Remove unneeded files.

This commit is contained in:
Night Owl 2018-10-25 20:01:39 +05:00
parent 51e0f62ee4
commit 197be2629c
4 changed files with 0 additions and 437 deletions

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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "effects.h"
#include "decals.h"
#include "soundent.h"
#include "game.h"
#include "nail.h"
LINK_ENTITY_TO_CLASS( nailgun_nail, CNailGunNail )
CNailGunNail *CNailGunNail::NailCreate( BOOL bIsBradnailer )
{
// Create a new entity with CCrossbowBolt private data
CNailGunNail *pNail = GetClassPtr((CNailGunNail *)NULL);
pNail->pev->classname = MAKE_STRING("nailgun_nail");
pNail->m_bIsBradnailer = bIsBradnailer;
pNail->Spawn();
return pNail;
}
void CNailGunNail::Spawn()
{
Precache();
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
pev->gravity = 0.5;
SET_MODEL(ENT(pev), "models/nail.mdl");
UTIL_SetOrigin(pev, pev->origin);
UTIL_SetSize(pev, g_vecZero, g_vecZero);
SetTouch(&CNailGunNail::NailTouch);
SetThink(&CNailGunNail::BubbleThink);
pev->nextthink = gpGlobals->time + 0.2;
}
void CNailGunNail::Precache()
{
PRECACHE_MODEL("models/nail.mdl");
PRECACHE_SOUND("weapons/brad_hit1.wav");
PRECACHE_SOUND("weapons/brad_hit2.wav");
}
int CNailGunNail::Classify()
{
return CLASS_NONE;
}
void CNailGunNail::NailTouch( CBaseEntity *pOther )
{
SetTouch( NULL );
SetThink( NULL );
if( pOther->pev->takedamage )
{
TraceResult tr = UTIL_GetGlobalTrace();
entvars_t *pevOwner = VARS( pev->owner );
// UNDONE: this needs to call TraceAttack instead
ClearMultiDamage();
pOther->TraceAttack( pevOwner, m_bIsBradnailer ? gSkillData.plrDmg9MM : gSkillData.plrDmgMP5, pev->velocity.Normalize(), &tr, DMG_NEVERGIB );
ApplyMultiDamage( pev, pevOwner );
pev->velocity = g_vecZero;
// play body "thwack" sound
switch( RANDOM_LONG( 0, 1 ) )
{
case 0:
EMIT_SOUND( ENT( pev ), CHAN_BODY, "weapons/brad_hit1.wav", 1, ATTN_NORM );
break;
case 1:
if( m_bIsBradnailer )
EMIT_SOUND( ENT( pev ), CHAN_BODY, "weapons/brad_hit2.wav", 1, ATTN_NORM );
break;
}
Killed( pev, GIB_NEVER );
}
else
{
// EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "weapons/brad_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0, 7));
SetThink( &CBaseEntity::SUB_Remove );
pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit.
if( FClassnameIs( pOther->pev, "worldspawn" ) )
{
// if what we hit is static architecture, can stay around for a while.
Vector vecDir = pev->velocity.Normalize();
UTIL_SetOrigin( pev, pev->origin - vecDir * RANDOM_LONG( 6, 10 ) );
pev->angles = UTIL_VecToAngles( vecDir );
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_FLY;
pev->velocity = g_vecZero;
pev->avelocity.z = 0;
pev->angles.z = RANDOM_LONG( 0, 360 );
pev->nextthink = gpGlobals->time + 2.0;
}
if( UTIL_PointContents( pev->origin ) != CONTENTS_WATER && RANDOM_LONG( 0, 4 ) == 4 )
{
UTIL_Sparks( pev->origin );
}
}
}
void CNailGunNail::BubbleThink()
{
pev->nextthink = gpGlobals->time + 0.1;
if( pev->waterlevel == 0 )
return;
UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 );
}

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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef NAIL_H
#define NAIL_H
#define NAIL_AIR_VELOCITY 2000
#define NAIL_WATER_VELOCITY 1000
//=========================================================
// Nail projectile
//=========================================================
class CNailGunNail : public CBaseEntity
{
public:
void Spawn();
void Precache();
int Classify();
void EXPORT NailTouch( CBaseEntity *pOther );
void EXPORT BubbleThink();
static CNailGunNail *NailCreate( BOOL bIsBradnailer );
private:
BOOL m_bIsBradnailer;
};
#endif // NAIL_H

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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "schedule.h"
#include "nodes.h"
#include "effects.h"
#include "decals.h"
#include "soundent.h"
#include "game.h"
#include "xsbeam.h"
LINK_ENTITY_TO_CLASS( xs_beam, CXSBeam )
TYPEDESCRIPTION CXSBeam::m_SaveData[] =
{
DEFINE_FIELD( CXSBeam, m_iTrail, FIELD_INTEGER ),
DEFINE_FIELD( CXSBeam, m_iBeamCount, FIELD_INTEGER ),
DEFINE_FIELD( CXSBeam, m_flDeflectionDist, FIELD_FLOAT ),
DEFINE_FIELD( CXSBeam, m_flDmg, FIELD_FLOAT ),
DEFINE_ARRAY( CXSBeam, m_flDeflectionDot, FIELD_FLOAT, XENSQUASHER_MAX_BEAMS ),
DEFINE_FIELD( CXSBeam, m_vecOldOrigin, FIELD_VECTOR ),
DEFINE_ARRAY( CXSBeam, m_pBeam, FIELD_CLASSPTR, XENSQUASHER_MAX_BEAMS ),
};
IMPLEMENT_SAVERESTORE( CXSBeam, CBaseEntity )
void CXSBeam::Spawn()
{
Precache();
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
pev->gravity = 0.5f;
SET_MODEL( ENT( pev ), "models/grenade.mdl" );
pev->effects |= EF_NODRAW;
UTIL_SetSize( pev, g_vecZero, g_vecZero );
if( m_flDmg >= 150.0f )
{
m_flDeflectionDist = 22.0f;
}
else if( m_flDmg >= 100.0f )
{
m_flDeflectionDist = 17.0f;
}
else if( m_flDmg >= 50.0f )
{
m_flDeflectionDist = 10.0f;
}
else
{
m_flDeflectionDist = 5.0f;
}
SetTouch( &CXSBeam::BeamTouch );
SetThink( &CXSBeam::FlyThink );
pev->nextthink = gpGlobals->time + 0.01f;
}
void CXSBeam::Precache()
{
PRECACHE_MODEL( "sprites/hotglow.spr" );
m_iTrail = PRECACHE_MODEL( "sprites/smoke.spr" );
}
CXSBeam* CXSBeam::CXSBeamCreate( float flDamage )
{
CXSBeam *pBeam = GetClassPtr( (CXSBeam *)NULL );
pBeam->pev->classname = MAKE_STRING( "xs_beam" );
pBeam->m_flDmg = flDamage;
pBeam->m_iBeamCount = Q_min( static_cast<int>( ( flDamage + 50.0f ) * 0.02f ), XENSQUASHER_MAX_BEAMS );
pBeam->Spawn();
return pBeam;
}
void CXSBeam::Init()
{
int i;
for( i = 0; i < m_iBeamCount; i++ )
{
m_pBeam[i] = CSprite::SpriteCreate( "sprites/hotglow.spr", pev->origin, FALSE );
if( m_pBeam[i] )
{
m_pBeam[i]->pev->scale = 0.5;
m_pBeam[i]->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxFadeFast );
UTIL_SetOrigin( m_pBeam[i]->pev, pev->origin );
m_pBeam[i]->pev->spawnflags |= SF_SPRITE_TEMPORARY;
// rocket trail
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_BEAMFOLLOW );
WRITE_SHORT( m_pBeam[i]->entindex() ); // entity
WRITE_SHORT( m_iTrail ); // model
WRITE_BYTE( 5 ); // life
WRITE_BYTE( 4 ); // width
WRITE_BYTE( 192 ); // r
WRITE_BYTE( 224 ); // g
WRITE_BYTE( 0 ); // b
WRITE_BYTE( 192 ); // brightness
MESSAGE_END();
}
}
if( m_iBeamCount == 3 )
{
m_flDeflectionDot[0] = 0.0f;
m_flDeflectionDot[1] = 0.33f;
m_flDeflectionDot[2] = 0.66f;
}
else
{
m_flDeflectionDot[0] = 0.25f;
m_flDeflectionDot[1] = 0.75f;
m_flDeflectionDot[2] = 0.0f;
m_flDeflectionDot[3] = 0.5f;
}
}
void CXSBeam::BeamTouch( CBaseEntity *pOther )
{
SetTouch( NULL );
SetThink( NULL );
TraceResult tr = UTIL_GetGlobalTrace();
UTIL_DecalTrace( &tr, DECAL_SMALLSCORCH1 + RANDOM_LONG( 0, 2 ) );
float flRadius = m_flDmg * 0.08 + 8;
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_DLIGHT );
WRITE_COORD( pev->origin.x ); // X
WRITE_COORD( pev->origin.y ); // Y
WRITE_COORD( pev->origin.z ); // Z
WRITE_BYTE( flRadius ); // radius * 0.1
WRITE_BYTE( 192 ); // r
WRITE_BYTE( 224 ); // g
WRITE_BYTE( 0 ); // b
WRITE_BYTE( flRadius * 2.5f ); // time * 10
WRITE_BYTE( 4 ); // decay * 0.1
MESSAGE_END();
RadiusDamage( pev->origin, pev, pev, m_flDmg, 10 * flRadius, CLASS_NONE, DMG_POISON | DMG_ALWAYSGIB );
for( ; m_iBeamCount > 1; --m_iBeamCount )
{
UTIL_Remove( m_pBeam[m_iBeamCount - 1] );
}
if( FClassnameIs( pOther->pev, "worldspawn" ) )
{
m_pBeam[0]->pev->origin = tr.vecEndPos;
float flQuarterRadius = flRadius / 4.0f;
m_pBeam[0]->Expand(0, 255.0f / flQuarterRadius );
SetThink( &CXSBeam::RemoveThink );
pev->nextthink = gpGlobals->time + flQuarterRadius;
}
else
{
UTIL_Remove( m_pBeam[0] );
Killed( pev, GIB_NEVER );
}
}
void CXSBeam::FlyThink()
{
int i;
float flCenter;
UTIL_MakeVectors( pev->angles );
flCenter = ( pev->origin - m_vecOldOrigin ).Length() * 0.01f;
for( i = 0; i < m_iBeamCount; i++ )
{
float flDist = m_flDeflectionDot[i] * 360.0f * ( M_PI / 180.0f ) + flCenter;
Vector vecSin = sin( flDist ) * m_flDeflectionDist * gpGlobals->v_up;
Vector vecCos = cos( flDist ) * m_flDeflectionDist * gpGlobals->v_right;
m_pBeam[i]->pev->origin = pev->origin + vecSin + vecCos;
}
pev->nextthink = gpGlobals->time + 0.05f;
}
void CXSBeam::RemoveThink()
{
SetThink( NULL );
Killed( pev, GIB_NEVER );
}

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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#pragma once
#ifndef XSBEAM_H
#define XSBEAM_H
#define XENSQUASHER_MAX_BEAMS 4
class CXSBeam : public CBaseEntity
{
public:
void Spawn();
void Precache();
static CXSBeam* CXSBeamCreate( float flDamage );
void Init();
void EXPORT BeamTouch(CBaseEntity *pOther);
void EXPORT FlyThink();
void EXPORT RemoveThink();
int Save(CSave &save);
int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
int m_iTrail;
int m_iBeamCount;
float m_flDmg;
float m_flDeflectionDist;
float m_flDeflectionDot[XENSQUASHER_MAX_BEAMS];
Vector m_vecOldOrigin;
CSprite *m_pBeam[XENSQUASHER_MAX_BEAMS];
};
#endif // XSBEAM_H