177 lines
3.9 KiB
Plaintext
177 lines
3.9 KiB
Plaintext
/*
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* Copyright (c) 2022 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*!QUAKED entity_spritegod (0 0.8 0.8) (-16 -16 -16) (16 16 16)
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# OVERVIEW
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Master entity for emitting a series of sprites.
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# KEYS
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- "targetname" : Name
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- "spritename" : Sprite model to emit
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- "spritenoise" : Unknown.
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- "spritestartstate" : Whether to start off (0) or on (1)
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- "spritecount" : How many sprites to emit per interval
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- "spritefreq" : Emitting frequency, defaults to 5.
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- "spritex" : Direction on the X-Axis (?)
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- "spritey" : Direction on the Y-Axis (?)
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- "spritez" : Direction on the Z-Axis (?)
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- "targetent" : Target entity, maybe used for setting the direction alternatively (?)
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# TRIVIA
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This entity was introduced in Gunman Chronicles (2000).
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*/
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class
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entity_spritegod:NSPointTrigger
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{
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public:
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void(void) entity_spritegod;
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virtual void(string, string) SpawnKey;
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virtual void(void) Spawned;
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virtual void(void) Respawn;
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virtual void(entity, triggermode_t) Trigger;
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virtual void(void) StartTimer;
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virtual void(void) EmitSprite;
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private:
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string m_strSprite;
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int m_iNoise;
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float m_flSpeed;
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bool m_bState;
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int m_iCount;
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float m_iFrequency;
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vector m_vecDirection;
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string m_strTargetEnt;
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};
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void
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entity_spritegod::entity_spritegod(void)
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{
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m_strSprite = __NULL__;
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m_iNoise = 50;
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m_flSpeed = 100;
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m_bState = false;
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m_iCount = 1;
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m_iFrequency = 5;
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m_vecDirection = [0,0,0];
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m_strTargetEnt = __NULL__;
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}
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void
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entity_spritegod::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "spritename":
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m_strSprite = strValue;
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break;
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case "spritenoise":
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m_iNoise = stoi(strValue); /* I have no idea what this does */
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break;
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case "spritespeed":
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m_flSpeed = stof(strValue);
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break;
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case "spritestartstate":
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m_bState = stof(strValue);
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break;
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case "spritecount":
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m_iCount = stoi(strValue);
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break;
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case "spritefreq":
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m_iFrequency = stof(strValue);
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break;
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case "spritex":
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m_vecDirection[0] = stof(strValue);
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break;
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case "spritey":
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m_vecDirection[1] = stof(strValue);
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break;
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case "spritez":
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m_vecDirection[2] = stof(strValue);
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break;
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case "targetent":
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m_strTargetEnt = strValue;
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break;
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default:
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super::SpawnKey(strKey, strValue);
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}
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}
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void
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entity_spritegod::Spawned(void)
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{
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super::Spawned();
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precache_model(m_strSprite);
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}
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void
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entity_spritegod::Respawn(void)
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{
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SetSize([0,0,0], [0,0,0]);
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SetOrigin(GetSpawnOrigin());
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SetThink(EmitSprite);
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if (m_bState == true)
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m_iValue = 1;
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if (m_iValue)
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StartTimer();
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}
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void
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entity_spritegod::Trigger(entity eAct, triggermode_t iState)
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{
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switch (iState) {
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case TRIG_OFF:
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m_iValue = 0;
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break;
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case TRIG_ON:
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m_iValue = 1;
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break;
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case TRIG_TOGGLE:
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m_iValue = 1 - m_iValue;
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break;
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}
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if (m_iValue)
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StartTimer();
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}
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void
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entity_spritegod::StartTimer(void)
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{
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SetNextThink(m_iFrequency / 100);
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}
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void
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entity_spritegod::EmitSprite(void)
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{
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for (int i = 0; i < m_iCount; i++) {
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env_sprite new = spawn(env_sprite);
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new.SetOrigin(GetOrigin());
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new.SetModel(m_strSprite);
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new.SetMovetype(MOVETYPE_NOCLIP);
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/* I have no idea what I'm doing, seems to be an offset? wtf? */
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makevectors(vectoangles(origin - (origin + m_vecDirection)));
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new.SetVelocity(v_forward * m_flSpeed);
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new.ScheduleThink(Destroy, 1.0);
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}
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if (m_iValue)
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StartTimer();
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}
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