SERVER: Animate weapon_wall Prop spawning, play a sound during its spawn

This commit is contained in:
Steam Deck User 2023-03-13 11:28:09 -04:00
parent 26c3578646
commit 421de1b868
2 changed files with 50 additions and 25 deletions

View file

@ -240,57 +240,78 @@ void() trigger_activator =
self.touch = trigger_activator_touch; self.touch = trigger_activator_touch;
} }
void() prop_reset_velocity =
{
self.velocity = 0;
}
void() use_wall_weapon = void() use_wall_weapon =
{ {
if (self.enemy) // Already animated the Prop
if (self.enemy.boxstatus != 0)
return; return;
entity newent;
newent = spawn(); // Play a sound for it "spawning"
sound(self, 1, "sounds/misc/buy.wav", 1, 1);
newent.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything
newent.solid=SOLID_NOT;
newent.classname = "wall_weapon";
setorigin(newent, self.origin);
// MP5K and Waffe were added in late in the mix-up.. needs special case. Also grenade bag. // MP5K and Waffe were added in late in the mix-up.. needs special case. Also grenade bag.
switch(self.sequence + 1) { switch(self.sequence + 1) {
case 26: // Grenade bag case 26: // Grenade bag
setmodel(newent, "models/props/grenade_bag.mdl"); setmodel(self.enemy, "models/props/grenade_bag.mdl");
break; break;
case 29: // MP5K case 29: // MP5K
setmodel(newent, GetWeaponModel(W_MP5K, 1)); setmodel(self.enemy, GetWeaponModel(W_MP5K, 1));
break; break;
case 28: // Waffe case 28: // Waffe
setmodel(newent, GetWeaponModel(W_TESLA, 1)); setmodel(self.enemy, GetWeaponModel(W_TESLA, 1));
break; break;
case 30: // Springfield case 30: // Springfield
setmodel(newent, GetWeaponModel(W_SPRING, 1)); setmodel(self.enemy, GetWeaponModel(W_SPRING, 1));
break; break;
default: default:
setmodel (newent, GetWeaponModel(self.sequence + 1, 1)); setmodel(self.enemy, GetWeaponModel(self.sequence + 1, 1));
break; break;
} }
setsize (newent, VEC_HULL2_MIN, VEC_HULL2_MAX); // Send it forward a bit
newent.angles = self.angles; makevectors(self.angles);
self.enemy.velocity = v_right * 6;
self.enemy.think = prop_reset_velocity;
self.enemy.nextthink = time + 0.8;
self.enemy = newent; // Make sure we don't repeat this!
self.enemy.boxstatus = 1;
} }
void() weapon_wall = void() weapon_wall =
{ {
precache_model ("models/misc/chalk.mdl"); // Needed for the Prop
precache_sound("sounds/misc/buy.wav");
setmodel (self, "models/misc/chalk.mdl"); // We are, indeed, Wall Chalk.
self.skin = 0; Precache_Set("models/misc/chalk.mdl");
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX); setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
// Set-Up Weapon Prop.
entity weapon_prop = spawn();
self.enemy = weapon_prop;
self.enemy.angles = self.angles;
self.enemy.movetype = MOVETYPE_NOCLIP;
self.enemy.solid = SOLID_NOT;
self.enemy.owner = self;
self.enemy.classname = "weapon_wall_prop";
setsize(self.enemy, VEC_HULL2_MIN, VEC_HULL2_MAX);
// We want the Prop to be slightly behind the Chalk.
makevectors(self.angles);
setorigin(self.enemy, self.origin + v_right*-4);
// Prep it for usage.
self.skin = 0;
self.frame = self.sequence; self.frame = self.sequence;
self.use = use_wall_weapon; self.use = use_wall_weapon;
self.classname = "weapon_wall"; self.classname = "weapon_wall";
self.effects = EF_FULLBRIGHT; self.effects = EF_FULLBRIGHT;
//self.effects = EF_WEPLIGHT;
} }
/* =================== /* ===================

View file

@ -78,9 +78,13 @@ void() GameRestart_CleanWallSummons =
tempe = find(world, classname, "weapon_wall"); tempe = find(world, classname, "weapon_wall");
while (tempe != world) { while (tempe != world) {
// We store the world model with .enemy for.. some reason.. // Check if it's model has been set, if it is undo the damage.
if (tempe.enemy) if (tempe.enemy.model != "") {
remove(tempe.enemy); setmodel(tempe.enemy, "");
tempe.enemy.boxstatus = 0;
makevectors(tempe.angles);
setorigin(tempe.enemy, tempe.origin + v_right*-4);
}
tempe = find(tempe, classname, "weapon_wall"); tempe = find(tempe, classname, "weapon_wall");
} }