nuclide/src/gs-entbase/server/env_shooter.qc

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/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED env_shooter (1 0 0) (-8 -8 -8) (8 8 8)
Shoots model entities from its location.
-------- KEYS --------
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"angles" : Sets the pitch, yaw and roll direction of the shooter.
"shootmodel" : Model file to shoot.
"shootsounds" : PCM sample to play whenever a piece shoots out.
"m_iGibs" : Amount of models shot in total.
"m_flDelay" : Delay before being able to be fired again.
"m_flVelocity" : Speed of the models in units per second.
"m_flVariance" : Delay between shots.
"m_flGibLife" : Life of the individual model piece.
"scale" : Scale modifier of the model pieces.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/
class env_shooter:NSPointTrigger
{
int m_iGibs;
int m_iGibsLeft;
float m_flDelay;
float m_flVelocity;
float m_flVariance;
float m_flGibLife;
string m_strShootModel;
float m_flShootSounds;
float m_flScale;
float m_flSkin;
void(void) env_shooter;
virtual void(void) Respawn;
virtual void(void) ShootGib;
virtual void(entity, int) Trigger;
virtual void(string, string) SpawnKey;
};
void
env_shooter::ShootGib(void)
{
static void Gib_Remove(void) { remove(self); }
entity eGib = spawn();
eGib.movetype = MOVETYPE_BOUNCE;
setmodel(eGib, m_strShootModel);
setorigin(eGib, origin);
makevectors(angles);
eGib.velocity = v_forward * m_flVelocity + [0,0,64 + (random()*64)];
eGib.avelocity[0] = random(-1,1) * 32;
eGib.avelocity[1] = random(-1,1) * 32;
eGib.avelocity[2] = random(-1,1) * 32;
eGib.think = Gib_Remove;
eGib.nextthink = time + m_flGibLife;
eGib.angles = angles;
m_iGibsLeft--;
if (m_iGibsLeft) {
nextthink = time + m_flVariance;
}
}
void
env_shooter::Trigger(entity act, int state)
{
switch (state) {
case TRIG_OFF:
think = __NULL__;
nextthink = 0.0f;
break;
case TRIG_ON:
think = ShootGib;
nextthink = time + m_flVariance;
break;
default:
if (think == __NULL__)
Trigger(act, TRIG_ON);
else
Trigger(act, TRIG_OFF);
}
}
void
env_shooter::Respawn(void)
{
m_iGibsLeft = m_iGibs;
think = __NULL__;
}
void
env_shooter::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "m_iGibs":
m_iGibs = stoi(strValue);
break;
case "m_flDelay":
m_flDelay = stof(strValue);
break;
case "m_flVelocity":
m_flVelocity = stof(strValue);
break;
case "m_flVariance":
m_flVariance = stof(strValue);
break;
case "m_flGibLife":
m_flGibLife = stof(strValue);
break;
case "shootmodel":
m_strShootModel = strValue;
precache_model(m_strShootModel);
break;
case "shootsounds":
m_flShootSounds = stof(strValue);
break;
case "scale":
m_flScale = stof(strValue);
break;
case "skin":
m_flSkin = stof(strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
env_shooter::env_shooter(void)
{
if (!m_strShootModel) {
remove(this);
}
}