nuclide/Source/Server/EntHostage.c

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/*
OpenCS Project
Copyright (C) 2015 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
.entity eUser;
float Client_LerpCamera( float fStart, float fEnd, float fAmount ) {
float shortest_angle = ( ( ( ( fEnd - fStart ) % 360 ) + 540 ) % 360 ) - 180;
return shortest_angle * fAmount;
}
void hostage_pain( void ) {
self.frame = 13 - ceil( random() * 5);
}
void hostage_die( void ) {
sound( world, CHAN_VOICE, "radio/hosdown.wav", 1.0, ATTN_NONE );
self.frame = 30 + ceil( random() * 5);
self.solid = SOLID_NOT;
self.takedamage = DAMAGE_NO;
}
void hostage_use( void ) {
if ( self.eUser == world ) {
sound( self, CHAN_VOICE, sprintf( "hostage/hos%d.wav", ceil( random() * 5 ) ), 1.0, ATTN_IDLE );
self.eUser = eActivator;
} else {
self.eUser = world;
}
}
void hostage_physics( void ) {
input_movevalues = '0 0 0';
input_impulse = 0;
input_buttons = 0;
input_angles = self.angles;
if ( ( self.eUser != world ) && ( self.health > 0 ) ) {
// This is visible ingame, so this is definitely executed.
vector vEndAngle = vectoangles( self.eUser.origin - self.origin );
self.angles_y += Client_LerpCamera( self.angles_y, vEndAngle_y, 0.2 );
// Just make them move forward right now
// TODO: trace the dist to determine whether or not we should back off
float fDist = vlen( self.eUser.origin - self.origin );
if ( fDist < 130 ) {
self.frame = 13;
input_movevalues = '0 0 0';
} else if ( fDist < 200 ) {
self.frame = 0;
input_movevalues = '110 0 0';
} else {
self.frame = 2;
input_movevalues = '220 0 0';
}
} else {
}
// Tricking the engine
self.movetype = MOVETYPE_WALK;
runstandardplayerphysics( self );
self.customphysics = hostage_physics;
}
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/*
=================
SPAWN: hostage_entity
Entry function for the hostages.
=================
*/
void hostage_entity( void ) {
precache_model( self.model );
setorigin( self, self.origin );
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self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_WALK;
setmodel( self, self.model );
setsize( self, VEC_HULL_MIN + '0 0 36', VEC_HULL_MAX + '0 0 36' );
self.customphysics = hostage_physics;
self.eUser = world;
self.iUsable = TRUE;
self.iBleeds = TRUE;
self.takedamage = DAMAGE_YES;
self.vUse = hostage_use;
self.vPain = hostage_pain;
self.vDeath = hostage_die;
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self.frame = 13; // Idle frame
self.health = 100;
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iHostagesMax = iHostagesMax + 1; // Increase the global count of hostages
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}