Remove useless weapon_clip entity.

This commit is contained in:
Andrey Akhmichin 2020-06-06 23:01:58 +05:00
parent 8a93caeb28
commit 3bcd155d7b
3 changed files with 0 additions and 99 deletions

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@ -45,7 +45,6 @@ set (SVDLL_SOURCES
noffice/civilian.cpp
noffice/dave.cpp
noffice/female.cpp
noffice/clip.cpp
noffice/lightspot.cpp
noffice/wallspot.cpp
noffice/furniture_passable.cpp

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@ -935,10 +935,6 @@ void ClientPrecache( void )
if( giPrecacheGrunt )
UTIL_PrecacheOther( "monster_human_grunt" );
PRECACHE_SOUND( "player/breathe2.wav" );
UTIL_PrecacheOther( "weapon_clip" );
}
/*

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@ -1,94 +0,0 @@
/***
*
* 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 "nodes.h"
#include "player.h"
#include "gamerules.h"
#include "func_break.h"
LINK_ENTITY_TO_CLASS(weapon_clip, CWeaponClip);
void CWeaponClip::Spawn(const char* szModel)
{
pev->movetype = MOVETYPE_BOUNCE;
pev->friction = 0.35;
// sometimes an entity inherits the edict from a former piece of glass,
// and will spawn using the same render FX or rendermode! bad!
pev->renderamt = 255;
pev->rendermode = kRenderNormal;
pev->renderfx = kRenderFxNone;
// pev->solid = SOLID_SLIDEBOX;/// hopefully this will fix the VELOCITY TOO LOW crap
pev->solid = SOLID_TRIGGER;
pev->classname = MAKE_STRING("weapon_clip");
m_bloodColor = DONT_BLEED;
PRECACHE_MODEL((char*)szModel);
SET_MODEL(ENT(pev), szModel);
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
// pev->nextthink = gpGlobals->time + 4;
m_lifeTime = 25;
SetThink(&CWeaponClip::WaitTillLand);
SetTouch(&CWeaponClip::ClipTouch);
m_bloodColor = DONT_BLEED;
m_cBloodDecals = 0;// how many blood decals this gib can place (1 per bounce until none remain).
}
//=========================================================
// WaitTillLand - in order to emit their meaty scent from
// the proper location, gibs should wait until they stop
// bouncing to emit their scent. That's what this function
// does.
//=========================================================
void CWeaponClip::WaitTillLand(void)
{
if (!IsInWorld())
{
UTIL_Remove(this);
return;
}
if (pev->velocity == g_vecZero && pev->avelocity == g_vecZero)
{
pev->angles = UTIL_VecToAngles(pev->velocity);
pev->angles[0] = 0;
pev->movetype = MOVETYPE_NONE;
SetThink(&CGib::SUB_StartFadeOut);
pev->nextthink = gpGlobals->time + m_lifeTime;
}
else
{
// wait and check again in another half second.
pev->nextthink = gpGlobals->time + 0.1;
}
}
void CWeaponClip::ClipTouch(CBaseEntity *pOther)
{
if (!FClassnameIs(pOther->pev, "worldspawn"))
{
pev->nextthink = gpGlobals->time;
return;
}
}