nuclide/Source/client/rewolf/decore.cpp
Marco Hladik 9ce909e291 - Added Rewolf decore_* entities from the demo
- Added early Rewolf Health/Armor HUD variants
- Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf
- Fixed some skybox behaviour to only apply to BSP30
- Changed the env_message and game_text display to use "creditsfont" instead of the conchars
- Tweaked damage radius and prediction for some entities and weapons
- Added world_items
- Added item_healthkit
- Added item_battery
- Fixed level transition logic
- impulse 101 now fills up health and armor/suit in mod valve
- Some tweaks to Damage_Apply so that healing can be performed without funky visuals
- Added stub monsters for valve/rewolf that'll soon support scripted sequences
- Tweaked chat system to get rid of quotation marks around messages
- Added support for changing the window caption to reflect the mod you're playing
- Lots of small little things in terms of cleanup
2019-03-19 20:01:24 +01:00

176 lines
3.2 KiB
C++

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
class CBaseDecor:CBaseEntity
{
int m_iBody;
virtual void(string, string) SpawnKey;
};
void CBaseDecor::Initialized(void)
{
setmodel(this, model);
setorigin(this, origin);
setcustomskin(this, "", sprintf("geomset 0 %i\n", m_iBody));
drawmask = MASK_ENGINE;
}
void CBaseDecor::SpawnKey(string strField, string strKey)
{
switch (strField) {
case "body":
m_iBody = stoi(strKey);
break;
default:
CBaseEntity::SpawnKey(strField, strKey);
break;
}
}
/* Let's begin */
class decore_asteroid:CBaseDecor
{
virtual void() Initialized = {
model = "models/asteroid.mdl";
CBaseDecor::Initialized();
};
};
class decore_baboon:CBaseDecor
{
virtual void() Initialized = {
model = "models/baboon.mdl";
CBaseDecor::Initialized();
};
};
class decore_bodygib:CBaseDecor
{
void() decore_bodygib = {
model = "models/bodygib.mdl";
CBaseDecor::Initialized();
};
};
class decore_butterflyflock:CBaseDecor
{
virtual void() Initialized = {
model = "models/butterfly.mdl";
CBaseDecor::Initialized();
};
};
class decore_explodable:CBaseDecor
{
virtual void() Initialized = {
model = "models/EXPLODABLE!!!!";
CBaseDecor::Initialized();
};
};
class decore_foot:CBaseDecor
{
virtual void() Initialized = {
model = "models/FOOT!!!!";
CBaseDecor::Initialized();
};
};
class decore_goldskull:CBaseDecor
{
virtual void() Initialized = {
model = "models/goldskull.mdl";
CBaseDecor::Initialized();
};
};
class decore_hatgib:CBaseDecor
{
virtual void() Initialized = {
model = "models/hatgib.mdl";
CBaseDecor::Initialized();
};
};
class decore_nest:CBaseDecor
{
virtual void() Initialized = {
model = "models/ornest.mdl";
CBaseDecor::Initialized();
};
};
class decore_pteradon:CBaseDecor
{
virtual void() Initialized = {
model = "models/pteradon2.mdl";
CBaseDecor::Initialized();
};
};
class decore_torch:CBaseDecor
{
virtual void() Initialized = {
precache_model("sprites/torch.spr");
model = "models/torch.mdl";
CBaseDecor::Initialized();
this.effects |= EF_FULLBRIGHT;
sprite flame = spawn(sprite);
setorigin(flame, origin + [0,0,24]);
setmodel(flame, "sprites/torch.spr");
flame.effects = EF_ADDITIVE;
flame.drawmask = MASK_ENGINE;
flame.maxframe = modelframecount(flame.modelindex);
flame.loops = 1;
flame.framerate = 10;
flame.nextthink = time + 0.05f;
};
};
class decore_spacedebris:CBaseDecor
{
virtual void() Initialized = {
CBaseDecor::Initialized();
};
virtual void(string strField, string strKey) SpawnKey = {
switch (strField) {
case "modelname":
model = strKey;
break;
default:
CBaseEntity::SpawnKey(strField, strKey);
break;
}
};
};
class decore_swampplants:CBaseDecor
{
virtual void() Initialized = {
model = "models/swampstuff.mdl";
CBaseDecor::Initialized();
};
};
class decore_mushroom:CBaseDecor
{
virtual void() Initialized = {
model = "models/mushroom.mdl";
CBaseDecor::Initialized();
};
};
class decore_mushroom2:CBaseDecor
{
virtual void() Initialized = {
model = "models/mushroom2.mdl";
CBaseDecor::Initialized();
};
};