113 lines
2.6 KiB
C++
113 lines
2.6 KiB
C++
/* bullet holes quickc program
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by jim dose' 11/20/96
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copyright (c)1996 hipnotic interactive, inc.
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all rights reserved.
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do not distribute.
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*/
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/*quaked wallsprite (0 1 0) (-8 -8 -8) (8 8 8)
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places a sprite on a wall. angles should be opposite of face.
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"model" sprite to place on wall. default is "progs/s_blood1.spr".
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*/
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void() wallsprite =
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{
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if ( !self.model )
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{
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self.model = "progs/s_blood1.spr";
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}
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precache_model( self.model );
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setmodel (self, self.model );
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// quakeed doesn't save up and down angles properly.
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if (self.angles == '0 -1 0')
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self.angles = '-90 0 0';
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else if (self.angles == '0 -2 0')
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self.angles = '90 0 0';
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// pull the sprite away from the wall slightly to
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// get rid of z sort errors.
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makevectors(self.angles);
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setorigin( self, self.origin - ( v_forward * 0.2 ) );
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makestatic (self);
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};
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void() initbulletholes =
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{
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precache_model ("progs/s_bullet.spr");
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bulletholes = nullentity;
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lastbullet = nullentity;
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numbulletholes = 0;
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};
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void() remove_bullethole =
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{
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local entity ent;
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// there is a possibility that this is not the first bullet
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// in the list, but it doesn't really matter. all that
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// matters is there is one less bullet. just make sure
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// we don't remove the world!
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if ( bulletholes == nullentity )
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{
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objerror("remove_bullethole: bulletholes == nullentity! " );
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}
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ent = bulletholes;
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if ( ent.classname != "bullethole" )
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{
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objerror("remove_bullethole: tried to remove non-bullethole!" );
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}
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bulletholes = bulletholes.lastvictim;
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remove( ent );
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if ( lastbullet == ent )
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{
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lastbullet = nullentity;
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}
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numbulletholes = numbulletholes - 1;
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};
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void( vector pos ) placebullethole =
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{
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local entity new;
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local entity ent;
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local vector norm;
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new = spawn();
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new.owner = new;
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new.movetype = movetype_none;
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new.solid = solid_not;
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new.classname = "bullethole";
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setmodel( new, "progs/s_bullet.spr" );
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setsize (new, '0 0 0', '0 0 0');
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norm = trace_plane_normal;
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norm_x = 0 - norm_x;
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norm_y = 0 - norm_y;
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new.angles = vectoangles( norm );
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makevectors(self.angles);
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setorigin( new, pos - ( v_forward * 0.2 ) );
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new.think = remove_bullethole;
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new.nextthink = time + 300;
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numbulletholes = numbulletholes + 1;
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if ( numbulletholes > 10 )
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{
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remove_bullethole();
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}
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if ( lastbullet != nullentity )
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{
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lastbullet.lastvictim = new;
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}
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else
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{
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bulletholes = new;
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}
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new.lastvictim = nullentity;
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lastbullet = new;
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};
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