Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "c_ai_basenpc.h"
#include "IEffects.h"
#include "particles_simple.h"
//-----------------------------------------------------------------------------
// Purpose: Client side entity for the NPC Bug hole
//-----------------------------------------------------------------------------
class C_Maker_Bughole : public C_BaseEntity
{
DECLARE_CLASS( C_Maker_Bughole, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
C_Maker_Bughole();
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink( void );
void SpawnEffect( void );
public:
C_Maker_Bughole( const C_Maker_Bughole & );
float m_flNextEffectTime;
};
IMPLEMENT_CLIENTCLASS_DT(C_Maker_Bughole, DT_Maker_Bughole, CMaker_Bughole)
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_Maker_Bughole::C_Maker_Bughole( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_Maker_Bughole::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
m_flNextEffectTime = gpGlobals->curtime;
}
}
//-----------------------------------------------------------------------------
// Purpose: Spawn effects if I'm sapping
//-----------------------------------------------------------------------------
void C_Maker_Bughole::ClientThink( void )
{
if ( m_flNextEffectTime < gpGlobals->curtime )
{
SpawnEffect();
m_flNextEffectTime = gpGlobals->curtime + random->RandomFloat( 0.5, 1.0 );
}
}
//-----------------------------------------------------------------------------
// Purpose: Particle effects created when we spawn a chunk
//-----------------------------------------------------------------------------
void C_Maker_Bughole::SpawnEffect( void )
{
Vector normal = Vector(0,0,-1);
Vector offset = GetAbsOrigin() + (normal * 16);
Vector dir;
// Create a couple of big, floating smoke clouds
CSmartPtr<CSimpleEmitter> pSmokeEmitter = CSimpleEmitter::Create( "C_Maker_Bughole::SpawnEffect" );
pSmokeEmitter->SetSortOrigin( offset );
int iSmokeClouds = random->RandomInt(2,5);
for ( int i = 0; i < iSmokeClouds; i++ )
{
SimpleParticle *pParticle = (SimpleParticle *) pSmokeEmitter->AddParticle( sizeof(SimpleParticle), g_Mat_DustPuff[1], offset );
if ( pParticle == NULL )
return;
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = random->RandomFloat( 2.0f, 3.0f );
pParticle->m_uchStartSize = 8;
pParticle->m_uchEndSize = 48;
dir[0] = normal[0] + random->RandomFloat( -0.4f, 0.4f );
dir[1] = normal[1] + random->RandomFloat( -0.4f, 0.4f );
dir[2] = normal[2] + random->RandomFloat( 0, 0.6f );
pParticle->m_vecVelocity = dir * random->RandomFloat( 8.0f, 20.0f )*(i+1);
pParticle->m_uchStartAlpha = 255;
pParticle->m_uchEndAlpha = 0;
pParticle->m_flRoll = random->RandomFloat( 180, 360 );
pParticle->m_flRollDelta = random->RandomFloat( -1, 1 );
float flColor = random->RandomFloat( 0,64 );
pParticle->m_uchColor[0] = 100 + flColor;
pParticle->m_uchColor[1] = 50 + flColor;
pParticle->m_uchColor[2] = flColor;
}
}