235 lines
5.4 KiB
Plaintext
235 lines
5.4 KiB
Plaintext
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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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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#define EVSHOOTER_REPEATABLE 1
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/*!QUAKED env_shooter (1 0 0) (-8 -8 -8) (8 8 8) EVSHOOTER_REPEATABLE
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# OVERVIEW
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Shoots model entities from its location.
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# KEYS
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- "targetname" : Name
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- "target" : Target when triggered.
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- "killtarget" : Target to kill when triggered.
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- "angles" : Sets the pitch, yaw and roll direction of the shooter.
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- "shootmodel" : Model file to shoot.
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- "shootsounds" : PCM sample to play whenever a piece shoots out.
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- "m_iGibs" : Amount of models shot in total.
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- "m_flDelay" : Delay before being able to be fired again.
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- "m_flVelocity" : Speed of the models in units per second.
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- "m_flVariance" : Delay between shots.
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- "m_flGibLife" : Life of the individual model piece.
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- "scale" : Scale modifier of the model pieces.
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# TRIVIA
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This entity was introduced in Half-Life (1998).
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*/
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class
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env_shooter:NSPointTrigger
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{
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int m_iGibs;
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int m_iGibsLeft;
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float m_flDelay;
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float m_flVelocity;
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float m_flVariance;
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float m_flGibLife;
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string m_strShootModel;
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float m_flShootSounds;
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float m_flScale;
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float m_flSkin;
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public:
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void env_shooter(void);
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virtual void Save(float);
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virtual void Restore(string,string);
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virtual void SpawnKey(string,string);
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virtual void Respawn(void);
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virtual void ShootGib(void);
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virtual void Trigger(entity, triggermode_t);
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};
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void
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env_shooter::env_shooter(void)
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{
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m_flVariance = 0.0f;
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m_flDelay = 0.0f;
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m_iGibs = 1;
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m_iGibsLeft = 1;
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m_flVelocity = 0;
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m_flGibLife = 1.0f;
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m_strShootModel = __NULL__;
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m_flShootSounds = 0;
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m_flScale = 1.0;
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m_flSkin = 0;
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}
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void
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env_shooter::Save(float handle)
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{
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super::Save(handle);
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SaveFloat(handle, "m_flVariance", m_flVariance);
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SaveFloat(handle, "m_flDelay", m_flDelay);
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SaveInt(handle, "m_iGibs", m_iGibs);
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SaveInt(handle, "m_iGibsLeft", m_iGibsLeft);
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SaveFloat(handle, "m_flVelocity", m_flVelocity);
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SaveFloat(handle, "m_flGibLife", m_flGibLife);
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SaveString(handle, "m_strShootModel", m_strShootModel);
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SaveFloat(handle, "m_flShootSounds", m_flShootSounds);
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SaveFloat(handle, "m_flScale", m_flScale);
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SaveFloat(handle, "m_flSkin", m_flSkin);
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}
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void
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env_shooter::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_flVariance":
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m_flVariance = ReadFloat(strValue);
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break;
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case "m_flDelay":
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m_flDelay = ReadFloat(strValue);
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break;
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case "m_iGibs":
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m_iGibs = ReadInt(strValue);
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break;
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case "m_iGibsLeft":
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m_iGibsLeft = ReadInt(strValue);
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break;
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case "m_flVelocity":
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m_flVelocity = ReadFloat(strValue);
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break;
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case "m_flGibLife":
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m_flGibLife = ReadFloat(strValue);
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break;
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case "m_strShootModel":
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m_strShootModel = ReadString(strValue);
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break;
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case "m_flShootSounds":
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m_flShootSounds = ReadFloat(strValue);
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break;
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case "m_flScale":
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m_flScale = ReadFloat(strValue);
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break;
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case "m_flSkin":
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m_flSkin = ReadFloat(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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void
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env_shooter::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_iGibs":
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m_iGibs = stoi(strValue);
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break;
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case "m_flDelay":
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m_flDelay = stof(strValue);
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break;
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case "m_flVelocity":
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m_flVelocity = stof(strValue);
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break;
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case "m_flVariance":
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m_flVariance = stof(strValue);
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break;
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case "m_flGibLife":
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m_flGibLife = stof(strValue);
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break;
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case "shootmodel":
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m_strShootModel = strValue;
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precache_model(m_strShootModel);
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break;
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case "shootsounds":
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m_flShootSounds = stof(strValue);
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break;
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case "scale":
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m_flScale = stof(strValue);
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break;
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case "skin":
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m_flSkin = stof(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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env_shooter::Respawn(void)
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{
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if (!m_strShootModel) {
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Destroy();
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return;
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}
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m_iGibsLeft = m_iGibs;
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ReleaseThink();
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}
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void
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env_shooter::ShootGib(void)
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{
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vector vecSpinVel = [0.0f, 0.0f, 0.0f];
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vector vecThrowVel = [0.0f, 0.0f, 0.0f];
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NSRenderableEntity eGib = spawn(NSRenderableEntity);
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eGib.SetMovetype(MOVETYPE_BOUNCE);
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eGib.SetModel(m_strShootModel);
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eGib.SetOrigin(GetOrigin());
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eGib.SetAngles(GetAngles());
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makevectors(GetAngles());
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vecThrowVel = v_forward * m_flVelocity;
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vecThrowVel += [0.0f, 0.0f, 64.0f + (random() * 64.0f)];
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vecSpinVel[0] = random(-1,1) * 32;
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vecSpinVel[1] = random(-1,1) * 32;
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vecSpinVel[2] = random(-1,1) * 32;
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eGib.SetVelocity(vecThrowVel);
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eGib.SetAngularVelocity(vecSpinVel);
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eGib.ScheduleThink(Destroy, m_flGibLife);
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m_iGibsLeft--;
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if (m_iGibsLeft) {
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ScheduleThink(ShootGib, m_flVariance);
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}
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}
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void
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env_shooter::Trigger(entity act, triggermode_t state)
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{
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switch (state) {
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case TRIG_OFF:
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ReleaseThink();
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break;
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case TRIG_ON:
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if (spawnflags & EVSHOOTER_REPEATABLE)
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m_iGibsLeft = m_iGibs;
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ScheduleThink(ShootGib, m_flVariance);
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break;
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default:
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if (IsThinking() == false)
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Trigger(act, TRIG_ON);
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else
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Trigger(act, TRIG_OFF);
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}
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}
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