |
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#endif |
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{ |
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pGib->m_bForceRemove = true; |
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pGib->SetNextThink( gpGlobals->curtime + pGib->m_lifeTime ); |
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pGib->SetThink ( &CGib::DieThink ); |
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} |
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} |
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else |
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{ |
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InitPointGib( pGib, vecShootDir, flSpeed ); |
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} |
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} |
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return pGib; |
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} |
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case GIB_SIMULATE_POINT: |
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{ |
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CGib *pGib = CreateGib(); |
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if ( pGib ) |
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{ |
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pGib->SetAbsAngles( m_angGibRotation ); |
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InitPointGib( pGib, vecShootDir, flSpeed ); |
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return pGib; |
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} |
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} |
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} |
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return NULL; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CGibShooter::ShootThink ( void ) |
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{ |
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SetNextThink( gpGlobals->curtime + m_flDelay ); |
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Vector vecShootDir, vForward,vRight,vUp; |
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AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp ); |
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vecShootDir = vForward; |
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vecShootDir = vecShootDir + vRight * random->RandomFloat( -1, 1) * m_flVariance; |
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vecShootDir = vecShootDir + vForward * random->RandomFloat( -1, 1) * m_flVariance; |
|
vecShootDir = vecShootDir + vUp * random->RandomFloat( -1, 1) * m_flVariance; |
|
|
|
VectorNormalize( vecShootDir ); |
|
|
|
SpawnGib( vecShootDir, m_flGibVelocity ); |
|
|
|
if ( --m_iGibs <= 0 ) |
|
{ |
|
if ( HasSpawnFlags(SF_GIBSHOOTER_REPEATABLE) ) |
|
{ |
|
m_iGibs = m_iGibCapacity; |
|
SetThink ( NULL ); |
|
SetNextThink( gpGlobals->curtime ); |
|
} |
|
else |
|
{ |
|
SetThink ( &CGibShooter::SUB_Remove ); |
|
SetNextThink( gpGlobals->curtime ); |
|
} |
|
} |
|
} |
|
|
|
class CEnvShooter : public CGibShooter |
|
{ |
|
public: |
|
DECLARE_CLASS( CEnvShooter, CGibShooter ); |
|
|
|
CEnvShooter() { m_flGibGravityScale = 1.0f; } |
|
void Precache( void ); |
|
bool KeyValue( const char *szKeyName, const char *szValue ); |
|
|
|
CGib *CreateGib( void ); |
|
|
|
DECLARE_DATADESC(); |
|
|
|
public: |
|
|
|
int m_nSkin; |
|
float m_flGibScale; |
|
float m_flGibGravityScale; |
|
|
|
#if HL2_EPISODIC |
|
float m_flMassOverride; // allow designer to force a mass for gibs in some cases |
|
#endif |
|
}; |
|
|
|
BEGIN_DATADESC( CEnvShooter ) |
|
|
|
DEFINE_KEYFIELD( m_nSkin, FIELD_INTEGER, "skin" ), |
|
DEFINE_KEYFIELD( m_flGibScale, FIELD_FLOAT ,"scale" ), |
|
DEFINE_KEYFIELD( m_flGibGravityScale, FIELD_FLOAT, "gibgravityscale" ), |
|
|
|
#if HL2_EPISODIC |
|
DEFINE_KEYFIELD( m_flMassOverride, FIELD_FLOAT, "massoverride" ), |
|
#endif |
|
|
|
END_DATADESC() |
|
|
|
|
|
LINK_ENTITY_TO_CLASS( env_shooter, CEnvShooter ); |
|
|
|
bool CEnvShooter::KeyValue( const char *szKeyName, const char *szValue ) |
|
{ |
|
if (FStrEq(szKeyName, "shootmodel")) |
|
{ |
|
m_bIsSprite = false; |
|
SetModelName( AllocPooledString(szValue) ); |
|
|
|
//Adrian - not pretty... |
|
if ( Q_stristr( szValue, ".vmt" ) ) |
|
m_bIsSprite = true; |
|
} |
|
|
|
else if (FStrEq(szKeyName, "shootsounds")) |
|
{ |
|
int iNoise = atoi(szValue); |
|
switch( iNoise ) |
|
{ |
|
case 0: |
|
m_iGibMaterial = matGlass; |
|
break; |
|
case 1: |
|
m_iGibMaterial = matWood; |
|
break; |
|
case 2: |
|
m_iGibMaterial = matMetal; |
|
break; |
|
case 3: |
|
m_iGibMaterial = matFlesh; |
|
break; |
|
case 4: |
|
m_iGibMaterial = matRocks; |
|
break; |
|
|
|
default: |
|
case -1: |
|
m_iGibMaterial = matNone; |
|
break; |
|
} |
|
} |
|
else |
|
{ |
|
return BaseClass::KeyValue( szKeyName, szValue ); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
|
|
void CEnvShooter::Precache ( void ) |
|
{ |
|
m_iGibModelIndex = PrecacheModel( STRING( GetModelName() ) ); |
|
} |
|
|
|
|
|
CGib *CEnvShooter::CreateGib ( void ) |
|
{ |
|
CGib *pGib = CREATE_ENTITY( CGib, "gib" ); |
|
|
|
if ( m_bIsSprite == true ) |
|
{ |
|
//HACK HACK |
|
pGib->Spawn( "" ); |
|
} |
|
else |
|
{ |
|
pGib->Spawn( STRING( GetModelName() ) ); |
|
} |
|
|
|
int bodyPart = 0; |
|
|
|
if ( m_nMaxGibModelFrame > 1 ) |
|
{ |
|
bodyPart = random->RandomInt( 0, m_nMaxGibModelFrame-1 ); |
|
} |
|
|
|
pGib->m_nBody = bodyPart; |
|
pGib->SetBloodColor( DONT_BLEED ); |
|
pGib->m_material = m_iGibMaterial; |
|
|
|
pGib->m_nRenderMode = m_nRenderMode; |
|
pGib->m_clrRender = m_clrRender; |
|
pGib->m_nRenderFX = m_nRenderFX; |
|
pGib->m_nSkin = m_nSkin; |
|
pGib->m_lifeTime = gpGlobals->curtime + m_flGibLife; |
|
|
|
pGib->SetGravity( m_flGibGravityScale ); |
|
|
|
// Spawn a flaming gib |
|
if ( HasSpawnFlags( SF_SHOOTER_FLAMING ) ) |
|
{ |
|
// Tag an entity flame along with us |
|
CEntityFlame *pFlame = CEntityFlame::Create( pGib, false ); |
|
if ( pFlame != NULL ) |
|
{ |
|
pFlame->SetLifetime( pGib->m_lifeTime ); |
|
pGib->SetFlame( pFlame ); |
|
} |
|
} |
|
|
|
if ( m_iszLightingOrigin != NULL_STRING ) |
|
{ |
|
// Make the gibs use the lighting origin |
|
pGib->SetLightingOrigin( m_iszLightingOrigin ); |
|
} |
|
|
|
if( m_bNoGibShadows ) |
|
{ |
|
pGib->AddEffects( EF_NOSHADOW ); |
|
} |
|
|
|
#if HL2_EPISODIC |
|
// if a mass override is set, apply it to the gib |
|
if (m_flMassOverride != 0) |
|
{ |
|
IPhysicsObject *pPhys = pGib->VPhysicsGetObject(); |
|
if (pPhys) |
|
{ |
|
pPhys->SetMass( m_flMassOverride ); |
|
} |
|
} |
|
#endif |
|
|
|
return pGib; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// An entity that shoots out junk when hit by a rotor wash |
|
//----------------------------------------------------------------------------- |
|
class CRotorWashShooter : public CEnvShooter, public IRotorWashShooter |
|
{ |
|
public: |
|
DECLARE_CLASS( CRotorWashShooter, CEnvShooter ); |
|
DECLARE_DATADESC(); |
|
|
|
virtual void Spawn(); |
|
|
|
public: |
|
// Inherited from IRotorWashShooter |
|
virtual CBaseEntity *DoWashPush( float flTimeSincePushStarted, const Vector &vecForce ); |
|
|
|
private: |
|
// Amount of time we need to spend under the rotor before we shoot |
|
float m_flTimeUnderRotor; |
|
float m_flTimeUnderRotorVariance; |
|
|
|
// Last time we were hit with a wash... |
|
float m_flLastWashStartTime; |
|
float m_flNextGibTime; |
|
}; |
|
|
|
|
|
LINK_ENTITY_TO_CLASS( env_rotorshooter, CRotorWashShooter ); |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Save/load |
|
//----------------------------------------------------------------------------- |
|
BEGIN_DATADESC( CRotorWashShooter ) |
|
|
|
DEFINE_KEYFIELD( m_flTimeUnderRotor, FIELD_FLOAT ,"rotortime" ), |
|
DEFINE_KEYFIELD( m_flTimeUnderRotorVariance, FIELD_FLOAT ,"rotortimevariance" ), |
|
DEFINE_FIELD( m_flLastWashStartTime, FIELD_TIME ), |
|
DEFINE_FIELD( m_flNextGibTime, FIELD_TIME ), |
|
|
|
END_DATADESC() |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Gets at the interface if the entity supports it |
|
//----------------------------------------------------------------------------- |
|
IRotorWashShooter *GetRotorWashShooter( CBaseEntity *pEntity ) |
|
{ |
|
CRotorWashShooter *pShooter = dynamic_cast<CRotorWashShooter*>(pEntity); |
|
return pShooter; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Inherited from IRotorWashShooter |
|
//----------------------------------------------------------------------------- |
|
void CRotorWashShooter::Spawn() |
|
{ |
|
BaseClass::Spawn(); |
|
m_flLastWashStartTime = -1; |
|
} |
|
|
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Inherited from IRotorWashShooter |
|
//----------------------------------------------------------------------------- |
|
CBaseEntity *CRotorWashShooter::DoWashPush( float flWashStartTime, const Vector &vecForce ) |
|
{ |
|
if ( flWashStartTime == m_flLastWashStartTime ) |
|
{ |
|
if ( m_flNextGibTime > gpGlobals->curtime ) |
|
return NULL; |
|
} |
|
|
|
m_flLastWashStartTime = flWashStartTime; |
|
m_flNextGibTime = gpGlobals->curtime + m_flTimeUnderRotor + random->RandomFloat( -1, 1) * m_flTimeUnderRotorVariance; |
|
if ( m_flNextGibTime <= gpGlobals->curtime ) |
|
{ |
|
m_flNextGibTime = gpGlobals->curtime + 0.01f; |
|
} |
|
|
|
// Set the velocity to be what the force would cause it to accelerate to |
|
// after one tick |
|
Vector vecShootDir = vecForce; |
|
VectorNormalize( vecShootDir ); |
|
|
|
vecShootDir.x += random->RandomFloat( -1, 1 ) * m_flVariance; |
|
vecShootDir.y += random->RandomFloat( -1, 1 ) * m_flVariance; |
|
vecShootDir.z += random->RandomFloat( -1, 1 ) * m_flVariance; |
|
|
|
VectorNormalize( vecShootDir ); |
|
|
|
CBaseEntity *pGib = SpawnGib( vecShootDir, m_flGibVelocity /*flLength*/ ); |
|
|
|
if ( --m_iGibs <= 0 ) |
|
{ |
|
if ( HasSpawnFlags(SF_GIBSHOOTER_REPEATABLE) ) |
|
{ |
|
m_iGibs = m_iGibCapacity; |
|
} |
|
else |
|
{ |
|
SetThink ( &CGibShooter::SUB_Remove ); |
|
SetNextThink( gpGlobals->curtime ); |
|
} |
|
} |
|
|
|
return pGib; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
class CTestEffect : public CBaseEntity |
|
{ |
|
public: |
|
DECLARE_CLASS( CTestEffect, CBaseEntity ); |
|
|
|
void Spawn( void ); |
|
void Precache( void ); |
|
// bool KeyValue( const char *szKeyName, const char *szValue ); |
|
void Think( void ); |
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
|
|
|
int m_iLoop; |
|
int m_iBeam; |
|
CBeam *m_pBeam[24]; |
|
float m_flBeamTime[24]; |
|
float m_flStartTime; |
|
}; |
|
|
|
|
|
LINK_ENTITY_TO_CLASS( test_effect, CTestEffect ); |
|
|
|
void CTestEffect::Spawn( void ) |
|
{ |
|
Precache( ); |
|
} |
|
|
|
void CTestEffect::Precache( void ) |
|
{ |
|
PrecacheModel( "sprites/lgtning.vmt" ); |
|
} |
|
|
|
void CTestEffect::Think( void ) |
|
{ |
|
int i; |
|
float t = (gpGlobals->curtime - m_flStartTime); |
|
|
|
if (m_iBeam < 24) |
|
{ |
|
CBeam *pbeam = CBeam::BeamCreate( "sprites/lgtning.vmt", 10 ); |
|
|
|
trace_t tr; |
|
|
|
Vector vecSrc = GetAbsOrigin(); |
|
Vector vecDir = Vector( random->RandomFloat( -1.0, 1.0 ), random->RandomFloat( -1.0, 1.0 ),random->RandomFloat( -1.0, 1.0 ) ); |
|
VectorNormalize( vecDir ); |
|
UTIL_TraceLine( vecSrc, vecSrc + vecDir * 128, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); |
|
|
|
pbeam->PointsInit( vecSrc, tr.endpos ); |
|
// pbeam->SetColor( 80, 100, 255 ); |
|
pbeam->SetColor( 255, 180, 100 ); |
|
pbeam->SetWidth( 10.0 ); |
|
pbeam->SetScrollRate( 12 ); |
|
|
|
m_flBeamTime[m_iBeam] = gpGlobals->curtime; |
|
m_pBeam[m_iBeam] = pbeam; |
|
m_iBeam++; |
|
|
|
#if 0 |
|
Vector vecMid = (vecSrc + tr.endpos) * 0.5; |
|
CBroadcastRecipientFilter filter; |
|
TE_DynamicLight( filter, 0.0, |
|
vecMid, 255, 180, 100, 3, 2.0, 0.0 ); |
|
#endif |
|
} |
|
|
|
if (t < 3.0) |
|
{ |
|
for (i = 0; i < m_iBeam; i++) |
|
{ |
|
t = (gpGlobals->curtime - m_flBeamTime[i]) / ( 3 + m_flStartTime - m_flBeamTime[i]); |
|
m_pBeam[i]->SetBrightness( 255 * t ); |
|
// m_pBeam[i]->SetScrollRate( 20 * t ); |
|
} |
|
SetNextThink( gpGlobals->curtime + 0.1f ); |
|
} |
|
else |
|
{ |
|
for (i = 0; i < m_iBeam; i++) |
|
{ |
|
UTIL_Remove( m_pBeam[i] ); |
|
} |
|
m_flStartTime = gpGlobals->curtime; |
|
m_iBeam = 0; |
|
SetNextThink( TICK_NEVER_THINK ); |
|
} |
|
} |
|
|
|
|
|
void CTestEffect::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
|
{ |
|
SetNextThink( gpGlobals->curtime + 0.1f ); |
|
m_flStartTime = gpGlobals->curtime; |
|
} |
|
|
|
|
|
|
|
// Blood effects |
|
class CBlood : public CPointEntity |
|
{ |
|
public: |
|
DECLARE_CLASS( CBlood, CPointEntity ); |
|
|
|
void Spawn( void ); |
|
bool KeyValue( const char *szKeyName, const char *szValue ); |
|
|
|
inline int Color( void ) { return m_Color; } |
|
inline float BloodAmount( void ) { return m_flAmount; } |
|
|
|
inline void SetColor( int color ) { m_Color = color; } |
|
|
|
// Input handlers |
|
void InputEmitBlood( inputdata_t &inputdata ); |
|
|
|
Vector Direction( void ); |
|
Vector BloodPosition( CBaseEntity *pActivator ); |
|
|
|
DECLARE_DATADESC(); |
|
|
|
Vector m_vecSprayDir; |
|
float m_flAmount; |
|
int m_Color; |
|
|
|
private: |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( env_blood, CBlood ); |
|
|
|
BEGIN_DATADESC( CBlood ) |
|
|
|
DEFINE_KEYFIELD( m_vecSprayDir, FIELD_VECTOR, "spraydir" ), |
|
DEFINE_KEYFIELD( m_flAmount, FIELD_FLOAT, "amount" ), |
|
DEFINE_FIELD( m_Color, FIELD_INTEGER ), |
|
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "EmitBlood", InputEmitBlood ), |
|
|
|
END_DATADESC() |
|
|
|
|
|
#define SF_BLOOD_RANDOM 0x0001 |
|
#define SF_BLOOD_STREAM 0x0002 |
|
#define SF_BLOOD_PLAYER 0x0004 |
|
#define SF_BLOOD_DECAL 0x0008 |
|
#define SF_BLOOD_CLOUD 0x0010 |
|
#define SF_BLOOD_DROPS 0x0020 |
|
#define SF_BLOOD_GORE 0x0040 |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CBlood::Spawn( void ) |
|
{ |
|
// Convert spraydir from angles to a vector |
|
QAngle angSprayDir = QAngle( m_vecSprayDir.x, m_vecSprayDir.y, m_vecSprayDir.z ); |
|
AngleVectors( angSprayDir, &m_vecSprayDir ); |
|
|
|
SetSolid( SOLID_NONE ); |
|
SetMoveType( MOVETYPE_NONE ); |
|
SetColor( BLOOD_COLOR_RED ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : szKeyName - |
|
// szValue - |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CBlood::KeyValue( const char *szKeyName, const char *szValue ) |
|
{ |
|
if (FStrEq(szKeyName, "color")) |
|
{ |
|
int color = atoi(szValue); |
|
switch ( color ) |
|
{ |
|
case 1: |
|
{ |
|
SetColor( BLOOD_COLOR_YELLOW ); |
|
break; |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
return BaseClass::KeyValue( szKeyName, szValue ); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
|
|
Vector CBlood::Direction( void ) |
|
{ |
|
if ( HasSpawnFlags( SF_BLOOD_RANDOM ) ) |
|
return UTIL_RandomBloodVector(); |
|
|
|
return m_vecSprayDir; |
|
} |
|
|
|
|
|
Vector CBlood::BloodPosition( CBaseEntity *pActivator ) |
|
{ |
|
if ( HasSpawnFlags( SF_BLOOD_PLAYER ) ) |
|
{ |
|
CBasePlayer *player; |
|
|
|
if ( pActivator && pActivator->IsPlayer() ) |
|
{ |
|
player = ToBasePlayer( pActivator ); |
|
} |
|
else |
|
{ |
|
player = UTIL_GetLocalPlayer(); |
|
} |
|
|
|
if ( player ) |
|
{ |
|
return (player->EyePosition()) + Vector( random->RandomFloat(-10,10), random->RandomFloat(-10,10), random->RandomFloat(-10,10) ); |
|
} |
|
} |
|
|
|
return GetLocalOrigin(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void UTIL_BloodSpray( const Vector &pos, const Vector &dir, int color, int amount, int flags ) |
|
{ |
|
if( color == DONT_BLEED ) |
|
return; |
|
|
|
CEffectData data; |
|
|
|
data.m_vOrigin = pos; |
|
data.m_vNormal = dir; |
|
data.m_flScale = (float)amount; |
|
data.m_fFlags = flags; |
|
data.m_nColor = color; |
|
|
|
DispatchEffect( "bloodspray", data ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Input handler for triggering the blood effect. |
|
//----------------------------------------------------------------------------- |
|
void CBlood::InputEmitBlood( inputdata_t &inputdata ) |
|
{ |
|
if ( HasSpawnFlags( SF_BLOOD_STREAM ) ) |
|
{ |
|
UTIL_BloodStream( BloodPosition(inputdata.pActivator), Direction(), Color(), BloodAmount() ); |
|
} |
|
else |
|
{ |
|
UTIL_BloodDrips( BloodPosition(inputdata.pActivator), Direction(), Color(), BloodAmount() ); |
|
} |
|
|
|
if ( HasSpawnFlags( SF_BLOOD_DECAL ) ) |
|
{ |
|
Vector forward = Direction(); |
|
Vector start = BloodPosition( inputdata.pActivator ); |
|
trace_t tr; |
|
|
|
UTIL_TraceLine( start, start + forward * BloodAmount() * 2, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr ); |
|
if ( tr.fraction != 1.0 ) |
|
{ |
|
UTIL_BloodDecalTrace( &tr, Color() ); |
|
} |
|
} |
|
|
|
// |
|
// New-fangled blood effects. |
|
// |
|
if ( HasSpawnFlags( SF_BLOOD_CLOUD | SF_BLOOD_DROPS | SF_BLOOD_GORE ) ) |
|
{ |
|
int nFlags = 0; |
|
if (HasSpawnFlags(SF_BLOOD_CLOUD)) |
|
{ |
|
nFlags |= FX_BLOODSPRAY_CLOUD; |
|
} |
|
|
|
if (HasSpawnFlags(SF_BLOOD_DROPS)) |
|
{ |
|
nFlags |= FX_BLOODSPRAY_DROPS; |
|
} |
|
|
|
if (HasSpawnFlags(SF_BLOOD_GORE)) |
|
{ |
|
nFlags |= FX_BLOODSPRAY_GORE; |
|
} |
|
|
|
UTIL_BloodSpray(GetAbsOrigin(), Direction(), Color(), BloodAmount(), nFlags); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Console command for emitting the blood spray effect from an NPC. |
|
//----------------------------------------------------------------------------- |
|
void CC_BloodSpray( const CCommand &args ) |
|
{ |
|
CBaseEntity *pEnt = NULL; |
|
while ( ( pEnt = gEntList.FindEntityGeneric( pEnt, args[1] ) ) != NULL ) |
|
{ |
|
Vector forward; |
|
pEnt->GetVectors(&forward, NULL, NULL); |
|
UTIL_BloodSpray( (forward * 4 ) + ( pEnt->EyePosition() + pEnt->WorldSpaceCenter() ) * 0.5f, forward, BLOOD_COLOR_RED, 4, FX_BLOODSPRAY_ALL ); |
|
} |
|
} |
|
|
|
static ConCommand bloodspray( "bloodspray", CC_BloodSpray, "blood", FCVAR_CHEAT ); |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
class CEnvFunnel : public CBaseEntity |
|
{ |
|
DECLARE_DATADESC(); |
|
public: |
|
DECLARE_CLASS( CEnvFunnel, CBaseEntity ); |
|
|
|
void Spawn( void ); |
|
void Precache( void ); |
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
|
|
|
int m_iSprite; // Don't save, precache |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( env_funnel, CEnvFunnel ); |
|
|
|
//--------------------------------------------------------- |
|
// Save/Restore |
|
//--------------------------------------------------------- |
|
BEGIN_DATADESC( CEnvFunnel ) |
|
|
|
// DEFINE_FIELD( m_iSprite, FIELD_INTEGER ), |
|
|
|
END_DATADESC() |
|
|
|
|
|
|
|
void CEnvFunnel::Precache ( void ) |
|
{ |
|
m_iSprite = PrecacheModel ( "sprites/flare6.vmt" ); |
|
} |
|
|
|
void CEnvFunnel::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
|
{ |
|
CBroadcastRecipientFilter filter; |
|
te->LargeFunnel( filter, 0.0, |
|
&GetAbsOrigin(), m_iSprite, HasSpawnFlags( SF_FUNNEL_REVERSE ) ? 1 : 0 ); |
|
|
|
SetThink( &CEnvFunnel::SUB_Remove ); |
|
SetNextThink( gpGlobals->curtime ); |
|
} |
|
|
|
void CEnvFunnel::Spawn( void ) |
|
{ |
|
Precache(); |
|
SetSolid( SOLID_NONE ); |
|
AddEffects( EF_NODRAW ); |
|
} |
|
|
|
//========================================================= |
|
// Beverage Dispenser |
|
// overloaded m_iHealth, is now how many cans remain in the machine. |
|
//========================================================= |
|
class CEnvBeverage : public CBaseEntity |
|
{ |
|
public: |
|
DECLARE_CLASS( CEnvBeverage, CBaseEntity ); |
|
|
|
void Spawn( void ); |
|
void Precache( void ); |
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
|
bool KeyValue( const char *szKeyName, const char *szValue ); |
|
|
|
// Input handlers. |
|
void InputActivate( inputdata_t &inputdata ); |
|
|
|
DECLARE_DATADESC(); |
|
|
|
public: |
|
bool m_CanInDispenser; |
|
int m_nBeverageType; |
|
}; |
|
|
|
void CEnvBeverage::Precache ( void ) |
|
{ |
|
PrecacheModel( "models/can.mdl" ); |
|
} |
|
|
|
BEGIN_DATADESC( CEnvBeverage ) |
|
DEFINE_FIELD( m_CanInDispenser, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( m_nBeverageType, FIELD_INTEGER ), |
|
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ), |
|
END_DATADESC() |
|
|
|
LINK_ENTITY_TO_CLASS( env_beverage, CEnvBeverage ); |
|
|
|
|
|
bool CEnvBeverage::KeyValue( const char *szKeyName, const char *szValue ) |
|
{ |
|
if (FStrEq(szKeyName, "beveragetype")) |
|
{ |
|
m_nBeverageType = atoi(szValue); |
|
} |
|
else |
|
{ |
|
return BaseClass::KeyValue( szKeyName, szValue ); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
void CEnvBeverage::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
|
{ |
|
if ( m_CanInDispenser || m_iHealth <= 0 ) |
|
{ |
|
// no more cans while one is waiting in the dispenser, or if I'm out of cans. |
|
return; |
|
} |
|
|
|
CBaseAnimating *pCan = (CBaseAnimating *)CBaseEntity::Create( "item_sodacan", GetLocalOrigin(), GetLocalAngles(), this ); |
|
|
|
if ( m_nBeverageType == 6 ) |
|
{ |
|
// random |
|
pCan->m_nSkin = random->RandomInt( 0, 5 ); |
|
} |
|
else |
|
{ |
|
pCan->m_nSkin = m_nBeverageType; |
|
} |
|
|
|
m_CanInDispenser = true; |
|
m_iHealth -= 1; |
|
|
|
//SetThink (SUB_Remove); |
|
//SetNextThink( gpGlobals->curtime ); |
|
} |
|
|
|
void CEnvBeverage::InputActivate( inputdata_t &inputdata ) |
|
{ |
|
Use( inputdata.pActivator, inputdata.pCaller, USE_ON, 0 ); |
|
} |
|
|
|
void CEnvBeverage::Spawn( void ) |
|
{ |
|
Precache(); |
|
SetSolid( SOLID_NONE ); |
|
AddEffects( EF_NODRAW ); |
|
m_CanInDispenser = false; |
|
|
|
if ( m_iHealth == 0 ) |
|
{ |
|
m_iHealth = 10; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Soda can |
|
//========================================================= |
|
class CItemSoda : public CBaseAnimating |
|
{ |
|
public: |
|
DECLARE_CLASS( CItemSoda, CBaseAnimating ); |
|
|
|
void Spawn( void ); |
|
void Precache( void ); |
|
void CanThink ( void ); |
|
void CanTouch ( CBaseEntity *pOther ); |
|
|
|
DECLARE_DATADESC(); |
|
}; |
|
|
|
|
|
BEGIN_DATADESC( CItemSoda ) |
|
|
|
// Function Pointers |
|
DEFINE_FUNCTION( CanThink ), |
|
DEFINE_FUNCTION( CanTouch ), |
|
|
|
END_DATADESC() |
|
|
|
LINK_ENTITY_TO_CLASS( item_sodacan, CItemSoda ); |
|
|
|
void CItemSoda::Precache ( void ) |
|
{ |
|
PrecacheModel( "models/can.mdl" ); |
|
|
|
PrecacheScriptSound( "ItemSoda.Bounce" ); |
|
} |
|
|
|
void CItemSoda::Spawn( void ) |
|
{ |
|
Precache(); |
|
SetSolid( SOLID_NONE ); |
|
SetMoveType( MOVETYPE_FLYGRAVITY ); |
|
|
|
SetModel ( "models/can.mdl" ); |
|
UTIL_SetSize ( this, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ) ); |
|
|
|
SetThink (&CItemSoda::CanThink); |
|
SetNextThink( gpGlobals->curtime + 0.5f ); |
|
} |
|
|
|
void CItemSoda::CanThink ( void ) |
|
{ |
|
EmitSound( "ItemSoda.Bounce" ); |
|
|
|
SetSolid( SOLID_BBOX ); |
|
AddSolidFlags( FSOLID_TRIGGER ); |
|
|
|
#ifdef HL1_DLL |
|
UTIL_SetSize(this, Vector(-16, -16, 0), Vector(16, 16, 16)); |
|
#else |
|
UTIL_SetSize ( this, Vector ( -8, -8, 0 ), Vector ( 8, 8, 8 ) ); |
|
#endif |
|
|
|
SetThink ( NULL ); |
|
SetTouch ( &CItemSoda::CanTouch ); |
|
} |
|
|
|
void CItemSoda::CanTouch ( CBaseEntity *pOther ) |
|
{ |
|
if ( !pOther->IsPlayer() ) |
|
{ |
|
return; |
|
} |
|
|
|
// spoit sound here |
|
|
|
pOther->TakeHealth( 1, DMG_GENERIC );// a bit of health. |
|
|
|
if ( GetOwnerEntity() ) |
|
{ |
|
// tell the machine the can was taken |
|
CEnvBeverage *bev = (CEnvBeverage *)GetOwnerEntity(); |
|
bev->m_CanInDispenser = false; |
|
} |
|
|
|
AddSolidFlags( FSOLID_NOT_SOLID ); |
|
SetMoveType( MOVETYPE_NONE ); |
|
AddEffects( EF_NODRAW ); |
|
SetTouch ( NULL ); |
|
SetThink ( &CItemSoda::SUB_Remove ); |
|
SetNextThink( gpGlobals->curtime ); |
|
} |
|
|
|
#ifndef _XBOX |
|
//========================================================= |
|
// func_precipitation - temporary snow solution for first HL2 |
|
// technology demo |
|
//========================================================= |
|
|
|
class CPrecipitation : public CBaseEntity |
|
{ |
|
public: |
|
DECLARE_CLASS( CPrecipitation, CBaseEntity ); |
|
DECLARE_DATADESC(); |
|
DECLARE_SERVERCLASS(); |
|
|
|
CPrecipitation(); |
|
void Spawn( void ); |
|
|
|
CNetworkVar( PrecipitationType_t, m_nPrecipType ); |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( func_precipitation, CPrecipitation ); |
|
|
|
BEGIN_DATADESC( CPrecipitation ) |
|
DEFINE_KEYFIELD( m_nPrecipType, FIELD_INTEGER, "preciptype" ), |
|
END_DATADESC() |
|
|
|
// Just send the normal entity crap |
|
IMPLEMENT_SERVERCLASS_ST( CPrecipitation, DT_Precipitation) |
|
SendPropInt( SENDINFO( m_nPrecipType ), Q_log2( NUM_PRECIPITATION_TYPES ) + 1, SPROP_UNSIGNED ) |
|
END_SEND_TABLE() |
|
|
|
|
|
CPrecipitation::CPrecipitation() |
|
{ |
|
m_nPrecipType = PRECIPITATION_TYPE_RAIN; // default to rain. |
|
} |
|
|
|
void CPrecipitation::Spawn( void ) |
|
{ |
|
PrecacheMaterial( "effects/fleck_ash1" ); |
|
PrecacheMaterial( "effects/fleck_ash2" ); |
|
PrecacheMaterial( "effects/fleck_ash3" ); |
|
PrecacheMaterial( "effects/ember_swirling001" ); |
|
|
|
Precache(); |
|
SetSolid( SOLID_NONE ); // Remove model & collisions |
|
SetMoveType( MOVETYPE_NONE ); |
|
SetModel( STRING( GetModelName() ) ); // Set size |
|
|
|
// Default to rain. |
|
if ( m_nPrecipType < 0 || m_nPrecipType > NUM_PRECIPITATION_TYPES ) |
|
m_nPrecipType = PRECIPITATION_TYPE_RAIN; |
|
|
|
m_nRenderMode = kRenderEnvironmental; |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// EnvWind - global wind info |
|
//----------------------------------------------------------------------------- |
|
class CEnvWind : public CBaseEntity |
|
{ |
|
public: |
|
DECLARE_CLASS( CEnvWind, CBaseEntity ); |
|
|
|
void Spawn( void ); |
|
void Precache( void ); |
|
void WindThink( void ); |
|
int UpdateTransmitState( void ); |
|
|
|
DECLARE_DATADESC(); |
|
DECLARE_SERVERCLASS(); |
|
|
|
private: |
|
//#ifdef POSIX |
|
CEnvWindShared m_EnvWindShared; // FIXME - fails to compile as networked var due to operator= problem |
|
//#else |
|
// CNetworkVarEmbedded( CEnvWindShared, m_EnvWindShared ); |
|
//#endif |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( env_wind, CEnvWind ); |
|
|
|
BEGIN_DATADESC( CEnvWind ) |
|
|
|
DEFINE_KEYFIELD( m_EnvWindShared.m_iMinWind, FIELD_INTEGER, "minwind" ), |
|
DEFINE_KEYFIELD( m_EnvWindShared.m_iMaxWind, FIELD_INTEGER, "maxwind" ), |
|
DEFINE_KEYFIELD( m_EnvWindShared.m_iMinGust, FIELD_INTEGER, "mingust" ), |
|
DEFINE_KEYFIELD( m_EnvWindShared.m_iMaxGust, FIELD_INTEGER, "maxgust" ), |
|
DEFINE_KEYFIELD( m_EnvWindShared.m_flMinGustDelay, FIELD_FLOAT, "mingustdelay" ), |
|
DEFINE_KEYFIELD( m_EnvWindShared.m_flMaxGustDelay, FIELD_FLOAT, "maxgustdelay" ), |
|
DEFINE_KEYFIELD( m_EnvWindShared.m_iGustDirChange, FIELD_INTEGER, "gustdirchange" ), |
|
DEFINE_KEYFIELD( m_EnvWindShared.m_flGustDuration, FIELD_FLOAT, "gustduration" ), |
|
// DEFINE_KEYFIELD( m_EnvWindShared.m_iszGustSound, FIELD_STRING, "gustsound" ), |
|
|
|
// Just here to quiet down classcheck |
|
// DEFINE_FIELD( m_EnvWindShared, CEnvWindShared ), |
|
|
|
DEFINE_FIELD( m_EnvWindShared.m_iWindDir, FIELD_INTEGER ), |
|
DEFINE_FIELD( m_EnvWindShared.m_flWindSpeed, FIELD_FLOAT ), |
|
|
|
DEFINE_OUTPUT( m_EnvWindShared.m_OnGustStart, "OnGustStart" ), |
|
DEFINE_OUTPUT( m_EnvWindShared.m_OnGustEnd, "OnGustEnd" ), |
|
|
|
// Function Pointers |
|
DEFINE_FUNCTION( WindThink ), |
|
|
|
END_DATADESC() |
|
|
|
|
|
BEGIN_SEND_TABLE_NOBASE(CEnvWindShared, DT_EnvWindShared) |
|
// These are parameters that are used to generate the entire motion |
|
SendPropInt (SENDINFO(m_iMinWind), 10, SPROP_UNSIGNED ), |
|
SendPropInt (SENDINFO(m_iMaxWind), 10, SPROP_UNSIGNED ), |
|
SendPropInt (SENDINFO(m_iMinGust), 10, SPROP_UNSIGNED ), |
|
SendPropInt (SENDINFO(m_iMaxGust), 10, SPROP_UNSIGNED ), |
|
SendPropFloat (SENDINFO(m_flMinGustDelay), 0, SPROP_NOSCALE), // NOTE: Have to do this, so it's *exactly* the same on client |
|
SendPropFloat (SENDINFO(m_flMaxGustDelay), 0, SPROP_NOSCALE), |
|
SendPropInt (SENDINFO(m_iGustDirChange), 9, SPROP_UNSIGNED ), |
|
SendPropInt (SENDINFO(m_iWindSeed), 32, SPROP_UNSIGNED ), |
|
|
|
// These are related to initial state |
|
SendPropInt (SENDINFO(m_iInitialWindDir),9, SPROP_UNSIGNED ), |
|
SendPropFloat (SENDINFO(m_flInitialWindSpeed),0, SPROP_NOSCALE ), |
|
SendPropFloat (SENDINFO(m_flStartTime), 0, SPROP_NOSCALE ), |
|
|
|
SendPropFloat (SENDINFO(m_flGustDuration), 0, SPROP_NOSCALE), |
|
// Sound related |
|
// SendPropInt (SENDINFO(m_iszGustSound), 10, SPROP_UNSIGNED ), |
|
END_SEND_TABLE() |
|
|
|
// This table encodes the CBaseEntity data. |
|
IMPLEMENT_SERVERCLASS_ST_NOBASE(CEnvWind, DT_EnvWind) |
|
SendPropDataTable(SENDINFO_DT(m_EnvWindShared), &REFERENCE_SEND_TABLE(DT_EnvWindShared)), |
|
END_SEND_TABLE() |
|
|
|
void CEnvWind::Precache ( void ) |
|
{ |
|
// if (m_iszGustSound) |
|
// { |
|
// PrecacheScriptSound( STRING( m_iszGustSound ) ); |
|
// } |
|
} |
|
|
|
void CEnvWind::Spawn( void ) |
|
{ |
|
Precache(); |
|
SetSolid( SOLID_NONE ); |
|
AddEffects( EF_NODRAW ); |
|
|
|
m_EnvWindShared.Init( entindex(), 0, gpGlobals->frametime, GetLocalAngles().y, 0 ); |
|
|
|
SetThink( &CEnvWind::WindThink ); |
|
SetNextThink( gpGlobals->curtime ); |
|
} |
|
|
|
int CEnvWind::UpdateTransmitState() |
|
{ |
|
return SetTransmitState( FL_EDICT_ALWAYS ); |
|
} |
|
|
|
void CEnvWind::WindThink( void ) |
|
{ |
|
SetNextThink( m_EnvWindShared.WindThink( gpGlobals->curtime ) ); |
|
} |
|
|
|
|
|
|
|
//================================================== |
|
// CEmbers |
|
//================================================== |
|
|
|
#define bitsSF_EMBERS_START_ON 0x00000001 |
|
#define bitsSF_EMBERS_TOGGLE 0x00000002 |
|
|
|
// UNDONE: This is a brush effect-in-volume entity, move client side. |
|
class CEmbers : public CBaseEntity |
|
{ |
|
public: |
|
DECLARE_CLASS( CEmbers, CBaseEntity ); |
|
|
|
void Spawn( void ); |
|
void Precache( void ); |
|
|
|
void EmberUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
|
|
|
CNetworkVar( int, m_nDensity ); |
|
CNetworkVar( int, m_nLifetime ); |
|
CNetworkVar( int, m_nSpeed ); |
|
|
|
CNetworkVar( bool, m_bEmit ); |
|
|
|
DECLARE_DATADESC(); |
|
DECLARE_SERVERCLASS(); |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( env_embers, CEmbers ); |
|
|
|
//Data description |
|
BEGIN_DATADESC( CEmbers ) |
|
|
|
DEFINE_KEYFIELD( m_nDensity, FIELD_INTEGER, "density" ), |
|
DEFINE_KEYFIELD( m_nLifetime, FIELD_INTEGER, "lifetime" ), |
|
DEFINE_KEYFIELD( m_nSpeed, FIELD_INTEGER, "speed" ), |
|
|
|
DEFINE_FIELD( m_bEmit, FIELD_BOOLEAN ), |
|
|
|
//Function pointers |
|
DEFINE_FUNCTION( EmberUse ), |
|
|
|
END_DATADESC() |
|
|
|
|
|
//Data table |
|
IMPLEMENT_SERVERCLASS_ST( CEmbers, DT_Embers ) |
|
SendPropInt( SENDINFO( m_nDensity ), 32, SPROP_UNSIGNED ), |
|
SendPropInt( SENDINFO( m_nLifetime ), 32, SPROP_UNSIGNED ), |
|
SendPropInt( SENDINFO( m_nSpeed ), 32, SPROP_UNSIGNED ), |
|
SendPropInt( SENDINFO( m_bEmit ), 2, SPROP_UNSIGNED ), |
|
END_SEND_TABLE() |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CEmbers::Spawn( void ) |
|
{ |
|
Precache(); |
|
SetModel( STRING( GetModelName() ) ); |
|
|
|
SetSolid( SOLID_NONE ); |
|
SetRenderColorA( 0 ); |
|
m_nRenderMode = kRenderTransTexture; |
|
|
|
SetUse( &CEmbers::EmberUse ); |
|
|
|
//Start off if we're targetted (unless flagged) |
|
m_bEmit = ( HasSpawnFlags( bitsSF_EMBERS_START_ON ) || ( !GetEntityName() ) ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CEmbers::Precache( void ) |
|
{ |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *pActivator - |
|
// *pCaller - |
|
// useType - |
|
// value - |
|
//----------------------------------------------------------------------------- |
|
void CEmbers::EmberUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
|
{ |
|
//If we're not toggable, only allow one use |
|
if ( !HasSpawnFlags( bitsSF_EMBERS_TOGGLE ) ) |
|
{ |
|
SetUse( NULL ); |
|
} |
|
|
|
//Handle it |
|
switch ( useType ) |
|
{ |
|
case USE_OFF: |
|
m_bEmit = false; |
|
break; |
|
|
|
case USE_ON: |
|
m_bEmit = true; |
|
break; |
|
|
|
case USE_SET: |
|
m_bEmit = !!(int)value; |
|
break; |
|
|
|
default: |
|
case USE_TOGGLE: |
|
m_bEmit = !m_bEmit; |
|
break; |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
class CPhysicsWire : public CBaseEntity |
|
{ |
|
public: |
|
DECLARE_CLASS( CPhysicsWire, CBaseEntity ); |
|
|
|
void Spawn( void ); |
|
void Precache( void ); |
|
|
|
DECLARE_DATADESC(); |
|
|
|
protected: |
|
|
|
bool SetupPhysics( void ); |
|
|
|
int m_nDensity; |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( env_physwire, CPhysicsWire ); |
|
|
|
BEGIN_DATADESC( CPhysicsWire ) |
|
|
|
DEFINE_KEYFIELD( m_nDensity, FIELD_INTEGER, "Density" ), |
|
// DEFINE_KEYFIELD( m_frequency, FIELD_INTEGER, "frequency" ), |
|
|
|
// DEFINE_FIELD( m_flFoo, FIELD_FLOAT ), |
|
|
|
// Function Pointers |
|
// DEFINE_FUNCTION( WireThink ), |
|
|
|
END_DATADESC() |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CPhysicsWire::Spawn( void ) |
|
{ |
|
BaseClass::Spawn(); |
|
|
|
Precache(); |
|
|
|
// if ( SetupPhysics() == false ) |
|
// return; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CPhysicsWire::Precache( void ) |
|
{ |
|
BaseClass::Precache(); |
|
} |
|
|
|
class CPhysBallSocket; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
bool CPhysicsWire::SetupPhysics( void ) |
|
{ |
|
/* |
|
CPointEntity *anchorEnt, *freeEnt; |
|
CPhysBallSocket *socket; |
|
|
|
char anchorName[256]; |
|
char freeName[256]; |
|
|
|
int iAnchorName, iFreeName; |
|
|
|
anchorEnt = (CPointEntity *) CreateEntityByName( "info_target" ); |
|
|
|
if ( anchorEnt == NULL ) |
|
return false; |
|
|
|
//Create and connect all segments |
|
for ( int i = 0; i < m_nDensity; i++ ) |
|
{ |
|
// Create other end of our link |
|
freeEnt = (CPointEntity *) CreateEntityByName( "info_target" ); |
|
|
|
// Create a ballsocket and attach the two |
|
//socket = (CPhysBallSocket *) CreateEntityByName( "phys_ballsocket" ); |
|
|
|
Q_snprintf( anchorName,sizeof(anchorName), "__PWIREANCHOR%d", i ); |
|
Q_snprintf( freeName,sizeof(freeName), "__PWIREFREE%d", i+1 ); |
|
|
|
iAnchorName = MAKE_STRING( anchorName ); |
|
iFreeName = MAKE_STRING( freeName ); |
|
|
|
//Fake the names |
|
//socket->m_nameAttach1 = anchorEnt->m_iGlobalname = iAnchorName; |
|
//socket->m_nameAttach2 = freeEnt->m_iGlobalname = iFreeName |
|
|
|
//socket->Activate(); |
|
|
|
//The free ent is now the anchor for the next link |
|
anchorEnt = freeEnt; |
|
} |
|
*/ |
|
|
|
return true; |
|
} |
|
|
|
// |
|
// Muzzle flash |
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// |
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class CEnvMuzzleFlash : public CPointEntity |
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{ |
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DECLARE_CLASS( CEnvMuzzleFlash, CPointEntity ); |
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public: |
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virtual void Spawn(); |
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// Input handlers |
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void InputFire( inputdata_t &inputdata ); |
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DECLARE_DATADESC(); |
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float m_flScale; |
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string_t m_iszParentAttachment; |
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}; |
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BEGIN_DATADESC( CEnvMuzzleFlash ) |
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DEFINE_KEYFIELD( m_flScale, FIELD_FLOAT, "scale" ), |
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DEFINE_KEYFIELD( m_iszParentAttachment, FIELD_STRING, "parentattachment" ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Fire", InputFire ), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS( env_muzzleflash, CEnvMuzzleFlash ); |
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//----------------------------------------------------------------------------- |
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// Spawn! |
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//----------------------------------------------------------------------------- |
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void CEnvMuzzleFlash::Spawn() |
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{ |
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if ( (m_iszParentAttachment != NULL_STRING) && GetParent() && GetParent()->GetBaseAnimating() ) |
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{ |
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CBaseAnimating *pAnim = GetParent()->GetBaseAnimating(); |
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int nParentAttachment = pAnim->LookupAttachment( STRING(m_iszParentAttachment) ); |
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if ( nParentAttachment > 0 ) |
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{ |
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SetParent( GetParent(), nParentAttachment ); |
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SetLocalOrigin( vec3_origin ); |
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SetLocalAngles( vec3_angle ); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : &inputdata - |
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//----------------------------------------------------------------------------- |
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void CEnvMuzzleFlash::InputFire( inputdata_t &inputdata ) |
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{ |
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g_pEffects->MuzzleFlash( GetAbsOrigin(), GetAbsAngles(), m_flScale, MUZZLEFLASH_TYPE_DEFAULT ); |
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} |
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//========================================================= |
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// Splash! |
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//========================================================= |
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#define SF_ENVSPLASH_FINDWATERSURFACE 0x00000001 |
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#define SF_ENVSPLASH_DIMINISH 0x00000002 |
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class CEnvSplash : public CPointEntity |
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{ |
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DECLARE_CLASS( CEnvSplash, CPointEntity ); |
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public: |
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// Input handlers |
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void InputSplash( inputdata_t &inputdata ); |
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protected: |
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float m_flScale; |
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DECLARE_DATADESC(); |
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}; |
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BEGIN_DATADESC( CEnvSplash ) |
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DEFINE_KEYFIELD( m_flScale, FIELD_FLOAT, "scale" ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Splash", InputSplash ), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS( env_splash, CEnvSplash ); |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : &inputdata - |
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//----------------------------------------------------------------------------- |
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#define SPLASH_MAX_DEPTH 120.0f |
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void CEnvSplash::InputSplash( inputdata_t &inputdata ) |
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{ |
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CEffectData data; |
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data.m_fFlags = 0; |
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float scale = m_flScale; |
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if( HasSpawnFlags( SF_ENVSPLASH_FINDWATERSURFACE ) ) |
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{ |
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if( UTIL_PointContents(GetAbsOrigin()) & MASK_WATER ) |
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{ |
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// No splash if I'm supposed to find the surface of the water, but I'm underwater. |
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return; |
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} |
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// Trace down and find the water's surface. This is designed for making |
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// splashes on the surface of water that can change water level. |
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trace_t tr; |
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector( 0, 0, 4096 ), (MASK_WATER|MASK_SOLID_BRUSHONLY), this, COLLISION_GROUP_NONE, &tr ); |
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data.m_vOrigin = tr.endpos; |
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if ( tr.contents & CONTENTS_SLIME ) |
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{ |
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data.m_fFlags |= FX_WATER_IN_SLIME; |
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} |
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} |
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else |
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{ |
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data.m_vOrigin = GetAbsOrigin(); |
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} |
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if( HasSpawnFlags( SF_ENVSPLASH_DIMINISH ) ) |
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{ |
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// Get smaller if I'm in deeper water. |
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float depth = 0.0f; |
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trace_t tr; |
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UTIL_TraceLine( data.m_vOrigin, data.m_vOrigin - Vector( 0, 0, 4096 ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); |
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depth = fabs( tr.startpos.z - tr.endpos.z ); |
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float factor = 1.0f - (depth / SPLASH_MAX_DEPTH); |
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if( factor < 0.1 ) |
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{ |
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// Don't bother making one this small. |
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return; |
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} |
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scale *= factor; |
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} |
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data.m_vNormal = Vector( 0, 0, 1 ); |
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data.m_flScale = scale; |
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DispatchEffect( "watersplash", data ); |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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class CEnvGunfire : public CPointEntity |
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{ |
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public: |
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DECLARE_CLASS( CEnvGunfire, CPointEntity ); |
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CEnvGunfire() |
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{ |
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// !!!HACKHACK |
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// These fields came along kind of late, so they get |
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// initialized in the constructor for now. (sjb) |
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m_flBias = 1.0f; |
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m_bCollide = false; |
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} |
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void Precache(); |
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void Spawn(); |
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void Activate(); |
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void StartShooting(); |
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void StopShooting(); |
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void ShootThink(); |
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void UpdateTarget(); |
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void InputEnable( inputdata_t &inputdata ); |
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void InputDisable( inputdata_t &inputdata ); |
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int m_iMinBurstSize; |
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int m_iMaxBurstSize; |
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float m_flMinBurstDelay; |
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float m_flMaxBurstDelay; |
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float m_flRateOfFire; |
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string_t m_iszShootSound; |
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string_t m_iszTracerType; |
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bool m_bDisabled; |
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int m_iShotsRemaining; |
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int m_iSpread; |
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Vector m_vecSpread; |
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Vector m_vecTargetPosition; |
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float m_flTargetDist; |
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float m_flBias; |
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bool m_bCollide; |
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EHANDLE m_hTarget; |
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DECLARE_DATADESC(); |
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}; |
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BEGIN_DATADESC( CEnvGunfire ) |
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DEFINE_KEYFIELD( m_iMinBurstSize, FIELD_INTEGER, "minburstsize" ), |
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DEFINE_KEYFIELD( m_iMaxBurstSize, FIELD_INTEGER, "maxburstsize" ), |
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DEFINE_KEYFIELD( m_flMinBurstDelay, FIELD_TIME, "minburstdelay" ), |
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DEFINE_KEYFIELD( m_flMaxBurstDelay, FIELD_TIME, "maxburstdelay" ), |
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DEFINE_KEYFIELD( m_flRateOfFire, FIELD_FLOAT, "rateoffire" ), |
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DEFINE_KEYFIELD( m_iszShootSound, FIELD_STRING, "shootsound" ), |
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DEFINE_KEYFIELD( m_iszTracerType, FIELD_STRING, "tracertype" ), |
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "startdisabled" ), |
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DEFINE_KEYFIELD( m_iSpread, FIELD_INTEGER, "spread" ), |
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DEFINE_KEYFIELD( m_flBias, FIELD_FLOAT, "bias" ), |
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DEFINE_KEYFIELD( m_bCollide, FIELD_BOOLEAN, "collisions" ), |
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DEFINE_FIELD( m_iShotsRemaining, FIELD_INTEGER ), |
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DEFINE_FIELD( m_vecSpread, FIELD_VECTOR ), |
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DEFINE_FIELD( m_vecTargetPosition, FIELD_VECTOR ), |
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DEFINE_FIELD( m_flTargetDist, FIELD_FLOAT ), |
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DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ), |
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DEFINE_THINKFUNC( ShootThink ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS( env_gunfire, CEnvGunfire ); |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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void CEnvGunfire::Precache() |
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{ |
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PrecacheScriptSound( STRING( m_iszShootSound ) ); |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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void CEnvGunfire::Spawn() |
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{ |
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Precache(); |
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m_iShotsRemaining = 0; |
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m_flRateOfFire = 1.0f / m_flRateOfFire; |
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switch( m_iSpread ) |
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{ |
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case 1: |
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m_vecSpread = VECTOR_CONE_1DEGREES; |
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break; |
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case 5: |
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m_vecSpread = VECTOR_CONE_5DEGREES; |
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break; |
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case 10: |
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m_vecSpread = VECTOR_CONE_10DEGREES; |
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break; |
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case 15: |
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m_vecSpread = VECTOR_CONE_15DEGREES; |
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break; |
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default: |
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m_vecSpread = vec3_origin; |
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break; |
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} |
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if( !m_bDisabled ) |
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{ |
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StartShooting(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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void CEnvGunfire::Activate( void ) |
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{ |
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// Find my target |
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if (m_target != NULL_STRING) |
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{ |
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m_hTarget = gEntList.FindEntityByName( NULL, m_target ); |
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} |
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BaseClass::Activate(); |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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void CEnvGunfire::StartShooting() |
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{ |
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m_iShotsRemaining = random->RandomInt( m_iMinBurstSize, m_iMaxBurstSize ); |
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SetThink( &CEnvGunfire::ShootThink ); |
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SetNextThink( gpGlobals->curtime ); |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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void CEnvGunfire::UpdateTarget() |
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{ |
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if( m_hTarget ) |
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{ |
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if( m_hTarget->WorldSpaceCenter() != m_vecTargetPosition ) |
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{ |
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// Target has moved. |
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// Locate my target and cache the position and distance. |
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m_vecTargetPosition = m_hTarget->WorldSpaceCenter(); |
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m_flTargetDist = (GetAbsOrigin() - m_vecTargetPosition).Length(); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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void CEnvGunfire::StopShooting() |
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{ |
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SetThink( NULL ); |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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void CEnvGunfire::ShootThink() |
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{ |
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if( !m_hTarget ) |
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{ |
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StopShooting(); |
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} |
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SetNextThink( gpGlobals->curtime + m_flRateOfFire ); |
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UpdateTarget(); |
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Vector vecDir = m_vecTargetPosition - GetAbsOrigin(); |
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VectorNormalize( vecDir ); |
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CShotManipulator manipulator( vecDir ); |
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vecDir = manipulator.ApplySpread( m_vecSpread, m_flBias ); |
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Vector vecEnd; |
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if( m_bCollide ) |
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{ |
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trace_t tr; |
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vecDir * 8192, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); |
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if( tr.fraction != 1.0 ) |
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{ |
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DoImpactEffect( tr, DMG_BULLET ); |
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} |
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vecEnd = tr.endpos; |
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} |
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else |
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{ |
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vecEnd = GetAbsOrigin() + vecDir * m_flTargetDist; |
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} |
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if( m_iszTracerType != NULL_STRING ) |
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{ |
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UTIL_Tracer( GetAbsOrigin(), vecEnd, 0, TRACER_DONT_USE_ATTACHMENT, 5000, true, STRING(m_iszTracerType) ); |
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} |
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else |
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{ |
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UTIL_Tracer( GetAbsOrigin(), vecEnd, 0, TRACER_DONT_USE_ATTACHMENT, 5000, true ); |
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} |
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EmitSound( STRING(m_iszShootSound) ); |
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m_iShotsRemaining--; |
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if( m_iShotsRemaining == 0 ) |
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{ |
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StartShooting(); |
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SetNextThink( gpGlobals->curtime + random->RandomFloat( m_flMinBurstDelay, m_flMaxBurstDelay ) ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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void CEnvGunfire::InputEnable( inputdata_t &inputdata ) |
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{ |
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m_bDisabled = false; |
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StartShooting(); |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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void CEnvGunfire::InputDisable( inputdata_t &inputdata ) |
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{ |
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m_bDisabled = true; |
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SetThink( NULL ); |
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} |
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//----------------------------------------------------------------------------- |
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// Quadratic spline beam effect |
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//----------------------------------------------------------------------------- |
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BEGIN_DATADESC( CEnvQuadraticBeam ) |
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DEFINE_FIELD( m_targetPosition, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_controlPosition, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_scrollRate, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flWidth, FIELD_FLOAT ), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS( env_quadraticbeam, CEnvQuadraticBeam ); |
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IMPLEMENT_SERVERCLASS_ST( CEnvQuadraticBeam, DT_QuadraticBeam ) |
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SendPropVector(SENDINFO(m_targetPosition), -1, SPROP_COORD), |
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SendPropVector(SENDINFO(m_controlPosition), -1, SPROP_COORD), |
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SendPropFloat(SENDINFO(m_scrollRate), 8, 0, -4, 4), |
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SendPropFloat(SENDINFO(m_flWidth), -1, SPROP_NOSCALE), |
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END_SEND_TABLE() |
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void CEnvQuadraticBeam::Spawn() |
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{ |
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BaseClass::Spawn(); |
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m_nRenderMode = kRenderTransAdd; |
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SetRenderColor( 255, 255, 255 ); |
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} |
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CEnvQuadraticBeam *CreateQuadraticBeam( const char *pSpriteName, const Vector &start, const Vector &control, const Vector &end, float width, CBaseEntity *pOwner ) |
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{ |
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CEnvQuadraticBeam *pBeam = (CEnvQuadraticBeam *)CBaseEntity::Create( "env_quadraticbeam", start, vec3_angle, pOwner ); |
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UTIL_SetModel( pBeam, pSpriteName ); |
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pBeam->SetSpline( control, end ); |
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pBeam->SetScrollRate( 0.0 ); |
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pBeam->SetWidth(width); |
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return pBeam; |
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} |
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void EffectsPrecache( void *pUser ) |
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{ |
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CBaseEntity::PrecacheScriptSound( "Underwater.BulletImpact" ); |
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CBaseEntity::PrecacheScriptSound( "FX_RicochetSound.Ricochet" ); |
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CBaseEntity::PrecacheScriptSound( "Physics.WaterSplash" ); |
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CBaseEntity::PrecacheScriptSound( "BaseExplosionEffect.Sound" ); |
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CBaseEntity::PrecacheScriptSound( "Splash.SplashSound" ); |
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if ( gpGlobals->maxClients > 1 ) |
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{ |
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CBaseEntity::PrecacheScriptSound( "HudChat.Message" ); |
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} |
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} |
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PRECACHE_REGISTER_FN( EffectsPrecache ); |
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class CEnvViewPunch : public CPointEntity |
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{ |
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public: |
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DECLARE_CLASS( CEnvViewPunch, CPointEntity ); |
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virtual void Spawn(); |
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// Input handlers |
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void InputViewPunch( inputdata_t &inputdata ); |
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private: |
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float m_flRadius; |
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QAngle m_angViewPunch; |
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void DoViewPunch(); |
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DECLARE_DATADESC(); |
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}; |
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LINK_ENTITY_TO_CLASS( env_viewpunch, CEnvViewPunch ); |
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BEGIN_DATADESC( CEnvViewPunch ) |
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DEFINE_KEYFIELD( m_angViewPunch, FIELD_VECTOR, "punchangle" ), |
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DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "ViewPunch", InputViewPunch ), |
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END_DATADESC() |
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#define SF_PUNCH_EVERYONE 0x0001 // Don't check radius |
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#define SF_PUNCH_IN_AIR 0x0002 // Punch players in air |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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void CEnvViewPunch::Spawn( void ) |
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{ |
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SetSolid( SOLID_NONE ); |
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SetMoveType( MOVETYPE_NONE ); |
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if ( GetSpawnFlags() & SF_PUNCH_EVERYONE ) |
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{ |
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m_flRadius = 0; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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void CEnvViewPunch::DoViewPunch() |
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{ |
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bool bAir = (GetSpawnFlags() & SF_PUNCH_IN_AIR) ? true : false; |
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UTIL_ViewPunch( GetAbsOrigin(), m_angViewPunch, m_flRadius, bAir ); |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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void CEnvViewPunch::InputViewPunch( inputdata_t &inputdata ) |
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{ |
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DoViewPunch(); |
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}
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