diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/server/effects.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/server/effects.cpp')
| -rw-r--r-- | sp/src/game/server/effects.cpp | 4758 |
1 files changed, 2379 insertions, 2379 deletions
diff --git a/sp/src/game/server/effects.cpp b/sp/src/game/server/effects.cpp index b227fa05..f9d457c6 100644 --- a/sp/src/game/server/effects.cpp +++ b/sp/src/game/server/effects.cpp @@ -1,2379 +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();
-}
+//========= 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(); +} |