Rewolf: Preparing initial work Effects: Added Gib-Human effect CBaseEntity: Make sure things that are hidden can't be damaged by default. E.g. func_breakables that are hidden func_door_rotating: Minor tweak saving us a few bytes item_food/sodacan: Make bounding box bigger, fix classname check to apply to "player", not "Player" (TW leftover) Damage_Radius: Fix how damage radius checks for brush based entities. Scientist Hunt specific stuff: - impulse 103 test cvar added to destroy everything around the map - scientists can be gibbed - scientists scream when falling - new cvar sh_scialert that spawn scientists alerted - new cvar sh_scispeed that is mirrored from the original mod - new cvar sh_scimax that will limit the amount of scientists spawned by the shdata system - new cvar sh_sciyaw that will randomize the spawn yaw angle when there's no other specified
459 lines
13 KiB
C
Executable file
459 lines
13 KiB
C
Executable file
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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#ifdef CSQC
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string g_hgibs[] = {
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"models/gib_b_bone.mdl",
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"models/gib_legbone.mdl",
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"models/gib_lung.mdl",
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"models/gib_skull.mdl",
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"models/gib_b_gib.mdl"
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};
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void Effects_Init(void)
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{
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precache_model("sprites/fexplo.spr");
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precache_model("sprites/bloodspray.spr");
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precache_model("sprites/blood.spr");
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precache_model("models/glassgibs.mdl");
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precache_model("models/woodgibs.mdl");
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precache_model("models/metalplategibs.mdl");
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precache_model("models/fleshgibs.mdl");
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precache_model("models/ceilinggibs.mdl");
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precache_model("models/computergibs.mdl");
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precache_model("models/rockgibs.mdl");
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precache_model("models/cindergibs.mdl");
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precache_sound("debris/bustglass1.wav");
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precache_sound("debris/bustglass2.wav");
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precache_sound("debris/bustglass3.wav");
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precache_sound("debris/bustcrate1.wav");
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precache_sound("debris/bustcrate2.wav");
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precache_sound("debris/bustcrate3.wav");
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precache_sound("debris/bustmetal1.wav");
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precache_sound("debris/bustmetal2.wav");
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precache_sound("debris/bustflesh1.wav");
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precache_sound("debris/bustflesh2.wav");
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precache_sound("debris/bustconcrete1.wav");
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precache_sound("debris/bustconcrete2.wav");
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precache_sound("debris/bustceiling.wav");
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precache_sound("weapons/explode3.wav");
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precache_sound("weapons/explode4.wav");
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precache_sound("weapons/explode5.wav");
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precache_sound("buttons/spark1.wav");
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precache_sound("buttons/spark2.wav");
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precache_sound("buttons/spark3.wav");
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precache_sound("buttons/spark4.wav");
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precache_sound("buttons/spark5.wav");
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precache_sound("buttons/spark6.wav");
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precache_sound("weapons/knife_hitwall1.wav");
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precache_sound("weapons/ric1.wav");
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precache_sound("weapons/ric2.wav");
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precache_sound("weapons/ric3.wav");
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precache_sound("weapons/ric4.wav");
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precache_sound("weapons/ric5.wav");
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precache_sound("common/bodysplat.wav");
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for (int i = 0; i < g_hgibs.length; i++) {
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precache_model(g_hgibs[i]);
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}
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// Half-Life only has generic ric1-5
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#ifdef CSTRIKE
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precache_sound("weapons/ric_metal-1.wav");
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precache_sound("weapons/ric_metal-2.wav");
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precache_sound("weapons/ric_conc-1.wav");
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precache_sound("weapons/ric_conc-2.wav");
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#endif
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}
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#endif
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void Effect_GibHuman(vector pos) {
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#ifdef SSQC
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_GIBHUMAN);
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WriteCoord(MSG_MULTICAST, pos[0]);
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WriteCoord(MSG_MULTICAST, pos[1]);
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WriteCoord(MSG_MULTICAST, pos[2]);
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msg_entity = __NULL__;
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multicast(pos, MULTICAST_PVS);
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#else
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static void Gib_Remove(void) {
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remove(self);
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}
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for (int i = 0; i < 5; i++) {
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vector vel;
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vel[0] = random(-128,128);
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vel[1] = random(-128,128);
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vel[2] = (300 + random() * 64);
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entity gibb = spawn();
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setmodel(gibb, g_hgibs[i]);
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setorigin(gibb, pos);
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gibb.movetype = MOVETYPE_BOUNCE;
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gibb.velocity = vel;
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gibb.avelocity = vectoangles(gibb.velocity);
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gibb.think = Gib_Remove;
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gibb.nextthink = time + 5.0f;
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gibb.drawmask = MASK_ENGINE;
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}
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pointsound(pos, "common/bodysplat.wav", 1, ATTN_NORM);
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#endif
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}
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void Effect_CreateExplosion(vector vPos) {
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#ifdef SSQC
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Decals_PlaceScorch(vPos);
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vPos[2] += 48;
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_EXPLOSION);
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WriteCoord(MSG_MULTICAST, vPos[0]);
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WriteCoord(MSG_MULTICAST, vPos[1]);
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WriteCoord(MSG_MULTICAST, vPos[2]);
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msg_entity = self;
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multicast(vPos, MULTICAST_PVS);
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#else
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sprite eExplosion = spawn(sprite);
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setorigin(eExplosion, vPos);
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setmodel(eExplosion, "sprites/fexplo.spr");
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sound(eExplosion, CHAN_WEAPON, sprintf("weapons/explode%d.wav", floor(random() * 3) + 3), 1, ATTN_NORM);
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//eExplosion.think = Effect_CreateExplosion_Animate;
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eExplosion.effects = EF_ADDITIVE;
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eExplosion.drawmask = MASK_ENGINE;
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eExplosion.maxframe = modelframecount(eExplosion.modelindex);
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eExplosion.loops = 0;
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eExplosion.framerate = 20;
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eExplosion.nextthink = time + 0.05f;
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te_explosion(vPos);
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#endif
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}
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void Effect_CreateBlood(vector vPos, vector vAngle) {
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#ifdef SSQC
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_BLOOD);
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WriteCoord(MSG_MULTICAST, vPos[0]);
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WriteCoord(MSG_MULTICAST, vPos[1]);
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WriteCoord(MSG_MULTICAST, vPos[2]);
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WriteCoord(MSG_MULTICAST, vAngle[0]);
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WriteCoord(MSG_MULTICAST, vAngle[1]);
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WriteCoord(MSG_MULTICAST, vAngle[2]);
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msg_entity = self;
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multicast(vPos, MULTICAST_PVS);
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#else
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sprite eBlood = spawn(sprite);
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setorigin(eBlood, vPos);
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setmodel(eBlood, "sprites/bloodspray.spr");
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//eExplosion.think = Effect_CreateExplosion_Animate;
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//eBlood.effects = EF_ADDITIVE;
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eBlood.drawmask = MASK_ENGINE;
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eBlood.maxframe = modelframecount(eBlood.modelindex);
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eBlood.loops = 0;
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eBlood.scale = 0.5f;
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eBlood.colormod = [1,0,0];
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eBlood.framerate = 20;
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eBlood.nextthink = time + 0.05f;
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for (int i = 0; i < 3; i++) {
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sprite ePart = spawn(sprite);
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setorigin(ePart, vPos);
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setmodel(ePart, "sprites/blood.spr");
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ePart.movetype = MOVETYPE_BOUNCE;
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ePart.gravity = 0.5f;
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ePart.scale = 0.5f;
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ePart.drawmask = MASK_ENGINE;
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ePart.maxframe = modelframecount(ePart.modelindex);
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ePart.loops = 0;
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ePart.colormod = [1,0,0];
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ePart.framerate = 15;
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ePart.nextthink = time + 0.1f;
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ePart.velocity = randomvec() * 64;
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}
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#endif
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}
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void Effect_CreateSpark(vector vPos, vector vAngle) {
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#ifdef SSQC
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_SPARK);
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WriteCoord(MSG_MULTICAST, vPos[0]);
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WriteCoord(MSG_MULTICAST, vPos[1]);
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WriteCoord(MSG_MULTICAST, vPos[2]);
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WriteCoord(MSG_MULTICAST, vAngle[0]);
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WriteCoord(MSG_MULTICAST, vAngle[1]);
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WriteCoord(MSG_MULTICAST, vAngle[2]);
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msg_entity = self;
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multicast(vPos, MULTICAST_PVS);
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#else
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pointparticles(PARTICLE_SPARK, vPos, vAngle, 1);
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pointsound(vPos, sprintf("buttons/spark%d.wav", floor(random() * 6) + 1), 1, ATTN_STATIC);
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#endif
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}
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#ifdef CSTRIKE
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#ifdef SSQC
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void Effect_CreateFlash(entity eTarget) {
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_FLASH);
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msg_entity = eTarget;
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multicast([0,0,0], MULTICAST_ONE);
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}
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#endif
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#endif
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#ifdef CSTRIKE
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void Effect_CreateSmoke(vector vPos) {
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#ifdef SSQC
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_SMOKE);
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WriteCoord(MSG_MULTICAST, vPos[0]);
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WriteCoord(MSG_MULTICAST, vPos[1]);
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WriteCoord(MSG_MULTICAST, vPos[2]);
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msg_entity = self;
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multicast([0,0,0], MULTICAST_ALL);
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#else
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static void Effect_CreateSmoke_Think(void) {
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// HACK: This should only ever happen when rounds restart!
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// Any way this can go wrong?
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if (self.skin < getstatf(STAT_GAMETIME)) {
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remove(self);
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}
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if (self.frame <= 0) {
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remove(self);
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return;
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}
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pointparticles(PARTICLE_SMOKEGRENADE, self.origin, [0,0,0], 1);
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self.frame--;
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self.nextthink = time + 0.2f;
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self.skin = getstatf(STAT_GAMETIME);
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}
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entity eSmoke = spawn();
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setorigin(eSmoke, vPos);
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eSmoke.think = Effect_CreateSmoke_Think;
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eSmoke.nextthink = time;
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eSmoke.frame = 200;
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eSmoke.skin = getstatf(STAT_GAMETIME);
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#endif
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}
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#endif
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void Effect_Impact(int iType, vector vPos, vector vNormal) {
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#ifdef SSQC
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_IMPACT);
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WriteByte(MSG_MULTICAST, (float)iType);
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WriteCoord(MSG_MULTICAST, vPos[0]);
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WriteCoord(MSG_MULTICAST, vPos[1]);
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WriteCoord(MSG_MULTICAST, vPos[2]);
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WriteCoord(MSG_MULTICAST, vNormal[0]);
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WriteCoord(MSG_MULTICAST, vNormal[1]);
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WriteCoord(MSG_MULTICAST, vNormal[2]);
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msg_entity = self;
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multicast(vPos, MULTICAST_PVS);
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switch (iType) {
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case IMPACT_MELEE:
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Decals_PlaceSmall(vPos);
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break;
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default:
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Decals_PlaceBig(vPos);
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break;
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}
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#else
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switch (iType) {
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case IMPACT_MELEE:
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/*pointparticles(DECAL_SHOT, vPos, vNormal, 1);
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pointparticles(PARTICLE_PIECES_BLACK, vPos, vNormal, 1);*/
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pointsound(vPos, "weapons/knife_hitwall1.wav", 1, ATTN_STATIC);
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//Decals_PlaceSmall(vPos);
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break;
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case IMPACT_EXPLOSION:
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break;
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case IMPACT_GLASS:
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//pointparticles(DECAL_GLASS, vPos, vNormal, 1);
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pointparticles(PARTICLE_PIECES_BLACK, vPos, vNormal, 1);
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//Decals_PlaceBig(vPos);
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break;
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case IMPACT_WOOD:
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//pointparticles(DECAL_SHOT, vPos, vNormal, 1);
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pointparticles(PARTICLE_SPARK, vPos, vNormal, 1);
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pointparticles(PARTICLE_PIECES_BLACK, vPos, vNormal, 1);
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pointparticles(PARTICLE_SMOKE_BROWN, vPos, vNormal, 1);
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//Decals_PlaceBig(vPos);
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break;
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case IMPACT_METAL:
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//pointparticles(DECAL_SHOT, vPos, vNormal, 1);
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pointparticles(PARTICLE_SPARK, vPos, vNormal, 1);
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pointparticles(PARTICLE_SPARK, vPos, vNormal, 1);
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pointparticles(PARTICLE_PIECES_BLACK, vPos, vNormal, 1);
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//Decals_PlaceBig(vPos);
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break;
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case IMPACT_FLESH:
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pointparticles(PARTICLE_BLOOD, vPos, vNormal, 1);
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//Decals_PlaceBig(vPos);
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break;
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case IMPACT_DEFAULT:
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//pointparticles(DECAL_SHOT, vPos, vNormal, 1);
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pointparticles(PARTICLE_SPARK, vPos, vNormal, 1);
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pointparticles(PARTICLE_PIECES_BLACK, vPos, vNormal, 1);
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pointparticles(PARTICLE_SMOKE_GREY, vPos, vNormal, 1);
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//Decals_PlaceBig(vPos);
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break;
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default:
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}
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switch (iType) {
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#ifdef CSTRIKE
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case IMPACT_METAL:
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pointsound(vPos, sprintf("weapons/ric_metal-%d.wav", floor((random() * 2) + 1)), 1, ATTN_STATIC);
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break;
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case IMPACT_ROCK:
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pointsound(vPos, sprintf("weapons/ric_conc-%d.wav", floor((random() * 2) + 1)), 1, ATTN_STATIC);
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break;
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#endif
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case IMPACT_FLESH:
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break;
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default:
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pointsound(vPos, sprintf("weapons/ric%d.wav", floor((random() * 5) + 1)), 1, ATTN_STATIC);
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break;
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}
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#endif
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}
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void Effect_BreakModel(vector vMins, vector vMaxs, vector vVel, float fStyle) {
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#ifdef SSQC
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_MODELGIB);
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WriteCoord(MSG_MULTICAST, vMins[0]);
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WriteCoord(MSG_MULTICAST, vMins[1]);
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WriteCoord(MSG_MULTICAST, vMins[2]);
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WriteCoord(MSG_MULTICAST, vMaxs[0]);
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WriteCoord(MSG_MULTICAST, vMaxs[1]);
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WriteCoord(MSG_MULTICAST, vMaxs[2]);
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WriteByte(MSG_MULTICAST, fStyle);
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msg_entity = self;
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vector vWorldPos;
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vWorldPos[0] = vMins[0] + (0.5 * (vMaxs[0] - vMins[0]));
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vWorldPos[1] = vMins[1] + (0.5 * (vMaxs[1] - vMins[1]));
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vWorldPos[2] = vMins[2] + (0.5 * (vMaxs[2] - vMins[2]));
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multicast(vWorldPos, MULTICAST_PVS);
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#else
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static void Effect_BreakModel_Remove(void) { remove(self) ; }
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float fModelCount;
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vector vPos;
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string sModel = "";
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float fCount = 20;
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switch (fStyle) {
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case MATERIAL_GLASS:
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case MATERIAL_GLASS_UNBREAKABLE:
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sModel = "models/glassgibs.mdl";
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fModelCount = 8;
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break;
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case MATERIAL_WOOD:
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sModel = "models/woodgibs.mdl";
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fModelCount = 3;
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break;
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case MATERIAL_METAL:
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sModel = "models/metalplategibs.mdl";
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fModelCount = 13;
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break;
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case MATERIAL_FLESH:
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sModel = "models/fleshgibs.mdl";
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fModelCount = 4;
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break;
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case MATERIAL_TILE:
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sModel = "models/ceilinggibs.mdl";
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fModelCount = 4;
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break;
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case MATERIAL_COMPUTER:
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sModel = "models/computergibs.mdl";
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fModelCount = 15;
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break;
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case MATERIAL_ROCK:
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sModel = "models/rockgibs.mdl";
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fModelCount = 3;
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break;
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default:
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case MATERIAL_CINDER:
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sModel = "models/cindergibs.mdl";
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fModelCount = 9;
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break;
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}
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vector vWorldPos;
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vWorldPos[0] = vMins[0] + (0.5 * (vMaxs[0] - vMins[0]));
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vWorldPos[1] = vMins[1] + (0.5 * (vMaxs[1] - vMins[1]));
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vWorldPos[2] = vMins[2] + (0.5 * (vMaxs[2] - vMins[2]));
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switch (fStyle) {
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case MATERIAL_GLASS:
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pointsound(vWorldPos, sprintf("debris/bustglass%d.wav", random(1, 4)), 1.0f, ATTN_NORM);
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break;
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case MATERIAL_WOOD:
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pointsound(vWorldPos, sprintf("debris/bustcrate%d.wav", random(1, 4)), 1.0f, ATTN_NORM);
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break;
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case MATERIAL_METAL:
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case MATERIAL_COMPUTER:
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pointsound(vWorldPos, sprintf("debris/bustmetal%d.wav", random(1, 3)), 1.0f, ATTN_NORM);
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break;
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case MATERIAL_FLESH:
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pointsound(vWorldPos, sprintf("debris/bustflesh%d.wav", random(1, 3)), 1.0f, ATTN_NORM);
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break;
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case MATERIAL_CINDER:
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case MATERIAL_ROCK:
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pointsound(vWorldPos, sprintf("debris/bustconcrete%d.wav", random(1, 4)), 1.0f, ATTN_NORM);
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break;
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case MATERIAL_TILE:
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pointsound(vWorldPos, "debris/bustceiling.wav", 1.0f, ATTN_NORM);
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break;
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}
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while (fCount > 0) {
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entity eGib = spawn();
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eGib.classname = "gib";
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vPos[0] = vMins[0] + (random() * (vMaxs[0] - vMins[0]));
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vPos[1] = vMins[1] + (random() * (vMaxs[1] - vMins[1]));
|
|
vPos[2] = vMins[2] + (random() * (vMaxs[2] - vMins[2]));
|
|
|
|
setorigin(eGib, vPos);
|
|
setmodel(eGib, sModel);
|
|
setcustomskin(eGib, "", sprintf("geomset 0 %f\n", random(1, fModelCount + 1)));
|
|
eGib.movetype = MOVETYPE_BOUNCE;
|
|
eGib.solid = SOLID_NOT;
|
|
|
|
eGib.avelocity[0] = random()*600;
|
|
eGib.avelocity[1] = random()*600;
|
|
eGib.avelocity[2] = random()*600;
|
|
eGib.think = Effect_BreakModel_Remove;
|
|
eGib.nextthink = time + 10;
|
|
|
|
if ((fStyle == MATERIAL_GLASS) || (fStyle == MATERIAL_GLASS_UNBREAKABLE)) {
|
|
eGib.effects = EF_ADDITIVE;
|
|
eGib.alpha = 0.3;
|
|
}
|
|
|
|
fCount--;
|
|
eGib.drawmask = MASK_ENGINE;
|
|
}
|
|
#endif
|
|
}
|