mirror of
https://github.com/ENSL/NS.git
synced 2024-11-23 13:02:12 +00:00
8552ac617c
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@1 67975925-1194-0748-b3d5-c16f83f1a3a1
1054 lines
26 KiB
C++
1054 lines
26 KiB
C++
/***
|
|
*
|
|
* Copyright (c) 1999, 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.
|
|
*
|
|
****/
|
|
/*
|
|
|
|
===== bmodels.cpp ========================================================
|
|
|
|
spawn, think, and use functions for entities that use brush models
|
|
|
|
*/
|
|
#include <cmath>
|
|
#include "extdll.h"
|
|
#include "util.h"
|
|
#include "cbase.h"
|
|
#include "saverestore.h"
|
|
#include "func_break.h"
|
|
#include "decals.h"
|
|
#include "explode.h"
|
|
#include "mod/AvHSpecials.h"
|
|
|
|
extern DLL_GLOBAL Vector g_vecAttackDir;
|
|
|
|
// =================== FUNC_Breakable ==============================================
|
|
|
|
// Just add more items to the bottom of this array and they will automagically be supported
|
|
// This is done instead of just a classname in the FGD so we can control which entities can
|
|
// be spawned, and still remain fairly flexible
|
|
const char *CBreakable::pSpawnObjects[] =
|
|
{
|
|
NULL, // 0
|
|
"item_battery", // 1
|
|
"item_healthkit", // 2
|
|
"weapon_9mmhandgun",// 3
|
|
"ammo_9mmclip", // 4
|
|
"weapon_9mmAR", // 5
|
|
"ammo_9mmAR", // 6
|
|
"ammo_ARgrenades", // 7
|
|
"weapon_shotgun", // 8
|
|
"ammo_buckshot", // 9
|
|
"weapon_crossbow", // 10
|
|
"ammo_crossbow", // 11
|
|
"weapon_357", // 12
|
|
"ammo_357", // 13
|
|
"weapon_rpg", // 14
|
|
"ammo_rpgclip", // 15
|
|
"ammo_gaussclip", // 16
|
|
"weapon_handgrenade",// 17
|
|
"weapon_tripmine", // 18
|
|
"weapon_satchel", // 19
|
|
"weapon_snark", // 20
|
|
"weapon_hornetgun", // 21
|
|
};
|
|
|
|
CBreakable::~CBreakable()
|
|
{
|
|
}
|
|
|
|
void CBreakable::KeyValue( KeyValueData* pkvd )
|
|
{
|
|
if (FStrEq(pkvd->szKeyName, "strength"))
|
|
{
|
|
}
|
|
else
|
|
|
|
// 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, "deadmodel"))
|
|
{
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "shards"))
|
|
{
|
|
// m_iShards = atof(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "gibmodel") )
|
|
{
|
|
m_iszGibModel = ALLOC_STRING(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "spawnobject") )
|
|
{
|
|
int object = atoi( pkvd->szValue );
|
|
if ( object > 0 && object < ARRAYSIZE(pSpawnObjects) )
|
|
m_iszSpawnObject = MAKE_STRING( pSpawnObjects[object] );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "explodemagnitude") )
|
|
{
|
|
ExplosionSetMagnitude( atoi( pkvd->szValue ) );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "lip") )
|
|
pkvd->fHandled = TRUE;
|
|
else
|
|
CBaseDelay::KeyValue( pkvd );
|
|
}
|
|
|
|
|
|
//
|
|
// func_breakable - bmodel that breaks into pieces after taking damage
|
|
//
|
|
LINK_ENTITY_TO_CLASS( func_breakable, CBreakable );
|
|
TYPEDESCRIPTION CBreakable::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CBreakable, m_Material, FIELD_INTEGER ),
|
|
DEFINE_FIELD( CBreakable, m_Explosion, FIELD_INTEGER ),
|
|
|
|
// Don't need to save/restore these because we precache after restore
|
|
// DEFINE_FIELD( CBreakable, m_idShard, FIELD_INTEGER ),
|
|
|
|
DEFINE_FIELD( CBreakable, m_angle, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CBreakable, m_iszGibModel, FIELD_STRING ),
|
|
DEFINE_FIELD( CBreakable, m_iszSpawnObject, FIELD_STRING ),
|
|
|
|
// Explosion magnitude is stored in pev->impulse
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CBreakable, CBaseEntity );
|
|
|
|
void CBreakable::SetMaterial(Materials inMaterial)
|
|
{
|
|
this->m_Material = inMaterial;
|
|
}
|
|
|
|
void CBreakable::Spawn( void )
|
|
{
|
|
Precache( );
|
|
|
|
if ( FBitSet( pev->spawnflags, SF_BREAK_TRIGGER_ONLY ) )
|
|
pev->takedamage = DAMAGE_NO;
|
|
else
|
|
pev->takedamage = DAMAGE_YES;
|
|
|
|
pev->solid = SOLID_BSP;
|
|
pev->movetype = MOVETYPE_PUSH;
|
|
m_angle = pev->angles.y;
|
|
pev->angles.y = 0;
|
|
|
|
// HACK: matGlass can receive decals, we need the client to know about this
|
|
// so use class to store the material flag
|
|
if ( m_Material == matGlass )
|
|
{
|
|
pev->playerclass = 1;
|
|
}
|
|
|
|
SET_MODEL(ENT(pev), STRING(pev->model) );//set size and link into world.
|
|
|
|
SetTouch( &CBreakable::BreakTouch );
|
|
if ( FBitSet( pev->spawnflags, SF_BREAK_TRIGGER_ONLY ) ) // Only break on trigger
|
|
SetTouch( NULL );
|
|
|
|
// << cgc >> Save max_health so we can reset the entity
|
|
this->pev->max_health = this->pev->health;
|
|
|
|
// Flag unbreakable glass as "worldbrush" so it will block ALL tracelines
|
|
if ( !IsBreakable() && pev->rendermode != kRenderNormal )
|
|
pev->flags |= FL_WORLDBRUSH;
|
|
|
|
this->pev->iuser3 = AVH_USER3_BREAKABLE;
|
|
}
|
|
|
|
|
|
const char *CBreakable::pSoundsWood[] =
|
|
{
|
|
"debris/wood1.wav",
|
|
"debris/wood2.wav",
|
|
"debris/wood3.wav",
|
|
};
|
|
|
|
const char *CBreakable::pSoundsFlesh[] =
|
|
{
|
|
"debris/flesh1.wav",
|
|
"debris/flesh2.wav",
|
|
"debris/flesh3.wav",
|
|
"debris/flesh5.wav",
|
|
"debris/flesh6.wav",
|
|
"debris/flesh7.wav",
|
|
};
|
|
|
|
const char *CBreakable::pSoundsMetal[] =
|
|
{
|
|
"debris/metal1.wav",
|
|
"debris/metal2.wav",
|
|
"debris/metal3.wav",
|
|
};
|
|
|
|
const char *CBreakable::pSoundsConcrete[] =
|
|
{
|
|
"debris/concrete1.wav",
|
|
"debris/concrete2.wav",
|
|
"debris/concrete3.wav",
|
|
};
|
|
|
|
|
|
const char *CBreakable::pSoundsGlass[] =
|
|
{
|
|
"debris/glass1.wav",
|
|
"debris/glass2.wav",
|
|
"debris/glass3.wav",
|
|
};
|
|
|
|
const char **CBreakable::MaterialSoundList( Materials precacheMaterial, int &soundCount )
|
|
{
|
|
const char **pSoundList = NULL;
|
|
|
|
switch ( precacheMaterial )
|
|
{
|
|
case matWood:
|
|
pSoundList = pSoundsWood;
|
|
soundCount = ARRAYSIZE(pSoundsWood);
|
|
break;
|
|
case matFlesh:
|
|
pSoundList = pSoundsFlesh;
|
|
soundCount = ARRAYSIZE(pSoundsFlesh);
|
|
break;
|
|
case matComputer:
|
|
case matUnbreakableGlass:
|
|
case matGlass:
|
|
pSoundList = pSoundsGlass;
|
|
soundCount = ARRAYSIZE(pSoundsGlass);
|
|
break;
|
|
|
|
case matMetal:
|
|
pSoundList = pSoundsMetal;
|
|
soundCount = ARRAYSIZE(pSoundsMetal);
|
|
break;
|
|
|
|
case matCinderBlock:
|
|
case matRocks:
|
|
pSoundList = pSoundsConcrete;
|
|
soundCount = ARRAYSIZE(pSoundsConcrete);
|
|
break;
|
|
|
|
|
|
case matCeilingTile:
|
|
case matNone:
|
|
default:
|
|
soundCount = 0;
|
|
break;
|
|
}
|
|
|
|
return pSoundList;
|
|
}
|
|
|
|
void CBreakable::MaterialSoundPrecache( Materials precacheMaterial )
|
|
{
|
|
const char **pSoundList;
|
|
int i, soundCount = 0;
|
|
|
|
pSoundList = MaterialSoundList( precacheMaterial, soundCount );
|
|
|
|
for ( i = 0; i < soundCount; i++ )
|
|
{
|
|
PRECACHE_SOUND( (char *)pSoundList[i] );
|
|
}
|
|
}
|
|
|
|
void CBreakable::MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume )
|
|
{
|
|
const char **pSoundList;
|
|
int soundCount = 0;
|
|
|
|
pSoundList = MaterialSoundList( soundMaterial, soundCount );
|
|
|
|
if ( soundCount )
|
|
EMIT_SOUND( pEdict, CHAN_BODY, pSoundList[ RANDOM_LONG(0,soundCount-1) ], volume, 1.0 );
|
|
}
|
|
|
|
|
|
void CBreakable::Precache( void )
|
|
{
|
|
const char *pGibName;
|
|
|
|
switch (m_Material)
|
|
{
|
|
case matWood:
|
|
pGibName = "models/woodgibs.mdl";
|
|
|
|
PRECACHE_SOUND("debris/bustcrate1.wav");
|
|
PRECACHE_SOUND("debris/bustcrate2.wav");
|
|
break;
|
|
case matFlesh:
|
|
pGibName = "models/fleshgibs.mdl";
|
|
|
|
PRECACHE_SOUND("debris/bustflesh1.wav");
|
|
PRECACHE_SOUND("debris/bustflesh2.wav");
|
|
break;
|
|
case matComputer:
|
|
PRECACHE_SOUND("buttons/spark5.wav");
|
|
PRECACHE_SOUND("buttons/spark6.wav");
|
|
pGibName = "models/computergibs.mdl";
|
|
|
|
PRECACHE_SOUND("debris/bustmetal1.wav");
|
|
PRECACHE_SOUND("debris/bustmetal2.wav");
|
|
break;
|
|
|
|
case matUnbreakableGlass:
|
|
case matGlass:
|
|
pGibName = "models/glassgibs.mdl";
|
|
|
|
PRECACHE_SOUND("debris/bustglass1.wav");
|
|
PRECACHE_SOUND("debris/bustglass2.wav");
|
|
break;
|
|
case matMetal:
|
|
pGibName = "models/metalplategibs.mdl";
|
|
|
|
PRECACHE_SOUND("debris/bustmetal1.wav");
|
|
PRECACHE_SOUND("debris/bustmetal2.wav");
|
|
break;
|
|
case matCinderBlock:
|
|
pGibName = "models/cindergibs.mdl";
|
|
|
|
PRECACHE_SOUND("debris/bustconcrete1.wav");
|
|
PRECACHE_SOUND("debris/bustconcrete2.wav");
|
|
break;
|
|
case matRocks:
|
|
pGibName = "models/rockgibs.mdl";
|
|
|
|
PRECACHE_SOUND("debris/bustconcrete1.wav");
|
|
PRECACHE_SOUND("debris/bustconcrete2.wav");
|
|
break;
|
|
case matCeilingTile:
|
|
pGibName = "models/ceilinggibs.mdl";
|
|
|
|
PRECACHE_SOUND ("debris/bustceiling.wav");
|
|
break;
|
|
}
|
|
MaterialSoundPrecache( m_Material );
|
|
if ( m_iszGibModel )
|
|
pGibName = STRING(m_iszGibModel);
|
|
|
|
m_idShard = PRECACHE_MODEL( (char *)pGibName );
|
|
|
|
// Precache the spawn item's data
|
|
if ( m_iszSpawnObject )
|
|
UTIL_PrecacheOther( (char *)STRING( m_iszSpawnObject ) );
|
|
}
|
|
|
|
// play shard sound when func_breakable takes damage.
|
|
// the more damage, the louder the shard sound.
|
|
|
|
|
|
void CBreakable::DamageSound( void )
|
|
{
|
|
int pitch;
|
|
float fvol;
|
|
char *rgpsz[6];
|
|
int i;
|
|
int material = m_Material;
|
|
|
|
// if (RANDOM_LONG(0,1))
|
|
// return;
|
|
|
|
if (RANDOM_LONG(0,2))
|
|
pitch = PITCH_NORM;
|
|
else
|
|
pitch = 95 + RANDOM_LONG(0,34);
|
|
|
|
fvol = RANDOM_FLOAT(0.75, 1.0);
|
|
|
|
if (material == matComputer && RANDOM_LONG(0,1))
|
|
material = matMetal;
|
|
|
|
switch (material)
|
|
{
|
|
case matComputer:
|
|
case matGlass:
|
|
case matUnbreakableGlass:
|
|
rgpsz[0] = "debris/glass1.wav";
|
|
rgpsz[1] = "debris/glass2.wav";
|
|
rgpsz[2] = "debris/glass3.wav";
|
|
i = 3;
|
|
break;
|
|
|
|
case matWood:
|
|
rgpsz[0] = "debris/wood1.wav";
|
|
rgpsz[1] = "debris/wood2.wav";
|
|
rgpsz[2] = "debris/wood3.wav";
|
|
i = 3;
|
|
break;
|
|
|
|
case matMetal:
|
|
rgpsz[0] = "debris/metal1.wav";
|
|
rgpsz[1] = "debris/metal3.wav";
|
|
rgpsz[2] = "debris/metal2.wav";
|
|
i = 2;
|
|
break;
|
|
|
|
case matFlesh:
|
|
rgpsz[0] = "debris/flesh1.wav";
|
|
rgpsz[1] = "debris/flesh2.wav";
|
|
rgpsz[2] = "debris/flesh3.wav";
|
|
rgpsz[3] = "debris/flesh5.wav";
|
|
rgpsz[4] = "debris/flesh6.wav";
|
|
rgpsz[5] = "debris/flesh7.wav";
|
|
i = 6;
|
|
break;
|
|
|
|
case matRocks:
|
|
case matCinderBlock:
|
|
rgpsz[0] = "debris/concrete1.wav";
|
|
rgpsz[1] = "debris/concrete2.wav";
|
|
rgpsz[2] = "debris/concrete3.wav";
|
|
i = 3;
|
|
break;
|
|
|
|
case matCeilingTile:
|
|
// UNDONE: no ceiling tile shard sound yet
|
|
i = 0;
|
|
break;
|
|
}
|
|
|
|
if (i)
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, rgpsz[RANDOM_LONG(0,i-1)], fvol, ATTN_NORM, 0, pitch);
|
|
}
|
|
|
|
void CBreakable::BreakTouch( CBaseEntity *pOther )
|
|
{
|
|
float flDamage;
|
|
entvars_t* pevToucher = pOther->pev;
|
|
|
|
// only players can break these right now
|
|
if ( !pOther->IsPlayer() || !IsBreakable() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( FBitSet ( pev->spawnflags, SF_BREAK_TOUCH ) )
|
|
{// can be broken when run into
|
|
flDamage = pevToucher->velocity.Length() * 0.01;
|
|
|
|
if (flDamage >= pev->health)
|
|
{
|
|
SetTouch( NULL );
|
|
TakeDamage(pevToucher, pevToucher, flDamage, DMG_CRUSH);
|
|
|
|
// do a little damage to player if we broke glass or computer
|
|
pOther->TakeDamage( pev, pev, flDamage/4, DMG_SLASH );
|
|
}
|
|
}
|
|
|
|
if ( FBitSet ( pev->spawnflags, SF_BREAK_PRESSURE ) && pevToucher->absmin.z >= pev->maxs.z - 2 )
|
|
{// can be broken when stood upon
|
|
|
|
// play creaking sound here.
|
|
DamageSound();
|
|
|
|
SetThink ( &CBreakable::Die );
|
|
SetTouch( NULL );
|
|
|
|
if ( m_flDelay == 0 )
|
|
{// !!!BUGBUG - why doesn't zero delay work?
|
|
m_flDelay = 0.1;
|
|
}
|
|
|
|
pev->nextthink = pev->ltime + m_flDelay;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
//
|
|
// Smash the our breakable object
|
|
//
|
|
|
|
// Break when triggered
|
|
void CBreakable::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
if ( IsBreakable() )
|
|
{
|
|
pev->angles.y = m_angle;
|
|
UTIL_MakeVectors(pev->angles);
|
|
g_vecAttackDir = gpGlobals->v_forward;
|
|
|
|
Die();
|
|
}
|
|
}
|
|
|
|
|
|
void CBreakable::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
|
|
{
|
|
// random spark if this is a 'computer' object
|
|
if (RANDOM_LONG(0,1) )
|
|
{
|
|
switch( m_Material )
|
|
{
|
|
case matComputer:
|
|
{
|
|
UTIL_Sparks( ptr->vecEndPos );
|
|
|
|
float flVolume = RANDOM_FLOAT ( 0.7 , 1.0 );//random volume range
|
|
switch ( RANDOM_LONG(0,1) )
|
|
{
|
|
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark5.wav", flVolume, ATTN_NORM); break;
|
|
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM); break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case matUnbreakableGlass:
|
|
UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT(0.5,1.5) );
|
|
break;
|
|
}
|
|
}
|
|
|
|
CBaseDelay::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
|
|
}
|
|
|
|
//=========================================================
|
|
// Special takedamage for func_breakable. Allows us to make
|
|
// exceptions that are breakable-specific
|
|
// bitsDamageType indicates the type of damage sustained ie: DMG_CRUSH
|
|
//=========================================================
|
|
int CBreakable :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
|
|
{
|
|
Vector vecTemp;
|
|
|
|
// if Attacker == Inflictor, the attack was a melee or other instant-hit attack.
|
|
// (that is, no actual entity projectile was involved in the attack so use the shooter's origin).
|
|
if ( pevAttacker == pevInflictor )
|
|
{
|
|
vecTemp = pevInflictor->origin - ( pev->absmin + ( pev->size * 0.5 ) );
|
|
|
|
// if a client hit the breakable with a crowbar, and breakable is crowbar-sensitive, break it now.
|
|
if ( FBitSet ( pevAttacker->flags, FL_CLIENT ) &&
|
|
FBitSet ( pev->spawnflags, SF_BREAK_CROWBAR ) && (bitsDamageType & DMG_CLUB))
|
|
flDamage = pev->health;
|
|
}
|
|
else
|
|
// an actual missile was involved.
|
|
{
|
|
vecTemp = pevInflictor->origin - ( pev->absmin + ( pev->size * 0.5 ) );
|
|
}
|
|
|
|
if (!IsBreakable())
|
|
return 0;
|
|
|
|
// 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;
|
|
|
|
// this global is still used for glass and other non-monster killables, along with decals.
|
|
g_vecAttackDir = vecTemp.Normalize();
|
|
|
|
// do the damage
|
|
pev->health -= flDamage;
|
|
if (pev->health <= 0)
|
|
{
|
|
//Killed( pevAttacker, GIB_NORMAL );
|
|
pev->takedamage = DAMAGE_NO;
|
|
pev->deadflag = DEAD_DEAD;
|
|
pev->effects = EF_NODRAW;
|
|
Die();
|
|
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 CBreakable::Die( void )
|
|
{
|
|
Vector vecSpot;// shard origin
|
|
Vector vecVelocity;// shard velocity
|
|
CBaseEntity *pEntity = NULL;
|
|
char cFlag = 0;
|
|
int pitch;
|
|
float fvol;
|
|
|
|
pitch = 95 + RANDOM_LONG(0,29);
|
|
|
|
if (pitch > 97 && pitch < 103)
|
|
pitch = 100;
|
|
|
|
// The more negative pev->health, the louder
|
|
// the sound should be.
|
|
|
|
fvol = RANDOM_FLOAT(0.85, 1.0) + (abs(pev->health) / 100.0);
|
|
|
|
if (fvol > 1.0)
|
|
fvol = 1.0;
|
|
|
|
|
|
switch (m_Material)
|
|
{
|
|
case matGlass:
|
|
switch ( RANDOM_LONG(0,1) )
|
|
{
|
|
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass1.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass2.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
}
|
|
cFlag = BREAK_GLASS;
|
|
break;
|
|
|
|
case matWood:
|
|
switch ( RANDOM_LONG(0,1) )
|
|
{
|
|
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate1.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate2.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
}
|
|
cFlag = BREAK_WOOD;
|
|
break;
|
|
|
|
case matComputer:
|
|
case matMetal:
|
|
switch ( RANDOM_LONG(0,1) )
|
|
{
|
|
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal1.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal2.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
}
|
|
cFlag = BREAK_METAL;
|
|
break;
|
|
|
|
case matFlesh:
|
|
switch ( RANDOM_LONG(0,1) )
|
|
{
|
|
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh1.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh2.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
}
|
|
cFlag = BREAK_FLESH;
|
|
break;
|
|
|
|
case matRocks:
|
|
case matCinderBlock:
|
|
switch ( RANDOM_LONG(0,1) )
|
|
{
|
|
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete1.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete2.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
}
|
|
cFlag = BREAK_CONCRETE;
|
|
break;
|
|
|
|
case matCeilingTile:
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustceiling.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
}
|
|
|
|
|
|
if (m_Explosion == expDirected)
|
|
vecVelocity = g_vecAttackDir * 200;
|
|
else
|
|
{
|
|
vecVelocity.x = 0;
|
|
vecVelocity.y = 0;
|
|
vecVelocity.z = 0;
|
|
}
|
|
|
|
vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
|
|
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
|
|
WRITE_BYTE( TE_BREAKMODEL);
|
|
|
|
// position
|
|
WRITE_COORD( vecSpot.x );
|
|
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 );
|
|
|
|
// << cgc >> Don't remove entity on death, we need to be able to reset it
|
|
//SetThink( SUB_Remove );
|
|
//pev->nextthink = pev->ltime + 0.1;
|
|
this->pev->effects = EF_NODRAW;
|
|
|
|
if ( m_iszSpawnObject )
|
|
CBaseEntity::Create( (char *)STRING(m_iszSpawnObject), VecBModelOrigin(pev), pev->angles, edict() );
|
|
|
|
|
|
if ( Explodable() )
|
|
{
|
|
ExplosionCreate( Center(), pev->angles, edict(), ExplosionMagnitude(), TRUE );
|
|
}
|
|
}
|
|
|
|
|
|
void CBreakable::ResetEntity()
|
|
{
|
|
this->mHasBeenBroken = false;
|
|
|
|
this->pev->effects &= ~EF_NODRAW;
|
|
this->pev->solid = SOLID_BSP;
|
|
this->pev->movetype = MOVETYPE_PUSH;
|
|
this->pev->takedamage = DAMAGE_YES;
|
|
|
|
// Set health again
|
|
this->pev->health = this->pev->max_health;
|
|
}
|
|
|
|
BOOL CBreakable::IsBreakable( void )
|
|
{
|
|
return (m_Material != matUnbreakableGlass) && (!this->mHasBeenBroken);
|
|
}
|
|
|
|
|
|
int CBreakable :: DamageDecal( int bitsDamageType )
|
|
{
|
|
if ( m_Material == matGlass )
|
|
return DECAL_GLASSBREAK1 + RANDOM_LONG(0,2);
|
|
|
|
if ( m_Material == matUnbreakableGlass )
|
|
return DECAL_BPROOF1;
|
|
|
|
return CBaseEntity::DamageDecal( bitsDamageType );
|
|
}
|
|
|
|
void CBreakable::PrecacheAll()
|
|
{
|
|
PRECACHE_SOUND("debris/bustcrate1.wav");
|
|
PRECACHE_SOUND("debris/bustcrate2.wav");
|
|
PRECACHE_MODEL("models/fleshgibs.mdl");
|
|
PRECACHE_SOUND("debris/bustflesh1.wav");
|
|
PRECACHE_SOUND("debris/bustflesh2.wav");
|
|
PRECACHE_SOUND("buttons/spark5.wav");
|
|
PRECACHE_SOUND("buttons/spark6.wav");
|
|
PRECACHE_MODEL("models/computergibs.mdl");
|
|
PRECACHE_SOUND("debris/bustmetal1.wav");
|
|
PRECACHE_SOUND("debris/bustmetal2.wav");
|
|
PRECACHE_MODEL("models/glassgibs.mdl");
|
|
PRECACHE_SOUND("debris/bustglass1.wav");
|
|
PRECACHE_SOUND("debris/bustglass2.wav");
|
|
PRECACHE_MODEL("models/metalplategibs.mdl");
|
|
PRECACHE_SOUND("debris/bustmetal1.wav");
|
|
PRECACHE_SOUND("debris/bustmetal2.wav");
|
|
PRECACHE_MODEL("models/cindergibs.mdl");
|
|
PRECACHE_SOUND("debris/bustconcrete1.wav");
|
|
PRECACHE_SOUND("debris/bustconcrete2.wav");
|
|
PRECACHE_MODEL("models/rockgibs.mdl");
|
|
PRECACHE_SOUND("debris/bustconcrete1.wav");
|
|
PRECACHE_SOUND("debris/bustconcrete2.wav");
|
|
PRECACHE_MODEL("models/ceilinggibs.mdl");
|
|
PRECACHE_SOUND("debris/bustceiling.wav");
|
|
PRECACHE_SOUND("debris/wood1.wav");
|
|
PRECACHE_SOUND("debris/wood2.wav");
|
|
PRECACHE_SOUND("debris/wood3.wav");
|
|
PRECACHE_MODEL("models/woodgibs.mdl");
|
|
|
|
for(int i = matGlass; i < matNone; i++)
|
|
{
|
|
Materials theMaterial = (Materials)(i);
|
|
MaterialSoundPrecache(theMaterial);
|
|
}
|
|
}
|
|
|
|
#include "dlls/cpushable.h"
|
|
|
|
TYPEDESCRIPTION CPushable::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CPushable, m_maxSpeed, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CPushable, m_soundTime, FIELD_TIME ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CPushable, CBreakable );
|
|
|
|
LINK_ENTITY_TO_CLASS( func_pushable, CPushable );
|
|
|
|
char *CPushable :: m_soundNames[3] = { "debris/pushbox1.wav", "debris/pushbox2.wav", "debris/pushbox3.wav" };
|
|
|
|
|
|
void CPushable :: Spawn( void )
|
|
{
|
|
if ( pev->spawnflags & SF_PUSH_BREAKABLE )
|
|
CBreakable::Spawn();
|
|
else
|
|
Precache( );
|
|
|
|
pev->movetype = MOVETYPE_PUSHSTEP;
|
|
pev->solid = SOLID_BBOX;
|
|
SET_MODEL( ENT(pev), STRING(pev->model) );
|
|
|
|
if ( pev->friction > 399 )
|
|
pev->friction = 399;
|
|
|
|
m_maxSpeed = 400 - pev->friction;
|
|
SetBits( pev->flags, FL_FLOAT );
|
|
pev->friction = 0;
|
|
|
|
pev->origin.z += 1; // Pick up off of the floor
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
|
|
// Multiply by area of the box's cross-section (assume 1000 units^3 standard volume)
|
|
pev->skin = ( pev->skin * (pev->maxs.x - pev->mins.x) * (pev->maxs.y - pev->mins.y) ) * 0.0005;
|
|
m_soundTime = 0;
|
|
}
|
|
|
|
|
|
void CPushable :: Precache( void )
|
|
{
|
|
for ( int i = 0; i < 3; i++ )
|
|
PRECACHE_SOUND( m_soundNames[i] );
|
|
|
|
if ( pev->spawnflags & SF_PUSH_BREAKABLE )
|
|
CBreakable::Precache( );
|
|
}
|
|
|
|
|
|
void CPushable :: KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if ( FStrEq(pkvd->szKeyName, "size") )
|
|
{
|
|
int bbox = atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
|
|
switch( bbox )
|
|
{
|
|
case 0: // Point
|
|
UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8));
|
|
break;
|
|
|
|
case 2: // Big Hull!?!? !!!BUGBUG Figure out what this hull really is
|
|
UTIL_SetSize(pev, VEC_DUCK_HULL_MIN*2, VEC_DUCK_HULL_MAX*2);
|
|
break;
|
|
|
|
case 3: // Player duck
|
|
UTIL_SetSize(pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX);
|
|
break;
|
|
|
|
default:
|
|
case 1: // Player
|
|
UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX);
|
|
break;
|
|
}
|
|
|
|
}
|
|
else if ( FStrEq(pkvd->szKeyName, "buoyancy") )
|
|
{
|
|
pev->skin = atof(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBreakable::KeyValue( pkvd );
|
|
}
|
|
|
|
|
|
// Pull the func_pushable
|
|
void CPushable :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
if ( !pActivator || !pActivator->IsPlayer() )
|
|
{
|
|
if ( pev->spawnflags & SF_PUSH_BREAKABLE )
|
|
this->CBreakable::Use( pActivator, pCaller, useType, value );
|
|
return;
|
|
}
|
|
|
|
if ( pActivator->pev->velocity != g_vecZero )
|
|
Move( pActivator, 0 );
|
|
}
|
|
|
|
|
|
void CPushable :: Touch( CBaseEntity *pOther )
|
|
{
|
|
if ( FClassnameIs( pOther->pev, "worldspawn" ) )
|
|
return;
|
|
|
|
Move( pOther, 1 );
|
|
}
|
|
|
|
|
|
void CPushable :: Move( CBaseEntity *pOther, int push )
|
|
{
|
|
entvars_t* pevToucher = pOther->pev;
|
|
int playerTouch = 0;
|
|
|
|
// Is entity standing on this pushable ?
|
|
if ( FBitSet(pevToucher->flags,FL_ONGROUND) && pevToucher->groundentity && VARS(pevToucher->groundentity) == pev )
|
|
{
|
|
// Only push if floating
|
|
if ( pev->waterlevel > 0 )
|
|
pev->velocity.z += pevToucher->velocity.z * 0.1;
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
if ( pOther->IsPlayer() )
|
|
{
|
|
if ( push && !(pevToucher->button & (IN_FORWARD|IN_USE)) ) // Don't push unless the player is pushing forward and NOT use (pull)
|
|
return;
|
|
playerTouch = 1;
|
|
}
|
|
|
|
float factor;
|
|
|
|
if ( playerTouch )
|
|
{
|
|
if ( !(pevToucher->flags & FL_ONGROUND) ) // Don't push away from jumping/falling players unless in water
|
|
{
|
|
if ( pev->waterlevel < 1 )
|
|
return;
|
|
else
|
|
factor = 0.1;
|
|
}
|
|
else
|
|
factor = 1;
|
|
}
|
|
else
|
|
factor = 0.25;
|
|
|
|
pev->velocity.x += pevToucher->velocity.x * factor;
|
|
pev->velocity.y += pevToucher->velocity.y * factor;
|
|
|
|
float length = sqrt( pev->velocity.x * pev->velocity.x + pev->velocity.y * pev->velocity.y );
|
|
if ( push && (length > MaxSpeed()) )
|
|
{
|
|
pev->velocity.x = (pev->velocity.x * MaxSpeed() / length );
|
|
pev->velocity.y = (pev->velocity.y * MaxSpeed() / length );
|
|
}
|
|
if ( playerTouch )
|
|
{
|
|
pevToucher->velocity.x = pev->velocity.x;
|
|
pevToucher->velocity.y = pev->velocity.y;
|
|
if ( (gpGlobals->time - m_soundTime) > 0.7 )
|
|
{
|
|
m_soundTime = gpGlobals->time;
|
|
if ( length > 0 && FBitSet(pev->flags,FL_ONGROUND) )
|
|
{
|
|
m_lastSound = RANDOM_LONG(0,2);
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound], 0.5, ATTN_NORM);
|
|
// SetThink( StopSound );
|
|
// pev->nextthink = pev->ltime + 0.1;
|
|
}
|
|
else
|
|
STOP_SOUND( ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound] );
|
|
}
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
void CPushable::StopSound( void )
|
|
{
|
|
Vector dist = pev->oldorigin - pev->origin;
|
|
if ( dist.Length() <= 0 )
|
|
STOP_SOUND( ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound] );
|
|
}
|
|
#endif
|
|
|
|
int CPushable::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
|
|
{
|
|
if ( pev->spawnflags & SF_PUSH_BREAKABLE )
|
|
return CBreakable::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
|
|
|
|
return 1;
|
|
}
|
|
|