mirror of
https://github.com/UberGames/EF2GameSource.git
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143 lines
3 KiB
C++
143 lines
3 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/shrapnelbomb.cpp $
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// $Revision:: 11 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 2001 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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#include "_pch_cpp.h"
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#include "shrapnelbomb.h"
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Event EV_ShrapnelBomb_ShrapnelModel
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(
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"setshrapnelmodel",
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EV_TIKIONLY,
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"s",
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"modelname",
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"The model of the shrapnel pieces that are spawned when the main bomb explodes"
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);
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Event EV_ShrapnelBomb_ShrapnelCount
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(
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"setshrapnelcount",
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EV_TIKIONLY,
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"i",
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"count",
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"The number of shrapnel pieces to spawn"
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);
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CLASS_DECLARATION( Projectile, ShrapnelBomb, NULL )
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{
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{ &EV_ShrapnelBomb_ShrapnelCount, &ShrapnelBomb::SetShrapnelCount },
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{ &EV_ShrapnelBomb_ShrapnelModel, &ShrapnelBomb::SetShrapnelModel },
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{ NULL, NULL }
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};
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ShrapnelBomb::ShrapnelBomb()
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{
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if ( LoadingSavegame ) return;
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shrapnelCount = 5;
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turnThinkOn();
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_splitOnDescent = true;
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_randomSpread = true;
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}
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void ShrapnelBomb::Think( void )
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{
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if ( _splitOnDescent && ( level.time >= startTime + minlife ) )
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{
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if ( velocity.z < 0.0f )
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{
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Explode();
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}
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}
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}
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void ShrapnelBomb::Explode( Event *ev )
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{
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Explode();
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}
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void ShrapnelBomb::Explode( void )
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{
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Vector dir;
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int i;
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Vector angles;
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Vector left;
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//Spawn shrapnel
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for ( i = 0 ; i < shrapnelCount ; i++ )
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{
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dir = velocity;
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dir.normalize();
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angles = dir.toAngles();
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angles.AngleVectors( NULL, &left, NULL );
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if ( _randomSpread )
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{
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dir += left * G_CRandom( .5f );
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}
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else
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{
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//dir += left * G_CRandom( .5f );
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dir += left * ( ( i * 0.1f ) - ( ( shrapnelCount - 1 ) * 0.1f / 2.0f ) );
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dir += left * 0.05;
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}
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dir.normalize();
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/* dir = origin;
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dir.normalize();
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//Adjust Vector
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dir += Vector ( G_CRandom( .5f ), G_CRandom( .5f ), G_CRandom( .5f ) );
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//Get a Random Yaw
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float yaw = G_Random( 360.0f );
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Vector angles = dir.toAngles();
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//Set the new Yaw
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angles[YAW] = yaw;
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//Set the new dir vector for the spawned shrapnel
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Vector newDir;
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angles.AngleVectors( &newDir );
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ProjectileAttack( this->origin, newDir, this, shrapnelModel, 1.0f, ( velocity.length() / 2.0f ) ); */
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ProjectileAttack( this->origin, dir, this, shrapnelModel, 1.0f, ( velocity.length() / 2.0f ) );
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}
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//velocity = Vector ( 0.0f, 0.0f, 0.0f );
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//setMoveType( MOVETYPE_NONE );
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this->animate->RandomAnimate("explode");
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//PostEvent( EV_Remove, 1.0f );
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PostEvent( EV_Remove, 0.0f );
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}
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void ShrapnelBomb::SetShrapnelCount( Event *ev )
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{
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shrapnelCount = ev->GetInteger( 1 );
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}
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void ShrapnelBomb::SetShrapnelModel( Event *ev )
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{
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shrapnelModel = ev->GetString( 1 );
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}
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