ReGameDLL_CS/regamedll/dlls/mortar.cpp
s1lentq 455f0c6118 Regamedll API WIP: Added new api functions
Fix crash-bug with autobuy (CBasePlayer::AddAutoBuyData)
Removed some useless code for CS
Added cssdk
2016-04-05 22:11:41 +06:00

204 lines
5.1 KiB
C++

#include "precompiled.h"
/*
* Globals initialization
*/
#ifndef HOOK_GAMEDLL
TYPEDESCRIPTION CFuncMortarField::m_SaveData[] =
{
DEFINE_FIELD(CFuncMortarField, m_iszXController, FIELD_STRING),
DEFINE_FIELD(CFuncMortarField, m_iszYController, FIELD_STRING),
DEFINE_FIELD(CFuncMortarField, m_flSpread, FIELD_FLOAT),
DEFINE_FIELD(CFuncMortarField, m_flDelay, FIELD_FLOAT),
DEFINE_FIELD(CFuncMortarField, m_iCount, FIELD_INTEGER),
DEFINE_FIELD(CFuncMortarField, m_fControl, FIELD_INTEGER),
};
#endif
LINK_ENTITY_TO_CLASS(func_mortar_field, CFuncMortarField, CCSFuncMortarField);
IMPLEMENT_SAVERESTORE(CFuncMortarField, CBaseToggle);
void CFuncMortarField::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
{
if (FStrEq(pkvd->szKeyName, "m_iszXController"))
{
m_iszXController = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszYController"))
{
m_iszYController = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_flSpread"))
{
m_flSpread = Q_atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_fControl"))
{
m_fControl = Q_atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iCount"))
{
m_iCount = Q_atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
}
// Drop bombs from above
void CFuncMortarField::__MAKE_VHOOK(Spawn)()
{
pev->solid = SOLID_NOT;
// set size and link into world
SET_MODEL(ENT(pev), STRING(pev->model));
pev->movetype = MOVETYPE_NONE;
pev->effects |= EF_NODRAW;
SetUse(&CFuncMortarField::FieldUse);
Precache();
}
void CFuncMortarField::__MAKE_VHOOK(Precache)()
{
PRECACHE_SOUND("weapons/mortar.wav");
PRECACHE_SOUND("weapons/mortarhit.wav");
PRECACHE_MODEL("sprites/lgtning.spr");
}
// If connected to a table, then use the table controllers, else hit where the trigger is.
void CFuncMortarField::FieldUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
Vector vecStart;
vecStart.x = RANDOM_FLOAT(pev->mins.x, pev->maxs.x);
vecStart.y = RANDOM_FLOAT(pev->mins.y, pev->maxs.y);
vecStart.z = pev->maxs.z;
switch (m_fControl)
{
// random
case 0:
break;
// Trigger Activator
case 1:
{
if (pActivator != NULL)
{
vecStart.x = pActivator->pev->origin.x;
vecStart.y = pActivator->pev->origin.y;
}
break;
}
// table
case 2:
{
CBaseEntity *pController;
if (!FStringNull(m_iszXController))
{
pController = UTIL_FindEntityByTargetname(NULL, STRING(m_iszXController));
if (pController != NULL)
{
vecStart.x = pev->mins.x + pController->pev->ideal_yaw * pev->size.x;
}
}
if (!FStringNull(m_iszYController))
{
pController = UTIL_FindEntityByTargetname(NULL, STRING(m_iszYController));
if (pController != NULL)
{
vecStart.y = pev->mins.y + pController->pev->ideal_yaw * pev->size.y;
}
}
break;
}
}
int pitch = RANDOM_LONG(95, 124);
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "weapons/mortar.wav", VOL_NORM, ATTN_NONE, 0, pitch);
float t = 2.5f;
for (int i = 0; i < m_iCount; ++i)
{
Vector vecSpot = vecStart;
vecSpot.x += RANDOM_FLOAT(-m_flSpread, m_flSpread);
vecSpot.y += RANDOM_FLOAT(-m_flSpread, m_flSpread);
TraceResult tr;
UTIL_TraceLine(vecSpot, vecSpot + Vector(0, 0, -1) * 4096, ignore_monsters, ENT(pev), &tr);
edict_t *pentOwner = NULL;
if (pActivator)
{
pentOwner = pActivator->edict();
}
CBaseEntity *pMortar = Create("monster_mortar", tr.vecEndPos, Vector(0, 0, 0), pentOwner);
pMortar->pev->nextthink = gpGlobals->time + t;
t += RANDOM_FLOAT(0.2, 0.5);
#ifndef REGAMEDLL_FIXES
if (i == 0)
{
CSoundEnt::InsertSound(bits_SOUND_DANGER, tr.vecEndPos, 400, 0.3);
}
#endif
}
}
LINK_ENTITY_TO_CLASS(monster_mortar, CMortar, CCSMortar);
void CMortar::__MAKE_VHOOK(Spawn)()
{
pev->movetype = MOVETYPE_NONE;
pev->solid = SOLID_NOT;
pev->dmg = 200;
SetThink(&CMortar::MortarExplode);
pev->nextthink = 0;
Precache();
}
void CMortar::__MAKE_VHOOK(Precache)()
{
m_spriteTexture = PRECACHE_MODEL("sprites/lgtning.spr");
}
void CMortar::MortarExplode()
{
// mortar beam
MESSAGE_BEGIN(MSG_BROADCAST, SVC_TEMPENTITY);
WRITE_BYTE(TE_BEAMPOINTS);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 1024);
WRITE_SHORT(m_spriteTexture);
WRITE_BYTE(0); // framerate
WRITE_BYTE(0); // framerate
WRITE_BYTE(1); // life
WRITE_BYTE(40); // width
WRITE_BYTE(0); // noise
WRITE_BYTE(255); // r, g, b
WRITE_BYTE(160); // r, g, b
WRITE_BYTE(100); // r, g, b
WRITE_BYTE(128); // brightness
WRITE_BYTE(0); // speed
MESSAGE_END();
TraceResult tr;
UTIL_TraceLine(pev->origin + Vector(0, 0, 1024), pev->origin - Vector(0, 0, 1024), dont_ignore_monsters, ENT(pev), &tr);
Explode(&tr, (DMG_BLAST | DMG_MORTAR));
UTIL_ScreenShake(tr.vecEndPos, 25.0, 150.0, 1.0, 750);
}