#include "precompiled.h" void CGib::LimitVelocity() { float length = pev->velocity.Length(); // ceiling at 1500. The gib velocity equation is not bounded properly. Rather than tune it // in 3 separate places again, I'll just limit it here. if (length > 1500.0) { // This should really be sv_maxvelocity * 0.75 or something pev->velocity = pev->velocity.Normalize() * 1500; } } NOXREF void CGib::SpawnStickyGibs(entvars_t *pevVictim, Vector vecOrigin, int cGibs) { if (g_Language == LANGUAGE_GERMAN) { // no sticky gibs in germany right now! return; } for (int i = 0; i < cGibs; ++i) { CGib *pGib = GetClassPtr((CGib *)nullptr); pGib->Spawn("models/stickygib.mdl"); pGib->pev->body = RANDOM_LONG(0, 2); if (pevVictim) { pGib->pev->origin.x = vecOrigin.x + RANDOM_FLOAT(-3, 3); pGib->pev->origin.y = vecOrigin.y + RANDOM_FLOAT(-3, 3); pGib->pev->origin.z = vecOrigin.z + RANDOM_FLOAT(-3, 3); // make the gib fly away from the attack vector pGib->pev->velocity = g_vecAttackDir * -1; // mix in some noise pGib->pev->velocity.x += RANDOM_FLOAT(-0.15, 0.15); pGib->pev->velocity.y += RANDOM_FLOAT(-0.15, 0.15); pGib->pev->velocity.z += RANDOM_FLOAT(-0.15, 0.15); pGib->pev->velocity = pGib->pev->velocity * 900; pGib->pev->avelocity.x = RANDOM_FLOAT(250, 400); pGib->pev->avelocity.y = RANDOM_FLOAT(250, 400); // copy owner's blood color pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor(); if (pevVictim->health > -50) { pGib->pev->velocity = pGib->pev->velocity * 0.7; } else if (pevVictim->health > -200) { pGib->pev->velocity = pGib->pev->velocity * 2; } else { pGib->pev->velocity = pGib->pev->velocity * 4; } pGib->pev->movetype = MOVETYPE_TOSS; pGib->pev->solid = SOLID_BBOX; UTIL_SetSize(pGib->pev, Vector(0, 0,0), Vector(0, 0, 0)); pGib->SetTouch(&CGib::StickyGibTouch); pGib->SetThink(NULL); } pGib->LimitVelocity(); } } void CGib::SpawnHeadGib(entvars_t *pevVictim) { CGib *pGib = GetClassPtr((CGib *)nullptr); if (g_Language == LANGUAGE_GERMAN) { // throw one head pGib->Spawn("models/germangibs.mdl"); pGib->pev->body = 0; } else { // throw one head pGib->Spawn("models/hgibs.mdl"); pGib->pev->body = 0; } if (pevVictim) { pGib->pev->origin = pevVictim->origin + pevVictim->view_ofs; edict_t *pentPlayer = FIND_CLIENT_IN_PVS(pGib->edict()); if (RANDOM_LONG(0, 100) <= 5 && pentPlayer) { // 5% chance head will be thrown at player's face. entvars_t *pevPlayer = VARS(pentPlayer); pGib->pev->velocity = ((pevPlayer->origin + pevPlayer->view_ofs) - pGib->pev->origin).Normalize() * 300; pGib->pev->velocity.z += 100; } else { // TODO: fix test demo pGib->pev->velocity.z = RANDOM_FLOAT(200, 300); pGib->pev->velocity.y = RANDOM_FLOAT(-100, 100); pGib->pev->velocity.x = RANDOM_FLOAT(-100, 100); } pGib->pev->avelocity.x = RANDOM_FLOAT(100, 200); pGib->pev->avelocity.y = RANDOM_FLOAT(100, 300); // copy owner's blood color pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor(); if (pevVictim->health > -50) { pGib->pev->velocity = pGib->pev->velocity * 0.7; } else if (pevVictim->health > -200) { pGib->pev->velocity = pGib->pev->velocity * 2; } else pGib->pev->velocity = pGib->pev->velocity * 4; } pGib->LimitVelocity(); } void CGib::SpawnRandomGibs(entvars_t *pevVictim, int cGibs, int human) { int cSplat; for (cSplat = 0; cSplat < cGibs; ++cSplat) { CGib *pGib = GetClassPtr((CGib *)nullptr); if (g_Language == LANGUAGE_GERMAN) { pGib->Spawn("models/germangibs.mdl"); pGib->pev->body = RANDOM_LONG(0, GERMAN_GIB_COUNT - 1); } else { if (human) { // human pieces pGib->Spawn("models/hgibs.mdl"); // start at one to avoid throwing random amounts of skulls (0th gib) pGib->pev->body = RANDOM_LONG(1, HUMAN_GIB_COUNT - 1); } else { // aliens pGib->Spawn("models/agibs.mdl"); pGib->pev->body = RANDOM_LONG(0, ALIEN_GIB_COUNT - 1); } } if (pevVictim) { // spawn the gib somewhere in the monster's bounding volume pGib->pev->origin.x = pevVictim->absmin.x + pevVictim->size.x * (RANDOM_FLOAT(0, 1)); pGib->pev->origin.y = pevVictim->absmin.y + pevVictim->size.y * (RANDOM_FLOAT(0, 1)); // absmin.z is in the floor because the engine subtracts 1 to enlarge the box pGib->pev->origin.z = pevVictim->absmin.z + pevVictim->size.z * (RANDOM_FLOAT(0, 1)) + 1; // make the gib fly away from the attack vector pGib->pev->velocity = g_vecAttackDir * -1; // mix in some noise pGib->pev->velocity.x += RANDOM_FLOAT(-0.25, 0.25); pGib->pev->velocity.y += RANDOM_FLOAT(-0.25, 0.25); pGib->pev->velocity.z += RANDOM_FLOAT(-0.25, 0.25); pGib->pev->velocity = pGib->pev->velocity * RANDOM_FLOAT(300, 400); pGib->pev->avelocity.x = RANDOM_FLOAT(100, 200); pGib->pev->avelocity.y = RANDOM_FLOAT(100, 300); // copy owner's blood color pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor(); if (pevVictim->health > -50) pGib->pev->velocity = pGib->pev->velocity * 0.7; else if (pevVictim->health > -200) pGib->pev->velocity = pGib->pev->velocity * 2; else pGib->pev->velocity = pGib->pev->velocity * 4; pGib->pev->solid = SOLID_BBOX; UTIL_SetSize(pGib->pev, Vector(0, 0, 0), Vector(0, 0, 0)); } pGib->LimitVelocity(); } } void CGib::BounceGibTouch(CBaseEntity *pOther) { if (pev->flags & FL_ONGROUND) { pev->velocity = pev->velocity * 0.9; pev->angles.x = 0; pev->angles.z = 0; pev->avelocity.x = 0; pev->avelocity.z = 0; } else { if (g_Language != LANGUAGE_GERMAN && m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED) { TraceResult tr; Vector vecSpot = pev->origin + Vector(0, 0, 8); UTIL_TraceLine(vecSpot, vecSpot + Vector(0, 0, -24), ignore_monsters, ENT(pev), &tr); UTIL_BloodDecalTrace(&tr, m_bloodColor); m_cBloodDecals--; } if (m_material != matNone && !RANDOM_LONG(0, 2)) { float zvel = Q_fabs(pev->velocity.z); float volume = 0.8 * Q_min(1.0f, zvel / 450); CBreakable::MaterialSoundRandom(edict(), (Materials)m_material, volume); } } } // Sticky gib puts blood on the wall and stays put. void CGib::StickyGibTouch(CBaseEntity *pOther) { Vector vecSpot; TraceResult tr; SetThink(&CBaseEntity::SUB_Remove); pev->nextthink = gpGlobals->time + 10; if (!FClassnameIs(pOther->pev, "worldspawn")) { pev->nextthink = gpGlobals->time; return; } vecSpot = pev->origin + pev->velocity * 32; UTIL_TraceLine(pev->origin, vecSpot, ignore_monsters, ENT(pev), &tr); UTIL_BloodDecalTrace(&tr, m_bloodColor); pev->velocity = tr.vecPlaneNormal * -1; pev->angles = UTIL_VecToAngles(pev->velocity); pev->velocity = g_vecZero; pev->avelocity = g_vecZero; pev->movetype = MOVETYPE_NONE; } void CGib::Spawn(const char *szGibModel) { pev->movetype = MOVETYPE_BOUNCE; // deading the bounce a bit pev->friction = 0.55; // sometimes an entity inherits the edict from a former piece of glass, // and will spawn using the same render FX or rendermode! bad! pev->renderamt = 255.0; pev->rendermode = kRenderNormal; pev->renderfx = kRenderFxNone; /// hopefully this will fix the VELOCITY TOO LOW crap pev->solid = SOLID_SLIDEBOX; MAKE_STRING_CLASS("gib", pev); SET_MODEL(ENT(pev), szGibModel); UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); pev->nextthink = gpGlobals->time + 4.0f; m_lifeTime = 25.0f; SetThink(&CGib::WaitTillLand); SetTouch(&CGib::BounceGibTouch); m_material = matNone; // how many blood decals this gib can place (1 per bounce until none remain). m_cBloodDecals = 5; }