Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

208 lines
5.7 KiB

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: A point entity that periodically emits sparks and "bzzt" sounds.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "IEffects.h"
#include "engine/IEngineSound.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Emits sparks from the given location and plays a random spark sound.
// Input : pev -
// location -
//-----------------------------------------------------------------------------
void DoSpark( CBaseEntity *ent, const Vector &location, int nMagnitude, int nTrailLength, bool bPlaySound, const Vector &vecDir )
{
g_pEffects->Sparks( location, nMagnitude, nTrailLength, &vecDir );
if ( bPlaySound )
{
ent->EmitSound( "DoSpark" );
}
}
const int SF_SPARK_START_ON = 64;
const int SF_SPARK_GLOW = 128;
const int SF_SPARK_SILENT = 256;
const int SF_SPARK_DIRECTIONAL = 512;
class CEnvSpark : public CPointEntity
{
DECLARE_CLASS( CEnvSpark, CPointEntity );
public:
CEnvSpark( void );
void Spawn(void);
void Precache(void);
void SparkThink(void);
// Input handlers
void InputStartSpark( inputdata_t &inputdata );
void InputStopSpark( inputdata_t &inputdata );
void InputToggleSpark( inputdata_t &inputdata );
void InputSparkOnce( inputdata_t &inputdata );
DECLARE_DATADESC();
float m_flDelay;
int m_nGlowSpriteIndex;
int m_nMagnitude;
int m_nTrailLength;
COutputEvent m_OnSpark;
};
BEGIN_DATADESC( CEnvSpark )
DEFINE_KEYFIELD( m_flDelay, FIELD_FLOAT, "MaxDelay" ),
DEFINE_FIELD( m_nGlowSpriteIndex, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_nMagnitude, FIELD_INTEGER, "Magnitude" ),
DEFINE_KEYFIELD( m_nTrailLength, FIELD_INTEGER, "TrailLength" ),
// Function Pointers
DEFINE_FUNCTION( SparkThink ),
DEFINE_INPUTFUNC( FIELD_VOID, "StartSpark", InputStartSpark ),
DEFINE_INPUTFUNC( FIELD_VOID, "StopSpark", InputStopSpark ),
DEFINE_INPUTFUNC( FIELD_VOID, "ToggleSpark", InputToggleSpark ),
DEFINE_INPUTFUNC( FIELD_VOID, "SparkOnce", InputSparkOnce ),
DEFINE_OUTPUT( m_OnSpark, "OnSpark" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS(env_spark, CEnvSpark);
//-----------------------------------------------------------------------------
// Purpose: Constructor! Exciting, isn't it?
//-----------------------------------------------------------------------------
CEnvSpark::CEnvSpark( void )
{
m_nMagnitude = 1;
m_nTrailLength = 1;
}
//-----------------------------------------------------------------------------
// Purpose: Called when spawning, after keyvalues have been handled.
//-----------------------------------------------------------------------------
void CEnvSpark::Spawn(void)
{
SetThink( NULL );
SetUse( NULL );
if (FBitSet(m_spawnflags, SF_SPARK_START_ON))
{
SetThink(&CEnvSpark::SparkThink); // start sparking
}
SetNextThink( gpGlobals->curtime + 0.1 + random->RandomFloat( 0, 1.5 ) );
// Negative delays are not allowed
if (m_flDelay < 0)
{
m_flDelay = 0;
}
Precache( );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvSpark::Precache(void)
{
// Unlock string tables to avoid an engine warning
bool oldLock = engine->LockNetworkStringTables( false );
m_nGlowSpriteIndex = PrecacheModel("sprites/glow01.vmt");
engine->LockNetworkStringTables( oldLock );
if ( IsPrecacheAllowed() )
{
PrecacheScriptSound( "DoSpark" );
}
}
extern ConVar phys_pushscale;
//-----------------------------------------------------------------------------
// Purpose: Emits sparks at random intervals.
//-----------------------------------------------------------------------------
void CEnvSpark::SparkThink(void)
{
SetNextThink( gpGlobals->curtime + 0.1 + random->RandomFloat(0, m_flDelay) );
Vector vecDir = vec3_origin;
if ( FBitSet( m_spawnflags, SF_SPARK_DIRECTIONAL ) )
{
AngleVectors( GetAbsAngles(), &vecDir );
}
DoSpark( this, WorldSpaceCenter(), m_nMagnitude, m_nTrailLength, !( m_spawnflags & SF_SPARK_SILENT ), vecDir );
m_OnSpark.FireOutput( this, this );
if (FBitSet(m_spawnflags, SF_SPARK_GLOW))
{
CPVSFilter filter( GetAbsOrigin() );
te->GlowSprite( filter, 0.0, &GetAbsOrigin(), m_nGlowSpriteIndex, 0.2, 1.5, 25 );
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for starting the sparks.
//-----------------------------------------------------------------------------
void CEnvSpark::InputStartSpark( inputdata_t &inputdata )
{
SetThink(&CEnvSpark::SparkThink);
SetNextThink( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose: Shoot one spark.
//-----------------------------------------------------------------------------
void CEnvSpark::InputSparkOnce( inputdata_t &inputdata )
{
SparkThink();
SetNextThink( TICK_NEVER_THINK );
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for starting the sparks.
//-----------------------------------------------------------------------------
void CEnvSpark::InputStopSpark( inputdata_t &inputdata )
{
SetThink(NULL);
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for toggling the on/off state of the sparks.
//-----------------------------------------------------------------------------
void CEnvSpark::InputToggleSpark( inputdata_t &inputdata )
{
if (GetNextThink() == TICK_NEVER_THINK)
{
InputStartSpark( inputdata );
}
else
{
InputStopSpark( inputdata );
}
}