mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 07:35:40 +03:00
295 lines
7.6 KiB
C++
295 lines
7.6 KiB
C++
#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<CCSGib>((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(nullptr);
|
|
}
|
|
|
|
pGib->LimitVelocity();
|
|
}
|
|
}
|
|
|
|
void CGib::SpawnHeadGib(entvars_t *pevVictim)
|
|
{
|
|
CGib *pGib = GetClassPtr<CCSGib>((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)
|
|
{
|
|
for (int cSplat = 0; cSplat < cGibs; cSplat++)
|
|
{
|
|
CGib *pGib = GetClassPtr<CCSGib>((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;
|
|
}
|