nuclide/Source/Server/hostage_entity.cpp

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/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
enum {
HOSTAGE_IDLE,
HOSTAGE_WALK,
HOSTAGE_RUN
};
enum {
HOSA_WALK,
HOSA_WALKSCARED,
HOSA_RUN,
HOSA_RUNSCARED,
HOSA_RUNLOOK,
HOSA_180LEFT,
HOSA_180RIGHT,
HOSA_FLINCH,
HOSA_PAIN,
HOSA_PAINLEFT,
HOSA_PAINRIGHT,
HOSA_PAINLEGLEFT,
HOSA_PAINLEGRIGHT,
HOSA_IDLE1,
HOSA_IDLE2,
HOSA_IDLE3,
HOSA_IDLE4,
HOSA_IDLE5,
HOSA_IDLE6,
HOSA_SCARED_END,
HOSA_SCARED1,
HOSA_SCARED2,
HOSA_SCARED3,
HOSA_SCARED4,
HOSA_PANIC,
HOSA_FEAR1,
HOSA_FEAR2,
HOSA_CRY,
HOSA_SCI1,
HOSA_SCI2,
HOSA_SCI3,
HOSA_DIE_SIMPLE,
HOSA_DIE_FORWARD1,
HOSA_DIE_FORWARD2,
HOSA_DIE_BACKWARD,
HOSA_DIE_HEADSHOT,
HOSA_DIE_GUTSHOT,
HOSA_LYING1,
HOSA_LYING2,
HOSA_DEADSIT,
HOSA_DEADTABLE1,
HOSA_DEADTABLE2,
HOSA_DEADTABLE3
};
class hostage_entity:CBaseEntity
{
entity m_eUser;
int m_iUsed;
void() hostage_entity;
virtual void() Hide;
virtual void() Respawn;
virtual void() PlayerUse;
virtual void(int) vPain;
virtual void(int) vDeath;
virtual void() Physics;
};
void hostage_entity::Physics(void)
{
input_movevalues = [0,0,0];
input_impulse = 0;
input_buttons = 0;
if (m_eUser!= world) {
vector enda = vectoangles(m_eUser.origin - origin);
enda[0] = 0;
enda[1] = Math_FixDelta(enda[1]);
enda[2] = 0;
v_angle = enda;
if (vlen(m_eUser.origin - origin) > 128) {
input_movevalues[0] = 240;
}
}
input_timelength = frametime;
input_angles = v_angle;
movetype = MOVETYPE_WALK;
runstandardplayerphysics(this);
Footsteps_Update();
angles = v_angle;
movetype = MOVETYPE_NONE;
}
void hostage_entity::PlayerUse(void)
{
if (eActivator.team == TEAM_CT) {
if ((m_eUser == world)) {
// Only give cash to the CT for using it for the first time
if (m_iUsed == FALSE) {
Money_AddMoney(eActivator, 150);
sound(this, CHAN_VOICE, sprintf("hostage/hos%d.wav", random(1, 6)), 1.0, ATTN_IDLE);
m_iUsed = TRUE;
}
m_eUser = eActivator;
} else {
m_eUser = world;
}
}
}
void hostage_entity::vPain(int iHitBody)
{
frame = HOSA_FLINCH + floor(random(0, 5));
}
void hostage_entity::vDeath(int iHitBody)
{
Radio_BroadcastMessage(RADIO_HOSDOWN);
frame = HOSA_DIE_SIMPLE + floor(random(0, 6));
solid = SOLID_NOT;
takedamage = DAMAGE_NO;
customphysics = Empty;
}
void hostage_entity::Hide(void)
{
setmodel(this, "");
m_eUser = world;
solid = SOLID_NOT;
movetype = MOVETYPE_NONE;
customphysics = __NULL__;
}
void hostage_entity::Respawn(void)
{
v_angle[0] = Math_FixDelta(m_oldAngle[0]);
v_angle[1] = Math_FixDelta(m_oldAngle[1]);
v_angle[2] = Math_FixDelta(m_oldAngle[2]);
setorigin(this, m_oldOrigin);
angles = v_angle;
solid = SOLID_SLIDEBOX;
movetype = MOVETYPE_NONE;
setmodel(this, m_oldModel);
setsize(this, VEC_HULL_MIN + [0,0,36], VEC_HULL_MAX + [0,0,36]);
m_eUser = world;
iBleeds = TRUE;
takedamage = DAMAGE_YES;
style = HOSTAGE_IDLE;
customphysics = Physics;
frame = HOSA_IDLE1;
health = 100;
velocity = [0,0,0];
m_iUsed = FALSE;
}
void hostage_entity::hostage_entity(void)
{
// Path hack, FIXME do it a better way
if (model == "/models/hostage.mdl") {
model = "";
}
if (!model) {
model = "models/hostage.mdl";
}
CBaseEntity::CBaseEntity();
precache_model(m_oldModel);
setmodel(this, m_oldModel);
iHostagesMax = iHostagesMax + 1;
Respawn();
}