game-source/ParoxysmII/source/flash.r

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#include "config.rh"
#include "paroxysm.rh"
/*
POX - Flashlight code from the Flashlight Tutorial at the Inside3D website <http://www.inside3d.com>
Created by ShockMan eMail: shockman@brutality.com
Added an entity attribute to the spawn function for bot support (since @self is only the bot at respwan)
*/
void() flash_update =
{
// The Player is dead so turn the Flashlight off
if (@self.owner.deadflag != DEAD_NO)
@self.effects = 0;
// The Player is alive so turn On the Flashlight
else
@self.effects = EF_DIMLIGHT;
// Find out which direction player facing
makevectors (@self.owner.v_angle);
// Check if there is any things infront of the flashlight
traceline (@self.owner.origin , (@self.owner.origin+(v_forward * 500)) , FALSE , @self);
// Set the Flashlight's position
setorigin (@self, trace_endpos+(v_forward * -5));
// Repeat it in 0.02 seconds...
@self.nextthink = time + 0.02;
};
void(entity me) flash_on =
{
// Make a new entity to hold the Flashlight
local entity myflash;
// spawn flash
myflash = spawn ();
myflash.movetype = MOVETYPE_NONE;
myflash.solid = SOLID_NOT;
// this uses the s_bubble.spr, if you want it to be completly
// invisible you need to create a one pixel trancparent spirit
// and use it here...
//POX - changed it to a null sprite
setmodel (myflash, "progs/null.spr");
setsize (myflash, '0 0 0', '0 0 0');
// Wire Player And Flashlight Together
myflash.owner = me;
me.flash = myflash;
// give the flash a Name And Make It Glow
myflash.classname = "flash";
myflash.effects = EF_DIMLIGHT;
// Set Start Position
makevectors (@self.v_angle);
traceline (@self.origin , (@self.origin+(v_forward * 500)) , FALSE , @self);
setorigin (myflash, trace_endpos);
// Start Flashlight Update
myflash.think = flash_update;
myflash.nextthink = time + 0.02;
};
//POX - the user toggle is not implemented (auto light for Darkmode only)
/*
void () flash_toggle =
{
// If Off, Turn On
if (@self.flash_flag == FALSE)
{
@self.flash_flag = TRUE;
flash_on();
}
// If On, Turn Off
else
{
@self.flash_flag = FALSE;
W_SetCurrentAmmo ();
@self.flash.think = SUB_Remove;
@self.flash.nextthink = time + 0.1;
}
};
*/