diff --git a/dlls/gravgun.cpp b/dlls/gravgun.cpp index dbd4c0b6..afd67f5e 100644 --- a/dlls/gravgun.cpp +++ b/dlls/gravgun.cpp @@ -269,9 +269,9 @@ void CGrav::Attack(void) pusher.y = pusher.y * m_fPushSpeed; pusher.z = pusher.z * m_fPushSpeed * 0.7; crossent->pev->velocity = pusher+m_pPlayer->pev->velocity; - crossent->pev->avelocity.y = pev->avelocity.y*3.5 + RANDOM_FLOAT(100, -100); - crossent->pev->avelocity.x = pev->avelocity.x*3.5 + RANDOM_FLOAT(100, -100); - crossent->pev->avelocity.z = pev->avelocity.z + 3; + //crossent->pev->avelocity.y = pev->avelocity.y*3.5 + RANDOM_FLOAT(100, -100); + //crossent->pev->avelocity.x = pev->avelocity.x*3.5 + RANDOM_FLOAT(100, -100); + //crossent->pev->avelocity.z = pev->avelocity.z + 3; } @@ -502,7 +502,7 @@ void CGrav::Pull(CBaseEntity* ent,float force) target.z += 60; - ALERT(at_console, "%s 1 %d : %f\n", STRING(ent->pev->classname), m_iStage, ((target - VecBModelOrigin(ent->pev)).Length())); + //ALERT(at_console, "%s 1 %d : %f\n", STRING(ent->pev->classname), m_iStage, ((target - VecBModelOrigin(ent->pev)).Length())); if( !m_iStage ) @@ -538,9 +538,9 @@ void CGrav::Pull(CBaseEntity* ent,float force) ///// - ALERT(at_console, "%s 2: %f\n", STRING(ent->pev->classname), m_iStage, ent->pev->velocity.Length()); + //ALERT(at_console, "%s 2: %f\n", STRING(ent->pev->classname), m_iStage, ent->pev->velocity.Length()); } - else + else if( ent->TouchGravGun(m_pPlayer, 2) ) { ent->pev->velocity = (target - VecBModelOrigin(ent->pev))* 40; if(ent->pev->velocity.Length()>900) @@ -549,12 +549,15 @@ void CGrav::Pull(CBaseEntity* ent,float force) m_iStage = 2; SetThink( &CGrav::GrabThink ); pev->nextthink = gpGlobals->time + 0.001; - ent->TouchGravGun(m_pPlayer, 2); } - - - + else + { + SetThink(NULL); + m_hAimentEntity = NULL; + EndAttack(); + m_iStage = 0; } +} diff --git a/dlls/items.cpp b/dlls/items.cpp index fe88a53e..c1dca60a 100644 --- a/dlls/items.cpp +++ b/dlls/items.cpp @@ -92,6 +92,7 @@ void CItem::Spawn( void ) pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_TRIGGER; UTIL_SetOrigin( pev, pev->origin ); + m_SpawnPoint = pev->origin; UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16)); SetTouch( &ItemTouch); @@ -149,13 +150,29 @@ CBaseEntity* CItem::Respawn( void ) SetTouch( NULL ); pev->effects |= EF_NODRAW; - UTIL_SetOrigin( pev, g_pGameRules->VecItemRespawnSpot( this ) );// blip to whereever you should respawn. + UTIL_SetOrigin( pev, m_SpawnPoint );// blip to whereever you should respawn. SetThink( &Materialize ); pev->nextthink = g_pGameRules->FlItemRespawnTime( this ); return this; } +float CItem::TouchGravGun( CBaseEntity *attacker, int stage) +{ + if( stage == 2 ) + Touch(attacker); + if( pev->movetype == MOVETYPE_FOLLOW ) + return 0; + if( pev->movetype == MOVETYPE_NONE ) + return 0; + if( pev->effects & EF_NODRAW ) + return 0; + //if( pev->mins == pev->maxs ) + //return 0; + SetThink( &Materialize ); + pev->nextthink = g_pGameRules->FlItemRespawnTime( this ); + return 200; +} void CItem::Materialize( void ) { if ( pev->effects & EF_NODRAW ) @@ -165,6 +182,8 @@ void CItem::Materialize( void ) pev->effects &= ~EF_NODRAW; pev->effects |= EF_MUZZLEFLASH; } + else + UTIL_SetOrigin( pev, m_SpawnPoint );// blip to whereever you should respawn. SetTouch( &ItemTouch ); } diff --git a/dlls/items.h b/dlls/items.h index 04905fc4..03bcad98 100644 --- a/dlls/items.h +++ b/dlls/items.h @@ -15,7 +15,6 @@ #ifndef ITEMS_H #define ITEMS_H - class CItem : public CBaseEntity { public: @@ -24,6 +23,8 @@ public: void EXPORT ItemTouch( CBaseEntity *pOther ); void EXPORT Materialize( void ); virtual BOOL MyTouch( CBasePlayer *pPlayer ) { return FALSE; }; + virtual float TouchGravGun( CBaseEntity *attacker, int stage); + Vector m_SpawnPoint; }; #endif // ITEMS_H diff --git a/dlls/weapons.cpp b/dlls/weapons.cpp index 35e8626c..d9360866 100644 --- a/dlls/weapons.cpp +++ b/dlls/weapons.cpp @@ -476,6 +476,7 @@ void CBasePlayerItem :: FallInit( void ) pev->solid = SOLID_BBOX; UTIL_SetOrigin( pev, pev->origin ); + m_SpawnPoint = pev->origin; UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0) );//pointsize until it lands on the ground. SetTouch( &DefaultTouch ); @@ -576,7 +577,7 @@ CBaseEntity* CBasePlayerItem::Respawn( void ) { // make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code // will decide when to make the weapon visible and touchable. - CBaseEntity *pNewWeapon = CBaseEntity::Create( (char *)STRING( pev->classname ), g_pGameRules->VecWeaponRespawnSpot( this ), pev->angles, pev->owner ); + CBaseEntity *pNewWeapon = CBaseEntity::Create( (char *)STRING( pev->classname ), m_SpawnPoint, pev->angles, pev->owner ); if ( pNewWeapon ) { @@ -1066,6 +1067,7 @@ void CBasePlayerAmmo::Spawn( void ) pev->solid = SOLID_TRIGGER; UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16)); UTIL_SetOrigin( pev, pev->origin ); + m_SpawnPoint = pev->origin; SetTouch( &DefaultTouch ); } @@ -1075,7 +1077,7 @@ CBaseEntity* CBasePlayerAmmo::Respawn( void ) pev->effects |= EF_NODRAW; SetTouch( NULL ); - UTIL_SetOrigin( pev, g_pGameRules->VecAmmoRespawnSpot( this ) );// move to wherever I'm supposed to repawn. + UTIL_SetOrigin( pev, m_SpawnPoint );// move to wherever I'm supposed to repawn. SetThink( &Materialize ); pev->nextthink = g_pGameRules->FlAmmoRespawnTime( this ); diff --git a/dlls/weapons.h b/dlls/weapons.h index cd9f2606..9426384c 100644 --- a/dlls/weapons.h +++ b/dlls/weapons.h @@ -285,6 +285,23 @@ public: // int m_iIdPrimary; // Unique Id for primary ammo // int m_iIdSecondary; // Unique Id for secondary ammo + Vector m_SpawnPoint; + virtual float TouchGravGun( CBaseEntity *attacker, int stage) + { + if( stage == 2 ) + { + Touch( attacker ); + } + if( pev->movetype == MOVETYPE_FOLLOW ) + return 0; + if( pev->movetype == MOVETYPE_NONE ) + return 0; + if( pev->effects & EF_NODRAW ) + return 0; + //if( pev->mins == pev->maxs ) + //return 0; + return 200; + } }; @@ -370,6 +387,23 @@ public: CBaseEntity* Respawn( void ); void EXPORT Materialize( void ); + virtual float TouchGravGun( CBaseEntity *attacker, int stage) + { + if( stage == 2 ) + { + Touch( attacker ); + } + if( pev->movetype == MOVETYPE_FOLLOW ) + return 0; + if( pev->movetype == MOVETYPE_NONE ) + return 0; + if( pev->effects & EF_NODRAW ) + return 0; + //if( pev->mins == pev->maxs ) + //return 0; + return 200; + } + Vector m_SpawnPoint; }; @@ -460,6 +494,15 @@ public: int m_rgAmmo[MAX_AMMO_SLOTS];// ammo quantities int m_cAmmoTypes;// how many ammo types packed into this box (if packed by a level designer) + virtual float TouchGravGun( CBaseEntity *attacker, int stage) + { + if( stage == 2 ) + { + Touch( attacker ); + return 0; + } + return 200; + } }; #ifdef CLIENT_DLL