- Switched to custom pmove code (early, WIP) instead of the engine one, again - Made nightvision compatible with splitscreen modes - Player animation fixes - Prediction fixes - Fixed radius damage, so grenades and bombs should apply proper damage now - Added func_wall_toggle - Small entity fixes
344 lines
10 KiB
C
Executable file
344 lines
10 KiB
C
Executable file
/*
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Copyright 2016-2018 Marco "eukara" Hladik
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MIT LICENSE
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or
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sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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*/
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void Effect_CreateExplosion( vector vPos ) {
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#ifdef SSQC
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vPos_z += 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_x );
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WriteCoord( MSG_MULTICAST, vPos_y );
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WriteCoord( MSG_MULTICAST, vPos_z );
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msg_entity = self;
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multicast( vPos, MULTICAST_PVS );
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#else
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static void Effect_CreateExplosion_Animate( void ) {
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if ( self.frame >= self.maxframe ) {
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remove( self );
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} else {
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self.frame += 1;
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}
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self.nextthink = time + 0.05f;
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}
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entity eExplosion = spawn();
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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.nextthink = time + 0.05f;
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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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te_explosion( vPos );
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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_x );
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WriteCoord( MSG_MULTICAST, vPos_y );
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WriteCoord( MSG_MULTICAST, vPos_z );
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WriteCoord( MSG_MULTICAST, vAngle_x );
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WriteCoord( MSG_MULTICAST, vAngle_y );
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WriteCoord( MSG_MULTICAST, vAngle_z );
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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 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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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_x );
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WriteCoord( MSG_MULTICAST, vPos_y );
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WriteCoord( MSG_MULTICAST, vPos_z );
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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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#ifdef CSQC
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.float framerate;
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void Effect_AnimatedSprite( vector vPos, float fIndex, float fFPS, float fScale, float fAlpha, float fEffects ) {
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static void Effect_AnimatedSprite_Animate( void ) {
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if( self.frame >= self.maxframe ) {
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self.frame = 0;
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} else {
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self.frame += 1;
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}
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self.nextthink = time + ( 1 / self.framerate );
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}
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self.modelindex = fIndex;
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setorigin( self, vPos );
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self.scale = fScale;
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self.alpha = fAlpha;
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self.effects = fEffects;
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self.framerate = fFPS;
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self.think = Effect_AnimatedSprite_Animate;
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self.drawmask = MASK_ENGINE;
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self.nextthink = time + ( 1 / self.framerate );
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self.maxframe = modelframecount( self.modelindex );
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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_x );
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WriteCoord( MSG_MULTICAST, vPos_y );
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WriteCoord( MSG_MULTICAST, vPos_z );
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WriteCoord( MSG_MULTICAST, vNormal_x );
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WriteCoord( MSG_MULTICAST, vNormal_y );
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WriteCoord( MSG_MULTICAST, vNormal_z );
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msg_entity = self;
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multicast( vPos, MULTICAST_PVS );
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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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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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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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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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break;
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case IMPACT_FLESH:
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pointparticles( PARTICLE_BLOOD, vPos, vNormal, 1 );
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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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break;
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default:
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}
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switch ( iType ) {
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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_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_x);
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WriteCoord( MSG_MULTICAST, vMins_y);
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WriteCoord( MSG_MULTICAST, vMins_z);
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WriteCoord( MSG_MULTICAST, vMaxs_x);
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WriteCoord( MSG_MULTICAST, vMaxs_y);
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WriteCoord( MSG_MULTICAST, vMaxs_z);
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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_x = vMins_x + ( 0.5 * ( vMaxs_x - vMins_x ) );
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vWorldPos_y = vMins_y + ( 0.5 * ( vMaxs_y - vMins_y ) );
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vWorldPos_z = vMins_z + ( 0.5 * ( vMaxs_z - vMins_z ) );
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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_x = vMins_x + ( 0.5 * ( vMaxs_x - vMins_x ) );
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vWorldPos_y = vMins_y + ( 0.5 * ( vMaxs_y - vMins_y ) );
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vWorldPos_z = vMins_z + ( 0.5 * ( vMaxs_z - vMins_z ) );
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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_x = vMins_x + ( random() * ( vMaxs_x - vMins_x ) );
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vPos_y = vMins_y + ( random() * ( vMaxs_y - vMins_y ) );
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vPos_z = vMins_z + ( random() * ( vMaxs_z - vMins_z ) );
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setorigin( eGib, vPos );
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setmodel( eGib, sModel );
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setcustomskin( eGib, "", sprintf( "geomset 0 %f\n", random( 1, fModelCount + 1 ) ) );
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eGib.movetype = MOVETYPE_BOUNCE;
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eGib.solid = SOLID_NOT;
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eGib.avelocity_x = random()*600;
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eGib.avelocity_y = random()*600;
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eGib.avelocity_z = random()*600;
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eGib.think = Effect_BreakModel_Remove;
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eGib.nextthink = time + 10;
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if ( ( fStyle == MATERIAL_GLASS ) || ( fStyle == MATERIAL_GLASS_UNBREAKABLE ) ) {
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eGib.effects = EF_ADDITIVE;
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eGib.alpha = 0.3;
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}
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fCount--;
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eGib.drawmask = MASK_ENGINE;
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}
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#endif
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}
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#ifdef CSQC
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float Effect_Decal( void ) {
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adddecal( self.classname, self.origin, self.mins, self.maxs, self.color, 1.0f );
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addentity( self );
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return PREDRAW_NEXT;
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}
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#endif
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