157 lines
3.6 KiB
Plaintext
157 lines
3.6 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 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 env_shooter (1 0 0) (-8 -8 -8) (8 8 8)
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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 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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void(void) env_shooter;
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virtual void(void) Respawn;
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virtual void(void) ShootGib;
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virtual void(entity, int) Trigger;
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virtual void(string, string) SpawnKey;
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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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static void Gib_Remove(void) { remove(self); }
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entity eGib = spawn();
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eGib.movetype = MOVETYPE_BOUNCE;
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setmodel(eGib, m_strShootModel);
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setorigin(eGib, origin);
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makevectors(angles);
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eGib.velocity = v_forward * m_flVelocity + [0,0,64 + (random()*64)];
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eGib.avelocity[0] = random(-1,1) * 32;
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eGib.avelocity[1] = random(-1,1) * 32;
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eGib.avelocity[2] = random(-1,1) * 32;
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eGib.think = Gib_Remove;
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eGib.nextthink = time + m_flGibLife;
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eGib.angles = angles;
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m_iGibsLeft--;
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if (m_iGibsLeft) {
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nextthink = time + m_flVariance;
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}
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}
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void
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env_shooter::Trigger(entity act, int state)
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{
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switch (state) {
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case TRIG_OFF:
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think = __NULL__;
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nextthink = 0.0f;
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break;
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case TRIG_ON:
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think = ShootGib;
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nextthink = time + m_flVariance;
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break;
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default:
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if (think == __NULL__)
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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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void
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env_shooter::Respawn(void)
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{
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m_iGibsLeft = m_iGibs;
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think = __NULL__;
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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::env_shooter(void)
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{
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if (!m_strShootModel) {
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remove(this);
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}
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}
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