diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/effects.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/effects.cpp')
| -rw-r--r-- | mp/src/game/server/effects.cpp | 2379 |
1 files changed, 2379 insertions, 0 deletions
diff --git a/mp/src/game/server/effects.cpp b/mp/src/game/server/effects.cpp new file mode 100644 index 00000000..b227fa05 --- /dev/null +++ b/mp/src/game/server/effects.cpp @@ -0,0 +1,2379 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Implements a grab bag of visual effects entities.
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "effects.h"
+#include "gib.h"
+#include "beam_shared.h"
+#include "decals.h"
+#include "func_break.h"
+#include "EntityFlame.h"
+#include "entitylist.h"
+#include "basecombatweapon.h"
+#include "model_types.h"
+#include "player.h"
+#include "physics.h"
+#include "baseparticleentity.h"
+#include "ndebugoverlay.h"
+#include "IEffects.h"
+#include "vstdlib/random.h"
+#include "env_wind_shared.h"
+#include "filesystem.h"
+#include "engine/IEngineSound.h"
+#include "fire.h"
+#include "te_effect_dispatch.h"
+#include "Sprite.h"
+#include "precipitation_shared.h"
+#include "shot_manipulator.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#define SF_FUNNEL_REVERSE 1 // funnel effect repels particles instead of attracting them.
+
+#define SF_GIBSHOOTER_REPEATABLE (1<<0) // allows a gibshooter to be refired
+#define SF_SHOOTER_FLAMING (1<<1) // gib is on fire
+#define SF_SHOOTER_STRICT_REMOVE (1<<2) // remove this gib even if it is in the player's view
+
+// UNDONE: This should be client-side and not use TempEnts
+class CBubbling : public CBaseEntity
+{
+public:
+ DECLARE_CLASS( CBubbling, CBaseEntity );
+
+ virtual void Spawn( void );
+ virtual void Precache( void );
+
+ void FizzThink( void );
+
+ // Input handlers.
+ void InputActivate( inputdata_t &inputdata );
+ void InputDeactivate( inputdata_t &inputdata );
+ void InputToggle( inputdata_t &inputdata );
+
+ void InputSetCurrent( inputdata_t &inputdata );
+ void InputSetDensity( inputdata_t &inputdata );
+ void InputSetFrequency( inputdata_t &inputdata );
+
+ DECLARE_DATADESC();
+
+private:
+
+ void TurnOn();
+ void TurnOff();
+ void Toggle();
+
+ int m_density;
+ int m_frequency;
+ int m_bubbleModel;
+ int m_state;
+};
+
+LINK_ENTITY_TO_CLASS( env_bubbles, CBubbling );
+
+BEGIN_DATADESC( CBubbling )
+
+ DEFINE_KEYFIELD( m_flSpeed, FIELD_FLOAT, "current" ),
+ DEFINE_KEYFIELD( m_density, FIELD_INTEGER, "density" ),
+ DEFINE_KEYFIELD( m_frequency, FIELD_INTEGER, "frequency" ),
+
+ DEFINE_FIELD( m_state, FIELD_INTEGER ),
+ // Let spawn restore this!
+ // DEFINE_FIELD( m_bubbleModel, FIELD_INTEGER ),
+
+ // Function Pointers
+ DEFINE_FUNCTION( FizzThink ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
+ DEFINE_INPUTFUNC( FIELD_INTEGER, "SetCurrent", InputSetCurrent ),
+ DEFINE_INPUTFUNC( FIELD_INTEGER, "SetDensity", InputSetDensity ),
+ DEFINE_INPUTFUNC( FIELD_INTEGER, "SetFrequency", InputSetFrequency ),
+
+END_DATADESC()
+
+
+
+#define SF_BUBBLES_STARTOFF 0x0001
+
+void CBubbling::Spawn( void )
+{
+ Precache( );
+ SetModel( STRING( GetModelName() ) ); // Set size
+
+ // Make it invisible to client
+ SetRenderColorA( 0 );
+
+ SetSolid( SOLID_NONE ); // Remove model & collisions
+
+ if ( !HasSpawnFlags(SF_BUBBLES_STARTOFF) )
+ {
+ SetThink( &CBubbling::FizzThink );
+ SetNextThink( gpGlobals->curtime + 2.0 );
+ m_state = 1;
+ }
+ else
+ {
+ m_state = 0;
+ }
+}
+
+void CBubbling::Precache( void )
+{
+ m_bubbleModel = PrecacheModel("sprites/bubble.vmt"); // Precache bubble sprite
+}
+
+
+void CBubbling::Toggle()
+{
+ if (!m_state)
+ {
+ TurnOn();
+ }
+ else
+ {
+ TurnOff();
+ }
+}
+
+
+void CBubbling::TurnOn()
+{
+ m_state = 1;
+ SetThink( &CBubbling::FizzThink );
+ SetNextThink( gpGlobals->curtime + 0.1f );
+}
+
+void CBubbling::TurnOff()
+{
+ m_state = 0;
+ SetThink( NULL );
+ SetNextThink( TICK_NEVER_THINK );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CBubbling::InputActivate( inputdata_t &inputdata )
+{
+ TurnOn();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CBubbling::InputDeactivate( inputdata_t &inputdata )
+{
+ TurnOff();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CBubbling::InputToggle( inputdata_t &inputdata )
+{
+ Toggle();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &inputdata -
+//-----------------------------------------------------------------------------
+void CBubbling::InputSetCurrent( inputdata_t &inputdata )
+{
+ m_flSpeed = (float)inputdata.value.Int();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &inputdata -
+//-----------------------------------------------------------------------------
+void CBubbling::InputSetDensity( inputdata_t &inputdata )
+{
+ m_density = inputdata.value.Int();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &inputdata -
+//-----------------------------------------------------------------------------
+void CBubbling::InputSetFrequency( inputdata_t &inputdata )
+{
+ m_frequency = inputdata.value.Int();
+
+ // Reset think time
+ if ( m_state )
+ {
+ if ( m_frequency > 19 )
+ {
+ SetNextThink( gpGlobals->curtime + 0.5f );
+ }
+ else
+ {
+ SetNextThink( gpGlobals->curtime + 2.5 - (0.1 * m_frequency) );
+ }
+ }
+}
+
+void CBubbling::FizzThink( void )
+{
+ Vector center = WorldSpaceCenter();
+ CPASFilter filter( center );
+ te->Fizz( filter, 0.0, this, m_bubbleModel, m_density, (int)m_flSpeed );
+
+ if ( m_frequency > 19 )
+ {
+ SetNextThink( gpGlobals->curtime + 0.5f );
+ }
+ else
+ {
+ SetNextThink( gpGlobals->curtime + 2.5 - (0.1 * m_frequency) );
+ }
+}
+
+
+// ENV_TRACER
+// Fakes a tracer
+class CEnvTracer : public CPointEntity
+{
+public:
+ DECLARE_CLASS( CEnvTracer, CPointEntity );
+
+ void Spawn( void );
+ void TracerThink( void );
+ void Activate( void );
+
+ DECLARE_DATADESC();
+
+ Vector m_vecEnd;
+ float m_flDelay;
+};
+
+LINK_ENTITY_TO_CLASS( env_tracer, CEnvTracer );
+
+BEGIN_DATADESC( CEnvTracer )
+
+ DEFINE_KEYFIELD( m_flDelay, FIELD_FLOAT, "delay" ),
+
+ DEFINE_FIELD( m_vecEnd, FIELD_POSITION_VECTOR ),
+
+ // Function Pointers
+ DEFINE_FUNCTION( TracerThink ),
+
+END_DATADESC()
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Called after keyvalues are parsed.
+//-----------------------------------------------------------------------------
+void CEnvTracer::Spawn( void )
+{
+ SetSolid( SOLID_NONE );
+ SetMoveType( MOVETYPE_NONE );
+
+ if (!m_flDelay)
+ m_flDelay = 1;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Called after all the entities have been loaded.
+//-----------------------------------------------------------------------------
+void CEnvTracer::Activate( void )
+{
+ BaseClass::Activate();
+
+ CBaseEntity *pEnd = gEntList.FindEntityByName( NULL, m_target );
+ if (pEnd != NULL)
+ {
+ m_vecEnd = pEnd->GetLocalOrigin();
+ SetThink( &CEnvTracer::TracerThink );
+ SetNextThink( gpGlobals->curtime + m_flDelay );
+ }
+ else
+ {
+ Msg( "env_tracer: unknown entity \"%s\"\n", STRING(m_target) );
+ }
+}
+
+// Think
+void CEnvTracer::TracerThink( void )
+{
+ UTIL_Tracer( GetAbsOrigin(), m_vecEnd );
+
+ SetNextThink( gpGlobals->curtime + m_flDelay );
+}
+
+
+//#################################################################################
+// >> CGibShooter
+//#################################################################################
+enum GibSimulation_t
+{
+ GIB_SIMULATE_POINT,
+ GIB_SIMULATE_PHYSICS,
+ GIB_SIMULATE_RAGDOLL,
+};
+
+class CGibShooter : public CBaseEntity
+{
+public:
+ DECLARE_CLASS( CGibShooter, CBaseEntity );
+
+ void Spawn( void );
+ void Precache( void );
+ void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
+
+ virtual CGib *CreateGib( void );
+
+protected:
+ // Purpose:
+ CBaseEntity *SpawnGib( const Vector &vecShootDir, float flSpeed );
+
+ DECLARE_DATADESC();
+private:
+ void InitPointGib( CGib *pGib, const Vector &vecShootDir, float flSpeed );
+ void ShootThink( void );
+
+protected:
+ int m_iGibs;
+ int m_iGibCapacity;
+ int m_iGibMaterial;
+ int m_iGibModelIndex;
+ float m_flGibVelocity;
+ QAngle m_angGibRotation;
+ float m_flGibAngVelocity;
+ float m_flVariance;
+ float m_flGibLife;
+ int m_nSimulationType;
+ int m_nMaxGibModelFrame;
+ float m_flDelay;
+
+ bool m_bNoGibShadows;
+
+ bool m_bIsSprite;
+ string_t m_iszLightingOrigin;
+
+ // ----------------
+ // Inputs
+ // ----------------
+ void InputShoot( inputdata_t &inputdata );
+};
+
+BEGIN_DATADESC( CGibShooter )
+
+ DEFINE_KEYFIELD( m_iGibs, FIELD_INTEGER, "m_iGibs" ),
+ DEFINE_KEYFIELD( m_flGibVelocity, FIELD_FLOAT, "m_flVelocity" ),
+ DEFINE_KEYFIELD( m_flVariance, FIELD_FLOAT, "m_flVariance" ),
+ DEFINE_KEYFIELD( m_flGibLife, FIELD_FLOAT, "m_flGibLife" ),
+ DEFINE_KEYFIELD( m_nSimulationType, FIELD_INTEGER, "Simulation" ),
+ DEFINE_KEYFIELD( m_flDelay, FIELD_FLOAT, "delay" ),
+ DEFINE_KEYFIELD( m_angGibRotation, FIELD_VECTOR, "gibangles" ),
+ DEFINE_KEYFIELD( m_flGibAngVelocity, FIELD_FLOAT, "gibanglevelocity"),
+ DEFINE_FIELD( m_bIsSprite, FIELD_BOOLEAN ),
+
+ DEFINE_FIELD( m_iGibCapacity, FIELD_INTEGER ),
+ DEFINE_FIELD( m_iGibMaterial, FIELD_INTEGER ),
+ DEFINE_FIELD( m_iGibModelIndex, FIELD_INTEGER ),
+ DEFINE_FIELD( m_nMaxGibModelFrame, FIELD_INTEGER ),
+
+ DEFINE_KEYFIELD( m_iszLightingOrigin, FIELD_STRING, "LightingOrigin" ),
+ DEFINE_KEYFIELD( m_bNoGibShadows, FIELD_BOOLEAN, "nogibshadows" ),
+
+ // Inputs
+ DEFINE_INPUTFUNC( FIELD_VOID, "Shoot", InputShoot ),
+
+ // Function Pointers
+ DEFINE_FUNCTION( ShootThink ),
+
+END_DATADESC()
+
+LINK_ENTITY_TO_CLASS( gibshooter, CGibShooter );
+
+
+void CGibShooter::Precache ( void )
+{
+ if ( g_Language.GetInt() == LANGUAGE_GERMAN )
+ {
+ m_iGibModelIndex = PrecacheModel ("models/germanygibs.mdl");
+ }
+ else
+ {
+ m_iGibModelIndex = PrecacheModel ("models/gibs/hgibs.mdl");
+ }
+}
+
+
+void CGibShooter::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
+{
+ SetThink( &CGibShooter::ShootThink );
+ SetNextThink( gpGlobals->curtime );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Input handler for shooting gibs.
+//-----------------------------------------------------------------------------
+void CGibShooter::InputShoot( inputdata_t &inputdata )
+{
+ SetThink( &CGibShooter::ShootThink );
+ SetNextThink( gpGlobals->curtime );
+}
+
+
+void CGibShooter::Spawn( void )
+{
+ Precache();
+
+ SetSolid( SOLID_NONE );
+ AddEffects( EF_NODRAW );
+
+ if ( m_flDelay < 0 )
+ {
+ m_flDelay = 0.0;
+ }
+
+ if ( m_flGibLife == 0 )
+ {
+ m_flGibLife = 25;
+ }
+
+ m_iGibCapacity = m_iGibs;
+
+ m_nMaxGibModelFrame = modelinfo->GetModelFrameCount( modelinfo->GetModel( m_iGibModelIndex ) );
+}
+
+CGib *CGibShooter::CreateGib ( void )
+{
+ ConVarRef violence_hgibs( "violence_hgibs" );
+ if ( violence_hgibs.IsValid() && !violence_hgibs.GetInt() )
+ return NULL;
+
+ CGib *pGib = CREATE_ENTITY( CGib, "gib" );
+ pGib->Spawn( "models/gibs/hgibs.mdl" );
+ pGib->SetBloodColor( BLOOD_COLOR_RED );
+
+ if ( m_nMaxGibModelFrame <= 1 )
+ {
+ DevWarning( 2, "GibShooter Body is <= 1!\n" );
+ }
+
+ pGib->m_nBody = random->RandomInt ( 1, m_nMaxGibModelFrame - 1 );// avoid throwing random amounts of the 0th gib. (skull).
+
+ if ( m_iszLightingOrigin != NULL_STRING )
+ {
+ // Make the gibs use the lighting origin
+ pGib->SetLightingOrigin( m_iszLightingOrigin );
+ }
+
+ return pGib;
+}
+
+
+void CGibShooter::InitPointGib( CGib *pGib, const Vector &vecShootDir, float flSpeed )
+{
+ if ( pGib )
+ {
+ pGib->SetLocalOrigin( GetAbsOrigin() );
+ pGib->SetAbsVelocity( vecShootDir * flSpeed );
+
+ QAngle angVel( random->RandomFloat ( 100, 200 ), random->RandomFloat ( 100, 300 ), 0 );
+ pGib->SetLocalAngularVelocity( angVel );
+
+ float thinkTime = ( pGib->GetNextThink() - gpGlobals->curtime );
+
+ pGib->m_lifeTime = (m_flGibLife * random->RandomFloat( 0.95, 1.05 )); // +/- 5%
+
+ // HL1 gibs always die after a certain time, other games have to opt-in
+#ifndef HL1_DLL
+ if( HasSpawnFlags( SF_SHOOTER_STRICT_REMOVE ) )
+#endif
+ {
+ pGib->SetNextThink( gpGlobals->curtime + pGib->m_lifeTime );
+ pGib->SetThink ( &CGib::DieThink );
+ }
+
+ if ( pGib->m_lifeTime < thinkTime )
+ {
+ pGib->SetNextThink( gpGlobals->curtime + pGib->m_lifeTime );
+ pGib->m_lifeTime = 0;
+ }
+
+ if ( m_bIsSprite == true )
+ {
+ pGib->SetSprite( CSprite::SpriteCreate( STRING( GetModelName() ), pGib->GetAbsOrigin(), false ) );
+
+ CSprite *pSprite = (CSprite*)pGib->GetSprite();
+
+ if ( pSprite )
+ {
+ pSprite->SetAttachment( pGib, 0 );
+ pSprite->SetOwnerEntity( pGib );
+
+ pSprite->SetScale( 1 );
+ pSprite->SetTransparency( m_nRenderMode, m_clrRender->r, m_clrRender->g, m_clrRender->b, m_clrRender->a, m_nRenderFX );
+ pSprite->AnimateForTime( 5, m_flGibLife + 1 ); //This framerate is totally wrong
+ }
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CBaseEntity *CGibShooter::SpawnGib( const Vector &vecShootDir, float flSpeed )
+{
+ switch (m_nSimulationType)
+ {
+ case GIB_SIMULATE_RAGDOLL:
+ {
+ // UNDONE: Assume a mass of 200 for now
+ Vector force = vecShootDir * flSpeed * 200;
+ return CreateRagGib( STRING( GetModelName() ), GetAbsOrigin(), GetAbsAngles(), force, m_flGibLife );
+ }
+
+ case GIB_SIMULATE_PHYSICS:
+ {
+ CGib *pGib = CreateGib();
+
+ if ( pGib )
+ {
+ pGib->SetAbsOrigin( GetAbsOrigin() );
+ pGib->SetAbsAngles( m_angGibRotation );
+
+ pGib->m_lifeTime = (m_flGibLife * random->RandomFloat( 0.95, 1.05 )); // +/- 5%
+
+ pGib->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
+ IPhysicsObject *pPhysicsObject = pGib->VPhysicsInitNormal( SOLID_VPHYSICS, pGib->GetSolidFlags(), false );
+ pGib->SetMoveType( MOVETYPE_VPHYSICS );
+
+ if ( pPhysicsObject )
+ {
+ // Set gib velocity
+ Vector vVel = vecShootDir * flSpeed;
+ pPhysicsObject->AddVelocity(&vVel, NULL);
+
+ AngularImpulse torque;
+ torque.x = m_flGibAngVelocity * random->RandomFloat( 0.1f, 1.0f );
+ torque.y = m_flGibAngVelocity * random->RandomFloat( 0.1f, 1.0f );
+ torque.z = 0.0f;
+ torque *= pPhysicsObject->GetMass();
+
+ pPhysicsObject->ApplyTorqueCenter( torque );
+
+#ifndef HL1_DLL
+ if( HasSpawnFlags( SF_SHOOTER_STRICT_REMOVE ) )
+#endif
+ {
+ pGib->m_bForceRemove = true;
+ pGib->SetNextThink( gpGlobals->curtime + pGib->m_lifeTime );
+ pGib->SetThink ( &CGib::DieThink );
+ }
+
+ }
+ else
+ {
+ InitPointGib( pGib, vecShootDir, flSpeed );
+ }
+ }
+ return pGib;
+ }
+
+ case GIB_SIMULATE_POINT:
+ {
+ CGib *pGib = CreateGib();
+
+ if ( pGib )
+ {
+ pGib->SetAbsAngles( m_angGibRotation );
+
+ InitPointGib( pGib, vecShootDir, flSpeed );
+ return pGib;
+ }
+ }
+ }
+
+ return NULL;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CGibShooter::ShootThink ( void )
+{
+ SetNextThink( gpGlobals->curtime + m_flDelay );
+
+ Vector vecShootDir, vForward,vRight,vUp;
+ AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp );
+ vecShootDir = vForward;
+ vecShootDir = vecShootDir + vRight * random->RandomFloat( -1, 1) * m_flVariance;
+ vecShootDir = vecShootDir + vForward * random->RandomFloat( -1, 1) * m_flVariance;
+ vecShootDir = vecShootDir + vUp * random->RandomFloat( -1, 1) * m_flVariance;
+
+ VectorNormalize( vecShootDir );
+
+ SpawnGib( vecShootDir, m_flGibVelocity );
+
+ if ( --m_iGibs <= 0 )
+ {
+ if ( HasSpawnFlags(SF_GIBSHOOTER_REPEATABLE) )
+ {
+ m_iGibs = m_iGibCapacity;
+ SetThink ( NULL );
+ SetNextThink( gpGlobals->curtime );
+ }
+ else
+ {
+ SetThink ( &CGibShooter::SUB_Remove );
+ SetNextThink( gpGlobals->curtime );
+ }
+ }
+}
+
+class CEnvShooter : public CGibShooter
+{
+public:
+ DECLARE_CLASS( CEnvShooter, CGibShooter );
+
+ CEnvShooter() { m_flGibGravityScale = 1.0f; }
+ void Precache( void );
+ bool KeyValue( const char *szKeyName, const char *szValue );
+
+ CGib *CreateGib( void );
+
+ DECLARE_DATADESC();
+
+public:
+
+ int m_nSkin;
+ float m_flGibScale;
+ float m_flGibGravityScale;
+
+#if HL2_EPISODIC
+ float m_flMassOverride; // allow designer to force a mass for gibs in some cases
+#endif
+};
+
+BEGIN_DATADESC( CEnvShooter )
+
+ DEFINE_KEYFIELD( m_nSkin, FIELD_INTEGER, "skin" ),
+ DEFINE_KEYFIELD( m_flGibScale, FIELD_FLOAT ,"scale" ),
+ DEFINE_KEYFIELD( m_flGibGravityScale, FIELD_FLOAT, "gibgravityscale" ),
+
+#if HL2_EPISODIC
+ DEFINE_KEYFIELD( m_flMassOverride, FIELD_FLOAT, "massoverride" ),
+#endif
+
+END_DATADESC()
+
+
+LINK_ENTITY_TO_CLASS( env_shooter, CEnvShooter );
+
+bool CEnvShooter::KeyValue( const char *szKeyName, const char *szValue )
+{
+ if (FStrEq(szKeyName, "shootmodel"))
+ {
+ m_bIsSprite = false;
+ SetModelName( AllocPooledString(szValue) );
+
+ //Adrian - not pretty...
+ if ( Q_stristr( szValue, ".vmt" ) )
+ m_bIsSprite = true;
+ }
+
+ else if (FStrEq(szKeyName, "shootsounds"))
+ {
+ int iNoise = atoi(szValue);
+ switch( iNoise )
+ {
+ case 0:
+ m_iGibMaterial = matGlass;
+ break;
+ case 1:
+ m_iGibMaterial = matWood;
+ break;
+ case 2:
+ m_iGibMaterial = matMetal;
+ break;
+ case 3:
+ m_iGibMaterial = matFlesh;
+ break;
+ case 4:
+ m_iGibMaterial = matRocks;
+ break;
+
+ default:
+ case -1:
+ m_iGibMaterial = matNone;
+ break;
+ }
+ }
+ else
+ {
+ return BaseClass::KeyValue( szKeyName, szValue );
+ }
+
+ return true;
+}
+
+
+void CEnvShooter::Precache ( void )
+{
+ m_iGibModelIndex = PrecacheModel( STRING( GetModelName() ) );
+}
+
+
+CGib *CEnvShooter::CreateGib ( void )
+{
+ CGib *pGib = CREATE_ENTITY( CGib, "gib" );
+
+ if ( m_bIsSprite == true )
+ {
+ //HACK HACK
+ pGib->Spawn( "" );
+ }
+ else
+ {
+ pGib->Spawn( STRING( GetModelName() ) );
+ }
+
+ int bodyPart = 0;
+
+ if ( m_nMaxGibModelFrame > 1 )
+ {
+ bodyPart = random->RandomInt( 0, m_nMaxGibModelFrame-1 );
+ }
+
+ pGib->m_nBody = bodyPart;
+ pGib->SetBloodColor( DONT_BLEED );
+ pGib->m_material = m_iGibMaterial;
+
+ pGib->m_nRenderMode = m_nRenderMode;
+ pGib->m_clrRender = m_clrRender;
+ pGib->m_nRenderFX = m_nRenderFX;
+ pGib->m_nSkin = m_nSkin;
+ pGib->m_lifeTime = gpGlobals->curtime + m_flGibLife;
+
+ pGib->SetGravity( m_flGibGravityScale );
+
+ // Spawn a flaming gib
+ if ( HasSpawnFlags( SF_SHOOTER_FLAMING ) )
+ {
+ // Tag an entity flame along with us
+ CEntityFlame *pFlame = CEntityFlame::Create( pGib, false );
+ if ( pFlame != NULL )
+ {
+ pFlame->SetLifetime( pGib->m_lifeTime );
+ pGib->SetFlame( pFlame );
+ }
+ }
+
+ if ( m_iszLightingOrigin != NULL_STRING )
+ {
+ // Make the gibs use the lighting origin
+ pGib->SetLightingOrigin( m_iszLightingOrigin );
+ }
+
+ if( m_bNoGibShadows )
+ {
+ pGib->AddEffects( EF_NOSHADOW );
+ }
+
+#if HL2_EPISODIC
+ // if a mass override is set, apply it to the gib
+ if (m_flMassOverride != 0)
+ {
+ IPhysicsObject *pPhys = pGib->VPhysicsGetObject();
+ if (pPhys)
+ {
+ pPhys->SetMass( m_flMassOverride );
+ }
+ }
+#endif
+
+ return pGib;
+}
+
+
+//-----------------------------------------------------------------------------
+// An entity that shoots out junk when hit by a rotor wash
+//-----------------------------------------------------------------------------
+class CRotorWashShooter : public CEnvShooter, public IRotorWashShooter
+{
+public:
+ DECLARE_CLASS( CRotorWashShooter, CEnvShooter );
+ DECLARE_DATADESC();
+
+ virtual void Spawn();
+
+public:
+ // Inherited from IRotorWashShooter
+ virtual CBaseEntity *DoWashPush( float flTimeSincePushStarted, const Vector &vecForce );
+
+private:
+ // Amount of time we need to spend under the rotor before we shoot
+ float m_flTimeUnderRotor;
+ float m_flTimeUnderRotorVariance;
+
+ // Last time we were hit with a wash...
+ float m_flLastWashStartTime;
+ float m_flNextGibTime;
+};
+
+
+LINK_ENTITY_TO_CLASS( env_rotorshooter, CRotorWashShooter );
+
+
+//-----------------------------------------------------------------------------
+// Save/load
+//-----------------------------------------------------------------------------
+BEGIN_DATADESC( CRotorWashShooter )
+
+ DEFINE_KEYFIELD( m_flTimeUnderRotor, FIELD_FLOAT ,"rotortime" ),
+ DEFINE_KEYFIELD( m_flTimeUnderRotorVariance, FIELD_FLOAT ,"rotortimevariance" ),
+ DEFINE_FIELD( m_flLastWashStartTime, FIELD_TIME ),
+ DEFINE_FIELD( m_flNextGibTime, FIELD_TIME ),
+
+END_DATADESC()
+
+
+
+//-----------------------------------------------------------------------------
+// Gets at the interface if the entity supports it
+//-----------------------------------------------------------------------------
+IRotorWashShooter *GetRotorWashShooter( CBaseEntity *pEntity )
+{
+ CRotorWashShooter *pShooter = dynamic_cast<CRotorWashShooter*>(pEntity);
+ return pShooter;
+}
+
+
+//-----------------------------------------------------------------------------
+// Inherited from IRotorWashShooter
+//-----------------------------------------------------------------------------
+void CRotorWashShooter::Spawn()
+{
+ BaseClass::Spawn();
+ m_flLastWashStartTime = -1;
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Inherited from IRotorWashShooter
+//-----------------------------------------------------------------------------
+CBaseEntity *CRotorWashShooter::DoWashPush( float flWashStartTime, const Vector &vecForce )
+{
+ if ( flWashStartTime == m_flLastWashStartTime )
+ {
+ if ( m_flNextGibTime > gpGlobals->curtime )
+ return NULL;
+ }
+
+ m_flLastWashStartTime = flWashStartTime;
+ m_flNextGibTime = gpGlobals->curtime + m_flTimeUnderRotor + random->RandomFloat( -1, 1) * m_flTimeUnderRotorVariance;
+ if ( m_flNextGibTime <= gpGlobals->curtime )
+ {
+ m_flNextGibTime = gpGlobals->curtime + 0.01f;
+ }
+
+ // Set the velocity to be what the force would cause it to accelerate to
+ // after one tick
+ Vector vecShootDir = vecForce;
+ VectorNormalize( vecShootDir );
+
+ vecShootDir.x += random->RandomFloat( -1, 1 ) * m_flVariance;
+ vecShootDir.y += random->RandomFloat( -1, 1 ) * m_flVariance;
+ vecShootDir.z += random->RandomFloat( -1, 1 ) * m_flVariance;
+
+ VectorNormalize( vecShootDir );
+
+ CBaseEntity *pGib = SpawnGib( vecShootDir, m_flGibVelocity /*flLength*/ );
+
+ if ( --m_iGibs <= 0 )
+ {
+ if ( HasSpawnFlags(SF_GIBSHOOTER_REPEATABLE) )
+ {
+ m_iGibs = m_iGibCapacity;
+ }
+ else
+ {
+ SetThink ( &CGibShooter::SUB_Remove );
+ SetNextThink( gpGlobals->curtime );
+ }
+ }
+
+ return pGib;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CTestEffect : public CBaseEntity
+{
+public:
+ DECLARE_CLASS( CTestEffect, CBaseEntity );
+
+ void Spawn( void );
+ void Precache( void );
+ // bool KeyValue( const char *szKeyName, const char *szValue );
+ void Think( void );
+ void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
+
+ int m_iLoop;
+ int m_iBeam;
+ CBeam *m_pBeam[24];
+ float m_flBeamTime[24];
+ float m_flStartTime;
+};
+
+
+LINK_ENTITY_TO_CLASS( test_effect, CTestEffect );
+
+void CTestEffect::Spawn( void )
+{
+ Precache( );
+}
+
+void CTestEffect::Precache( void )
+{
+ PrecacheModel( "sprites/lgtning.vmt" );
+}
+
+void CTestEffect::Think( void )
+{
+ int i;
+ float t = (gpGlobals->curtime - m_flStartTime);
+
+ if (m_iBeam < 24)
+ {
+ CBeam *pbeam = CBeam::BeamCreate( "sprites/lgtning.vmt", 10 );
+
+ trace_t tr;
+
+ Vector vecSrc = GetAbsOrigin();
+ Vector vecDir = Vector( random->RandomFloat( -1.0, 1.0 ), random->RandomFloat( -1.0, 1.0 ),random->RandomFloat( -1.0, 1.0 ) );
+ VectorNormalize( vecDir );
+ UTIL_TraceLine( vecSrc, vecSrc + vecDir * 128, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
+
+ pbeam->PointsInit( vecSrc, tr.endpos );
+ // pbeam->SetColor( 80, 100, 255 );
+ pbeam->SetColor( 255, 180, 100 );
+ pbeam->SetWidth( 10.0 );
+ pbeam->SetScrollRate( 12 );
+
+ m_flBeamTime[m_iBeam] = gpGlobals->curtime;
+ m_pBeam[m_iBeam] = pbeam;
+ m_iBeam++;
+
+#if 0
+ Vector vecMid = (vecSrc + tr.endpos) * 0.5;
+ CBroadcastRecipientFilter filter;
+ TE_DynamicLight( filter, 0.0,
+ vecMid, 255, 180, 100, 3, 2.0, 0.0 );
+#endif
+ }
+
+ if (t < 3.0)
+ {
+ for (i = 0; i < m_iBeam; i++)
+ {
+ t = (gpGlobals->curtime - m_flBeamTime[i]) / ( 3 + m_flStartTime - m_flBeamTime[i]);
+ m_pBeam[i]->SetBrightness( 255 * t );
+ // m_pBeam[i]->SetScrollRate( 20 * t );
+ }
+ SetNextThink( gpGlobals->curtime + 0.1f );
+ }
+ else
+ {
+ for (i = 0; i < m_iBeam; i++)
+ {
+ UTIL_Remove( m_pBeam[i] );
+ }
+ m_flStartTime = gpGlobals->curtime;
+ m_iBeam = 0;
+ SetNextThink( TICK_NEVER_THINK );
+ }
+}
+
+
+void CTestEffect::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
+{
+ SetNextThink( gpGlobals->curtime + 0.1f );
+ m_flStartTime = gpGlobals->curtime;
+}
+
+
+
+// Blood effects
+class CBlood : public CPointEntity
+{
+public:
+ DECLARE_CLASS( CBlood, CPointEntity );
+
+ void Spawn( void );
+ bool KeyValue( const char *szKeyName, const char *szValue );
+
+ inline int Color( void ) { return m_Color; }
+ inline float BloodAmount( void ) { return m_flAmount; }
+
+ inline void SetColor( int color ) { m_Color = color; }
+
+ // Input handlers
+ void InputEmitBlood( inputdata_t &inputdata );
+
+ Vector Direction( void );
+ Vector BloodPosition( CBaseEntity *pActivator );
+
+ DECLARE_DATADESC();
+
+ Vector m_vecSprayDir;
+ float m_flAmount;
+ int m_Color;
+
+private:
+};
+
+LINK_ENTITY_TO_CLASS( env_blood, CBlood );
+
+BEGIN_DATADESC( CBlood )
+
+ DEFINE_KEYFIELD( m_vecSprayDir, FIELD_VECTOR, "spraydir" ),
+ DEFINE_KEYFIELD( m_flAmount, FIELD_FLOAT, "amount" ),
+ DEFINE_FIELD( m_Color, FIELD_INTEGER ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "EmitBlood", InputEmitBlood ),
+
+END_DATADESC()
+
+
+#define SF_BLOOD_RANDOM 0x0001
+#define SF_BLOOD_STREAM 0x0002
+#define SF_BLOOD_PLAYER 0x0004
+#define SF_BLOOD_DECAL 0x0008
+#define SF_BLOOD_CLOUD 0x0010
+#define SF_BLOOD_DROPS 0x0020
+#define SF_BLOOD_GORE 0x0040
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CBlood::Spawn( void )
+{
+ // Convert spraydir from angles to a vector
+ QAngle angSprayDir = QAngle( m_vecSprayDir.x, m_vecSprayDir.y, m_vecSprayDir.z );
+ AngleVectors( angSprayDir, &m_vecSprayDir );
+
+ SetSolid( SOLID_NONE );
+ SetMoveType( MOVETYPE_NONE );
+ SetColor( BLOOD_COLOR_RED );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : szKeyName -
+// szValue -
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CBlood::KeyValue( const char *szKeyName, const char *szValue )
+{
+ if (FStrEq(szKeyName, "color"))
+ {
+ int color = atoi(szValue);
+ switch ( color )
+ {
+ case 1:
+ {
+ SetColor( BLOOD_COLOR_YELLOW );
+ break;
+ }
+ }
+ }
+ else
+ {
+ return BaseClass::KeyValue( szKeyName, szValue );
+ }
+
+ return true;
+}
+
+
+Vector CBlood::Direction( void )
+{
+ if ( HasSpawnFlags( SF_BLOOD_RANDOM ) )
+ return UTIL_RandomBloodVector();
+
+ return m_vecSprayDir;
+}
+
+
+Vector CBlood::BloodPosition( CBaseEntity *pActivator )
+{
+ if ( HasSpawnFlags( SF_BLOOD_PLAYER ) )
+ {
+ CBasePlayer *player;
+
+ if ( pActivator && pActivator->IsPlayer() )
+ {
+ player = ToBasePlayer( pActivator );
+ }
+ else
+ {
+ player = UTIL_GetLocalPlayer();
+ }
+
+ if ( player )
+ {
+ return (player->EyePosition()) + Vector( random->RandomFloat(-10,10), random->RandomFloat(-10,10), random->RandomFloat(-10,10) );
+ }
+ }
+
+ return GetLocalOrigin();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void UTIL_BloodSpray( const Vector &pos, const Vector &dir, int color, int amount, int flags )
+{
+ if( color == DONT_BLEED )
+ return;
+
+ CEffectData data;
+
+ data.m_vOrigin = pos;
+ data.m_vNormal = dir;
+ data.m_flScale = (float)amount;
+ data.m_fFlags = flags;
+ data.m_nColor = color;
+
+ DispatchEffect( "bloodspray", data );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Input handler for triggering the blood effect.
+//-----------------------------------------------------------------------------
+void CBlood::InputEmitBlood( inputdata_t &inputdata )
+{
+ if ( HasSpawnFlags( SF_BLOOD_STREAM ) )
+ {
+ UTIL_BloodStream( BloodPosition(inputdata.pActivator), Direction(), Color(), BloodAmount() );
+ }
+ else
+ {
+ UTIL_BloodDrips( BloodPosition(inputdata.pActivator), Direction(), Color(), BloodAmount() );
+ }
+
+ if ( HasSpawnFlags( SF_BLOOD_DECAL ) )
+ {
+ Vector forward = Direction();
+ Vector start = BloodPosition( inputdata.pActivator );
+ trace_t tr;
+
+ UTIL_TraceLine( start, start + forward * BloodAmount() * 2, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr );
+ if ( tr.fraction != 1.0 )
+ {
+ UTIL_BloodDecalTrace( &tr, Color() );
+ }
+ }
+
+ //
+ // New-fangled blood effects.
+ //
+ if ( HasSpawnFlags( SF_BLOOD_CLOUD | SF_BLOOD_DROPS | SF_BLOOD_GORE ) )
+ {
+ int nFlags = 0;
+ if (HasSpawnFlags(SF_BLOOD_CLOUD))
+ {
+ nFlags |= FX_BLOODSPRAY_CLOUD;
+ }
+
+ if (HasSpawnFlags(SF_BLOOD_DROPS))
+ {
+ nFlags |= FX_BLOODSPRAY_DROPS;
+ }
+
+ if (HasSpawnFlags(SF_BLOOD_GORE))
+ {
+ nFlags |= FX_BLOODSPRAY_GORE;
+ }
+
+ UTIL_BloodSpray(GetAbsOrigin(), Direction(), Color(), BloodAmount(), nFlags);
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Console command for emitting the blood spray effect from an NPC.
+//-----------------------------------------------------------------------------
+void CC_BloodSpray( const CCommand &args )
+{
+ CBaseEntity *pEnt = NULL;
+ while ( ( pEnt = gEntList.FindEntityGeneric( pEnt, args[1] ) ) != NULL )
+ {
+ Vector forward;
+ pEnt->GetVectors(&forward, NULL, NULL);
+ UTIL_BloodSpray( (forward * 4 ) + ( pEnt->EyePosition() + pEnt->WorldSpaceCenter() ) * 0.5f, forward, BLOOD_COLOR_RED, 4, FX_BLOODSPRAY_ALL );
+ }
+}
+
+static ConCommand bloodspray( "bloodspray", CC_BloodSpray, "blood", FCVAR_CHEAT );
+
+
+//-----------------------------------------------------------------------------
+//
+//-----------------------------------------------------------------------------
+class CEnvFunnel : public CBaseEntity
+{
+ DECLARE_DATADESC();
+public:
+ DECLARE_CLASS( CEnvFunnel, CBaseEntity );
+
+ void Spawn( void );
+ void Precache( void );
+ void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
+
+ int m_iSprite; // Don't save, precache
+};
+
+LINK_ENTITY_TO_CLASS( env_funnel, CEnvFunnel );
+
+//---------------------------------------------------------
+// Save/Restore
+//---------------------------------------------------------
+BEGIN_DATADESC( CEnvFunnel )
+
+// DEFINE_FIELD( m_iSprite, FIELD_INTEGER ),
+
+END_DATADESC()
+
+
+
+void CEnvFunnel::Precache ( void )
+{
+ m_iSprite = PrecacheModel ( "sprites/flare6.vmt" );
+}
+
+void CEnvFunnel::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
+{
+ CBroadcastRecipientFilter filter;
+ te->LargeFunnel( filter, 0.0,
+ &GetAbsOrigin(), m_iSprite, HasSpawnFlags( SF_FUNNEL_REVERSE ) ? 1 : 0 );
+
+ SetThink( &CEnvFunnel::SUB_Remove );
+ SetNextThink( gpGlobals->curtime );
+}
+
+void CEnvFunnel::Spawn( void )
+{
+ Precache();
+ SetSolid( SOLID_NONE );
+ AddEffects( EF_NODRAW );
+}
+
+//=========================================================
+// Beverage Dispenser
+// overloaded m_iHealth, is now how many cans remain in the machine.
+//=========================================================
+class CEnvBeverage : public CBaseEntity
+{
+public:
+ DECLARE_CLASS( CEnvBeverage, CBaseEntity );
+
+ void Spawn( void );
+ void Precache( void );
+ void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
+ bool KeyValue( const char *szKeyName, const char *szValue );
+
+ // Input handlers.
+ void InputActivate( inputdata_t &inputdata );
+
+ DECLARE_DATADESC();
+
+public:
+ bool m_CanInDispenser;
+ int m_nBeverageType;
+};
+
+void CEnvBeverage::Precache ( void )
+{
+ PrecacheModel( "models/can.mdl" );
+}
+
+BEGIN_DATADESC( CEnvBeverage )
+ DEFINE_FIELD( m_CanInDispenser, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_nBeverageType, FIELD_INTEGER ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
+END_DATADESC()
+
+LINK_ENTITY_TO_CLASS( env_beverage, CEnvBeverage );
+
+
+bool CEnvBeverage::KeyValue( const char *szKeyName, const char *szValue )
+{
+ if (FStrEq(szKeyName, "beveragetype"))
+ {
+ m_nBeverageType = atoi(szValue);
+ }
+ else
+ {
+ return BaseClass::KeyValue( szKeyName, szValue );
+ }
+
+ return true;
+}
+
+void CEnvBeverage::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
+{
+ if ( m_CanInDispenser || m_iHealth <= 0 )
+ {
+ // no more cans while one is waiting in the dispenser, or if I'm out of cans.
+ return;
+ }
+
+ CBaseAnimating *pCan = (CBaseAnimating *)CBaseEntity::Create( "item_sodacan", GetLocalOrigin(), GetLocalAngles(), this );
+
+ if ( m_nBeverageType == 6 )
+ {
+ // random
+ pCan->m_nSkin = random->RandomInt( 0, 5 );
+ }
+ else
+ {
+ pCan->m_nSkin = m_nBeverageType;
+ }
+
+ m_CanInDispenser = true;
+ m_iHealth -= 1;
+
+ //SetThink (SUB_Remove);
+ //SetNextThink( gpGlobals->curtime );
+}
+
+void CEnvBeverage::InputActivate( inputdata_t &inputdata )
+{
+ Use( inputdata.pActivator, inputdata.pCaller, USE_ON, 0 );
+}
+
+void CEnvBeverage::Spawn( void )
+{
+ Precache();
+ SetSolid( SOLID_NONE );
+ AddEffects( EF_NODRAW );
+ m_CanInDispenser = false;
+
+ if ( m_iHealth == 0 )
+ {
+ m_iHealth = 10;
+ }
+}
+
+//=========================================================
+// Soda can
+//=========================================================
+class CItemSoda : public CBaseAnimating
+{
+public:
+ DECLARE_CLASS( CItemSoda, CBaseAnimating );
+
+ void Spawn( void );
+ void Precache( void );
+ void CanThink ( void );
+ void CanTouch ( CBaseEntity *pOther );
+
+ DECLARE_DATADESC();
+};
+
+
+BEGIN_DATADESC( CItemSoda )
+
+ // Function Pointers
+ DEFINE_FUNCTION( CanThink ),
+ DEFINE_FUNCTION( CanTouch ),
+
+END_DATADESC()
+
+LINK_ENTITY_TO_CLASS( item_sodacan, CItemSoda );
+
+void CItemSoda::Precache ( void )
+{
+ PrecacheModel( "models/can.mdl" );
+
+ PrecacheScriptSound( "ItemSoda.Bounce" );
+}
+
+void CItemSoda::Spawn( void )
+{
+ Precache();
+ SetSolid( SOLID_NONE );
+ SetMoveType( MOVETYPE_FLYGRAVITY );
+
+ SetModel ( "models/can.mdl" );
+ UTIL_SetSize ( this, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ) );
+
+ SetThink (&CItemSoda::CanThink);
+ SetNextThink( gpGlobals->curtime + 0.5f );
+}
+
+void CItemSoda::CanThink ( void )
+{
+ EmitSound( "ItemSoda.Bounce" );
+
+ SetSolid( SOLID_BBOX );
+ AddSolidFlags( FSOLID_TRIGGER );
+ UTIL_SetSize ( this, Vector ( -8, -8, 0 ), Vector ( 8, 8, 8 ) );
+
+ SetThink ( NULL );
+ SetTouch ( &CItemSoda::CanTouch );
+}
+
+void CItemSoda::CanTouch ( CBaseEntity *pOther )
+{
+ if ( !pOther->IsPlayer() )
+ {
+ return;
+ }
+
+ // spoit sound here
+
+ pOther->TakeHealth( 1, DMG_GENERIC );// a bit of health.
+
+ if ( GetOwnerEntity() )
+ {
+ // tell the machine the can was taken
+ CEnvBeverage *bev = (CEnvBeverage *)GetOwnerEntity();
+ bev->m_CanInDispenser = false;
+ }
+
+ AddSolidFlags( FSOLID_NOT_SOLID );
+ SetMoveType( MOVETYPE_NONE );
+ AddEffects( EF_NODRAW );
+ SetTouch ( NULL );
+ SetThink ( &CItemSoda::SUB_Remove );
+ SetNextThink( gpGlobals->curtime );
+}
+
+#ifndef _XBOX
+//=========================================================
+// func_precipitation - temporary snow solution for first HL2
+// technology demo
+//=========================================================
+
+class CPrecipitation : public CBaseEntity
+{
+public:
+ DECLARE_CLASS( CPrecipitation, CBaseEntity );
+ DECLARE_DATADESC();
+ DECLARE_SERVERCLASS();
+
+ CPrecipitation();
+ void Spawn( void );
+
+ CNetworkVar( PrecipitationType_t, m_nPrecipType );
+};
+
+LINK_ENTITY_TO_CLASS( func_precipitation, CPrecipitation );
+
+BEGIN_DATADESC( CPrecipitation )
+ DEFINE_KEYFIELD( m_nPrecipType, FIELD_INTEGER, "preciptype" ),
+END_DATADESC()
+
+// Just send the normal entity crap
+IMPLEMENT_SERVERCLASS_ST( CPrecipitation, DT_Precipitation)
+ SendPropInt( SENDINFO( m_nPrecipType ), Q_log2( NUM_PRECIPITATION_TYPES ) + 1, SPROP_UNSIGNED )
+END_SEND_TABLE()
+
+
+CPrecipitation::CPrecipitation()
+{
+ m_nPrecipType = PRECIPITATION_TYPE_RAIN; // default to rain.
+}
+
+void CPrecipitation::Spawn( void )
+{
+ PrecacheMaterial( "effects/fleck_ash1" );
+ PrecacheMaterial( "effects/fleck_ash2" );
+ PrecacheMaterial( "effects/fleck_ash3" );
+ PrecacheMaterial( "effects/ember_swirling001" );
+
+ Precache();
+ SetSolid( SOLID_NONE ); // Remove model & collisions
+ SetMoveType( MOVETYPE_NONE );
+ SetModel( STRING( GetModelName() ) ); // Set size
+
+ // Default to rain.
+ if ( m_nPrecipType < 0 || m_nPrecipType > NUM_PRECIPITATION_TYPES )
+ m_nPrecipType = PRECIPITATION_TYPE_RAIN;
+
+ m_nRenderMode = kRenderEnvironmental;
+}
+#endif
+
+//-----------------------------------------------------------------------------
+// EnvWind - global wind info
+//-----------------------------------------------------------------------------
+class CEnvWind : public CBaseEntity
+{
+public:
+ DECLARE_CLASS( CEnvWind, CBaseEntity );
+
+ void Spawn( void );
+ void Precache( void );
+ void WindThink( void );
+ int UpdateTransmitState( void );
+
+ DECLARE_DATADESC();
+ DECLARE_SERVERCLASS();
+
+private:
+#ifdef POSIX
+ CEnvWindShared m_EnvWindShared; // FIXME - fails to compile as networked var due to operator= problem
+#else
+ CNetworkVarEmbedded( CEnvWindShared, m_EnvWindShared );
+#endif
+};
+
+LINK_ENTITY_TO_CLASS( env_wind, CEnvWind );
+
+BEGIN_DATADESC( CEnvWind )
+
+ DEFINE_KEYFIELD( m_EnvWindShared.m_iMinWind, FIELD_INTEGER, "minwind" ),
+ DEFINE_KEYFIELD( m_EnvWindShared.m_iMaxWind, FIELD_INTEGER, "maxwind" ),
+ DEFINE_KEYFIELD( m_EnvWindShared.m_iMinGust, FIELD_INTEGER, "mingust" ),
+ DEFINE_KEYFIELD( m_EnvWindShared.m_iMaxGust, FIELD_INTEGER, "maxgust" ),
+ DEFINE_KEYFIELD( m_EnvWindShared.m_flMinGustDelay, FIELD_FLOAT, "mingustdelay" ),
+ DEFINE_KEYFIELD( m_EnvWindShared.m_flMaxGustDelay, FIELD_FLOAT, "maxgustdelay" ),
+ DEFINE_KEYFIELD( m_EnvWindShared.m_iGustDirChange, FIELD_INTEGER, "gustdirchange" ),
+ DEFINE_KEYFIELD( m_EnvWindShared.m_flGustDuration, FIELD_FLOAT, "gustduration" ),
+// DEFINE_KEYFIELD( m_EnvWindShared.m_iszGustSound, FIELD_STRING, "gustsound" ),
+
+// Just here to quiet down classcheck
+ // DEFINE_FIELD( m_EnvWindShared, CEnvWindShared ),
+
+ DEFINE_FIELD( m_EnvWindShared.m_iWindDir, FIELD_INTEGER ),
+ DEFINE_FIELD( m_EnvWindShared.m_flWindSpeed, FIELD_FLOAT ),
+
+ DEFINE_OUTPUT( m_EnvWindShared.m_OnGustStart, "OnGustStart" ),
+ DEFINE_OUTPUT( m_EnvWindShared.m_OnGustEnd, "OnGustEnd" ),
+
+ // Function Pointers
+ DEFINE_FUNCTION( WindThink ),
+
+END_DATADESC()
+
+
+BEGIN_SEND_TABLE_NOBASE(CEnvWindShared, DT_EnvWindShared)
+ // These are parameters that are used to generate the entire motion
+ SendPropInt (SENDINFO(m_iMinWind), 10, SPROP_UNSIGNED ),
+ SendPropInt (SENDINFO(m_iMaxWind), 10, SPROP_UNSIGNED ),
+ SendPropInt (SENDINFO(m_iMinGust), 10, SPROP_UNSIGNED ),
+ SendPropInt (SENDINFO(m_iMaxGust), 10, SPROP_UNSIGNED ),
+ SendPropFloat (SENDINFO(m_flMinGustDelay), 0, SPROP_NOSCALE), // NOTE: Have to do this, so it's *exactly* the same on client
+ SendPropFloat (SENDINFO(m_flMaxGustDelay), 0, SPROP_NOSCALE),
+ SendPropInt (SENDINFO(m_iGustDirChange), 9, SPROP_UNSIGNED ),
+ SendPropInt (SENDINFO(m_iWindSeed), 32, SPROP_UNSIGNED ),
+
+ // These are related to initial state
+ SendPropInt (SENDINFO(m_iInitialWindDir),9, SPROP_UNSIGNED ),
+ SendPropFloat (SENDINFO(m_flInitialWindSpeed),0, SPROP_NOSCALE ),
+ SendPropFloat (SENDINFO(m_flStartTime), 0, SPROP_NOSCALE ),
+
+ SendPropFloat (SENDINFO(m_flGustDuration), 0, SPROP_NOSCALE),
+ // Sound related
+// SendPropInt (SENDINFO(m_iszGustSound), 10, SPROP_UNSIGNED ),
+END_SEND_TABLE()
+
+// This table encodes the CBaseEntity data.
+IMPLEMENT_SERVERCLASS_ST_NOBASE(CEnvWind, DT_EnvWind)
+ SendPropDataTable(SENDINFO_DT(m_EnvWindShared), &REFERENCE_SEND_TABLE(DT_EnvWindShared)),
+END_SEND_TABLE()
+
+void CEnvWind::Precache ( void )
+{
+// if (m_iszGustSound)
+// {
+// PrecacheScriptSound( STRING( m_iszGustSound ) );
+// }
+}
+
+void CEnvWind::Spawn( void )
+{
+ Precache();
+ SetSolid( SOLID_NONE );
+ AddEffects( EF_NODRAW );
+
+ m_EnvWindShared.Init( entindex(), 0, gpGlobals->frametime, GetLocalAngles().y, 0 );
+
+ SetThink( &CEnvWind::WindThink );
+ SetNextThink( gpGlobals->curtime );
+}
+
+int CEnvWind::UpdateTransmitState()
+{
+ return SetTransmitState( FL_EDICT_ALWAYS );
+}
+
+void CEnvWind::WindThink( void )
+{
+ SetNextThink( m_EnvWindShared.WindThink( gpGlobals->curtime ) );
+}
+
+
+
+//==================================================
+// CEmbers
+//==================================================
+
+#define bitsSF_EMBERS_START_ON 0x00000001
+#define bitsSF_EMBERS_TOGGLE 0x00000002
+
+// UNDONE: This is a brush effect-in-volume entity, move client side.
+class CEmbers : public CBaseEntity
+{
+public:
+ DECLARE_CLASS( CEmbers, CBaseEntity );
+
+ void Spawn( void );
+ void Precache( void );
+
+ void EmberUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
+
+ CNetworkVar( int, m_nDensity );
+ CNetworkVar( int, m_nLifetime );
+ CNetworkVar( int, m_nSpeed );
+
+ CNetworkVar( bool, m_bEmit );
+
+ DECLARE_DATADESC();
+ DECLARE_SERVERCLASS();
+};
+
+LINK_ENTITY_TO_CLASS( env_embers, CEmbers );
+
+//Data description
+BEGIN_DATADESC( CEmbers )
+
+ DEFINE_KEYFIELD( m_nDensity, FIELD_INTEGER, "density" ),
+ DEFINE_KEYFIELD( m_nLifetime, FIELD_INTEGER, "lifetime" ),
+ DEFINE_KEYFIELD( m_nSpeed, FIELD_INTEGER, "speed" ),
+
+ DEFINE_FIELD( m_bEmit, FIELD_BOOLEAN ),
+
+ //Function pointers
+ DEFINE_FUNCTION( EmberUse ),
+
+END_DATADESC()
+
+
+//Data table
+IMPLEMENT_SERVERCLASS_ST( CEmbers, DT_Embers )
+ SendPropInt( SENDINFO( m_nDensity ), 32, SPROP_UNSIGNED ),
+ SendPropInt( SENDINFO( m_nLifetime ), 32, SPROP_UNSIGNED ),
+ SendPropInt( SENDINFO( m_nSpeed ), 32, SPROP_UNSIGNED ),
+ SendPropInt( SENDINFO( m_bEmit ), 2, SPROP_UNSIGNED ),
+END_SEND_TABLE()
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CEmbers::Spawn( void )
+{
+ Precache();
+ SetModel( STRING( GetModelName() ) );
+
+ SetSolid( SOLID_NONE );
+ SetRenderColorA( 0 );
+ m_nRenderMode = kRenderTransTexture;
+
+ SetUse( &CEmbers::EmberUse );
+
+ //Start off if we're targetted (unless flagged)
+ m_bEmit = ( HasSpawnFlags( bitsSF_EMBERS_START_ON ) || ( !GetEntityName() ) );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CEmbers::Precache( void )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pActivator -
+// *pCaller -
+// useType -
+// value -
+//-----------------------------------------------------------------------------
+void CEmbers::EmberUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
+{
+ //If we're not toggable, only allow one use
+ if ( !HasSpawnFlags( bitsSF_EMBERS_TOGGLE ) )
+ {
+ SetUse( NULL );
+ }
+
+ //Handle it
+ switch ( useType )
+ {
+ case USE_OFF:
+ m_bEmit = false;
+ break;
+
+ case USE_ON:
+ m_bEmit = true;
+ break;
+
+ case USE_SET:
+ m_bEmit = !!(int)value;
+ break;
+
+ default:
+ case USE_TOGGLE:
+ m_bEmit = !m_bEmit;
+ break;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CPhysicsWire : public CBaseEntity
+{
+public:
+ DECLARE_CLASS( CPhysicsWire, CBaseEntity );
+
+ void Spawn( void );
+ void Precache( void );
+
+ DECLARE_DATADESC();
+
+protected:
+
+ bool SetupPhysics( void );
+
+ int m_nDensity;
+};
+
+LINK_ENTITY_TO_CLASS( env_physwire, CPhysicsWire );
+
+BEGIN_DATADESC( CPhysicsWire )
+
+ DEFINE_KEYFIELD( m_nDensity, FIELD_INTEGER, "Density" ),
+// DEFINE_KEYFIELD( m_frequency, FIELD_INTEGER, "frequency" ),
+
+// DEFINE_FIELD( m_flFoo, FIELD_FLOAT ),
+
+ // Function Pointers
+// DEFINE_FUNCTION( WireThink ),
+
+END_DATADESC()
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysicsWire::Spawn( void )
+{
+ BaseClass::Spawn();
+
+ Precache();
+
+// if ( SetupPhysics() == false )
+// return;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPhysicsWire::Precache( void )
+{
+ BaseClass::Precache();
+}
+
+class CPhysBallSocket;
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CPhysicsWire::SetupPhysics( void )
+{
+/*
+ CPointEntity *anchorEnt, *freeEnt;
+ CPhysBallSocket *socket;
+
+ char anchorName[256];
+ char freeName[256];
+
+ int iAnchorName, iFreeName;
+
+ anchorEnt = (CPointEntity *) CreateEntityByName( "info_target" );
+
+ if ( anchorEnt == NULL )
+ return false;
+
+ //Create and connect all segments
+ for ( int i = 0; i < m_nDensity; i++ )
+ {
+ // Create other end of our link
+ freeEnt = (CPointEntity *) CreateEntityByName( "info_target" );
+
+ // Create a ballsocket and attach the two
+ //socket = (CPhysBallSocket *) CreateEntityByName( "phys_ballsocket" );
+
+ Q_snprintf( anchorName,sizeof(anchorName), "__PWIREANCHOR%d", i );
+ Q_snprintf( freeName,sizeof(freeName), "__PWIREFREE%d", i+1 );
+
+ iAnchorName = MAKE_STRING( anchorName );
+ iFreeName = MAKE_STRING( freeName );
+
+ //Fake the names
+ //socket->m_nameAttach1 = anchorEnt->m_iGlobalname = iAnchorName;
+ //socket->m_nameAttach2 = freeEnt->m_iGlobalname = iFreeName
+
+ //socket->Activate();
+
+ //The free ent is now the anchor for the next link
+ anchorEnt = freeEnt;
+ }
+*/
+
+ return true;
+}
+
+//
+// Muzzle flash
+//
+
+class CEnvMuzzleFlash : public CPointEntity
+{
+ DECLARE_CLASS( CEnvMuzzleFlash, CPointEntity );
+
+public:
+ virtual void Spawn();
+
+ // Input handlers
+ void InputFire( inputdata_t &inputdata );
+
+ DECLARE_DATADESC();
+
+ float m_flScale;
+ string_t m_iszParentAttachment;
+};
+
+BEGIN_DATADESC( CEnvMuzzleFlash )
+
+ DEFINE_KEYFIELD( m_flScale, FIELD_FLOAT, "scale" ),
+ DEFINE_KEYFIELD( m_iszParentAttachment, FIELD_STRING, "parentattachment" ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Fire", InputFire ),
+
+END_DATADESC()
+
+
+LINK_ENTITY_TO_CLASS( env_muzzleflash, CEnvMuzzleFlash );
+
+
+//-----------------------------------------------------------------------------
+// Spawn!
+//-----------------------------------------------------------------------------
+void CEnvMuzzleFlash::Spawn()
+{
+ if ( (m_iszParentAttachment != NULL_STRING) && GetParent() && GetParent()->GetBaseAnimating() )
+ {
+ CBaseAnimating *pAnim = GetParent()->GetBaseAnimating();
+ int nParentAttachment = pAnim->LookupAttachment( STRING(m_iszParentAttachment) );
+ if ( nParentAttachment > 0 )
+ {
+ SetParent( GetParent(), nParentAttachment );
+ SetLocalOrigin( vec3_origin );
+ SetLocalAngles( vec3_angle );
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &inputdata -
+//-----------------------------------------------------------------------------
+void CEnvMuzzleFlash::InputFire( inputdata_t &inputdata )
+{
+ g_pEffects->MuzzleFlash( GetAbsOrigin(), GetAbsAngles(), m_flScale, MUZZLEFLASH_TYPE_DEFAULT );
+}
+
+
+//=========================================================
+// Splash!
+//=========================================================
+#define SF_ENVSPLASH_FINDWATERSURFACE 0x00000001
+#define SF_ENVSPLASH_DIMINISH 0x00000002
+class CEnvSplash : public CPointEntity
+{
+ DECLARE_CLASS( CEnvSplash, CPointEntity );
+
+public:
+ // Input handlers
+ void InputSplash( inputdata_t &inputdata );
+
+protected:
+
+ float m_flScale;
+
+ DECLARE_DATADESC();
+};
+
+BEGIN_DATADESC( CEnvSplash )
+ DEFINE_KEYFIELD( m_flScale, FIELD_FLOAT, "scale" ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Splash", InputSplash ),
+END_DATADESC()
+
+LINK_ENTITY_TO_CLASS( env_splash, CEnvSplash );
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &inputdata -
+//-----------------------------------------------------------------------------
+#define SPLASH_MAX_DEPTH 120.0f
+void CEnvSplash::InputSplash( inputdata_t &inputdata )
+{
+ CEffectData data;
+
+ data.m_fFlags = 0;
+
+ float scale = m_flScale;
+
+ if( HasSpawnFlags( SF_ENVSPLASH_FINDWATERSURFACE ) )
+ {
+ if( UTIL_PointContents(GetAbsOrigin()) & MASK_WATER )
+ {
+ // No splash if I'm supposed to find the surface of the water, but I'm underwater.
+ return;
+ }
+
+ // Trace down and find the water's surface. This is designed for making
+ // splashes on the surface of water that can change water level.
+ trace_t tr;
+ UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector( 0, 0, 4096 ), (MASK_WATER|MASK_SOLID_BRUSHONLY), this, COLLISION_GROUP_NONE, &tr );
+ data.m_vOrigin = tr.endpos;
+
+ if ( tr.contents & CONTENTS_SLIME )
+ {
+ data.m_fFlags |= FX_WATER_IN_SLIME;
+ }
+ }
+ else
+ {
+ data.m_vOrigin = GetAbsOrigin();
+ }
+
+ if( HasSpawnFlags( SF_ENVSPLASH_DIMINISH ) )
+ {
+ // Get smaller if I'm in deeper water.
+ float depth = 0.0f;
+
+ trace_t tr;
+ UTIL_TraceLine( data.m_vOrigin, data.m_vOrigin - Vector( 0, 0, 4096 ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
+
+ depth = fabs( tr.startpos.z - tr.endpos.z );
+
+ float factor = 1.0f - (depth / SPLASH_MAX_DEPTH);
+
+ if( factor < 0.1 )
+ {
+ // Don't bother making one this small.
+ return;
+ }
+
+ scale *= factor;
+ }
+
+ data.m_vNormal = Vector( 0, 0, 1 );
+ data.m_flScale = scale;
+
+ DispatchEffect( "watersplash", data );
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+class CEnvGunfire : public CPointEntity
+{
+public:
+ DECLARE_CLASS( CEnvGunfire, CPointEntity );
+
+ CEnvGunfire()
+ {
+ // !!!HACKHACK
+ // These fields came along kind of late, so they get
+ // initialized in the constructor for now. (sjb)
+ m_flBias = 1.0f;
+ m_bCollide = false;
+ }
+
+ void Precache();
+ void Spawn();
+ void Activate();
+ void StartShooting();
+ void StopShooting();
+ void ShootThink();
+ void UpdateTarget();
+
+ void InputEnable( inputdata_t &inputdata );
+ void InputDisable( inputdata_t &inputdata );
+
+ int m_iMinBurstSize;
+ int m_iMaxBurstSize;
+
+ float m_flMinBurstDelay;
+ float m_flMaxBurstDelay;
+
+ float m_flRateOfFire;
+
+ string_t m_iszShootSound;
+ string_t m_iszTracerType;
+
+ bool m_bDisabled;
+
+ int m_iShotsRemaining;
+
+ int m_iSpread;
+ Vector m_vecSpread;
+ Vector m_vecTargetPosition;
+ float m_flTargetDist;
+
+ float m_flBias;
+ bool m_bCollide;
+
+ EHANDLE m_hTarget;
+
+
+ DECLARE_DATADESC();
+};
+
+BEGIN_DATADESC( CEnvGunfire )
+ DEFINE_KEYFIELD( m_iMinBurstSize, FIELD_INTEGER, "minburstsize" ),
+ DEFINE_KEYFIELD( m_iMaxBurstSize, FIELD_INTEGER, "maxburstsize" ),
+ DEFINE_KEYFIELD( m_flMinBurstDelay, FIELD_TIME, "minburstdelay" ),
+ DEFINE_KEYFIELD( m_flMaxBurstDelay, FIELD_TIME, "maxburstdelay" ),
+ DEFINE_KEYFIELD( m_flRateOfFire, FIELD_FLOAT, "rateoffire" ),
+ DEFINE_KEYFIELD( m_iszShootSound, FIELD_STRING, "shootsound" ),
+ DEFINE_KEYFIELD( m_iszTracerType, FIELD_STRING, "tracertype" ),
+ DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "startdisabled" ),
+ DEFINE_KEYFIELD( m_iSpread, FIELD_INTEGER, "spread" ),
+ DEFINE_KEYFIELD( m_flBias, FIELD_FLOAT, "bias" ),
+ DEFINE_KEYFIELD( m_bCollide, FIELD_BOOLEAN, "collisions" ),
+
+ DEFINE_FIELD( m_iShotsRemaining, FIELD_INTEGER ),
+ DEFINE_FIELD( m_vecSpread, FIELD_VECTOR ),
+ DEFINE_FIELD( m_vecTargetPosition, FIELD_VECTOR ),
+ DEFINE_FIELD( m_flTargetDist, FIELD_FLOAT ),
+
+ DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ),
+
+ DEFINE_THINKFUNC( ShootThink ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
+END_DATADESC()
+LINK_ENTITY_TO_CLASS( env_gunfire, CEnvGunfire );
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CEnvGunfire::Precache()
+{
+ PrecacheScriptSound( STRING( m_iszShootSound ) );
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CEnvGunfire::Spawn()
+{
+ Precache();
+
+ m_iShotsRemaining = 0;
+ m_flRateOfFire = 1.0f / m_flRateOfFire;
+
+ switch( m_iSpread )
+ {
+ case 1:
+ m_vecSpread = VECTOR_CONE_1DEGREES;
+ break;
+ case 5:
+ m_vecSpread = VECTOR_CONE_5DEGREES;
+ break;
+ case 10:
+ m_vecSpread = VECTOR_CONE_10DEGREES;
+ break;
+ case 15:
+ m_vecSpread = VECTOR_CONE_15DEGREES;
+ break;
+
+ default:
+ m_vecSpread = vec3_origin;
+ break;
+ }
+
+ if( !m_bDisabled )
+ {
+ StartShooting();
+ }
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CEnvGunfire::Activate( void )
+{
+ // Find my target
+ if (m_target != NULL_STRING)
+ {
+ m_hTarget = gEntList.FindEntityByName( NULL, m_target );
+ }
+
+ BaseClass::Activate();
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CEnvGunfire::StartShooting()
+{
+ m_iShotsRemaining = random->RandomInt( m_iMinBurstSize, m_iMaxBurstSize );
+
+ SetThink( &CEnvGunfire::ShootThink );
+ SetNextThink( gpGlobals->curtime );
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CEnvGunfire::UpdateTarget()
+{
+ if( m_hTarget )
+ {
+ if( m_hTarget->WorldSpaceCenter() != m_vecTargetPosition )
+ {
+ // Target has moved.
+ // Locate my target and cache the position and distance.
+ m_vecTargetPosition = m_hTarget->WorldSpaceCenter();
+ m_flTargetDist = (GetAbsOrigin() - m_vecTargetPosition).Length();
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CEnvGunfire::StopShooting()
+{
+ SetThink( NULL );
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CEnvGunfire::ShootThink()
+{
+ if( !m_hTarget )
+ {
+ StopShooting();
+ }
+
+ SetNextThink( gpGlobals->curtime + m_flRateOfFire );
+
+ UpdateTarget();
+
+ Vector vecDir = m_vecTargetPosition - GetAbsOrigin();
+ VectorNormalize( vecDir );
+
+ CShotManipulator manipulator( vecDir );
+
+ vecDir = manipulator.ApplySpread( m_vecSpread, m_flBias );
+
+ Vector vecEnd;
+
+ if( m_bCollide )
+ {
+ trace_t tr;
+
+ UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vecDir * 8192, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
+
+ if( tr.fraction != 1.0 )
+ {
+ DoImpactEffect( tr, DMG_BULLET );
+ }
+
+ vecEnd = tr.endpos;
+ }
+ else
+ {
+ vecEnd = GetAbsOrigin() + vecDir * m_flTargetDist;
+ }
+
+ if( m_iszTracerType != NULL_STRING )
+ {
+ UTIL_Tracer( GetAbsOrigin(), vecEnd, 0, TRACER_DONT_USE_ATTACHMENT, 5000, true, STRING(m_iszTracerType) );
+ }
+ else
+ {
+ UTIL_Tracer( GetAbsOrigin(), vecEnd, 0, TRACER_DONT_USE_ATTACHMENT, 5000, true );
+ }
+
+ EmitSound( STRING(m_iszShootSound) );
+
+ m_iShotsRemaining--;
+
+ if( m_iShotsRemaining == 0 )
+ {
+ StartShooting();
+ SetNextThink( gpGlobals->curtime + random->RandomFloat( m_flMinBurstDelay, m_flMaxBurstDelay ) );
+ }
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CEnvGunfire::InputEnable( inputdata_t &inputdata )
+{
+ m_bDisabled = false;
+ StartShooting();
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CEnvGunfire::InputDisable( inputdata_t &inputdata )
+{
+ m_bDisabled = true;
+ SetThink( NULL );
+}
+
+//-----------------------------------------------------------------------------
+// Quadratic spline beam effect
+//-----------------------------------------------------------------------------
+BEGIN_DATADESC( CEnvQuadraticBeam )
+ DEFINE_FIELD( m_targetPosition, FIELD_POSITION_VECTOR ),
+ DEFINE_FIELD( m_controlPosition, FIELD_POSITION_VECTOR ),
+ DEFINE_FIELD( m_scrollRate, FIELD_FLOAT ),
+ DEFINE_FIELD( m_flWidth, FIELD_FLOAT ),
+END_DATADESC()
+
+LINK_ENTITY_TO_CLASS( env_quadraticbeam, CEnvQuadraticBeam );
+
+IMPLEMENT_SERVERCLASS_ST( CEnvQuadraticBeam, DT_QuadraticBeam )
+ SendPropVector(SENDINFO(m_targetPosition), -1, SPROP_COORD),
+ SendPropVector(SENDINFO(m_controlPosition), -1, SPROP_COORD),
+ SendPropFloat(SENDINFO(m_scrollRate), 8, 0, -4, 4),
+ SendPropFloat(SENDINFO(m_flWidth), -1, SPROP_NOSCALE),
+END_SEND_TABLE()
+
+void CEnvQuadraticBeam::Spawn()
+{
+ BaseClass::Spawn();
+ m_nRenderMode = kRenderTransAdd;
+ SetRenderColor( 255, 255, 255 );
+}
+
+CEnvQuadraticBeam *CreateQuadraticBeam( const char *pSpriteName, const Vector &start, const Vector &control, const Vector &end, float width, CBaseEntity *pOwner )
+{
+ CEnvQuadraticBeam *pBeam = (CEnvQuadraticBeam *)CBaseEntity::Create( "env_quadraticbeam", start, vec3_angle, pOwner );
+ UTIL_SetModel( pBeam, pSpriteName );
+ pBeam->SetSpline( control, end );
+ pBeam->SetScrollRate( 0.0 );
+ pBeam->SetWidth(width);
+ return pBeam;
+}
+
+void EffectsPrecache( void *pUser )
+{
+ CBaseEntity::PrecacheScriptSound( "Underwater.BulletImpact" );
+
+ CBaseEntity::PrecacheScriptSound( "FX_RicochetSound.Ricochet" );
+
+ CBaseEntity::PrecacheScriptSound( "Physics.WaterSplash" );
+ CBaseEntity::PrecacheScriptSound( "BaseExplosionEffect.Sound" );
+ CBaseEntity::PrecacheScriptSound( "Splash.SplashSound" );
+
+ if ( gpGlobals->maxClients > 1 )
+ {
+ CBaseEntity::PrecacheScriptSound( "HudChat.Message" );
+ }
+}
+
+PRECACHE_REGISTER_FN( EffectsPrecache );
+
+
+class CEnvViewPunch : public CPointEntity
+{
+public:
+
+ DECLARE_CLASS( CEnvViewPunch, CPointEntity );
+
+ virtual void Spawn();
+
+ // Input handlers
+ void InputViewPunch( inputdata_t &inputdata );
+
+private:
+
+ float m_flRadius;
+ QAngle m_angViewPunch;
+
+ void DoViewPunch();
+
+ DECLARE_DATADESC();
+};
+
+LINK_ENTITY_TO_CLASS( env_viewpunch, CEnvViewPunch );
+
+BEGIN_DATADESC( CEnvViewPunch )
+
+ DEFINE_KEYFIELD( m_angViewPunch, FIELD_VECTOR, "punchangle" ),
+ DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "ViewPunch", InputViewPunch ),
+
+END_DATADESC()
+
+#define SF_PUNCH_EVERYONE 0x0001 // Don't check radius
+#define SF_PUNCH_IN_AIR 0x0002 // Punch players in air
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CEnvViewPunch::Spawn( void )
+{
+ SetSolid( SOLID_NONE );
+ SetMoveType( MOVETYPE_NONE );
+
+ if ( GetSpawnFlags() & SF_PUNCH_EVERYONE )
+ {
+ m_flRadius = 0;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CEnvViewPunch::DoViewPunch()
+{
+ bool bAir = (GetSpawnFlags() & SF_PUNCH_IN_AIR) ? true : false;
+ UTIL_ViewPunch( GetAbsOrigin(), m_angViewPunch, m_flRadius, bAir );
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CEnvViewPunch::InputViewPunch( inputdata_t &inputdata )
+{
+ DoViewPunch();
+}
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