mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-31 00:55:51 +03:00
9b955f2672
Removed some useless code in CBasePlayerWeapon::GetNextAttackDelay Removed the allocation of the entity CSoundEnt, because it is useless for CS 1.6 also removed UpdatePlayerSound
1050 lines
24 KiB
C++
1050 lines
24 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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// Just add more items to the bottom of this array and they will automagically be supported
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// This is done instead of just a classname in the FGD so we can control which entities can
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// be spawned, and still remain fairly flexible
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const char *CBreakable::pSpawnObjects[] =
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{
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NULL,
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"item_battery",
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"item_healthkit",
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"weapon_9mmhandgun",
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"ammo_9mmclip",
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"weapon_9mmAR",
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"ammo_9mmAR",
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"ammo_ARgrenades",
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"weapon_shotgun",
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"ammo_buckshot",
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"weapon_crossbow",
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"ammo_crossbow",
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"weapon_357",
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"ammo_357",
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"weapon_rpg",
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"ammo_rpgclip",
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"ammo_gaussclip",
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"weapon_handgrenade",
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"weapon_tripmine",
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"weapon_satchel",
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"weapon_snark",
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"weapon_hornetgun",
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"weapon_usp",
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"weapon_glock18",
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"weapon_awp",
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"weapon_mp5n",
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"weapon_m249",
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"weapon_m3",
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"weapon_m4a1",
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"weapon_tmp",
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"weapon_g3sg1",
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"weapon_flashbang"
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};
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const char *CBreakable::pSoundsWood[] =
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{
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"debris/wood1.wav",
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"debris/wood2.wav",
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"debris/wood3.wav"
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};
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const char *CBreakable::pSoundsFlesh[] =
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{
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"debris/flesh1.wav",
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"debris/flesh2.wav",
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"debris/flesh3.wav",
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"debris/flesh5.wav",
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"debris/flesh6.wav",
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"debris/flesh7.wav"
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};
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const char *CBreakable::pSoundsMetal[] =
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{
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"debris/metal1.wav",
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"debris/metal2.wav",
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"debris/metal3.wav"
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};
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const char *CBreakable::pSoundsConcrete[] =
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{
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"debris/concrete1.wav",
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"debris/concrete2.wav",
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"debris/concrete3.wav"
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};
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const char *CBreakable::pSoundsGlass[] =
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{
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"debris/glass1.wav",
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"debris/glass2.wav",
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"debris/glass3.wav"
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};
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char *CPushable::m_soundNames[] =
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{
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"debris/pushbox1.wav",
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"debris/pushbox2.wav",
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"debris/pushbox3.wav"
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};
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TYPEDESCRIPTION CBreakable::m_SaveData[] =
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{
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DEFINE_FIELD(CBreakable, m_Material, FIELD_INTEGER),
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DEFINE_FIELD(CBreakable, m_Explosion, FIELD_INTEGER),
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DEFINE_FIELD(CBreakable, m_angle, FIELD_FLOAT),
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DEFINE_FIELD(CBreakable, m_iszGibModel, FIELD_STRING),
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DEFINE_FIELD(CBreakable, m_iszSpawnObject, FIELD_STRING),
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};
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TYPEDESCRIPTION CPushable::m_SaveData[] =
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{
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DEFINE_FIELD(CPushable, m_maxSpeed, FIELD_FLOAT),
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DEFINE_FIELD(CPushable, m_soundTime, FIELD_TIME),
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};
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#endif // HOOK_GAMEDLL
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void CBreakable::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
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{
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// UNDONE_WC: explicitly ignoring these fields, but they shouldn't be in the map file!
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if (FStrEq(pkvd->szKeyName, "explosion"))
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{
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if (!Q_stricmp(pkvd->szValue, "directed"))
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m_Explosion = expDirected;
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else if (!Q_stricmp(pkvd->szValue, "random"))
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m_Explosion = expRandom;
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else
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m_Explosion = expRandom;
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "material"))
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{
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int i = Q_atoi(pkvd->szValue);
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// 0:glass, 1:metal, 2:flesh, 3:wood
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if (i < 0 || i >= matLastMaterial)
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m_Material = matWood;
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else
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m_Material = (Materials)i;
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "deadmodel"))
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{
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "shards"))
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{
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//m_iShards = Q_atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "gibmodel"))
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{
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m_iszGibModel = ALLOC_STRING(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "spawnobject"))
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{
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int object = Q_atoi(pkvd->szValue);
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if (object > 0 && object < ARRAYSIZE(pSpawnObjects))
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{
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m_iszSpawnObject = MAKE_STRING(pSpawnObjects[object]);
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}
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "explodemagnitude"))
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{
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ExplosionSetMagnitude(Q_atoi(pkvd->szValue));
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "lip"))
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pkvd->fHandled = TRUE;
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else
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CBaseDelay::KeyValue(pkvd);
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}
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LINK_ENTITY_TO_CLASS(func_breakable, CBreakable, CCSBreakable);
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IMPLEMENT_SAVERESTORE(CBreakable, CBaseEntity);
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void CBreakable::__MAKE_VHOOK(Spawn)()
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{
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Precache();
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if (pev->spawnflags & SF_BREAK_TRIGGER_ONLY)
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pev->takedamage = DAMAGE_NO;
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else
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pev->takedamage = DAMAGE_YES;
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m_flHealth = pev->health;
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pev->solid = SOLID_BSP;
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pev->movetype = MOVETYPE_PUSH;
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m_angle = pev->angles.y;
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pev->angles.y = 0;
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// HACK: matGlass can receive decals, we need the client to know about this
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// so use class to store the material flag
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if (m_Material == matGlass)
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{
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pev->playerclass = 1;
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}
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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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SetTouch(&CBreakable::BreakTouch);
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// Only break on trigger
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if (pev->spawnflags & SF_BREAK_TRIGGER_ONLY)
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{
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SetTouch(NULL);
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}
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// Flag unbreakable glass as "worldbrush" so it will block ALL tracelines
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if (!IsBreakable() && pev->rendermode != kRenderNormal)
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{
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pev->flags |= FL_WORLDBRUSH;
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}
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}
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void CBreakable::__MAKE_VHOOK(Restart)()
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{
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pev->solid = SOLID_BSP;
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pev->movetype = MOVETYPE_PUSH;
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pev->deadflag = DEAD_NO;
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if (pev->spawnflags & SF_BREAK_TRIGGER_ONLY)
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pev->takedamage = DAMAGE_NO;
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else
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pev->takedamage = DAMAGE_YES;
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pev->health = m_flHealth;
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pev->effects &= ~EF_NODRAW;
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m_angle = pev->angles.y;
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pev->angles.y = 0;
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SET_MODEL(ENT(pev), STRING(pev->model));
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SetTouch(&CBreakable::BreakTouch);
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if (pev->spawnflags & SF_BREAK_TRIGGER_ONLY)
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{
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SetTouch(NULL);
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}
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if (!IsBreakable() && pev->rendermode != kRenderNormal)
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{
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pev->flags |= FL_WORLDBRUSH;
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}
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}
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const char **CBreakable::MaterialSoundList(Materials precacheMaterial, int &soundCount)
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{
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const char **pSoundList = NULL;
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switch (precacheMaterial)
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{
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case matWood:
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{
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pSoundList = pSoundsWood;
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soundCount = ARRAYSIZE(pSoundsWood);
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break;
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}
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case matFlesh:
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{
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pSoundList = pSoundsFlesh;
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soundCount = ARRAYSIZE(pSoundsFlesh);
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break;
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}
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case matGlass:
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case matComputer:
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case matUnbreakableGlass:
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{
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pSoundList = pSoundsGlass;
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soundCount = ARRAYSIZE(pSoundsGlass);
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break;
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}
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case matMetal:
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{
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pSoundList = pSoundsMetal;
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soundCount = ARRAYSIZE(pSoundsMetal);
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break;
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}
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case matCinderBlock:
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case matRocks:
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{
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pSoundList = pSoundsConcrete;
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soundCount = ARRAYSIZE(pSoundsConcrete);
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break;
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}
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case matCeilingTile:
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case matNone:
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default:
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soundCount = 0;
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break;
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}
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return pSoundList;
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}
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void CBreakable::MaterialSoundPrecache(Materials precacheMaterial)
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{
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const char **pSoundList;
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int i, soundCount = 0;
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pSoundList = MaterialSoundList(precacheMaterial, soundCount);
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for (i = 0; i < soundCount; ++i)
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{
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PRECACHE_SOUND((char *)pSoundList[i]);
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}
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}
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void CBreakable::MaterialSoundRandom(edict_t *pEdict, Materials soundMaterial, float volume)
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{
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int soundCount = 0;
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const char **pSoundList = MaterialSoundList(soundMaterial, soundCount);
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if (soundCount)
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{
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EMIT_SOUND(pEdict, CHAN_BODY, pSoundList[ RANDOM_LONG(0, soundCount - 1) ], volume, 1.0);
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}
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}
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void CBreakable::__MAKE_VHOOK(Precache)()
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{
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const char *pGibName = NULL;
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switch (m_Material)
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{
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case matWood:
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pGibName = "models/woodgibs.mdl";
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PRECACHE_SOUND("debris/bustcrate1.wav");
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PRECACHE_SOUND("debris/bustcrate2.wav");
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break;
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case matFlesh:
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pGibName = "models/fleshgibs.mdl";
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PRECACHE_SOUND("debris/bustflesh1.wav");
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PRECACHE_SOUND("debris/bustflesh2.wav");
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break;
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case matComputer:
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PRECACHE_SOUND("buttons/spark5.wav");
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PRECACHE_SOUND("buttons/spark6.wav");
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pGibName = "models/computergibs.mdl";
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PRECACHE_SOUND("debris/bustmetal1.wav");
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PRECACHE_SOUND("debris/bustmetal2.wav");
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break;
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case matGlass:
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case matUnbreakableGlass:
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pGibName = "models/glassgibs.mdl";
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PRECACHE_SOUND("debris/bustglass1.wav");
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PRECACHE_SOUND("debris/bustglass2.wav");
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break;
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case matMetal:
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pGibName = "models/metalplategibs.mdl";
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PRECACHE_SOUND("debris/bustmetal1.wav");
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PRECACHE_SOUND("debris/bustmetal2.wav");
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break;
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case matCinderBlock:
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pGibName = "models/cindergibs.mdl";
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PRECACHE_SOUND("debris/bustconcrete1.wav");
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PRECACHE_SOUND("debris/bustconcrete2.wav");
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break;
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case matRocks:
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pGibName = "models/rockgibs.mdl";
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PRECACHE_SOUND("debris/bustconcrete1.wav");
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PRECACHE_SOUND("debris/bustconcrete2.wav");
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break;
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case matCeilingTile:
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pGibName = "models/ceilinggibs.mdl";
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PRECACHE_SOUND("debris/bustceiling.wav");
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break;
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}
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MaterialSoundPrecache(m_Material);
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if (m_iszGibModel)
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{
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pGibName = STRING(m_iszGibModel);
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}
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if (pGibName != NULL)
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{
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m_idShard = PRECACHE_MODEL((char *)pGibName);
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}
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// Precache the spawn item's data
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if (m_iszSpawnObject)
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{
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UTIL_PrecacheOther((char *)STRING(m_iszSpawnObject));
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}
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}
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void CBreakable::DamageSound()
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{
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int pitch;
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float fvol;
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char *rgpsz[6];
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int i;
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int material = m_Material;
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if (RANDOM_LONG(0, 2))
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pitch = PITCH_NORM;
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else
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pitch = 95 + RANDOM_LONG(0, 34);
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fvol = RANDOM_FLOAT(0.75, 1.0);
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if (material == matComputer && RANDOM_LONG(0, 1))
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material = matMetal;
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switch (material)
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{
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case matGlass:
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case matComputer:
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case matUnbreakableGlass:
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rgpsz[0] = "debris/glass1.wav";
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rgpsz[1] = "debris/glass2.wav";
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rgpsz[2] = "debris/glass3.wav";
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i = 3;
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break;
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case matWood:
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rgpsz[0] = "debris/wood1.wav";
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rgpsz[1] = "debris/wood2.wav";
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rgpsz[2] = "debris/wood3.wav";
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i = 3;
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break;
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case matMetal:
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rgpsz[0] = "debris/metal1.wav";
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rgpsz[1] = "debris/metal3.wav";
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rgpsz[2] = "debris/metal2.wav";
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i = 2;
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break;
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case matFlesh:
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rgpsz[0] = "debris/flesh1.wav";
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rgpsz[1] = "debris/flesh2.wav";
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rgpsz[2] = "debris/flesh3.wav";
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rgpsz[3] = "debris/flesh5.wav";
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rgpsz[4] = "debris/flesh6.wav";
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rgpsz[5] = "debris/flesh7.wav";
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i = 6;
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break;
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case matRocks:
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case matCinderBlock:
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rgpsz[0] = "debris/concrete1.wav";
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rgpsz[1] = "debris/concrete2.wav";
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rgpsz[2] = "debris/concrete3.wav";
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i = 3;
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break;
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case matCeilingTile:
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// UNDONE: no ceiling tile shard sound yet
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i = 0;
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break;
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}
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if (i)
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, rgpsz[RANDOM_LONG(0, i - 1)], fvol, ATTN_NORM, 0, pitch);
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}
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}
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void CBreakable::BreakTouch(CBaseEntity *pOther)
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{
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float flDamage;
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entvars_t *pevToucher = pOther->pev;
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// only players can break these right now
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if (!pOther->IsPlayer() || !IsBreakable())
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{
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if (pev->rendermode == kRenderNormal || !FClassnameIs(pOther->pev, "grenade"))
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return;
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pev->angles.y = m_angle;
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UTIL_MakeVectors(pev->angles);
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g_vecAttackDir = gpGlobals->v_forward;
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#ifndef REGAMEDLL_FIXES
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pev->takedamage = DAMAGE_NO;
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pev->deadflag = DEAD_DEAD;
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pev->effects = EF_NODRAW;
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#endif
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Die();
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}
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// can be broken when run into
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if (pev->spawnflags & SF_BREAK_TOUCH)
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{
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flDamage = pevToucher->velocity.Length() * 0.01f;
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if (flDamage >= pev->health)
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{
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SetTouch(NULL);
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TakeDamage(pevToucher, pevToucher, flDamage, DMG_CRUSH);
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// do a little damage to player if we broke glass or computer
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pOther->TakeDamage(pev, pev, flDamage / 4, DMG_SLASH);
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}
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}
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// can be broken when stood upon
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if ((pev->spawnflags & SF_BREAK_PRESSURE) && pevToucher->absmin.z >= pev->maxs.z - 2)
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{
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// play creaking sound here.
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DamageSound();
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SetThink(&CBreakable::Die);
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SetTouch(NULL);
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// BUGBUG: why doesn't zero delay work?
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if (m_flDelay == 0.0f)
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{
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m_flDelay = 0.1f;
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}
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pev->nextthink = pev->ltime + m_flDelay;
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}
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}
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// Smash the our breakable object
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// Break when triggered
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void CBreakable::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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|
{
|
|
if (IsBreakable())
|
|
{
|
|
pev->angles.y = m_angle;
|
|
UTIL_MakeVectors(pev->angles);
|
|
g_vecAttackDir = gpGlobals->v_forward;
|
|
|
|
#ifndef REGAMEDLL_FIXES
|
|
pev->takedamage = DAMAGE_NO;
|
|
pev->deadflag = DEAD_DEAD;
|
|
pev->effects = EF_NODRAW;
|
|
#endif
|
|
|
|
Die();
|
|
}
|
|
}
|
|
|
|
void CBreakable::__MAKE_VHOOK(TraceAttack)(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
|
{
|
|
// random spark if this is a 'computer' object
|
|
if (RANDOM_LONG(0, 1))
|
|
{
|
|
switch (m_Material)
|
|
{
|
|
case matComputer:
|
|
{
|
|
UTIL_Sparks(ptr->vecEndPos);
|
|
|
|
//random volume range
|
|
float flVolume = RANDOM_FLOAT(0.7 , 1.0);
|
|
switch (RANDOM_LONG(0, 1))
|
|
{
|
|
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark5.wav", flVolume, ATTN_NORM); break;
|
|
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM); break;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case matUnbreakableGlass:
|
|
{
|
|
UTIL_Ricochet(ptr->vecEndPos, RANDOM_FLOAT(0.5, 1.5));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
CBaseDelay::TraceAttack(pevAttacker, flDamage, vecDir, ptr, bitsDamageType);
|
|
}
|
|
|
|
// Special takedamage for func_breakable. Allows us to make
|
|
// exceptions that are breakable-specific
|
|
// bitsDamageType indicates the type of damage sustained ie: DMG_CRUSH
|
|
int CBreakable::__MAKE_VHOOK(TakeDamage)(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
|
|
{
|
|
Vector vecTemp;
|
|
|
|
// if Attacker == Inflictor, the attack was a melee or other instant-hit attack.
|
|
// (that is, no actual entity projectile was involved in the attack so use the shooter's origin).
|
|
if (pevAttacker == pevInflictor)
|
|
{
|
|
vecTemp = pevInflictor->origin - (pev->absmin + (pev->size * 0.5f));
|
|
|
|
// if a client hit the breakable with a crowbar, and breakable is crowbar-sensitive, break it now.
|
|
if ((pevAttacker->flags & FL_CLIENT) && (pev->spawnflags & SF_BREAK_CROWBAR) && (bitsDamageType & DMG_CLUB))
|
|
{
|
|
flDamage = pev->health;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// an actual missile was involved.
|
|
vecTemp = pevInflictor->origin - (pev->absmin + (pev->size * 0.5f));
|
|
}
|
|
|
|
if (!IsBreakable())
|
|
return 0;
|
|
|
|
// Breakables take double damage from the crowbar
|
|
if (bitsDamageType & DMG_CLUB)
|
|
{
|
|
flDamage *= 2.0f;
|
|
}
|
|
|
|
// Boxes / glass / etc. don't take much poison damage, just the impact of the dart - consider that 10%
|
|
if (bitsDamageType & DMG_POISON)
|
|
{
|
|
flDamage *= 0.1f;
|
|
}
|
|
|
|
// this global is still used for glass and other non-monster killables, along with decals.
|
|
g_vecAttackDir = vecTemp.Normalize();
|
|
|
|
// do the damage
|
|
pev->health -= flDamage;
|
|
|
|
if (pev->health <= 0)
|
|
{
|
|
#ifndef REGAMEDLL_FIXES
|
|
pev->takedamage = DAMAGE_NO;
|
|
pev->deadflag = DEAD_DEAD;
|
|
pev->effects = EF_NODRAW;
|
|
#endif
|
|
Die();
|
|
|
|
if (m_flDelay == 0.0f)
|
|
{
|
|
m_flDelay = 0.1f;
|
|
}
|
|
|
|
pev->nextthink = pev->ltime + m_flDelay;
|
|
return 0;
|
|
}
|
|
|
|
// Make a shard noise each time func breakable is hit.
|
|
// Don't play shard noise if cbreakable actually died.
|
|
DamageSound();
|
|
return 1;
|
|
}
|
|
|
|
void CBreakable::Die()
|
|
{
|
|
Vector vecSpot; // shard origin
|
|
Vector vecVelocity; // shard velocity
|
|
CBaseEntity *pEntity = NULL;
|
|
char cFlag = 0;
|
|
int pitch;
|
|
float fvol;
|
|
|
|
#ifdef REGAMEDLL_FIXES
|
|
pev->takedamage = DAMAGE_NO;
|
|
pev->deadflag = DEAD_DEAD;
|
|
pev->effects = EF_NODRAW;
|
|
#endif
|
|
|
|
pitch = 95 + RANDOM_LONG(0, 29);
|
|
|
|
if (pitch > 97 && pitch < 103)
|
|
pitch = 100;
|
|
|
|
// The more negative pev->health, the louder
|
|
// the sound should be.
|
|
fvol = RANDOM_FLOAT(0.85f, 1.0f) + (Q_abs(int(pev->health)) / 100.0f);
|
|
|
|
if (fvol > 1.0f)
|
|
fvol = 1.0f;
|
|
|
|
switch (m_Material)
|
|
{
|
|
case matGlass:
|
|
switch (RANDOM_LONG(0, 1))
|
|
{
|
|
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass1.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass2.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
}
|
|
cFlag = BREAK_GLASS;
|
|
|
|
if (TheBots != NULL)
|
|
{
|
|
TheBots->OnEvent(EVENT_BREAK_GLASS, this);
|
|
}
|
|
break;
|
|
case matWood:
|
|
switch (RANDOM_LONG(0, 1))
|
|
{
|
|
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate1.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate2.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
}
|
|
cFlag = BREAK_WOOD;
|
|
|
|
if (TheBots != NULL)
|
|
{
|
|
TheBots->OnEvent(EVENT_BREAK_WOOD, this);
|
|
}
|
|
break;
|
|
|
|
case matMetal:
|
|
case matComputer:
|
|
switch (RANDOM_LONG(0, 1))
|
|
{
|
|
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal1.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal2.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
}
|
|
cFlag = BREAK_METAL;
|
|
|
|
if (TheBots != NULL)
|
|
{
|
|
TheBots->OnEvent(EVENT_BREAK_METAL, this);
|
|
}
|
|
break;
|
|
|
|
case matFlesh:
|
|
switch (RANDOM_LONG(0, 1))
|
|
{
|
|
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh1.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh2.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
}
|
|
cFlag = BREAK_FLESH;
|
|
|
|
if (TheBots != NULL)
|
|
{
|
|
TheBots->OnEvent(EVENT_BREAK_FLESH, this);
|
|
}
|
|
break;
|
|
|
|
case matCinderBlock:
|
|
case matRocks:
|
|
switch (RANDOM_LONG(0, 1))
|
|
{
|
|
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete1.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete2.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
}
|
|
cFlag = BREAK_CONCRETE;
|
|
|
|
if (TheBots != NULL)
|
|
{
|
|
TheBots->OnEvent(EVENT_BREAK_CONCRETE, this);
|
|
}
|
|
break;
|
|
|
|
case matCeilingTile:
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustceiling.wav", fvol, ATTN_NORM, 0, pitch);
|
|
break;
|
|
}
|
|
|
|
if (m_Explosion == expDirected)
|
|
{
|
|
vecVelocity = g_vecAttackDir * 200.0f;
|
|
}
|
|
else
|
|
{
|
|
vecVelocity.x = 0;
|
|
vecVelocity.y = 0;
|
|
vecVelocity.z = 0;
|
|
}
|
|
|
|
vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5f;
|
|
|
|
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSpot);
|
|
WRITE_BYTE(TE_BREAKMODEL);
|
|
WRITE_COORD(vecSpot.x); // position
|
|
WRITE_COORD(vecSpot.y);
|
|
WRITE_COORD(vecSpot.z);
|
|
WRITE_COORD(pev->size.x); // size
|
|
WRITE_COORD(pev->size.y);
|
|
WRITE_COORD(pev->size.z);
|
|
WRITE_COORD(vecVelocity.x); // velocity
|
|
WRITE_COORD(vecVelocity.y);
|
|
WRITE_COORD(vecVelocity.z);
|
|
WRITE_BYTE(10); // randomization
|
|
WRITE_SHORT(m_idShard); // model id#
|
|
WRITE_BYTE(0); // # of shards, let client decide
|
|
WRITE_BYTE(25); // duration, 2.5 seconds
|
|
WRITE_BYTE(cFlag); // flags
|
|
MESSAGE_END();
|
|
|
|
float size = pev->size.x;
|
|
|
|
if (size < pev->size.y)
|
|
size = pev->size.y;
|
|
|
|
if (size < pev->size.z)
|
|
size = pev->size.z;
|
|
|
|
Vector mins = pev->absmin;
|
|
Vector maxs = pev->absmax;
|
|
mins.z = pev->absmax.z;
|
|
maxs.z += 8;
|
|
|
|
CBaseEntity *pList[256];
|
|
int count = UTIL_EntitiesInBox(pList, ARRAYSIZE(pList), mins, maxs, FL_ONGROUND);
|
|
|
|
for (int i = 0; i < count; ++i)
|
|
{
|
|
pList[i]->pev->flags &= ~FL_ONGROUND;
|
|
pList[i]->pev->groundentity = NULL;
|
|
}
|
|
|
|
pev->solid = SOLID_NOT;
|
|
SUB_UseTargets(NULL, USE_TOGGLE, 0);
|
|
SetThink(NULL);
|
|
|
|
pev->nextthink = pev->ltime + 0.1f;
|
|
|
|
if (m_iszSpawnObject)
|
|
{
|
|
CBaseEntity::Create((char *)STRING(m_iszSpawnObject), VecBModelOrigin(pev), pev->angles, edict());
|
|
}
|
|
|
|
if (Explodable())
|
|
{
|
|
ExplosionCreate(Center(), pev->angles, edict(), ExplosionMagnitude(), TRUE);
|
|
}
|
|
}
|
|
|
|
BOOL CBreakable::IsBreakable()
|
|
{
|
|
return m_Material != matUnbreakableGlass;
|
|
}
|
|
|
|
int CBreakable::__MAKE_VHOOK(DamageDecal)(int bitsDamageType)
|
|
{
|
|
if (m_Material == matGlass)
|
|
return DECAL_GLASSBREAK1 + RANDOM_LONG(0, 2);
|
|
|
|
if (m_Material == matUnbreakableGlass)
|
|
return DECAL_BPROOF1;
|
|
|
|
return CBaseEntity::DamageDecal(bitsDamageType);
|
|
}
|
|
|
|
LINK_ENTITY_TO_CLASS(func_pushable, CPushable, CCSPushable);
|
|
IMPLEMENT_SAVERESTORE(CPushable, CBreakable);
|
|
|
|
void CPushable::__MAKE_VHOOK(Spawn)()
|
|
{
|
|
if (pev->spawnflags & SF_PUSH_BREAKABLE)
|
|
CBreakable::Spawn();
|
|
else
|
|
Precache();
|
|
|
|
pev->movetype = MOVETYPE_PUSHSTEP;
|
|
pev->solid = SOLID_BBOX;
|
|
|
|
SET_MODEL(ENT(pev), STRING(pev->model));
|
|
|
|
if (pev->friction > 399)
|
|
{
|
|
pev->friction = 399;
|
|
}
|
|
|
|
m_maxSpeed = 400 - pev->friction;
|
|
|
|
pev->flags |= FL_FLOAT;
|
|
pev->friction = 0;
|
|
|
|
// Pick up off of the floor
|
|
pev->origin.z += 1;
|
|
UTIL_SetOrigin(pev, pev->origin);
|
|
|
|
// Multiply by area of the box's cross-section (assume 1000 units^3 standard volume)
|
|
pev->skin = int((pev->skin * (pev->maxs.x - pev->mins.x) * (pev->maxs.y - pev->mins.y)) * 0.0005);
|
|
m_soundTime = 0;
|
|
}
|
|
|
|
void CPushable::__MAKE_VHOOK(Precache)()
|
|
{
|
|
for (int i = 0; i < 3; ++i)
|
|
{
|
|
PRECACHE_SOUND(m_soundNames[i]);
|
|
}
|
|
|
|
if (pev->spawnflags & SF_PUSH_BREAKABLE)
|
|
{
|
|
CBreakable::Precache();
|
|
}
|
|
}
|
|
|
|
void CPushable::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
|
|
{
|
|
if (FStrEq(pkvd->szKeyName, "size"))
|
|
{
|
|
int bbox = Q_atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
|
|
switch (bbox)
|
|
{
|
|
case 0: // Point
|
|
UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8));
|
|
break;
|
|
|
|
case 2: // TODO: Big Hull? BUGBUG: Figure out what this hull really is
|
|
UTIL_SetSize(pev, VEC_DUCK_HULL_MIN * 2, VEC_DUCK_HULL_MAX * 2);
|
|
break;
|
|
|
|
case 3: // Player duck
|
|
UTIL_SetSize(pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX);
|
|
break;
|
|
|
|
default:
|
|
case 1: // Player
|
|
UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX);
|
|
break;
|
|
}
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "buoyancy"))
|
|
{
|
|
pev->skin = Q_atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBreakable::KeyValue(pkvd);
|
|
}
|
|
|
|
// Pull the func_pushable
|
|
void CPushable::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
|
|
{
|
|
if (!pActivator || !pActivator->IsPlayer())
|
|
{
|
|
if (pev->spawnflags & SF_PUSH_BREAKABLE)
|
|
{
|
|
this->CBreakable::Use(pActivator, pCaller, useType, value);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (pActivator->pev->velocity != g_vecZero)
|
|
{
|
|
Move(pActivator, 0);
|
|
}
|
|
}
|
|
|
|
void CPushable::__MAKE_VHOOK(Touch)(CBaseEntity *pOther)
|
|
{
|
|
if (FClassnameIs(pOther->pev, "worldspawn"))
|
|
return;
|
|
|
|
Move(pOther, 1);
|
|
}
|
|
|
|
void CPushable::Move(CBaseEntity *pOther, int push)
|
|
{
|
|
entvars_t *pevToucher = pOther->pev;
|
|
bool bPlayerTouch = false;
|
|
|
|
// Is entity standing on this pushable ?
|
|
if ((pevToucher->flags & FL_ONGROUND) && pevToucher->groundentity && VARS(pevToucher->groundentity) == pev)
|
|
{
|
|
// Only push if floating
|
|
if (pev->waterlevel > 0)
|
|
{
|
|
pev->velocity.z += pevToucher->velocity.z * 0.1f;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (pOther->IsPlayer())
|
|
{
|
|
// Don't push unless the player is pushing forward and NOT use (pull)
|
|
if (push && !(pevToucher->button & (IN_FORWARD | IN_USE)))
|
|
{
|
|
return;
|
|
}
|
|
|
|
bPlayerTouch = true;
|
|
}
|
|
|
|
float_precision factor;
|
|
|
|
if (bPlayerTouch)
|
|
{
|
|
// Don't push away from jumping/falling players unless in water
|
|
if (!(pevToucher->flags & FL_ONGROUND))
|
|
{
|
|
if (pev->waterlevel < 1)
|
|
return;
|
|
else
|
|
factor = 0.1f;
|
|
}
|
|
else
|
|
factor = 1.0f;
|
|
}
|
|
else
|
|
factor = 0.25f;
|
|
|
|
pev->velocity.x += pevToucher->velocity.x * factor;
|
|
pev->velocity.y += pevToucher->velocity.y * factor;
|
|
|
|
float_precision length = Q_sqrt(pev->velocity.x * pev->velocity.x + pev->velocity.y * pev->velocity.y);
|
|
|
|
if (push && (length > MaxSpeed()))
|
|
{
|
|
pev->velocity.x = (pev->velocity.x * MaxSpeed() / length);
|
|
pev->velocity.y = (pev->velocity.y * MaxSpeed() / length);
|
|
}
|
|
|
|
if (bPlayerTouch)
|
|
{
|
|
pevToucher->velocity.x = pev->velocity.x;
|
|
pevToucher->velocity.y = pev->velocity.y;
|
|
|
|
if ((gpGlobals->time - m_soundTime) > 0.7f)
|
|
{
|
|
m_soundTime = gpGlobals->time;
|
|
|
|
if (length > 0 && (pev->flags & FL_ONGROUND))
|
|
{
|
|
m_lastSound = RANDOM_LONG(0, 2);
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound], 0.5, ATTN_NORM);
|
|
|
|
//SetThink(StopSound);
|
|
//pev->nextthink = pev->ltime + 0.1f;
|
|
}
|
|
else
|
|
STOP_SOUND(ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound]);
|
|
}
|
|
}
|
|
}
|
|
|
|
int CPushable::__MAKE_VHOOK(TakeDamage)(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
|
|
{
|
|
if (pev->spawnflags & SF_PUSH_BREAKABLE)
|
|
{
|
|
return CBreakable::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
|
|
}
|
|
|
|
return 1;
|
|
}
|