mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
272 lines
5.7 KiB
C++
272 lines
5.7 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/gibs.cpp $
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// $Revision:: 12 $
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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) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is 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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// Gibs - nuff said
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#include "_pch_cpp.h"
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#include "gibs.h"
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#include "decals.h"
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#include "mp_manager.hpp"
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Event EV_ThrowGib
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(
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"throwgib",
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EV_DEFAULT,
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"eff",
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"ent velocity scale",
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"Throw a gib."
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);
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CLASS_DECLARATION( Entity, Gib, "gib" )
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{
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{ &EV_ThrowGib, &Gib::Throw },
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{ &EV_Touch, &Gib::Splat },
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{ &EV_Stop, &Gib::Stop },
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{ &EV_Damage, &Gib::Damage },
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{ NULL, NULL }
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};
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Gib::Gib( const str &name, qboolean blood_trail, const str &bloodtrailname, const str &bloodspurtname,
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const str &bloodsplatname, float bloodsplatsize, float pitch )
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{
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animate = new Animate( this );
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setSize(Vector(0, 0, 0), Vector(0, 0, 0));
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if ( name.length() )
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setModel( name.c_str() );
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setMoveType( MOVETYPE_GIB );
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setSolidType( SOLID_BBOX );
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takedamage = DAMAGE_YES;
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sprayed = false;
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fadesplat = true;
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scale = 2.0f;
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next_bleed_time = 0;
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final_pitch = pitch;
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if ( blood_trail )
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{
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// Make a blood emitter and bind it to the head
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blood = new Entity( ENTITY_CREATE_FLAG_ANIMATE );
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if ( bloodtrailname.length() )
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blood->setModel( bloodtrailname.c_str() );
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blood->setMoveType( MOVETYPE_BOUNCE );
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blood->setSolidType( SOLID_NOT );
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blood->bind( this );
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// Save the blood spurt name
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if ( bloodspurtname.length() )
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blood_spurt_name = bloodspurtname;
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// Save the blood splat name
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if ( bloodsplatname.length() )
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blood_splat_name = bloodsplatname;
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blood_splat_size = bloodsplatsize;
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}
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else
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{
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blood = NULL;
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}
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Sound( "snd_decap", CHAN_BODY, 1.0f, 300.0f );
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}
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Gib::~Gib()
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{
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if ( blood )
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blood->PostEvent( EV_Remove, 0.0f );
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blood = NULL;
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}
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Gib::Gib()
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{
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animate = new Animate( this );
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if ( LoadingSavegame )
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{
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return;
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}
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setSize(Vector(0, 0, 0), Vector(0, 0, 0));
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setModel("gib1.def");
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setMoveType( MOVETYPE_GIB );
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setSolidType( SOLID_BBOX );
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sprayed = 0;
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fadesplat = true;
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scale = 2.0f;
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}
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void Gib::Stop( Event *ev )
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{
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//setSolidType( SOLID_NOT );
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if ( blood )
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blood->PostEvent( EV_Remove, 0.0f );
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blood = NULL;
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}
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void Gib::Splat( Event *ev )
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{
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if ( multiplayerManager.inMultiplayer() )
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return;
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if ( sprayed > 3 )
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{
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//setSolidType(SOLID_NOT);
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return;
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}
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sprayed++;
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scale -= 0.2f;
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// Stop spinning / force to final pitch
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avelocity = vec_zero;
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if ( final_pitch != NO_FINAL_PITCH )
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{
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angles[PITCH] = final_pitch;
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setAngles( angles );
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}
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SprayBlood( origin );
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Sound( "snd_gibhit" );
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}
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void Gib::Damage( Event *ev )
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{
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Vector direction;
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Entity *blood;
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Vector dir;
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if ( next_bleed_time > level.time )
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return;
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direction = ev->GetVector ( 5 );
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// Spawn a blood spurt
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if ( blood_spurt_name.length() > 0 )
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{
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blood = new Entity( ENTITY_CREATE_FLAG_ANIMATE );
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blood->setModel( blood_spurt_name.c_str() );
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dir[0] = -direction[0];
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dir[1] = -direction[1];
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dir[2] = -direction[2];
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blood->angles = dir.toAngles();
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blood->setAngles( blood->angles );
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blood->setOrigin( centroid );
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blood->origin.copyTo( blood->edict->s.origin2 );
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blood->setSolidType( SOLID_NOT );
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blood->PostEvent( EV_Remove, 1.0f );
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next_bleed_time = level.time + 0.5f;
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}
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}
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void Gib::SprayBlood( const Vector &start )
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{
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Vector norm;
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trace_t trace;
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Vector trace_end;
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trace_end = velocity;
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trace_end.normalize();
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trace_end *= 1000.0f;
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trace_end += start;
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trace = G_Trace( start, vec_zero, vec_zero, trace_end, this, MASK_SOLID, false, "Gib::SprayBlood" );
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if ( HitSky( &level.impact_trace ) || ( !level.impact_trace.ent ) || ( level.impact_trace.ent->solid != SOLID_BSP ) )
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{
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return;
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}
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// Do a bloodsplat
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if ( blood_splat_name.length() )
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{
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Decal *decal = new Decal;
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decal->setShader( blood_splat_name );
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decal->setOrigin( Vector( trace.endpos ) + ( Vector( level.impact_trace.plane.normal ) * 0.2f ) );
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decal->setDirection( level.impact_trace.plane.normal );
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decal->setOrientation( "random" );
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decal->setRadius( blood_splat_size + G_Random( blood_splat_size ) );
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}
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}
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void Gib::ClipGibVelocity( void )
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{
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if (velocity[0] < -400.0f)
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velocity[0] = -400.0f;
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else if (velocity[0] > 400.0f)
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velocity[0] = 400.0f;
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if (velocity[1] < -400.0f)
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velocity[1] = -400.0f;
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else if (velocity[1] > 400.0f)
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velocity[1] = 400.0f;
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if (velocity[2] < 200.0f)
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velocity[2] = 200.0f; // always some upwards
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else if (velocity[2] > 600.0f)
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velocity[2] = 600.0f;
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}
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void Gib::SetVelocity( float damage )
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{
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velocity[0] = 100.0f * crandom();
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velocity[1] = 100.0f * crandom();
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velocity[2] = 200.0f + 100.0f * random();
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avelocity = Vector( G_Random( 600.0f ), G_Random( 600.0f ), G_Random( 600.0f ) );
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if ( ( damage < -150.0f ) && ( G_Random() > 0.95f ) )
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velocity *= 2.0f;
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else if ( damage < -100.0f )
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velocity *= 1.5f;
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ClipGibVelocity();
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}
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void Gib::Throw( Event *ev )
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{
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Entity *ent;
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ent = ev->GetEntity(1);
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if ( !ent )
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return;
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setOrigin(ent->centroid);
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origin.copyTo(edict->s.origin2);
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SetVelocity(ev->GetFloat(2));
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edict->s.scale = ev->GetFloat(3);
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PostEvent( EV_FadeOut, 10.0f + G_Random( 5.0f ) );
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}
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void CreateGibs( Entity * ent, float damage, float scale, int num, const char * modelname )
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{
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}
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