mirror of https://github.com/FWGS/hlsdk-xash3d
1186 lines
31 KiB
C++
1186 lines
31 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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/*
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===== generic grenade.cpp ========================================================
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "soundent.h"
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#include "decals.h"
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#include "player.h"
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#include "explode.h"
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#include "gamerules.h"
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#define SF_PROP_RESPAWN 8 // enable autorespawn
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#define SF_PROP_BREAKABLE 16 // enable break/explode
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#define SF_PROP_FIXED 32 // don't move untill touch
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typedef enum
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{
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expRandom,
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expDirected
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}Explosions;
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typedef enum
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{
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matGlass = 0,
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matWood,
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matMetal,
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matFlesh,
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matCinderBlock,
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matCeilingTile,
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matComputer,
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matUnbreakableGlass,
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matRocks,
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matNone,
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matLastMaterial
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}Materials;
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//extern "C" void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
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Vector UTIL_AngleVectorsF( const Vector &angles )
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{
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float rgflVecOut[3];
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float rgflVecIn[3];
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angles.CopyToArray( rgflVecIn );
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g_engfuncs.pfnAngleVectors( rgflVecIn, rgflVecOut, NULL, NULL );
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return Vector( rgflVecOut );
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}
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Vector UTIL_AngleVectorsR( const Vector &angles )
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{
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float rgflVecOut[3];
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float rgflVecIn[3];
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angles.CopyToArray( rgflVecIn );
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g_engfuncs.pfnAngleVectors( rgflVecIn, NULL, rgflVecOut, NULL );
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return Vector( rgflVecOut );
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}
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Vector UTIL_AngleVectorsU( const Vector &angles )
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{
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float rgflVecOut[3];
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float rgflVecIn[3];
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angles.CopyToArray( rgflVecIn );
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g_engfuncs.pfnAngleVectors( rgflVecIn, NULL, rgflVecOut, NULL );
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return Vector( rgflVecOut );
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}
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//===================grenade
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enum PropShape
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{
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SHAPE_CYL_H = 0,
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SHAPE_CYL_V,
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SHAPE_BOX,
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SHAPE_GENERIC,
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SHAPE_SPHERE,
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SHAPE_NOROTATE
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};
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class CProp : public CBaseEntity
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{
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public:
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void Spawn( void );
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void Precache();
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void EXPORT BounceTouch( CBaseEntity *pOther );
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//void EXPORT SlideTouch( CBaseEntity *pOther );
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual void Force( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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int TakeDamage( entvars_t *pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
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virtual int ObjectCaps( void ) { return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | FCAP_IMPULSE_USE | FCAP_CONTINUOUS_USE; }
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virtual void BounceSound( void );
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virtual int BloodColor( void ) { return DONT_BLEED; }
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virtual void Killed( entvars_t *pevAttacker, int iGib );
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void CheckRotate();
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void EXPORT RespawnThink();
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void EXPORT AngleThink();
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void EXPORT DeployThink();
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void EXPORT DieThink();
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void DamageSound( void );
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void PropRespawn();
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void KeyValue( KeyValueData *pkvd );
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static const char *pSoundsWood[];
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static const char *pSoundsFlesh[];
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static const char *pSoundsGlass[];
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static const char *pSoundsMetal[];
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static const char *pSoundsConcrete[];
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static const char *pSpawnObjects[];
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inline BOOL Explodable( void ) { return ExplosionMagnitude() > 0; }
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inline int ExplosionMagnitude( void ) { return pev->impulse; }
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inline void ExplosionSetMagnitude( int magnitude ) { pev->impulse = magnitude; }
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static void MaterialSoundPrecache( Materials precacheMaterial );
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static void MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume );
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static const char **MaterialSoundList( Materials precacheMaterial, int &soundCount );
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void EXPORT Die( void );
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BOOL m_bBarrel;
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float m_flFloorFriction;
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float m_flCollideFriction;
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// hull sizes
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Vector minsH, maxsH;
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Vector minsV, maxsV;
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// spawn backup;
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Vector spawnOrigin;
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Vector spawnAngles;
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edict_t *m_owner2;
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edict_t *m_attacker;
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float m_flNextAttack;
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float m_flRespawnTime;
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PropShape m_shape;
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PropShape m_oldshape;
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CBasePlayer *m_pHolstered;
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float m_flSpawnHealth;
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int m_idShard;
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float m_angle;
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int m_iszGibModel;
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Materials m_Material;
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Explosions m_Explosion;
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int m_iaCustomAnglesX[10];
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int m_iaCustomAnglesZ[10];
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};
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LINK_ENTITY_TO_CLASS( prop, CProp )
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const char *CProp::pSoundsWood[] =
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{
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"debris/wood1.wav",
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"debris/wood2.wav",
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"debris/wood3.wav",
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};
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const char *CProp::pSoundsFlesh[] =
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{
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"debris/flesh1.wav",
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"debris/flesh2.wav",
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"debris/flesh3.wav",
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"debris/flesh5.wav",
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"debris/flesh6.wav",
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"debris/flesh7.wav",
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};
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const char *CProp::pSoundsMetal[] =
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{
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"debris/metal1.wav",
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"debris/metal2.wav",
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"debris/metal3.wav",
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};
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const char *CProp::pSoundsConcrete[] =
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{
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"debris/concrete1.wav",
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"debris/concrete2.wav",
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"debris/concrete3.wav",
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};
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const char *CProp::pSoundsGlass[] =
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{
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"debris/glass1.wav",
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"debris/glass2.wav",
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"debris/glass3.wav",
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};
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const char **CProp::MaterialSoundList( Materials precacheMaterial, int &soundCount )
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{
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const char **pSoundList = NULL;
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switch( precacheMaterial )
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{
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case matWood:
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pSoundList = pSoundsWood;
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soundCount = ARRAYSIZE( pSoundsWood );
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break;
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case matFlesh:
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pSoundList = pSoundsFlesh;
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soundCount = ARRAYSIZE( pSoundsFlesh );
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break;
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case matComputer:
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case matUnbreakableGlass:
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case matGlass:
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pSoundList = pSoundsGlass;
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soundCount = ARRAYSIZE( pSoundsGlass );
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break;
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case matMetal:
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pSoundList = pSoundsMetal;
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soundCount = ARRAYSIZE( pSoundsMetal );
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break;
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case matCinderBlock:
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case matRocks:
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pSoundList = pSoundsConcrete;
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soundCount = ARRAYSIZE( pSoundsConcrete );
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break;
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case matCeilingTile:
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case matNone:
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default:
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soundCount = 0;
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break;
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}
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return pSoundList;
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}
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void CProp::MaterialSoundPrecache( Materials precacheMaterial )
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{
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const char **pSoundList;
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int i, soundCount = 0;
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pSoundList = MaterialSoundList( precacheMaterial, soundCount );
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for( i = 0; i < soundCount; i++ )
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{
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PRECACHE_SOUND( pSoundList[i] );
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}
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}
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void CProp::MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume )
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{
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const char **pSoundList;
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int soundCount = 0;
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pSoundList = MaterialSoundList( soundMaterial, soundCount );
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if( soundCount )
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EMIT_SOUND( pEdict, CHAN_BODY, pSoundList[RANDOM_LONG( 0, soundCount - 1 )], volume, 1.0 );
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}
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void CProp::Precache( void )
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{
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const char *pGibName;
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if( !pev->model )
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pev->model = MAKE_STRING( "models/xash/barrel_brown.mdl" );
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switch( m_Material )
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{
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case matWood:
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pGibName = "models/woodgibs.mdl";
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PRECACHE_SOUND( "debris/bustcrate1.wav" );
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PRECACHE_SOUND( "debris/bustcrate2.wav" );
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break;
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case matFlesh:
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pGibName = "models/fleshgibs.mdl";
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PRECACHE_SOUND( "debris/bustflesh1.wav" );
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PRECACHE_SOUND( "debris/bustflesh2.wav" );
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break;
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case matComputer:
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PRECACHE_SOUND( "buttons/spark5.wav");
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PRECACHE_SOUND( "buttons/spark6.wav");
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pGibName = "models/computergibs.mdl";
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PRECACHE_SOUND( "debris/bustmetal1.wav" );
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PRECACHE_SOUND( "debris/bustmetal2.wav" );
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break;
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case matUnbreakableGlass:
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case matGlass:
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pGibName = "models/glassgibs.mdl";
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PRECACHE_SOUND( "debris/bustglass1.wav" );
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PRECACHE_SOUND( "debris/bustglass2.wav" );
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break;
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case matMetal:
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pGibName = "models/metalplategibs.mdl";
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PRECACHE_SOUND( "debris/bustmetal1.wav" );
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PRECACHE_SOUND( "debris/bustmetal2.wav" );
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break;
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case matCinderBlock:
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pGibName = "models/cindergibs.mdl";
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PRECACHE_SOUND( "debris/bustconcrete1.wav" );
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PRECACHE_SOUND( "debris/bustconcrete2.wav" );
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break;
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case matRocks:
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pGibName = "models/rockgibs.mdl";
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PRECACHE_SOUND( "debris/bustconcrete1.wav" );
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PRECACHE_SOUND( "debris/bustconcrete2.wav" );
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break;
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case matCeilingTile:
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pGibName = "models/ceilinggibs.mdl";
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PRECACHE_SOUND( "debris/bustceiling.wav" );
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break;
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}
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MaterialSoundPrecache( m_Material );
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if( m_iszGibModel )
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pGibName = STRING( m_iszGibModel );
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m_idShard = PRECACHE_MODEL( pGibName );
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PRECACHE_MODEL( STRING( pev->model ) );
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}
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void CProp::DamageSound( void )
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{
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int pitch;
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float fvol;
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char *rgpsz[6];
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int i;
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int material = m_Material;
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//if( RANDOM_LONG( 0, 1 ) )
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// return;
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if( RANDOM_LONG( 0, 2 ) )
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pitch = PITCH_NORM;
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else
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pitch = 95 + RANDOM_LONG( 0, 34 );
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fvol = RANDOM_FLOAT( 0.75, 1.0 );
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if( material == matComputer && RANDOM_LONG( 0, 1 ) )
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material = matMetal;
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switch( material )
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{
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case matComputer:
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case matGlass:
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case matUnbreakableGlass:
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rgpsz[0] = "debris/glass1.wav";
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rgpsz[1] = "debris/glass2.wav";
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rgpsz[2] = "debris/glass3.wav";
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i = 3;
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break;
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case matWood:
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rgpsz[0] = "debris/wood1.wav";
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rgpsz[1] = "debris/wood2.wav";
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rgpsz[2] = "debris/wood3.wav";
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i = 3;
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break;
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case matMetal:
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rgpsz[0] = "debris/metal1.wav";
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rgpsz[1] = "debris/metal3.wav";
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rgpsz[2] = "debris/metal2.wav";
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i = 2;
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break;
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case matFlesh:
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rgpsz[0] = "debris/flesh1.wav";
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rgpsz[1] = "debris/flesh2.wav";
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rgpsz[2] = "debris/flesh3.wav";
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rgpsz[3] = "debris/flesh5.wav";
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rgpsz[4] = "debris/flesh6.wav";
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rgpsz[5] = "debris/flesh7.wav";
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i = 6;
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break;
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case matRocks:
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case matCinderBlock:
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rgpsz[0] = "debris/concrete1.wav";
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rgpsz[1] = "debris/concrete2.wav";
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rgpsz[2] = "debris/concrete3.wav";
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i = 3;
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break;
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case matCeilingTile:
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// UNDONE: no ceiling tile shard sound yet
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i = 0;
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break;
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}
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if( i )
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, rgpsz[RANDOM_LONG( 0, i - 1 )], fvol, ATTN_NORM, 0, pitch );
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}
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void CProp::Die( void )
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{
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Vector vecSpot;// shard origin
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Vector vecVelocity;// shard velocity
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char cFlag = 0;
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int pitch;
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float fvol;
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pitch = 95 + RANDOM_LONG( 0, 29 );
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if( pitch > 97 && pitch < 103 )
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pitch = 100;
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// The more negative pev->health, the louder
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// the sound should be.
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fvol = RANDOM_FLOAT( 0.85, 1.0 ) + ( fabs( pev->health ) / 100.0 );
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if( fvol > 1.0 )
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fvol = 1.0;
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switch( m_Material )
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{
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case matGlass:
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switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustglass1.wav", fvol, ATTN_NORM, 0, pitch );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustglass2.wav", fvol, ATTN_NORM, 0, pitch );
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break;
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}
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cFlag = BREAK_GLASS;
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break;
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case matWood:
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switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustcrate1.wav", fvol, ATTN_NORM, 0, pitch );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustcrate2.wav", fvol, ATTN_NORM, 0, pitch );
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break;
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}
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cFlag = BREAK_WOOD;
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break;
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case matComputer:
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case matMetal:
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switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustmetal1.wav", fvol, ATTN_NORM, 0, pitch );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustmetal2.wav", fvol, ATTN_NORM, 0, pitch );
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break;
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}
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cFlag = BREAK_METAL;
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break;
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case matFlesh:
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switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustflesh1.wav", fvol, ATTN_NORM, 0, pitch );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustflesh2.wav", fvol, ATTN_NORM, 0, pitch );
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break;
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}
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cFlag = BREAK_FLESH;
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break;
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case matRocks:
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case matCinderBlock:
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switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustconcrete1.wav", fvol, ATTN_NORM, 0, pitch );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustconcrete2.wav", fvol, ATTN_NORM, 0, pitch );
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break;
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}
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cFlag = BREAK_CONCRETE;
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break;
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case matCeilingTile:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustceiling.wav", fvol, ATTN_NORM, 0, pitch );
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break;
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}
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if( m_Explosion == expDirected )
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vecVelocity = g_vecAttackDir * 200;
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else
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{
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vecVelocity.x = 0;
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vecVelocity.y = 0;
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vecVelocity.z = 0;
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}
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vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
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WRITE_BYTE( TE_BREAKMODEL);
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// position
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WRITE_COORD( vecSpot.x );
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WRITE_COORD( vecSpot.y );
|
|
WRITE_COORD( vecSpot.z );
|
|
|
|
// size
|
|
WRITE_COORD( pev->size.x);
|
|
WRITE_COORD( pev->size.y);
|
|
WRITE_COORD( pev->size.z);
|
|
|
|
// velocity
|
|
WRITE_COORD( vecVelocity.x );
|
|
WRITE_COORD( vecVelocity.y );
|
|
WRITE_COORD( vecVelocity.z );
|
|
|
|
// randomization
|
|
WRITE_BYTE( 10 );
|
|
|
|
// Model
|
|
WRITE_SHORT( m_idShard ); //model id#
|
|
|
|
// # of shards
|
|
WRITE_BYTE( 0 ); // let client decide
|
|
|
|
// duration
|
|
WRITE_BYTE( 25 );// 2.5 seconds
|
|
|
|
// flags
|
|
WRITE_BYTE( cFlag );
|
|
MESSAGE_END();
|
|
|
|
float size = pev->size.x;
|
|
if( size < pev->size.y )
|
|
size = pev->size.y;
|
|
if( size < pev->size.z )
|
|
size = pev->size.z;
|
|
|
|
// !!! HACK This should work!
|
|
// Build a box above the entity that looks like an 8 pixel high sheet
|
|
Vector mins = pev->absmin;
|
|
Vector maxs = pev->absmax;
|
|
mins.z = pev->absmax.z;
|
|
maxs.z += 8;
|
|
|
|
// BUGBUG -- can only find 256 entities on a breakable -- should be enough
|
|
CBaseEntity *pList[256];
|
|
int count = UTIL_EntitiesInBox( pList, 256, mins, maxs, FL_ONGROUND );
|
|
if( count )
|
|
{
|
|
for( int i = 0; i < count; i++ )
|
|
{
|
|
ClearBits( pList[i]->pev->flags, FL_ONGROUND );
|
|
pList[i]->pev->groundentity = NULL;
|
|
}
|
|
}
|
|
|
|
// Don't fire something that could fire myself
|
|
pev->targetname = 0;
|
|
|
|
pev->solid = SOLID_NOT;
|
|
|
|
// Fire targets on break
|
|
SUB_UseTargets( NULL, USE_TOGGLE, 0 );
|
|
|
|
if( Explodable() && ( m_attacker != NULL ) )
|
|
{
|
|
ExplosionCreate( pev->origin, pev->angles, m_attacker, ExplosionMagnitude(), FALSE );
|
|
RadiusDamage( pev->origin, pev, VARS(m_attacker), ExplosionMagnitude(), ExplosionMagnitude() * 2.5 , CLASS_NONE, DMG_BLAST );
|
|
}
|
|
UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
|
|
}
|
|
|
|
void CProp::Killed( entvars_t *pevAttacker, int iGib )
|
|
{
|
|
pev->takedamage = DAMAGE_NO;
|
|
pev->deadflag = DEAD_DEAD;
|
|
pev->solid = SOLID_NOT;
|
|
pev->effects |= EF_NODRAW;
|
|
pev->nextthink = gpGlobals->time + m_flRespawnTime;
|
|
SetThink( &CProp::RespawnThink );
|
|
SetTouch( NULL );
|
|
SetUse( NULL );
|
|
}
|
|
|
|
void CProp::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
if( pev->health <= 0 )
|
|
return;
|
|
if( m_owner2 != pActivator->edict() )
|
|
{
|
|
if( pev->velocity.Length() < 100 && pActivator->IsPlayer() )
|
|
{
|
|
m_owner2 = m_attacker = pActivator->edict();
|
|
}
|
|
else
|
|
return;
|
|
}
|
|
if( pActivator->IsPlayer() )
|
|
{
|
|
m_pHolstered = (CBasePlayer *) pActivator;
|
|
if( m_pHolstered )
|
|
{
|
|
|
|
if( m_pHolstered->m_pActiveItem )
|
|
{
|
|
CBasePlayerWeapon *weapon = (CBasePlayerWeapon *)m_pHolstered->m_pActiveItem->GetWeaponPtr();
|
|
|
|
//m_Holstered->m_pActiveItem->Holster(); // strange bug here. ValveWHY?
|
|
|
|
// HACK: prevent attack
|
|
if( weapon )
|
|
{
|
|
weapon->m_flNextPrimaryAttack += 0.1;
|
|
weapon->m_flNextSecondaryAttack += 0.1;
|
|
}
|
|
m_pHolstered->m_iHideHUD |= HIDEHUD_WEAPONS;
|
|
m_pHolstered->pev->weaponmodel = 0;
|
|
m_pHolstered->pev->viewmodel = 0;
|
|
}
|
|
SetThink( &CProp::DeployThink );
|
|
pev->nextthink = gpGlobals->time + 0.2;
|
|
}
|
|
}
|
|
Vector target = pActivator->pev->origin + UTIL_GetAimVector( m_owner2, 1000 ) * 50;
|
|
target.z = target.z + 32;
|
|
pev->velocity = ( target - VecBModelOrigin( pev ) ) * 10;
|
|
Vector atarget = UTIL_VecToAngles(UTIL_GetAimVector( m_owner2, 1000 ) );
|
|
pev->angles.x = UTIL_AngleMod( pev->angles.x );
|
|
pev->angles.y = UTIL_AngleMod( pev->angles.y );
|
|
pev->angles.z = UTIL_AngleMod( pev->angles.z );
|
|
atarget.x = UTIL_AngleMod( atarget.x );
|
|
atarget.y = UTIL_AngleMod( atarget.y );
|
|
atarget.z = UTIL_AngleMod( atarget.z );
|
|
pev->avelocity.x = UTIL_AngleDiff( atarget.x, pev->angles.x ) * 10;
|
|
pev->avelocity.y = UTIL_AngleDiff( atarget.y, pev->angles.y ) * 10;
|
|
pev->avelocity.z = UTIL_AngleDiff( atarget.z, pev->angles.z ) * 10;
|
|
//pev->angles.z += ( 0 - pev->angles.z ) * 0.06;
|
|
if( ( pActivator->pev->button & ( IN_ATTACK ) ) )
|
|
{
|
|
pev->velocity = UTIL_GetAimVector( m_owner2, 1000 ) * 1000;
|
|
pev->avelocity.y = pev->avelocity.y * 1.5 + RANDOM_FLOAT( 100, -100 );
|
|
pev->avelocity.x = pev->avelocity.x * 1.5 + RANDOM_FLOAT( 100, -100 );
|
|
//pev->avelocity.z = pev->avelocity.z * 0.5 + RANDOM_FLOAT( 100, -100 );
|
|
}
|
|
if ( ( pActivator->pev->button & ( IN_ATTACK2 ) ) )
|
|
{
|
|
//m_Horizontal = false;
|
|
//pev->angles.z = 0;
|
|
}
|
|
// m_Horizontal = ( fabs( UTIL_AngleDiff( pev->angles.z, 90 ) ) < 20 ) || ( sin( pev->angles.x / 180 * M_PI ) > 0.1 );
|
|
// CheckRotate();
|
|
//ALERT( at_console, "Prop use!\n" );
|
|
}
|
|
|
|
void CProp::Force( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
if( pev->health <= 0 )
|
|
return;
|
|
if( m_owner2 != pActivator->edict() )
|
|
{
|
|
if( pev->velocity.Length() < 100 && pActivator->IsPlayer() )
|
|
m_attacker = pActivator->edict();
|
|
else
|
|
return;
|
|
}
|
|
|
|
if( ( pActivator->pev->button & ( IN_ATTACK ) ) )
|
|
{
|
|
pev->velocity = UTIL_GetAimVector( m_owner2, 3000 ) * 1000;
|
|
pev->avelocity.y = pev->avelocity.y * 1.5 + RANDOM_FLOAT( 100, -100 );
|
|
pev->avelocity.x = pev->avelocity.x * 1.5 + RANDOM_FLOAT( 100, -100 );
|
|
//pev->avelocity.z = pev->avelocity.z * 0.5 + RANDOM_FLOAT( 100, -100 );
|
|
}
|
|
if( ( pActivator->pev->button & ( IN_ATTACK2 ) ) )
|
|
{
|
|
//m_Horizontal = false;
|
|
//pev->angles.z = 0;
|
|
}
|
|
|
|
pev->nextthink = gpGlobals->time + m_flRespawnTime;
|
|
SetThink( &CProp::RespawnThink );
|
|
}
|
|
|
|
void CProp::CheckRotate()
|
|
{
|
|
if( m_shape != SHAPE_CYL_H && m_shape != SHAPE_CYL_V )
|
|
{
|
|
UTIL_SetSize(pev, minsH, maxsH);
|
|
return;
|
|
}
|
|
if( ( fabs( UTIL_AngleDiff( pev->angles.z, 90 ) ) < 20 ) || ( fabs( sin( pev->angles.x / 180 * M_PI ) ) > 0.3 ) )
|
|
m_shape = SHAPE_CYL_H;
|
|
else
|
|
m_shape = SHAPE_CYL_V;
|
|
|
|
if( m_oldshape != m_shape )
|
|
{
|
|
if( m_shape == SHAPE_CYL_H )
|
|
{
|
|
pev->angles.y += 90;
|
|
|
|
ALERT( at_console, "setH: %f %f %f\n", pev->angles.x, pev->angles.y, pev->angles.z );
|
|
|
|
UTIL_SetSize( pev, minsH, maxsH );
|
|
}
|
|
else if( m_shape == SHAPE_CYL_V )
|
|
{
|
|
Vector mins = pev->absmin;
|
|
Vector maxs = pev->absmax;
|
|
|
|
mins.z = pev->absmax.z;
|
|
maxs.z += 10;
|
|
ALERT( at_console, "setV: %f %f %f\n", pev->angles.x, pev->angles.y, pev->angles.z );
|
|
|
|
// BUGBUG -- can only find 256 entities on a prop -- should be enough
|
|
CBaseEntity *pList[256];
|
|
int count = UTIL_EntitiesInBox( pList, 256, mins, maxs, FL_ONGROUND );
|
|
if( count )
|
|
{
|
|
for( int i = 0; i < count; i++ )
|
|
{
|
|
pList[i]->pev->origin.z += 10;
|
|
}
|
|
}
|
|
pev->origin.z += 10;
|
|
//pev->angles.y -= 90;
|
|
UTIL_SetSize( pev, minsV, maxsV );
|
|
}
|
|
//DROP_TO_FLOOR( edict() );
|
|
//pev->origin.z += 0.5;
|
|
m_oldshape = m_shape;
|
|
}
|
|
}
|
|
|
|
void CProp::DeployThink( void )
|
|
{
|
|
if( m_pHolstered )
|
|
{
|
|
if( m_pHolstered->m_pActiveItem )
|
|
{
|
|
m_pHolstered->m_pActiveItem->Deploy();
|
|
CBasePlayerWeapon *weapon = (CBasePlayerWeapon *) m_pHolstered->m_pActiveItem->GetWeaponPtr();
|
|
if( weapon )
|
|
{
|
|
weapon->m_flNextPrimaryAttack = 0;
|
|
weapon->m_flNextSecondaryAttack = 0;
|
|
}
|
|
}
|
|
m_pHolstered ->m_iHideHUD &= ~HIDEHUD_WEAPONS;
|
|
m_pHolstered = NULL;
|
|
}
|
|
if( m_pfnThink == &CProp::DeployThink )
|
|
{
|
|
pev->nextthink = gpGlobals->time + m_flRespawnTime;
|
|
SetThink( &CProp::RespawnThink );
|
|
}
|
|
}
|
|
|
|
void CProp::BounceTouch( CBaseEntity *pOther )
|
|
{
|
|
if( pev->health <= 0 )
|
|
return;
|
|
//ALERT( at_console, "BounceTouch: %f %f %f\n", pev->angles.x, pev->angles.y, pev->angles.z );
|
|
// only do damage if we're moving fairly fast
|
|
DeployThink();
|
|
|
|
if( m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 300 )
|
|
{
|
|
entvars_t *pevOwner = VARS( m_attacker );
|
|
if( pevOwner )
|
|
{
|
|
float dmg = 50 + pev->velocity.Length() / 40;
|
|
if( pOther->edict() == m_owner2 )
|
|
{
|
|
dmg = 5;
|
|
if( pOther->pev->button & ( IN_USE ) )
|
|
{
|
|
dmg = 1;
|
|
}
|
|
}
|
|
TraceResult tr = UTIL_GetGlobalTrace();
|
|
ClearMultiDamage();
|
|
pOther->TraceAttack( pevOwner, dmg, gpGlobals->v_forward, &tr, DMG_CLUB );
|
|
ApplyMultiDamage( pev, pevOwner );
|
|
}
|
|
m_flNextAttack = gpGlobals->time + 1.0; // debounce
|
|
}
|
|
if( ( pOther->edict() != m_owner2 ) && ( pev->spawnflags & SF_PROP_BREAKABLE ) && ( pev->velocity.Length() > 900 ) )
|
|
{
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
SetThink( &CProp::DieThink );
|
|
}
|
|
|
|
pev->velocity = pev->velocity + pOther->pev->velocity;
|
|
float dp = cos( M_PI / 180 * UTIL_AngleDiff( UTIL_VecToAngles( pev->velocity ).y, pev->angles.y ) );
|
|
if( pev->flags & FL_ONGROUND || fabs( pev->velocity.z ) < 40 )
|
|
{
|
|
CheckRotate();
|
|
if( m_shape == SHAPE_CYL_H )
|
|
{
|
|
pev->velocity.x *= fabs( dp ) * 0.8 + 0.2;
|
|
pev->velocity.y *= fabs( dp ) * 0.8 + 0.2;
|
|
pev->velocity.z -= 20;
|
|
pev->avelocity.x = -dp*pev->velocity.Length()* 1.5;
|
|
pev->avelocity.y = 0;
|
|
pev->avelocity.z = 0;
|
|
pev->angles.z += UTIL_AngleDiff( 90, pev->angles.z ) * 0.7;
|
|
//AngleThink();
|
|
}
|
|
else if( m_shape == SHAPE_CYL_V )
|
|
{
|
|
// pev->angles.z *= 0.3;
|
|
//pev->angles.x *= 0.3;
|
|
//AngleThink();
|
|
//CheckRotate();
|
|
pev->velocity.z *= m_flFloorFriction;
|
|
pev->velocity.x *= m_flFloorFriction;
|
|
pev->velocity.y *= m_flFloorFriction;
|
|
pev->velocity.z -= 10;
|
|
pev->avelocity.y = pev->avelocity.y * 0.4 + RANDOM_FLOAT( 30, -30 );
|
|
}
|
|
else if( m_shape == SHAPE_SPHERE )
|
|
{
|
|
pev->velocity.z -= 20;
|
|
pev->avelocity.x = -cos( M_PI / 180 * UTIL_AngleDiff( UTIL_VecToAngles( pev->velocity ).y, pev->angles.y ) ) * pev->velocity.Length() * 1.5;
|
|
pev->avelocity.y = -sin( M_PI / 180 * UTIL_AngleDiff( UTIL_VecToAngles( pev->velocity ).y, pev->angles.y ) ) * pev->velocity.Length() * 1.5;;
|
|
pev->avelocity.z = 0;
|
|
}
|
|
else if( m_shape == SHAPE_BOX || m_shape == SHAPE_GENERIC )
|
|
{
|
|
pev->velocity.z *= m_flFloorFriction;
|
|
pev->velocity.x *= m_flFloorFriction;
|
|
pev->velocity.y *= m_flFloorFriction;
|
|
pev->velocity.z -= 10;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
{
|
|
pev->velocity.z *= 0.3;
|
|
pev->velocity.y *= m_flCollideFriction;
|
|
pev->velocity.x *= m_flCollideFriction;
|
|
if( m_shape != SHAPE_SPHERE )
|
|
{
|
|
pev->avelocity.y = pev->avelocity.y * 0.4 + RANDOM_FLOAT( 100, -100 );
|
|
pev->avelocity.x = pev->avelocity.x * 0.5 + RANDOM_FLOAT( 100, -100 );
|
|
}
|
|
}
|
|
//pev->avelocity.z = pev->avelocity.z*0.5 + RANDOM_FLOAT( 1, -1 );
|
|
BounceSound();
|
|
}
|
|
pev->framerate = pev->velocity.Length() / 200.0;
|
|
if( pev->framerate > 1.0 )
|
|
pev->framerate = 1;
|
|
else if( pev->framerate < 0.2 )
|
|
{
|
|
CheckRotate();
|
|
AngleThink();
|
|
if( pev->angles.z == 0 || pev->angles.z == 90 )
|
|
pev->framerate = 0;
|
|
else
|
|
pev->framerate = 0.2;
|
|
}
|
|
}
|
|
|
|
void CProp::BounceSound( void )
|
|
{
|
|
switch( RANDOM_LONG( 0, 2 ) )
|
|
{
|
|
case 0:
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM );
|
|
break;
|
|
case 1:
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM );
|
|
break;
|
|
case 2:
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM );
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CProp::Spawn( void )
|
|
{
|
|
Precache();
|
|
|
|
if( minsH == g_vecZero )
|
|
{
|
|
// default barrel parameters
|
|
minsV = Vector( -10, -10, -17 );
|
|
maxsV = Vector( 10, 10, 18 );
|
|
minsH = Vector( -10, -10, -10 );
|
|
maxsH = Vector( 10, 10, 13 );
|
|
}
|
|
m_flCollideFriction = 0.7;
|
|
m_flFloorFriction = 0.5;
|
|
spawnOrigin = pev->origin;
|
|
spawnAngles = pev->angles;
|
|
m_flSpawnHealth = pev->health;
|
|
if( m_flSpawnHealth <= 0 )
|
|
m_flSpawnHealth = 30;
|
|
if( !m_flRespawnTime )
|
|
m_flRespawnTime = 20;
|
|
pev->dmg = 100;
|
|
PropRespawn();
|
|
}
|
|
|
|
void CProp::PropRespawn()
|
|
{
|
|
UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
|
|
pev->effects &= ~EF_NODRAW;
|
|
pev->movetype = MOVETYPE_BOUNCE;
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
pev->takedamage = DAMAGE_YES;
|
|
pev->health = m_flSpawnHealth;
|
|
pev->velocity = pev->avelocity = g_vecZero;
|
|
pev->angles = spawnAngles;
|
|
pev->deadflag = DEAD_NO;
|
|
SET_MODEL( ENT( pev ), STRING( pev->model ) );
|
|
m_oldshape = ( PropShape ) - 1;
|
|
CheckRotate();
|
|
SetTouch( &CProp::BounceTouch );
|
|
SetUse( &CProp::Use );
|
|
|
|
pev->framerate = 1.0f;
|
|
UTIL_SetOrigin( pev, spawnOrigin );
|
|
}
|
|
|
|
void CProp::RespawnThink()
|
|
{
|
|
if( !( pev->spawnflags & SF_PROP_RESPAWN ) )
|
|
{
|
|
if( pev->health <= 0 )
|
|
{
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
SetThink( &CBaseEntity::SUB_Remove );
|
|
}
|
|
return;
|
|
}
|
|
PropRespawn();
|
|
}
|
|
|
|
void CProp::AngleThink()
|
|
{
|
|
pev->nextthink = gpGlobals->time + m_flRespawnTime;
|
|
SetThink( &CProp::RespawnThink);
|
|
if(! ( pev->flags & FL_ONGROUND || fabs( pev->velocity.z ) < 40 ) )
|
|
{
|
|
m_owner2 = m_attacker = 0;
|
|
return;
|
|
}
|
|
if( m_shape == SHAPE_CYL_H )
|
|
{
|
|
pev->angles.z += UTIL_AngleDiff( 90, pev->angles.z ) * 0.7;
|
|
if( fabs( UTIL_AngleDiff( 90, pev->angles.z ) ) > 0.1 )
|
|
{
|
|
SetThink( &CProp::AngleThink );
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
}
|
|
//ALERT( at_console, "AngleThink: %f %f %f\n", pev->angles.x, pev->angles.y, pev->angles.z );
|
|
pev->avelocity.y = pev->avelocity.z = 0;
|
|
}
|
|
else if( m_shape == SHAPE_CYL_V )
|
|
{
|
|
if( fabs( UTIL_AngleDiff( 90, pev->angles.z ) ) > 0.1 )
|
|
{
|
|
SetThink( &CProp::AngleThink );
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
}
|
|
pev->angles.z += UTIL_AngleDiff( 0, pev->angles.z ) * 0.7;
|
|
//pev->angles.x += UTIL_AngleDiff( 0, pev->angles.x ) * 0.3;
|
|
pev->avelocity.x = pev->avelocity.y = pev->avelocity.z = 0;
|
|
}
|
|
else if( m_shape == SHAPE_BOX )
|
|
{
|
|
Vector iangles;
|
|
iangles.x = round( pev->angles.x / 90 ) * 90;
|
|
iangles.y = round( pev->angles.y / 90 ) * 90;
|
|
iangles.z = round( pev->angles.z / 90 ) * 90;
|
|
if( fabs( UTIL_AngleDiff( iangles.x, pev->angles.x ) ) > 0.1 ||
|
|
//fabs( UTIL_AngleDiff( iangles.y, pev->angles.y ) ) > 0.1 ||
|
|
fabs( UTIL_AngleDiff( iangles.z, pev->angles.z ) ) > 0.1)
|
|
{
|
|
SetThink( &CProp::AngleThink );
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
}
|
|
pev->angles.x += UTIL_AngleDiff( iangles.x, pev->angles.x ) * 0.6;
|
|
//pev->angles.y += UTIL_AngleDiff( iangles.y, pev->angles.y ) * 0.6;
|
|
pev->angles.z += UTIL_AngleDiff( iangles.z, pev->angles.z ) * 0.6;
|
|
|
|
pev->avelocity.x = pev->avelocity.y = pev->avelocity.z = 0;
|
|
}
|
|
else if( m_shape == SHAPE_NOROTATE )
|
|
{
|
|
pev->avelocity.x = pev->avelocity.y = pev->avelocity.z = 0;
|
|
Vector iangles = spawnAngles;
|
|
if( fabs(UTIL_AngleDiff( iangles.x, pev->angles.x ) ) > 0.1 ||
|
|
fabs( UTIL_AngleDiff( iangles.y, pev->angles.y ) ) > 0.1 ||
|
|
fabs( UTIL_AngleDiff( iangles.z, pev->angles.z ) ) > 0.1 )
|
|
{
|
|
SetThink( &CProp::AngleThink );
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
}
|
|
pev->angles.x += UTIL_AngleDiff( iangles.x, pev->angles.x ) * 0.6;
|
|
pev->angles.y += UTIL_AngleDiff( iangles.y, pev->angles.y ) * 0.6;
|
|
pev->angles.z += UTIL_AngleDiff( iangles.z, pev->angles.z ) * 0.6;
|
|
}
|
|
else if( m_shape == SHAPE_GENERIC )
|
|
{
|
|
float ianglex = 0, ianglez = 0, imaxanglediff=360.0f;
|
|
// if first number is zero, it is angle
|
|
// all other zeroes is array end
|
|
for( int i = 0; ( i < 10 ) && ( ( i == 0 ) || m_iaCustomAnglesX[i] ); i++ )
|
|
{
|
|
float anglediff = fabs( UTIL_AngleDiff( pev->angles.x, m_iaCustomAnglesX[i] ) );
|
|
if( imaxanglediff > anglediff )
|
|
{
|
|
ianglex = m_iaCustomAnglesX[i];
|
|
imaxanglediff = anglediff;
|
|
}
|
|
}
|
|
imaxanglediff=360.0f;
|
|
for( int i = 0; ( i < 10 ) && ( ( i == 0 ) || m_iaCustomAnglesZ[i] ); i++ )
|
|
{
|
|
float anglediff = fabs( UTIL_AngleDiff( pev->angles.z, m_iaCustomAnglesZ[i] ) );
|
|
if( imaxanglediff > anglediff )
|
|
{
|
|
ianglez = m_iaCustomAnglesZ[i];
|
|
imaxanglediff = anglediff;
|
|
}
|
|
}
|
|
if( fabs( UTIL_AngleDiff( ianglex, pev->angles.x ) ) > 0.1 ||
|
|
fabs( UTIL_AngleDiff( ianglez, pev->angles.z ) ) > 0.1 )
|
|
{
|
|
SetThink( &CProp::AngleThink );
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
}
|
|
pev->angles.x += UTIL_AngleDiff( ianglex, pev->angles.x ) * 0.6;
|
|
pev->angles.z += UTIL_AngleDiff( ianglez, pev->angles.z ) * 0.6;
|
|
pev->avelocity.x = pev->avelocity.y = pev->avelocity.z = 0;
|
|
}
|
|
pev->angles.x = UTIL_AngleMod( pev->angles.x );
|
|
pev->angles.y = UTIL_AngleMod( pev->angles.y );
|
|
pev->angles.z = UTIL_AngleMod( pev->angles.z );
|
|
}
|
|
|
|
void CProp::DieThink()
|
|
{
|
|
Killed( VARS( m_attacker ), GIB_NORMAL );
|
|
Die();
|
|
}
|
|
|
|
int CProp::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
|
|
{
|
|
Vector r = ( pevInflictor->origin - pev->origin );
|
|
if( ( !m_attacker || ( pev->velocity.Length() < 700 ) )
|
|
&& ( (CBaseEntity*)GET_PRIVATE( ENT( pevAttacker ) ) )->IsPlayer() )
|
|
m_attacker = ENT( pevAttacker );
|
|
DeployThink();
|
|
|
|
pev->velocity = r * flDamage / -7;
|
|
pev->avelocity.x = pev->avelocity.x*0.5 + RANDOM_FLOAT( 100, -100 );
|
|
ALERT( at_console, "Takedmg: %s %s %f %f\n", STRING( pevInflictor->classname ), STRING( pevAttacker->classname ), flDamage, pev->health );
|
|
|
|
// now some func_breakable code
|
|
if( !( pev->spawnflags & SF_PROP_BREAKABLE ) )
|
|
return 0;
|
|
if( pev->health <= 0 )
|
|
return;
|
|
// Breakables take double damage from the crowbar
|
|
if( bitsDamageType & DMG_CLUB )
|
|
flDamage *= 2;
|
|
|
|
// Boxes / glass / etc. don't take much poison damage, just the impact of the dart - consider that 10%
|
|
if( bitsDamageType & DMG_POISON )
|
|
flDamage *= 0.1;
|
|
g_vecAttackDir = r.Normalize();
|
|
|
|
// do the damage
|
|
pev->health -= flDamage;
|
|
if( pev->health <= 0 )
|
|
{
|
|
// delayed explode
|
|
SetThink( &CProp::DieThink );
|
|
pev->nextthink = gpGlobals->time + 0.2;
|
|
return 0;
|
|
}
|
|
|
|
// Make a shard noise each time func breakable is hit.
|
|
// Don't play shard noise if cbreakable actually died.
|
|
DamageSound();
|
|
return 1;
|
|
}
|
|
|
|
void CProp::KeyValue( KeyValueData* pkvd )
|
|
{
|
|
ALERT( at_console, "%s %s\n", pkvd->szKeyName, pkvd->szValue );
|
|
// UNDONE_WC: explicitly ignoring these fields, but they shouldn't be in the map file!
|
|
if( FStrEq( pkvd->szKeyName, "explosion" ) )
|
|
{
|
|
if( !stricmp( pkvd->szValue, "directed" ) )
|
|
m_Explosion = expDirected;
|
|
else if( !stricmp(pkvd->szValue, "random" ) )
|
|
m_Explosion = expRandom;
|
|
else
|
|
m_Explosion = expRandom;
|
|
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "material" ) )
|
|
{
|
|
int i = atoi( pkvd->szValue );
|
|
|
|
// 0:glass, 1:metal, 2:flesh, 3:wood
|
|
|
|
if( ( i < 0 ) || ( i >= matLastMaterial ) )
|
|
m_Material = matWood;
|
|
else
|
|
m_Material = (Materials)i;
|
|
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "shape" ) )
|
|
{
|
|
int i = atoi( pkvd->szValue );
|
|
|
|
if( ( i < 0 ) || ( i >= SHAPE_NOROTATE ) )
|
|
m_shape = SHAPE_NOROTATE;
|
|
else
|
|
m_shape = (PropShape)i;
|
|
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "gibmodel" ) )
|
|
{
|
|
m_iszGibModel = ALLOC_STRING( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "explodemagnitude" ) )
|
|
{
|
|
ExplosionSetMagnitude( atoi( pkvd->szValue ) );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "respawntime" ) )
|
|
{
|
|
m_flRespawnTime = atof( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "customanglesx" ) )
|
|
{
|
|
UTIL_StringToIntArray( m_iaCustomAnglesX, ARRAYSIZE( m_iaCustomAnglesX ), pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "customanglesz" ) )
|
|
{
|
|
UTIL_StringToIntArray( m_iaCustomAnglesZ, ARRAYSIZE( m_iaCustomAnglesZ ), pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "hmin" ) )
|
|
{
|
|
UTIL_StringToVector( minsH, pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "hmax" ) )
|
|
{
|
|
UTIL_StringToVector( maxsH, pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "vmin" ) )
|
|
{
|
|
UTIL_StringToVector( minsV, pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if( FStrEq( pkvd->szKeyName, "vmax" ) )
|
|
{
|
|
UTIL_StringToVector( maxsV, pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBaseEntity::KeyValue( pkvd );
|
|
}
|