mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-31 00:55:51 +03:00
455f0c6118
Fix crash-bug with autobuy (CBasePlayer::AddAutoBuyData) Removed some useless code for CS Added cssdk
204 lines
5.1 KiB
C++
204 lines
5.1 KiB
C++
#include "precompiled.h"
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/*
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* Globals initialization
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*/
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#ifndef HOOK_GAMEDLL
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TYPEDESCRIPTION CFuncMortarField::m_SaveData[] =
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{
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DEFINE_FIELD(CFuncMortarField, m_iszXController, FIELD_STRING),
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DEFINE_FIELD(CFuncMortarField, m_iszYController, FIELD_STRING),
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DEFINE_FIELD(CFuncMortarField, m_flSpread, FIELD_FLOAT),
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DEFINE_FIELD(CFuncMortarField, m_flDelay, FIELD_FLOAT),
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DEFINE_FIELD(CFuncMortarField, m_iCount, FIELD_INTEGER),
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DEFINE_FIELD(CFuncMortarField, m_fControl, FIELD_INTEGER),
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};
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#endif
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LINK_ENTITY_TO_CLASS(func_mortar_field, CFuncMortarField, CCSFuncMortarField);
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IMPLEMENT_SAVERESTORE(CFuncMortarField, CBaseToggle);
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void CFuncMortarField::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "m_iszXController"))
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{
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m_iszXController = ALLOC_STRING(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iszYController"))
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{
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m_iszYController = ALLOC_STRING(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_flSpread"))
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{
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m_flSpread = Q_atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_fControl"))
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{
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m_fControl = Q_atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iCount"))
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{
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m_iCount = Q_atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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}
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// Drop bombs from above
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void CFuncMortarField::__MAKE_VHOOK(Spawn)()
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{
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pev->solid = SOLID_NOT;
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// set size and link into world
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SET_MODEL(ENT(pev), STRING(pev->model));
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pev->movetype = MOVETYPE_NONE;
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pev->effects |= EF_NODRAW;
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SetUse(&CFuncMortarField::FieldUse);
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Precache();
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}
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void CFuncMortarField::__MAKE_VHOOK(Precache)()
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{
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PRECACHE_SOUND("weapons/mortar.wav");
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PRECACHE_SOUND("weapons/mortarhit.wav");
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PRECACHE_MODEL("sprites/lgtning.spr");
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}
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// If connected to a table, then use the table controllers, else hit where the trigger is.
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void CFuncMortarField::FieldUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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{
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Vector vecStart;
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vecStart.x = RANDOM_FLOAT(pev->mins.x, pev->maxs.x);
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vecStart.y = RANDOM_FLOAT(pev->mins.y, pev->maxs.y);
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vecStart.z = pev->maxs.z;
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switch (m_fControl)
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{
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// random
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case 0:
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break;
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// Trigger Activator
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case 1:
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{
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if (pActivator != NULL)
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{
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vecStart.x = pActivator->pev->origin.x;
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vecStart.y = pActivator->pev->origin.y;
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}
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break;
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}
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// table
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case 2:
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{
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CBaseEntity *pController;
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if (!FStringNull(m_iszXController))
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{
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pController = UTIL_FindEntityByTargetname(NULL, STRING(m_iszXController));
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if (pController != NULL)
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{
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vecStart.x = pev->mins.x + pController->pev->ideal_yaw * pev->size.x;
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}
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}
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if (!FStringNull(m_iszYController))
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{
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pController = UTIL_FindEntityByTargetname(NULL, STRING(m_iszYController));
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if (pController != NULL)
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{
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vecStart.y = pev->mins.y + pController->pev->ideal_yaw * pev->size.y;
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}
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}
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break;
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}
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}
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int pitch = RANDOM_LONG(95, 124);
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "weapons/mortar.wav", VOL_NORM, ATTN_NONE, 0, pitch);
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float t = 2.5f;
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for (int i = 0; i < m_iCount; ++i)
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{
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Vector vecSpot = vecStart;
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vecSpot.x += RANDOM_FLOAT(-m_flSpread, m_flSpread);
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vecSpot.y += RANDOM_FLOAT(-m_flSpread, m_flSpread);
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TraceResult tr;
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UTIL_TraceLine(vecSpot, vecSpot + Vector(0, 0, -1) * 4096, ignore_monsters, ENT(pev), &tr);
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edict_t *pentOwner = NULL;
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if (pActivator)
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{
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pentOwner = pActivator->edict();
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}
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CBaseEntity *pMortar = Create("monster_mortar", tr.vecEndPos, Vector(0, 0, 0), pentOwner);
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pMortar->pev->nextthink = gpGlobals->time + t;
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t += RANDOM_FLOAT(0.2, 0.5);
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#ifndef REGAMEDLL_FIXES
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if (i == 0)
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{
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CSoundEnt::InsertSound(bits_SOUND_DANGER, tr.vecEndPos, 400, 0.3);
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}
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#endif
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}
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}
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LINK_ENTITY_TO_CLASS(monster_mortar, CMortar, CCSMortar);
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void CMortar::__MAKE_VHOOK(Spawn)()
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{
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pev->movetype = MOVETYPE_NONE;
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pev->solid = SOLID_NOT;
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pev->dmg = 200;
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SetThink(&CMortar::MortarExplode);
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pev->nextthink = 0;
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Precache();
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}
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void CMortar::__MAKE_VHOOK(Precache)()
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{
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m_spriteTexture = PRECACHE_MODEL("sprites/lgtning.spr");
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}
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void CMortar::MortarExplode()
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{
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// mortar beam
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MESSAGE_BEGIN(MSG_BROADCAST, SVC_TEMPENTITY);
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WRITE_BYTE(TE_BEAMPOINTS);
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WRITE_COORD(pev->origin.x);
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WRITE_COORD(pev->origin.y);
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WRITE_COORD(pev->origin.z);
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WRITE_COORD(pev->origin.x);
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WRITE_COORD(pev->origin.y);
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WRITE_COORD(pev->origin.z + 1024);
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WRITE_SHORT(m_spriteTexture);
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WRITE_BYTE(0); // framerate
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WRITE_BYTE(0); // framerate
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WRITE_BYTE(1); // life
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WRITE_BYTE(40); // width
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WRITE_BYTE(0); // noise
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WRITE_BYTE(255); // r, g, b
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WRITE_BYTE(160); // r, g, b
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WRITE_BYTE(100); // r, g, b
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WRITE_BYTE(128); // brightness
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WRITE_BYTE(0); // speed
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MESSAGE_END();
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TraceResult tr;
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UTIL_TraceLine(pev->origin + Vector(0, 0, 1024), pev->origin - Vector(0, 0, 1024), dont_ignore_monsters, ENT(pev), &tr);
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Explode(&tr, (DMG_BLAST | DMG_MORTAR));
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UTIL_ScreenShake(tr.vecEndPos, 25.0, 150.0, 1.0, 750);
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}
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