/*** * * Copyright (c) 1996-2002, 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 "customentity.h" #include "effects.h" #include "weapons.h" #include "decals.h" #include "func_break.h" #include "shake.h" #define SF_GIBSHOOTER_REPEATABLE 1 // allows a gibshooter to be refired #define SF_FUNNEL_REVERSE 1 // funnel effect repels particles instead of attracting them. // Lightning target, just alias landmark LINK_ENTITY_TO_CLASS( info_target, CPointEntity ); class CBubbling : public CBaseEntity { public: void Spawn( void ); void Precache( void ); void KeyValue( KeyValueData *pkvd ); void EXPORT FizzThink( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); virtual int ObjectCaps( void ) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } static TYPEDESCRIPTION m_SaveData[]; int m_density; int m_frequency; int m_bubbleModel; int m_state; }; LINK_ENTITY_TO_CLASS( env_bubbles, CBubbling ); TYPEDESCRIPTION CBubbling::m_SaveData[] = { DEFINE_FIELD( CBubbling, m_density, FIELD_INTEGER ), DEFINE_FIELD( CBubbling, m_frequency, FIELD_INTEGER ), DEFINE_FIELD( CBubbling, m_state, FIELD_INTEGER ), // Let spawn restore this! // DEFINE_FIELD( CBubbling, m_bubbleModel, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( CBubbling, CBaseEntity ); #define SF_BUBBLES_STARTOFF 0x0001 void CBubbling::Spawn( void ) { Precache( ); SET_MODEL( ENT(pev), STRING(pev->model) ); // Set size pev->solid = SOLID_NOT; // Remove model & collisions pev->renderamt = 0; // The engine won't draw this model if this is set to 0 and blending is on pev->rendermode = kRenderTransTexture; int speed = pev->speed > 0 ? pev->speed : -pev->speed; // HACKHACK!!! - Speed in rendercolor pev->rendercolor.x = speed >> 8; pev->rendercolor.y = speed & 255; pev->rendercolor.z = (pev->speed < 0) ? 1 : 0; if ( !(pev->spawnflags & SF_BUBBLES_STARTOFF) ) { SetThink( &FizzThink ); pev->nextthink = gpGlobals->time + 2.0; m_state = 1; } else m_state = 0; } void CBubbling::Precache( void ) { m_bubbleModel = PRECACHE_MODEL("sprites/bubble.spr"); // Precache bubble sprite } void CBubbling::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( ShouldToggle( useType, m_state ) ) m_state = !m_state; if ( m_state ) { SetThink( &FizzThink ); pev->nextthink = gpGlobals->time + 0.1; } else { SetThink( NULL ); pev->nextthink = 0; } } void CBubbling::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "density")) { m_density = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "frequency")) { m_frequency = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "current")) { pev->speed = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else CBaseEntity::KeyValue( pkvd ); } void CBubbling::FizzThink( void ) { MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, VecBModelOrigin(pev) ); WRITE_BYTE( TE_FIZZ ); WRITE_SHORT( (short)ENTINDEX( edict() ) ); WRITE_SHORT( (short)m_bubbleModel ); WRITE_BYTE( m_density ); MESSAGE_END(); if ( m_frequency > 19 ) pev->nextthink = gpGlobals->time + 0.5; else pev->nextthink = gpGlobals->time + 2.5 - (0.1 * m_frequency); } // -------------------------------------------------- // // Beams // // -------------------------------------------------- LINK_ENTITY_TO_CLASS( beam, CBeam ); void CBeam::Spawn( void ) { pev->solid = SOLID_NOT; // Remove model & collisions Precache( ); } void CBeam::Precache( void ) { if ( pev->owner ) SetStartEntity( ENTINDEX( pev->owner ) ); if ( pev->aiment ) SetEndEntity( ENTINDEX( pev->aiment ) ); } void CBeam::SetStartEntity( int entityIndex ) { pev->sequence = (entityIndex & 0x0FFF) | ((pev->sequence&0xF000)<<12); pev->owner = g_engfuncs.pfnPEntityOfEntIndex( entityIndex ); } void CBeam::SetEndEntity( int entityIndex ) { pev->skin = (entityIndex & 0x0FFF) | ((pev->skin&0xF000)<<12); pev->aiment = g_engfuncs.pfnPEntityOfEntIndex( entityIndex ); } // These don't take attachments into account const Vector &CBeam::GetStartPos( void ) { if ( GetType() == BEAM_ENTS ) { edict_t *pent = g_engfuncs.pfnPEntityOfEntIndex( GetStartEntity() ); return pent->v.origin; } return pev->origin; } const Vector &CBeam::GetEndPos( void ) { int type = GetType(); if ( type == BEAM_POINTS || type == BEAM_HOSE ) { return pev->angles; } edict_t *pent = g_engfuncs.pfnPEntityOfEntIndex( GetEndEntity() ); if ( pent ) return pent->v.origin; return pev->angles; } CBeam *CBeam::BeamCreate( const char *pSpriteName, int width ) { // Create a new entity with CBeam private data CBeam *pBeam = GetClassPtr( (CBeam *)NULL ); pBeam->pev->classname = MAKE_STRING("beam"); pBeam->BeamInit( pSpriteName, width ); return pBeam; } void CBeam::BeamInit( const char *pSpriteName, int width ) { pev->flags |= FL_CUSTOMENTITY; SetColor( 255, 255, 255 ); SetBrightness( 255 ); SetNoise( 0 ); SetFrame( 0 ); SetScrollRate( 0 ); pev->model = MAKE_STRING( pSpriteName ); SetTexture( PRECACHE_MODEL( (char *)pSpriteName ) ); SetWidth( width ); pev->skin = 0; pev->sequence = 0; pev->rendermode = 0; } void CBeam::PointsInit( const Vector &start, const Vector &end ) { SetType( BEAM_POINTS ); SetStartPos( start ); SetEndPos( end ); SetStartAttachment( 0 ); SetEndAttachment( 0 ); RelinkBeam(); } void CBeam::HoseInit( const Vector &start, const Vector &direction ) { SetType( BEAM_HOSE ); SetStartPos( start ); SetEndPos( direction ); SetStartAttachment( 0 ); SetEndAttachment( 0 ); RelinkBeam(); } void CBeam::PointEntInit( const Vector &start, int endIndex ) { SetType( BEAM_ENTPOINT ); SetStartPos( start ); SetEndEntity( endIndex ); SetStartAttachment( 0 ); SetEndAttachment( 0 ); RelinkBeam(); } void CBeam::EntsInit( int startIndex, int endIndex ) { SetType( BEAM_ENTS ); SetStartEntity( startIndex ); SetEndEntity( endIndex ); SetStartAttachment( 0 ); SetEndAttachment( 0 ); RelinkBeam(); } void CBeam::RelinkBeam( void ) { const Vector &startPos = GetStartPos(), &endPos = GetEndPos(); pev->mins.x = min( startPos.x, endPos.x ); pev->mins.y = min( startPos.y, endPos.y ); pev->mins.z = min( startPos.z, endPos.z ); pev->maxs.x = max( startPos.x, endPos.x ); pev->maxs.y = max( startPos.y, endPos.y ); pev->maxs.z = max( startPos.z, endPos.z ); pev->mins = pev->mins - pev->origin; pev->maxs = pev->maxs - pev->origin; UTIL_SetSize( pev, pev->mins, pev->maxs ); UTIL_SetOrigin( pev, pev->origin ); } #if 0 void CBeam::SetObjectCollisionBox( void ) { const Vector &startPos = GetStartPos(), &endPos = GetEndPos(); pev->absmin.x = min( startPos.x, endPos.x ); pev->absmin.y = min( startPos.y, endPos.y ); pev->absmin.z = min( startPos.z, endPos.z ); pev->absmax.x = max( startPos.x, endPos.x ); pev->absmax.y = max( startPos.y, endPos.y ); pev->absmax.z = max( startPos.z, endPos.z ); } #endif void CBeam::TriggerTouch( CBaseEntity *pOther ) { if ( pOther->pev->flags & (FL_CLIENT | FL_MONSTER) ) { if ( pev->owner ) { CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner); pOwner->Use( pOther, this, USE_TOGGLE, 0 ); } ALERT( at_console, "Firing targets!!!\n" ); } } CBaseEntity *CBeam::RandomTargetname( const char *szName ) { int total = 0; CBaseEntity *pEntity = NULL; CBaseEntity *pNewEntity = NULL; while ((pNewEntity = UTIL_FindEntityByTargetname( pNewEntity, szName )) != NULL) { total++; if (RANDOM_LONG(0,total-1) < 1) pEntity = pNewEntity; } return pEntity; } void CBeam::DoSparks( const Vector &start, const Vector &end ) { if ( pev->spawnflags & (SF_BEAM_SPARKSTART|SF_BEAM_SPARKEND) ) { if ( pev->spawnflags & SF_BEAM_SPARKSTART ) { UTIL_Sparks( start ); } if ( pev->spawnflags & SF_BEAM_SPARKEND ) { UTIL_Sparks( end ); } } } class CLightning : public CBeam { public: void Spawn( void ); void Precache( void ); void KeyValue( KeyValueData *pkvd ); void Activate( void ); void EXPORT StrikeThink( void ); void EXPORT DamageThink( void ); void RandomArea( void ); void RandomPoint( Vector &vecSrc ); void Zap( const Vector &vecSrc, const Vector &vecDest ); void EXPORT StrikeUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void EXPORT ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); inline BOOL ServerSide( void ) { if ( m_life == 0 && !(pev->spawnflags & SF_BEAM_RING) ) return TRUE; return FALSE; } virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; void BeamUpdateVars( void ); int m_active; int m_iszStartEntity; int m_iszEndEntity; float m_life; int m_boltWidth; int m_noiseAmplitude; int m_brightness; int m_speed; float m_restrike; int m_spriteTexture; int m_iszSpriteName; int m_frameStart; float m_radius; }; LINK_ENTITY_TO_CLASS( env_lightning, CLightning ); LINK_ENTITY_TO_CLASS( env_beam, CLightning ); // UNDONE: Jay -- This is only a test #if _DEBUG class CTripBeam : public CLightning { void Spawn( void ); }; LINK_ENTITY_TO_CLASS( trip_beam, CTripBeam ); void CTripBeam::Spawn( void ) { CLightning::Spawn(); SetTouch( &TriggerTouch ); pev->solid = SOLID_TRIGGER; RelinkBeam(); } #endif TYPEDESCRIPTION CLightning::m_SaveData[] = { DEFINE_FIELD( CLightning, m_active, FIELD_INTEGER ), DEFINE_FIELD( CLightning, m_iszStartEntity, FIELD_STRING ), DEFINE_FIELD( CLightning, m_iszEndEntity, FIELD_STRING ), DEFINE_FIELD( CLightning, m_life, FIELD_FLOAT ), DEFINE_FIELD( CLightning, m_boltWidth, FIELD_INTEGER ), DEFINE_FIELD( CLightning, m_noiseAmplitude, FIELD_INTEGER ), DEFINE_FIELD( CLightning, m_brightness, FIELD_INTEGER ), DEFINE_FIELD( CLightning, m_speed, FIELD_INTEGER ), DEFINE_FIELD( CLightning, m_restrike, FIELD_FLOAT ), DEFINE_FIELD( CLightning, m_spriteTexture, FIELD_INTEGER ), DEFINE_FIELD( CLightning, m_iszSpriteName, FIELD_STRING ), DEFINE_FIELD( CLightning, m_frameStart, FIELD_INTEGER ), DEFINE_FIELD( CLightning, m_radius, FIELD_FLOAT ), }; IMPLEMENT_SAVERESTORE( CLightning, CBeam ); void CLightning::Spawn( void ) { if ( FStringNull( m_iszSpriteName ) ) { SetThink( &SUB_Remove ); return; } pev->solid = SOLID_NOT; // Remove model & collisions Precache( ); pev->dmgtime = gpGlobals->time; if ( ServerSide() ) { SetThink( NULL ); if ( pev->dmg > 0 ) { SetThink( &DamageThink ); pev->nextthink = gpGlobals->time + 0.1; } if ( pev->targetname ) { if ( !(pev->spawnflags & SF_BEAM_STARTON) ) { pev->effects = EF_NODRAW; m_active = 0; pev->nextthink = 0; } else m_active = 1; SetUse( &ToggleUse ); } } else { m_active = 0; if ( !FStringNull(pev->targetname) ) { SetUse( &StrikeUse ); } if ( FStringNull(pev->targetname) || FBitSet(pev->spawnflags, SF_BEAM_STARTON) ) { SetThink( &StrikeThink ); pev->nextthink = gpGlobals->time + 1.0; } } } void CLightning::Precache( void ) { m_spriteTexture = PRECACHE_MODEL( (char *)STRING(m_iszSpriteName) ); CBeam::Precache(); } void CLightning::Activate( void ) { if ( ServerSide() ) BeamUpdateVars(); } void CLightning::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "LightningStart")) { m_iszStartEntity = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "LightningEnd")) { m_iszEndEntity = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "life")) { m_life = atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "BoltWidth")) { m_boltWidth = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "NoiseAmplitude")) { m_noiseAmplitude = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "TextureScroll")) { m_speed = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "StrikeTime")) { m_restrike = atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "texture")) { m_iszSpriteName = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "framestart")) { m_frameStart = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "Radius")) { m_radius = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "damage")) { pev->dmg = atof(pkvd->szValue); pkvd->fHandled = TRUE; } else CBeam::KeyValue( pkvd ); } void CLightning::ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( !ShouldToggle( useType, m_active ) ) return; if ( m_active ) { m_active = 0; pev->effects |= EF_NODRAW; pev->nextthink = 0; } else { m_active = 1; pev->effects &= ~EF_NODRAW; DoSparks( GetStartPos(), GetEndPos() ); if ( pev->dmg > 0 ) { pev->nextthink = gpGlobals->time; pev->dmgtime = gpGlobals->time; } } } void CLightning::StrikeUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( !ShouldToggle( useType, m_active ) ) return; if ( m_active ) { m_active = 0; SetThink( NULL ); } else { SetThink( &StrikeThink ); pev->nextthink = gpGlobals->time + 0.1; } if ( !FBitSet( pev->spawnflags, SF_BEAM_TOGGLE ) ) SetUse( NULL ); } int IsPointEntity( CBaseEntity *pEnt ) { if ( !pEnt->pev->modelindex ) return 1; if ( FClassnameIs( pEnt->pev, "info_target" ) || FClassnameIs( pEnt->pev, "info_landmark" ) || FClassnameIs( pEnt->pev, "path_corner" ) ) return 1; return 0; } void CLightning::StrikeThink( void ) { if ( m_life != 0 ) { if ( pev->spawnflags & SF_BEAM_RANDOM ) pev->nextthink = gpGlobals->time + m_life + RANDOM_FLOAT( 0, m_restrike ); else pev->nextthink = gpGlobals->time + m_life + m_restrike; } m_active = 1; if (FStringNull(m_iszEndEntity)) { if (FStringNull(m_iszStartEntity)) { RandomArea( ); } else { CBaseEntity *pStart = RandomTargetname( STRING(m_iszStartEntity) ); if (pStart != NULL) RandomPoint( pStart->pev->origin ); else ALERT( at_console, "env_beam: unknown entity \"%s\"\n", STRING(m_iszStartEntity) ); } return; } CBaseEntity *pStart = RandomTargetname( STRING(m_iszStartEntity) ); CBaseEntity *pEnd = RandomTargetname( STRING(m_iszEndEntity) ); if ( pStart != NULL && pEnd != NULL ) { if ( IsPointEntity( pStart ) || IsPointEntity( pEnd ) ) { if ( pev->spawnflags & SF_BEAM_RING) { // don't work return; } } MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); if ( IsPointEntity( pStart ) || IsPointEntity( pEnd ) ) { if ( !IsPointEntity( pEnd ) ) // One point entity must be in pEnd { CBaseEntity *pTemp; pTemp = pStart; pStart = pEnd; pEnd = pTemp; } if ( !IsPointEntity( pStart ) ) // One sided { WRITE_BYTE( TE_BEAMENTPOINT ); WRITE_SHORT( pStart->entindex() ); WRITE_COORD( pEnd->pev->origin.x); WRITE_COORD( pEnd->pev->origin.y); WRITE_COORD( pEnd->pev->origin.z); } else { WRITE_BYTE( TE_BEAMPOINTS); WRITE_COORD( pStart->pev->origin.x); WRITE_COORD( pStart->pev->origin.y); WRITE_COORD( pStart->pev->origin.z); WRITE_COORD( pEnd->pev->origin.x); WRITE_COORD( pEnd->pev->origin.y); WRITE_COORD( pEnd->pev->origin.z); } } else { if ( pev->spawnflags & SF_BEAM_RING) WRITE_BYTE( TE_BEAMRING ); else WRITE_BYTE( TE_BEAMENTS ); WRITE_SHORT( pStart->entindex() ); WRITE_SHORT( pEnd->entindex() ); } WRITE_SHORT( m_spriteTexture ); WRITE_BYTE( m_frameStart ); // framestart WRITE_BYTE( (int)pev->framerate); // framerate WRITE_BYTE( (int)(m_life*10.0) ); // life WRITE_BYTE( m_boltWidth ); // width WRITE_BYTE( m_noiseAmplitude ); // noise WRITE_BYTE( (int)pev->rendercolor.x ); // r, g, b WRITE_BYTE( (int)pev->rendercolor.y ); // r, g, b WRITE_BYTE( (int)pev->rendercolor.z ); // r, g, b WRITE_BYTE( pev->renderamt ); // brightness WRITE_BYTE( m_speed ); // speed MESSAGE_END(); DoSparks( pStart->pev->origin, pEnd->pev->origin ); if ( pev->dmg > 0 ) { TraceResult tr; UTIL_TraceLine( pStart->pev->origin, pEnd->pev->origin, dont_ignore_monsters, NULL, &tr ); BeamDamageInstant( &tr, pev->dmg ); } } } void CBeam::BeamDamage( TraceResult *ptr ) { RelinkBeam(); if ( ptr->flFraction != 1.0 && ptr->pHit != NULL ) { CBaseEntity *pHit = CBaseEntity::Instance(ptr->pHit); if ( pHit ) { ClearMultiDamage(); pHit->TraceAttack( pev, pev->dmg * (gpGlobals->time - pev->dmgtime), (ptr->vecEndPos - pev->origin).Normalize(), ptr, DMG_ENERGYBEAM ); ApplyMultiDamage( pev, pev ); if ( pev->spawnflags & SF_BEAM_DECALS ) { if ( pHit->IsBSPModel() ) UTIL_DecalTrace( ptr, DECAL_BIGSHOT1 + RANDOM_LONG(0,4) ); } } } pev->dmgtime = gpGlobals->time; } void CLightning::DamageThink( void ) { pev->nextthink = gpGlobals->time + 0.1; TraceResult tr; UTIL_TraceLine( GetStartPos(), GetEndPos(), dont_ignore_monsters, NULL, &tr ); BeamDamage( &tr ); } void CLightning::Zap( const Vector &vecSrc, const Vector &vecDest ) { #if 1 MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMPOINTS); WRITE_COORD(vecSrc.x); WRITE_COORD(vecSrc.y); WRITE_COORD(vecSrc.z); WRITE_COORD(vecDest.x); WRITE_COORD(vecDest.y); WRITE_COORD(vecDest.z); WRITE_SHORT( m_spriteTexture ); WRITE_BYTE( m_frameStart ); // framestart WRITE_BYTE( (int)pev->framerate); // framerate WRITE_BYTE( (int)(m_life*10.0) ); // life WRITE_BYTE( m_boltWidth ); // width WRITE_BYTE( m_noiseAmplitude ); // noise WRITE_BYTE( (int)pev->rendercolor.x ); // r, g, b WRITE_BYTE( (int)pev->rendercolor.y ); // r, g, b WRITE_BYTE( (int)pev->rendercolor.z ); // r, g, b WRITE_BYTE( pev->renderamt ); // brightness WRITE_BYTE( m_speed ); // speed MESSAGE_END(); #else MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE(TE_LIGHTNING); WRITE_COORD(vecSrc.x); WRITE_COORD(vecSrc.y); WRITE_COORD(vecSrc.z); WRITE_COORD(vecDest.x); WRITE_COORD(vecDest.y); WRITE_COORD(vecDest.z); WRITE_BYTE(10); WRITE_BYTE(50); WRITE_BYTE(40); WRITE_SHORT(m_spriteTexture); MESSAGE_END(); #endif DoSparks( vecSrc, vecDest ); } void CLightning::RandomArea( void ) { int iLoops = 0; for (iLoops = 0; iLoops < 10; iLoops++) { Vector vecSrc = pev->origin; Vector vecDir1 = Vector( RANDOM_FLOAT( -1.0, 1.0 ), RANDOM_FLOAT( -1.0, 1.0 ),RANDOM_FLOAT( -1.0, 1.0 ) ); vecDir1 = vecDir1.Normalize(); TraceResult tr1; UTIL_TraceLine( vecSrc, vecSrc + vecDir1 * m_radius, ignore_monsters, ENT(pev), &tr1 ); if (tr1.flFraction == 1.0) continue; Vector vecDir2; do { vecDir2 = Vector( RANDOM_FLOAT( -1.0, 1.0 ), RANDOM_FLOAT( -1.0, 1.0 ),RANDOM_FLOAT( -1.0, 1.0 ) ); } while (DotProduct(vecDir1, vecDir2 ) > 0); vecDir2 = vecDir2.Normalize(); TraceResult tr2; UTIL_TraceLine( vecSrc, vecSrc + vecDir2 * m_radius, ignore_monsters, ENT(pev), &tr2 ); if (tr2.flFraction == 1.0) continue; if ((tr1.vecEndPos - tr2.vecEndPos).Length() < m_radius * 0.1) continue; UTIL_TraceLine( tr1.vecEndPos, tr2.vecEndPos, ignore_monsters, ENT(pev), &tr2 ); if (tr2.flFraction != 1.0) continue; Zap( tr1.vecEndPos, tr2.vecEndPos ); break; } } void CLightning::RandomPoint( Vector &vecSrc ) { int iLoops = 0; for (iLoops = 0; iLoops < 10; iLoops++) { Vector vecDir1 = Vector( RANDOM_FLOAT( -1.0, 1.0 ), RANDOM_FLOAT( -1.0, 1.0 ),RANDOM_FLOAT( -1.0, 1.0 ) ); vecDir1 = vecDir1.Normalize(); TraceResult tr1; UTIL_TraceLine( vecSrc, vecSrc + vecDir1 * m_radius, ignore_monsters, ENT(pev), &tr1 ); if ((tr1.vecEndPos - vecSrc).Length() < m_radius * 0.1) continue; if (tr1.flFraction == 1.0) continue; Zap( vecSrc, tr1.vecEndPos ); break; } } void CLightning::BeamUpdateVars( void ) { int beamType; int pointStart, pointEnd; edict_t *pStart = FIND_ENTITY_BY_TARGETNAME ( NULL, STRING(m_iszStartEntity) ); edict_t *pEnd = FIND_ENTITY_BY_TARGETNAME ( NULL, STRING(m_iszEndEntity) ); pointStart = IsPointEntity( CBaseEntity::Instance(pStart) ); pointEnd = IsPointEntity( CBaseEntity::Instance(pEnd) ); pev->skin = 0; pev->sequence = 0; pev->rendermode = 0; pev->flags |= FL_CUSTOMENTITY; pev->model = m_iszSpriteName; SetTexture( m_spriteTexture ); beamType = BEAM_ENTS; if ( pointStart || pointEnd ) { if ( !pointStart ) // One point entity must be in pStart { edict_t *pTemp; // Swap start & end pTemp = pStart; pStart = pEnd; pEnd = pTemp; int swap = pointStart; pointStart = pointEnd; pointEnd = swap; } if ( !pointEnd ) beamType = BEAM_ENTPOINT; else beamType = BEAM_POINTS; } SetType( beamType ); if ( beamType == BEAM_POINTS || beamType == BEAM_ENTPOINT || beamType == BEAM_HOSE ) { SetStartPos( pStart->v.origin ); if ( beamType == BEAM_POINTS || beamType == BEAM_HOSE ) SetEndPos( pEnd->v.origin ); else SetEndEntity( ENTINDEX(pEnd) ); } else { SetStartEntity( ENTINDEX(pStart) ); SetEndEntity( ENTINDEX(pEnd) ); } RelinkBeam(); SetWidth( m_boltWidth ); SetNoise( m_noiseAmplitude ); SetFrame( m_frameStart ); SetScrollRate( m_speed ); if ( pev->spawnflags & SF_BEAM_SHADEIN ) SetFlags( BEAM_FSHADEIN ); else if ( pev->spawnflags & SF_BEAM_SHADEOUT ) SetFlags( BEAM_FSHADEOUT ); } LINK_ENTITY_TO_CLASS( env_laser, CLaser ); TYPEDESCRIPTION CLaser::m_SaveData[] = { DEFINE_FIELD( CLaser, m_pSprite, FIELD_CLASSPTR ), DEFINE_FIELD( CLaser, m_iszSpriteName, FIELD_STRING ), DEFINE_FIELD( CLaser, m_firePosition, FIELD_POSITION_VECTOR ), }; IMPLEMENT_SAVERESTORE( CLaser, CBeam ); void CLaser::Spawn( void ) { if ( FStringNull( pev->model ) ) { SetThink( &SUB_Remove ); return; } pev->solid = SOLID_NOT; // Remove model & collisions Precache( ); SetThink( &StrikeThink ); pev->flags |= FL_CUSTOMENTITY; PointsInit( pev->origin, pev->origin ); if ( !m_pSprite && m_iszSpriteName ) m_pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteName), pev->origin, TRUE ); else m_pSprite = NULL; if ( m_pSprite ) m_pSprite->SetTransparency( kRenderGlow, pev->rendercolor.x, pev->rendercolor.y, pev->rendercolor.z, pev->renderamt, pev->renderfx ); if ( pev->targetname && !(pev->spawnflags & SF_BEAM_STARTON) ) TurnOff(); else TurnOn(); } void CLaser::Precache( void ) { pev->modelindex = PRECACHE_MODEL( (char *)STRING(pev->model) ); if ( m_iszSpriteName ) PRECACHE_MODEL( (char *)STRING(m_iszSpriteName) ); } void CLaser::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "LaserTarget")) { pev->message = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "width")) { SetWidth( (int)atof(pkvd->szValue) ); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "NoiseAmplitude")) { SetNoise( atoi(pkvd->szValue) ); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "TextureScroll")) { SetScrollRate( atoi(pkvd->szValue) ); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "texture")) { pev->model = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "EndSprite")) { m_iszSpriteName = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "framestart")) { pev->frame = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "damage")) { pev->dmg = atof(pkvd->szValue); pkvd->fHandled = TRUE; } else CBeam::KeyValue( pkvd ); } int CLaser::IsOn( void ) { if (pev->effects & EF_NODRAW) return 0; return 1; } void CLaser::TurnOff( void ) { pev->effects |= EF_NODRAW; pev->nextthink = 0; if ( m_pSprite ) m_pSprite->TurnOff(); } void CLaser::TurnOn( void ) { pev->effects &= ~EF_NODRAW; if ( m_pSprite ) m_pSprite->TurnOn(); pev->dmgtime = gpGlobals->time; pev->nextthink = gpGlobals->time; } void CLaser::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { int active = IsOn(); if ( !ShouldToggle( useType, active ) ) return; if ( active ) { TurnOff(); } else { TurnOn(); } } void CLaser::FireAtPoint( TraceResult &tr ) { SetEndPos( tr.vecEndPos ); if ( m_pSprite ) UTIL_SetOrigin( m_pSprite->pev, tr.vecEndPos ); BeamDamage( &tr ); DoSparks( GetStartPos(), tr.vecEndPos ); } void CLaser::StrikeThink( void ) { CBaseEntity *pEnd = RandomTargetname( STRING(pev->message) ); if ( pEnd ) m_firePosition = pEnd->pev->origin; TraceResult tr; UTIL_TraceLine( pev->origin, m_firePosition, dont_ignore_monsters, NULL, &tr ); FireAtPoint( tr ); pev->nextthink = gpGlobals->time + 0.1; } class CGlow : public CPointEntity { public: void Spawn( void ); void Think( void ); void Animate( float frames ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; float m_lastTime; float m_maxFrame; }; LINK_ENTITY_TO_CLASS( env_glow, CGlow ); TYPEDESCRIPTION CGlow::m_SaveData[] = { DEFINE_FIELD( CGlow, m_lastTime, FIELD_TIME ), DEFINE_FIELD( CGlow, m_maxFrame, FIELD_FLOAT ), }; IMPLEMENT_SAVERESTORE( CGlow, CPointEntity ); void CGlow::Spawn( void ) { pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_NONE; pev->effects = 0; pev->frame = 0; PRECACHE_MODEL( (char *)STRING(pev->model) ); SET_MODEL( ENT(pev), STRING(pev->model) ); m_maxFrame = (float) MODEL_FRAMES( pev->modelindex ) - 1; if ( m_maxFrame > 1.0 && pev->framerate != 0 ) pev->nextthink = gpGlobals->time + 0.1; m_lastTime = gpGlobals->time; } void CGlow::Think( void ) { Animate( pev->framerate * (gpGlobals->time - m_lastTime) ); pev->nextthink = gpGlobals->time + 0.1; m_lastTime = gpGlobals->time; } void CGlow::Animate( float frames ) { if ( m_maxFrame > 0 ) pev->frame = fmod( pev->frame + frames, m_maxFrame ); } LINK_ENTITY_TO_CLASS( env_sprite, CSprite ); TYPEDESCRIPTION CSprite::m_SaveData[] = { DEFINE_FIELD( CSprite, m_lastTime, FIELD_TIME ), DEFINE_FIELD( CSprite, m_maxFrame, FIELD_FLOAT ), }; IMPLEMENT_SAVERESTORE( CSprite, CPointEntity ); void CSprite::Spawn( void ) { pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_NONE; pev->effects = 0; pev->frame = 0; Precache(); SET_MODEL( ENT(pev), STRING(pev->model) ); m_maxFrame = (float) MODEL_FRAMES( pev->modelindex ) - 1; if ( pev->targetname && !(pev->spawnflags & SF_SPRITE_STARTON) ) TurnOff(); else TurnOn(); // Worldcraft only sets y rotation, copy to Z if ( pev->angles.y != 0 && pev->angles.z == 0 ) { pev->angles.z = pev->angles.y; pev->angles.y = 0; } } void CSprite::Precache( void ) { PRECACHE_MODEL( (char *)STRING(pev->model) ); // Reset attachment after save/restore if ( pev->aiment ) SetAttachment( pev->aiment, pev->body ); else { // Clear attachment pev->skin = 0; pev->body = 0; } } void CSprite::SpriteInit( const char *pSpriteName, const Vector &origin ) { pev->model = MAKE_STRING(pSpriteName); pev->origin = origin; Spawn(); } CSprite *CSprite::SpriteCreate( const char *pSpriteName, const Vector &origin, BOOL animate ) { CSprite *pSprite = GetClassPtr( (CSprite *)NULL ); pSprite->SpriteInit( pSpriteName, origin ); pSprite->pev->classname = MAKE_STRING("env_sprite"); pSprite->pev->solid = SOLID_NOT; pSprite->pev->movetype = MOVETYPE_NOCLIP; if ( animate ) pSprite->TurnOn(); return pSprite; } void CSprite::AnimateThink( void ) { Animate( pev->framerate * (gpGlobals->time - m_lastTime) ); pev->nextthink = gpGlobals->time + 0.1; m_lastTime = gpGlobals->time; } void CSprite::AnimateUntilDead( void ) { if ( gpGlobals->time > pev->dmgtime ) UTIL_Remove(this); else { AnimateThink(); pev->nextthink = gpGlobals->time; } } void CSprite::Expand( float scaleSpeed, float fadeSpeed ) { pev->speed = scaleSpeed; pev->health = fadeSpeed; SetThink( &ExpandThink ); pev->nextthink = gpGlobals->time; m_lastTime = gpGlobals->time; } void CSprite::ExpandThink( void ) { float frametime = gpGlobals->time - m_lastTime; pev->scale += pev->speed * frametime; pev->renderamt -= pev->health * frametime; if ( pev->renderamt <= 0 ) { pev->renderamt = 0; UTIL_Remove( this ); } else { pev->nextthink = gpGlobals->time + 0.1; m_lastTime = gpGlobals->time; } } void CSprite::Animate( float frames ) { pev->frame += frames; if ( pev->frame > m_maxFrame ) { if ( pev->spawnflags & SF_SPRITE_ONCE ) { TurnOff(); } else { if ( m_maxFrame > 0 ) pev->frame = fmod( pev->frame, m_maxFrame ); } } } void CSprite::TurnOff( void ) { pev->effects = EF_NODRAW; pev->nextthink = 0; } void CSprite::TurnOn( void ) { pev->effects = 0; if ( (pev->framerate && m_maxFrame > 1.0) || (pev->spawnflags & SF_SPRITE_ONCE) ) { SetThink( &AnimateThink ); pev->nextthink = gpGlobals->time; m_lastTime = gpGlobals->time; } pev->frame = 0; } void CSprite::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { int on = pev->effects != EF_NODRAW; if ( ShouldToggle( useType, on ) ) { if ( on ) { TurnOff(); } else { TurnOn(); } } } class CGibShooter : public CBaseDelay { public: void Spawn( void ); void Precache( void ); void KeyValue( KeyValueData *pkvd ); void EXPORT ShootThink( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual CGib *CreateGib( void ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; int m_iGibs; int m_iGibCapacity; int m_iGibMaterial; int m_iGibModelIndex; float m_flGibVelocity; float m_flVariance; float m_flGibLife; }; TYPEDESCRIPTION CGibShooter::m_SaveData[] = { DEFINE_FIELD( CGibShooter, m_iGibs, FIELD_INTEGER ), DEFINE_FIELD( CGibShooter, m_iGibCapacity, FIELD_INTEGER ), DEFINE_FIELD( CGibShooter, m_iGibMaterial, FIELD_INTEGER ), DEFINE_FIELD( CGibShooter, m_iGibModelIndex, FIELD_INTEGER ), DEFINE_FIELD( CGibShooter, m_flGibVelocity, FIELD_FLOAT ), DEFINE_FIELD( CGibShooter, m_flVariance, FIELD_FLOAT ), DEFINE_FIELD( CGibShooter, m_flGibLife, FIELD_FLOAT ), }; IMPLEMENT_SAVERESTORE( CGibShooter, CBaseDelay ); LINK_ENTITY_TO_CLASS( gibshooter, CGibShooter ); void CGibShooter :: Precache ( void ) { if ( g_Language == LANGUAGE_GERMAN ) { m_iGibModelIndex = PRECACHE_MODEL ("models/germanygibs.mdl"); } else { m_iGibModelIndex = PRECACHE_MODEL ("models/hgibs.mdl"); } } void CGibShooter::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "m_iGibs")) { m_iGibs = m_iGibCapacity = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "m_flVelocity")) { m_flGibVelocity = atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "m_flVariance")) { m_flVariance = atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "m_flGibLife")) { m_flGibLife = atof(pkvd->szValue); pkvd->fHandled = TRUE; } else { CBaseDelay::KeyValue( pkvd ); } } void CGibShooter::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { SetThink( &ShootThink ); pev->nextthink = gpGlobals->time; } void CGibShooter::Spawn( void ) { Precache(); pev->solid = SOLID_NOT; pev->effects = EF_NODRAW; if ( m_flDelay == 0 ) { m_flDelay = 0.1; } if ( m_flGibLife == 0 ) { m_flGibLife = 25; } SetMovedir ( pev ); pev->body = MODEL_FRAMES( m_iGibModelIndex ); } CGib *CGibShooter :: CreateGib ( void ) { if ( CVAR_GET_FLOAT("violence_hgibs") == 0 ) return NULL; CGib *pGib = GetClassPtr( (CGib *)NULL ); pGib->Spawn( "models/hgibs.mdl" ); pGib->m_bloodColor = BLOOD_COLOR_RED; if ( pev->body <= 1 ) { ALERT ( at_aiconsole, "GibShooter Body is <= 1!\n" ); } pGib->pev->body = RANDOM_LONG ( 1, pev->body - 1 );// avoid throwing random amounts of the 0th gib. (skull). return pGib; } void CGibShooter :: ShootThink ( void ) { pev->nextthink = gpGlobals->time + m_flDelay; Vector vecShootDir; vecShootDir = pev->movedir; vecShootDir = vecShootDir + gpGlobals->v_right * RANDOM_FLOAT( -1, 1) * m_flVariance;; vecShootDir = vecShootDir + gpGlobals->v_forward * RANDOM_FLOAT( -1, 1) * m_flVariance;; vecShootDir = vecShootDir + gpGlobals->v_up * RANDOM_FLOAT( -1, 1) * m_flVariance;; vecShootDir = vecShootDir.Normalize(); CGib *pGib = CreateGib(); if ( pGib ) { pGib->pev->origin = pev->origin; pGib->pev->velocity = vecShootDir * m_flGibVelocity; pGib->pev->avelocity.x = RANDOM_FLOAT ( 100, 200 ); pGib->pev->avelocity.y = RANDOM_FLOAT ( 100, 300 ); float thinkTime = pGib->pev->nextthink - gpGlobals->time; pGib->m_lifeTime = (m_flGibLife * RANDOM_FLOAT( 0.95, 1.05 )); // +/- 5% if ( pGib->m_lifeTime < thinkTime ) { pGib->pev->nextthink = gpGlobals->time + pGib->m_lifeTime; pGib->m_lifeTime = 0; } } if ( --m_iGibs <= 0 ) { if ( pev->spawnflags & SF_GIBSHOOTER_REPEATABLE ) { m_iGibs = m_iGibCapacity; SetThink( NULL ); pev->nextthink = gpGlobals->time; } else { SetThink( &SUB_Remove ); pev->nextthink = gpGlobals->time; } } } class CEnvShooter : public CGibShooter { void Precache( void ); void KeyValue( KeyValueData *pkvd ); CGib *CreateGib( void ); }; LINK_ENTITY_TO_CLASS( env_shooter, CEnvShooter ); void CEnvShooter :: KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "shootmodel")) { pev->model = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "shootsounds")) { int iNoise = atoi(pkvd->szValue); pkvd->fHandled = TRUE; switch( iNoise ) { case 0: m_iGibMaterial = matGlass; break; case 1: m_iGibMaterial = matWood; break; case 2: m_iGibMaterial = matMetal; break; case 3: m_iGibMaterial = matFlesh; break; case 4: m_iGibMaterial = matRocks; break; default: case -1: m_iGibMaterial = matNone; break; } } else { CGibShooter::KeyValue( pkvd ); } } void CEnvShooter :: Precache ( void ) { m_iGibModelIndex = PRECACHE_MODEL( (char *)STRING(pev->model) ); CBreakable::MaterialSoundPrecache( (Materials)m_iGibMaterial ); } CGib *CEnvShooter :: CreateGib ( void ) { CGib *pGib = GetClassPtr( (CGib *)NULL ); pGib->Spawn( STRING(pev->model) ); int bodyPart = 0; if ( pev->body > 1 ) bodyPart = RANDOM_LONG( 0, pev->body-1 ); pGib->pev->body = bodyPart; pGib->m_bloodColor = DONT_BLEED; pGib->m_material = m_iGibMaterial; pGib->pev->rendermode = pev->rendermode; pGib->pev->renderamt = pev->renderamt; pGib->pev->rendercolor = pev->rendercolor; pGib->pev->renderfx = pev->renderfx; pGib->pev->scale = pev->scale; pGib->pev->skin = pev->skin; return pGib; } class CTestEffect : public CBaseDelay { public: void Spawn( void ); void Precache( void ); // void KeyValue( KeyValueData *pkvd ); void EXPORT TestThink( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); int m_iLoop; int m_iBeam; CBeam *m_pBeam[24]; float m_flBeamTime[24]; float m_flStartTime; }; LINK_ENTITY_TO_CLASS( test_effect, CTestEffect ); void CTestEffect::Spawn( void ) { Precache( ); } void CTestEffect::Precache( void ) { PRECACHE_MODEL( "sprites/lgtning.spr" ); } void CTestEffect::TestThink( void ) { int i; float t = (gpGlobals->time - m_flStartTime); if (m_iBeam < 24) { CBeam *pbeam = CBeam::BeamCreate( "sprites/lgtning.spr", 100 ); TraceResult tr; Vector vecSrc = pev->origin; Vector vecDir = Vector( RANDOM_FLOAT( -1.0, 1.0 ), RANDOM_FLOAT( -1.0, 1.0 ),RANDOM_FLOAT( -1.0, 1.0 ) ); vecDir = vecDir.Normalize(); UTIL_TraceLine( vecSrc, vecSrc + vecDir * 128, ignore_monsters, ENT(pev), &tr); pbeam->PointsInit( vecSrc, tr.vecEndPos ); // pbeam->SetColor( 80, 100, 255 ); pbeam->SetColor( 255, 180, 100 ); pbeam->SetWidth( 100 ); pbeam->SetScrollRate( 12 ); m_flBeamTime[m_iBeam] = gpGlobals->time; m_pBeam[m_iBeam] = pbeam; m_iBeam++; #if 0 Vector vecMid = (vecSrc + tr.vecEndPos) * 0.5; MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE(TE_DLIGHT); WRITE_COORD(vecMid.x); // X WRITE_COORD(vecMid.y); // Y WRITE_COORD(vecMid.z); // Z WRITE_BYTE( 20 ); // radius * 0.1 WRITE_BYTE( 255 ); // r WRITE_BYTE( 180 ); // g WRITE_BYTE( 100 ); // b WRITE_BYTE( 20 ); // time * 10 WRITE_BYTE( 0 ); // decay * 0.1 MESSAGE_END( ); #endif } if (t < 3.0) { for (i = 0; i < m_iBeam; i++) { t = (gpGlobals->time - m_flBeamTime[i]) / ( 3 + m_flStartTime - m_flBeamTime[i]); m_pBeam[i]->SetBrightness( 255 * t ); // m_pBeam[i]->SetScrollRate( 20 * t ); } pev->nextthink = gpGlobals->time + 0.1; } else { for (i = 0; i < m_iBeam; i++) { UTIL_Remove( m_pBeam[i] ); } m_flStartTime = gpGlobals->time; m_iBeam = 0; // pev->nextthink = gpGlobals->time; SetThink( NULL ); } } void CTestEffect::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { SetThink( &TestThink ); pev->nextthink = gpGlobals->time + 0.1; m_flStartTime = gpGlobals->time; } // Blood effects class CBlood : public CPointEntity { public: void Spawn( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void KeyValue( KeyValueData *pkvd ); inline int Color( void ) { return pev->impulse; } inline float BloodAmount( void ) { return pev->dmg; } inline void SetColor( int color ) { pev->impulse = color; } inline void SetBloodAmount( float amount ) { pev->dmg = amount; } Vector Direction( void ); Vector BloodPosition( CBaseEntity *pActivator ); private: }; LINK_ENTITY_TO_CLASS( env_blood, CBlood ); #define SF_BLOOD_RANDOM 0x0001 #define SF_BLOOD_STREAM 0x0002 #define SF_BLOOD_PLAYER 0x0004 #define SF_BLOOD_DECAL 0x0008 void CBlood::Spawn( void ) { pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_NONE; pev->effects = 0; pev->frame = 0; SetMovedir( pev ); } void CBlood::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "color")) { int color = atoi(pkvd->szValue); switch( color ) { case 1: SetColor( BLOOD_COLOR_YELLOW ); break; default: SetColor( BLOOD_COLOR_RED ); break; } pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "amount")) { SetBloodAmount( atof(pkvd->szValue) ); pkvd->fHandled = TRUE; } else CPointEntity::KeyValue( pkvd ); } Vector CBlood::Direction( void ) { if ( pev->spawnflags & SF_BLOOD_RANDOM ) return UTIL_RandomBloodVector(); return pev->movedir; } Vector CBlood::BloodPosition( CBaseEntity *pActivator ) { if ( pev->spawnflags & SF_BLOOD_PLAYER ) { edict_t *pPlayer; if ( pActivator && pActivator->IsPlayer() ) { pPlayer = pActivator->edict(); } else pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 ); if ( pPlayer ) return (pPlayer->v.origin + pPlayer->v.view_ofs) + Vector( RANDOM_FLOAT(-10,10), RANDOM_FLOAT(-10,10), RANDOM_FLOAT(-10,10) ); } return pev->origin; } void CBlood::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( pev->spawnflags & SF_BLOOD_STREAM ) UTIL_BloodStream( BloodPosition(pActivator), Direction(), (Color() == BLOOD_COLOR_RED) ? 70 : Color(), BloodAmount() ); else UTIL_BloodDrips( BloodPosition(pActivator), Direction(), Color(), BloodAmount() ); if ( pev->spawnflags & SF_BLOOD_DECAL ) { Vector forward = Direction(); Vector start = BloodPosition( pActivator ); TraceResult tr; UTIL_TraceLine( start, start + forward * BloodAmount() * 2, ignore_monsters, NULL, &tr ); if ( tr.flFraction != 1.0 ) UTIL_BloodDecalTrace( &tr, Color() ); } } // Screen shake class CShake : public CPointEntity { public: void Spawn( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void KeyValue( KeyValueData *pkvd ); inline float Amplitude( void ) { return pev->scale; } inline float Frequency( void ) { return pev->dmg_save; } inline float Duration( void ) { return pev->dmg_take; } inline float Radius( void ) { return pev->dmg; } inline void SetAmplitude( float amplitude ) { pev->scale = amplitude; } inline void SetFrequency( float frequency ) { pev->dmg_save = frequency; } inline void SetDuration( float duration ) { pev->dmg_take = duration; } inline void SetRadius( float radius ) { pev->dmg = radius; } private: }; LINK_ENTITY_TO_CLASS( env_shake, CShake ); // pev->scale is amplitude // pev->dmg_save is frequency // pev->dmg_take is duration // pev->dmg is radius // radius of 0 means all players // NOTE: UTIL_ScreenShake() will only shake players who are on the ground #define SF_SHAKE_EVERYONE 0x0001 // Don't check radius // UNDONE: These don't work yet #define SF_SHAKE_DISRUPT 0x0002 // Disrupt controls #define SF_SHAKE_INAIR 0x0004 // Shake players in air void CShake::Spawn( void ) { pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_NONE; pev->effects = 0; pev->frame = 0; if ( pev->spawnflags & SF_SHAKE_EVERYONE ) pev->dmg = 0; } void CShake::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "amplitude")) { SetAmplitude( atof(pkvd->szValue) ); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "frequency")) { SetFrequency( atof(pkvd->szValue) ); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "duration")) { SetDuration( atof(pkvd->szValue) ); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "radius")) { SetRadius( atof(pkvd->szValue) ); pkvd->fHandled = TRUE; } else CPointEntity::KeyValue( pkvd ); } void CShake::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { UTIL_ScreenShake( pev->origin, Amplitude(), Frequency(), Duration(), Radius() ); } class CFade : public CPointEntity { public: void Spawn( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void KeyValue( KeyValueData *pkvd ); inline float Duration( void ) { return pev->dmg_take; } inline float HoldTime( void ) { return pev->dmg_save; } inline void SetDuration( float duration ) { pev->dmg_take = duration; } inline void SetHoldTime( float hold ) { pev->dmg_save = hold; } private: }; LINK_ENTITY_TO_CLASS( env_fade, CFade ); // pev->dmg_take is duration // pev->dmg_save is hold duration #define SF_FADE_IN 0x0001 // Fade in, not out #define SF_FADE_MODULATE 0x0002 // Modulate, don't blend #define SF_FADE_ONLYONE 0x0004 void CFade::Spawn( void ) { pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_NONE; pev->effects = 0; pev->frame = 0; } void CFade::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "duration")) { SetDuration( atof(pkvd->szValue) ); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "holdtime")) { SetHoldTime( atof(pkvd->szValue) ); pkvd->fHandled = TRUE; } else CPointEntity::KeyValue( pkvd ); } void CFade::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { int fadeFlags = 0; if ( !(pev->spawnflags & SF_FADE_IN) ) fadeFlags |= FFADE_OUT; if ( pev->spawnflags & SF_FADE_MODULATE ) fadeFlags |= FFADE_MODULATE; if ( pev->spawnflags & SF_FADE_ONLYONE ) { if ( pActivator->IsNetClient() ) { UTIL_ScreenFade( pActivator, pev->rendercolor, Duration(), HoldTime(), pev->renderamt, fadeFlags ); } } else { UTIL_ScreenFadeAll( pev->rendercolor, Duration(), HoldTime(), pev->renderamt, fadeFlags ); } SUB_UseTargets( this, USE_TOGGLE, 0 ); } class CMessage : public CPointEntity { public: void Spawn( void ); void Precache( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void KeyValue( KeyValueData *pkvd ); private: }; LINK_ENTITY_TO_CLASS( env_message, CMessage ); void CMessage::Spawn( void ) { Precache(); pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_NONE; switch( pev->impulse ) { case 1: // Medium radius pev->speed = ATTN_STATIC; break; case 2: // Large radius pev->speed = ATTN_NORM; break; case 3: //EVERYWHERE pev->speed = ATTN_NONE; break; default: case 0: // Small radius pev->speed = ATTN_IDLE; break; } pev->impulse = 0; // No volume, use normal if ( pev->scale <= 0 ) pev->scale = 1.0; } void CMessage::Precache( void ) { if ( pev->noise ) PRECACHE_SOUND( (char *)STRING(pev->noise) ); } void CMessage::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "messagesound")) { pev->noise = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "messagevolume")) { pev->scale = atof(pkvd->szValue) * 0.1; pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "messageattenuation")) { pev->impulse = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else CPointEntity::KeyValue( pkvd ); } void CMessage::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { CBaseEntity *pPlayer = NULL; if ( pev->spawnflags & SF_MESSAGE_ALL ) UTIL_ShowMessageAll( STRING(pev->message) ); else { if ( pActivator && pActivator->IsPlayer() ) pPlayer = pActivator; else { pPlayer = CBaseEntity::Instance( g_engfuncs.pfnPEntityOfEntIndex( 1 ) ); } if ( pPlayer ) UTIL_ShowMessage( STRING(pev->message), pPlayer ); } if ( pev->noise ) { EMIT_SOUND( edict(), CHAN_BODY, STRING(pev->noise), pev->scale, pev->speed ); } if ( pev->spawnflags & SF_MESSAGE_ONCE ) UTIL_Remove( this ); SUB_UseTargets( this, USE_TOGGLE, 0 ); } //========================================================= // FunnelEffect //========================================================= class CEnvFunnel : public CBaseDelay { public: void Spawn( void ); void Precache( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); int m_iSprite; // Don't save, precache }; void CEnvFunnel :: Precache ( void ) { m_iSprite = PRECACHE_MODEL ( "sprites/flare6.spr" ); } LINK_ENTITY_TO_CLASS( env_funnel, CEnvFunnel ); void CEnvFunnel::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_LARGEFUNNEL ); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); WRITE_SHORT( m_iSprite ); if ( pev->spawnflags & SF_FUNNEL_REVERSE )// funnel flows in reverse? { WRITE_SHORT( 1 ); } else { WRITE_SHORT( 0 ); } MESSAGE_END(); SetThink( &SUB_Remove ); pev->nextthink = gpGlobals->time; } void CEnvFunnel::Spawn( void ) { Precache(); pev->solid = SOLID_NOT; pev->effects = EF_NODRAW; } //========================================================= // Beverage Dispenser // overloaded pev->frags, is now a flag for whether or not a can is stuck in the dispenser. // overloaded pev->health, is now how many cans remain in the machine. //========================================================= class CEnvBeverage : public CBaseDelay { public: void Spawn( void ); void Precache( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); }; void CEnvBeverage :: Precache ( void ) { PRECACHE_MODEL( "models/can.mdl" ); PRECACHE_SOUND( "weapons/g_bounce3.wav" ); } LINK_ENTITY_TO_CLASS( env_beverage, CEnvBeverage ); void CEnvBeverage::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( pev->frags != 0 || pev->health <= 0 ) { // no more cans while one is waiting in the dispenser, or if I'm out of cans. return; } CBaseEntity *pCan = CBaseEntity::Create( "item_sodacan", pev->origin, pev->angles, edict() ); if ( pev->skin == 6 ) { // random pCan->pev->skin = RANDOM_LONG( 0, 5 ); } else { pCan->pev->skin = pev->skin; } pev->frags = 1; pev->health--; //SetThink( &SUB_Remove); //pev->nextthink = gpGlobals->time; } void CEnvBeverage::Spawn( void ) { Precache(); pev->solid = SOLID_NOT; pev->effects = EF_NODRAW; pev->frags = 0; if ( pev->health == 0 ) { pev->health = 10; } } //========================================================= // Soda can //========================================================= class CItemSoda : public CBaseEntity { public: void Spawn( void ); void Precache( void ); void EXPORT CanThink ( void ); void EXPORT CanTouch ( CBaseEntity *pOther ); }; void CItemSoda :: Precache ( void ) { } LINK_ENTITY_TO_CLASS( item_sodacan, CItemSoda ); void CItemSoda::Spawn( void ) { Precache(); pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_TOSS; SET_MODEL ( ENT(pev), "models/can.mdl" ); UTIL_SetSize ( pev, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ) ); SetThink( &CanThink); pev->nextthink = gpGlobals->time + 0.5; } void CItemSoda::CanThink ( void ) { EMIT_SOUND (ENT(pev), CHAN_WEAPON, "weapons/g_bounce3.wav", 1, ATTN_NORM ); pev->solid = SOLID_TRIGGER; UTIL_SetSize ( pev, Vector ( -8, -8, 0 ), Vector ( 8, 8, 8 ) ); SetThink( NULL ); SetTouch( &CanTouch ); } void CItemSoda::CanTouch ( CBaseEntity *pOther ) { if ( !pOther->IsPlayer() ) { return; } // spoit sound here pOther->TakeHealth( 1, DMG_GENERIC );// a bit of health. if ( !FNullEnt( pev->owner ) ) { // tell the machine the can was taken pev->owner->v.frags = 0; } pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_NONE; pev->effects = EF_NODRAW; SetTouch( NULL ); SetThink( &SUB_Remove ); pev->nextthink = gpGlobals->time; }