Fixing spawn camera and trying to work the bomb timer

This commit is contained in:
Marco Cawthorne 2017-05-01 02:12:13 +02:00
parent a10cd4450b
commit 47f3f3a411
5 changed files with 108 additions and 89 deletions

View File

@ -89,8 +89,6 @@ int iBombRadius; // For info_map_parameters
int iHostagesRescued;
int iBombPlanted;
var float fGameFrametime;
// Generic entity fields
.int iUsable;
.int iBleeds;

View File

@ -75,6 +75,8 @@ Look for the next spawnpoint
=================
*/
void Spawn_ObserverCam( void ) {
entity eTarget;
// Go find a camera if we aren't dead
entity eCamera = find ( world, classname, "trigger_camera" );
@ -82,15 +84,28 @@ void Spawn_ObserverCam( void ) {
self.origin = eCamera.origin;
if ( eCamera.target ) {
entity eTarget = find( world, targetname, eCamera.target );
eTarget = find( world, targetname, eCamera.target );
if ( eTarget ) {
self.angles = vectoangles( eTarget.origin - eCamera.origin );
self.angles_x *= -1;
}
}
} else {
bprint( "Can't find fucking camera\n" );
// Can't find a camera? Just do this lazy thing, CS seems to do the same
eCamera = find ( world, classname, "info_player_start" );
if ( eCamera ) {
self.origin = eCamera.origin;
if ( eCamera.target ) {
eTarget = find( world, targetname, eCamera.target );
if ( eTarget ) {
self.angles = vectoangles( eTarget.origin - eCamera.origin );
self.angles_x *= -1;
}
}
}
}
self.fixangle = TRUE;

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@ -60,109 +60,114 @@ enum {
};
#ifdef SSQC
void WeaponC4BOMB_Drop( vector vBombPos ) {
static float fBeepTime; // Used for the beeping sounds that last 1.5 seconds
static float fDefuseProgress; // Used to track... the progress
static void C4BombThink( void ) {
// If the guy who started using us stopped using us, reset the defuser counter
if ( ( self.eUser != world ) && ( self.eUser.button6 == FALSE ) ) {
self.eUser.fProgressBar = 0;
self.eUser = world;
fDefuseProgress = 0;
}
var float fBeepTime; // Used for the beeping sounds that last 1.5 seconds
var float fDefuseProgress; // Used to track... the progress
static void WeaponC4BOMB_Use( void ) {
//if ( eActivator.team != TEAM_CT ) {
// return;
//}
// If our time has passed, explode
if ( self.fAttackFinished < time ) {
// Terrorists win
Rules_RoundOver( TEAM_T, 3500, FALSE );
// On first use, play defusing sound
if ( self.eUser == world ) {
sound( self, CHAN_VOICE, "weapons/c4_disarm.wav", 1.0, ATTN_NORM );
}
// Takes 10 seconds to defuse that thing!
if ( fDefuseProgress > 10 ) {
sound( self, CHAN_VOICE, "weapons/c4_disarmed.wav", 1.0, ATTN_NORM );
Rules_RoundOver( TEAM_CT, 3500, TRUE );
Radio_BroadcastMessage( RADIO_BOMBDEF );
eActivator.fProgressBar = 0;
iBombPlanted = FALSE;
fBeepTime = 0;
fDefuseProgress = 0;
remove( self );
return;
}
// If the user has the right equipment, make 10 seconds pass twice as fast
if ( eActivator.iEquipment & EQUIPMENT_DEFUSALKIT ) {
fDefuseProgress += 0.02;
} else {
fDefuseProgress += 0.01;
}
eActivator.fProgressBar = (fDefuseProgress * 0.1);
// Make sure WeaponC4BOMB_Think knows who the user is
self.eUser = eActivator;
}
static void WeaponC4BOMB_Think( void ) {
// If the guy who started using us stopped using us, reset the defuser counter
if ( ( self.eUser != world ) && ( self.eUser.button6 == FALSE ) ) {
self.eUser.fProgressBar = 0;
self.eUser = world;
fDefuseProgress = 0;
}
// If our time has passed, explode
if ( self.fAttackFinished < time ) {
// Terrorists win
Rules_RoundOver( TEAM_T, 3500, FALSE );
// Make it explode and hurt things
Damage_Radius( self.origin, self, 500, 1024 );
sound( self, CHAN_VOICE, "weapons/c4_explode1.wav", 1.0, ATTN_NONE );
// Make it explode and hurt things
Damage_Radius( self.origin, self, 500, 1024 );
sound( self, CHAN_VOICE, "weapons/c4_explode1.wav", 1.0, ATTN_NONE );
// Trigger all targets
entity eBombChain = findradius( self.origin, iBombRadius );
// Trigger all targets
entity eBombChain = findradius( self.origin, iBombRadius );
while ( eBombChain ) {
if ( ( eBombChain.classname == "func_bomb_target" ) ) {
entity eOld = self;
self = eBombChain;
Entities_UseTargets();
self = eOld;
}
eBombChain = eBombChain.chain;
while ( eBombChain ) {
if ( ( eBombChain.classname == "func_bomb_target" ) ) {
entity eOld = self;
self = eBombChain;
Entities_UseTargets();
self = eOld;
}
eBombChain = eBombChain.chain;
}
iBombPlanted = FALSE;
remove( self );
return;
}
// Only play sounds every once in a while
if ( fBeepTime > time ) {
return;
}
fBeepTime = time + 1.5;
if ( self.fAttackFinished - time < 2 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NONE );
} else if ( self.fAttackFinished - time < 5 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NORM );
} else if ( self.fAttackFinished - time < 10 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep4.wav", 1.0, ATTN_NORM );
} else if ( self.fAttackFinished - time < 20 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep3.wav", 1.0, ATTN_NORM );
} else if ( self.fAttackFinished - time < 30 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep2.wav", 1.0, ATTN_NORM );
} else {
sound( self, CHAN_VOICE, "weapons/c4_beep1.wav", 1.0, ATTN_NORM );
}
fBeepTime = 0;
fDefuseProgress = 0;
iBombPlanted = FALSE;
remove( self );
return;
}
static void C4BombUse( void ) {
if ( eActivator.team != TEAM_CT ) {
return;
}
// On first use, play defusing sound
if ( self.eUser == world ) {
sound( self, CHAN_VOICE, "weapons/c4_disarm.wav", 1.0, ATTN_NORM );
}
// Takes 10 seconds to defuse that thing!
if ( fDefuseProgress > 10 ) {
sound( self, CHAN_VOICE, "weapons/c4_disarmed.wav", 1.0, ATTN_NORM );
Rules_RoundOver( TEAM_CT, 3500, TRUE );
Radio_BroadcastMessage( RADIO_BOMBDEF );
eActivator.fProgressBar = 0;
iBombPlanted = FALSE;
remove( self );
return;
}
// If the user has the right equipment, make 10 seconds pass twice as fast
if ( eActivator.iEquipment & EQUIPMENT_DEFUSALKIT ) {
fDefuseProgress += ( fGameFrametime * 2 );
} else {
fDefuseProgress += fGameFrametime;
}
eActivator.fProgressBar = (fDefuseProgress * 0.1);
// Makesure C4BombThink knows who the user is
self.eUser = eActivator;
// Only play sounds every once in a while
if ( fBeepTime > time ) {
return;
}
fBeepTime = time + 1.5;
if ( self.fAttackFinished - time < 2 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NONE );
} else if ( self.fAttackFinished - time < 5 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NORM );
} else if ( self.fAttackFinished - time < 10 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep4.wav", 1.0, ATTN_NORM );
} else if ( self.fAttackFinished - time < 20 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep3.wav", 1.0, ATTN_NORM );
} else if ( self.fAttackFinished - time < 30 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep2.wav", 1.0, ATTN_NORM );
} else {
sound( self, CHAN_VOICE, "weapons/c4_beep1.wav", 1.0, ATTN_NORM );
}
}
void WeaponC4BOMB_Drop( vector vBombPos ) {
// Do all the dirty entspawning stuff
entity eBomb = spawn();
eBomb.classname = "c4bomb";
setorigin( eBomb, vBombPos );
setmodel( eBomb, "models/w_c4.mdl" );
eBomb.solid = SOLID_BBOX;
eBomb.customphysics = C4BombThink;
eBomb.customphysics = WeaponC4BOMB_Think;
eBomb.fAttackFinished = time + autocvar_mp_c4timer;
eBomb.vUse = C4BombUse;
eBomb.vUse = WeaponC4BOMB_Use;
eBomb.iUsable = TRUE;
eBomb.owner = world;
sound( eBomb, CHAN_WEAPON, "weapons/c4_plant.wav", 1.0, ATTN_IDLE );
@ -173,6 +178,7 @@ void WeaponC4BOMB_Drop( vector vBombPos ) {
// Tell the bomb-planter to get rid of the weapon!
self.fSlotGrenade = self.fSlotGrenade - WEAPON_C4BOMB;
Weapon_SwitchBest();
eprint( eBomb );
}
#endif

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