Esempio n. 1
0
//
// Touch - will hurt others based on how fast the brush is spinning
//
void CFuncRotating :: HurtTouch ( CBaseEntity *pOther )
{
	entvars_t	*pevOther = pOther->pev;

	// we can't hurt this thing, so we're not concerned with it
	if( !pOther->pev->takedamage ) return;

	// calculate damage based on rotation speed
	pev->dmg = GetLocalAvelocity().Length() / 10;

	pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH );

	Vector vecNewVelocity = (pOther->GetAbsOrigin() - Center()).Normalize();
	pOther->SetAbsVelocity( vecNewVelocity * pev->dmg );
}
Esempio n. 2
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void CFuncRotating :: RotateFriction( void )
{
	// angular impulse support
	if( GetLocalAvelocity() != g_vecZero )
	{
		m_iState = STATE_ON;
		SetMoveDoneTime( 0.1 );
		RampPitchVol();
	}
	else
	{
		STOP_SOUND( edict(), CHAN_STATIC, STRING( pev->noise3 ));
		SetMoveDoneTime( -1 );
		m_iState = STATE_OFF;
	}
}
Esempio n. 3
0
void CFuncRotating :: Precache( void )
{
	// set up fan sounds
	if( !FStringNull( pev->message ))
	{
		// if a path is set for a wave, use it
		pev->noise3 = UTIL_PrecacheSound( STRING( pev->message ));
	}
	else
	{
		int m_sound = UTIL_LoadSoundPreset( m_sounds );

		// otherwise use preset sound
		switch( m_sound )
		{
		case 1:
			pev->noise3 = UTIL_PrecacheSound( "fans/fan1.wav" );
			break;
		case 2:
			pev->noise3 = UTIL_PrecacheSound( "fans/fan2.wav" );
			break;
		case 3:
			pev->noise3 = UTIL_PrecacheSound( "fans/fan3.wav" );
			break;
		case 4:
			pev->noise3 = UTIL_PrecacheSound( "fans/fan4.wav" );
			break;
		case 5:
			pev->noise3 = UTIL_PrecacheSound( "fans/fan5.wav" );
			break;
		case 0:
			pev->noise3 = UTIL_PrecacheSound( "common/null.wav" );
			break;
		default:
			pev->noise3 = UTIL_PrecacheSound( m_sound );
			break;
		}
	}
	
	if( GetLocalAvelocity() != g_vecZero && !pev->friction )
	{
		// if fan was spinning, and we went through transition or save/restore,
		// make sure we restart the sound. 1.5 sec delay is magic number. KDB
		SetMoveDone( SpinUp );
		SetMoveDoneTime( 0.2 );
	}
}
Esempio n. 4
0
void CFuncRotating :: RampPitchVol( void )
{
	// calc volume and pitch as % of maximum vol and pitch.
	float fpct = fabs( GetLocalAvelocity().Length() ) / m_flMaxSpeed;
	float fvol = bound( 0.0f, m_flVolume * fpct, 1.0f ); // slowdown volume ramps down to 0

	float fpitch = FANPITCHMIN + ( FANPITCHMAX - FANPITCHMIN ) * fpct;	
	
	int pitch = bound( 0, fpitch, 255 );

	if( pitch == PITCH_NORM )
	{
		pitch = PITCH_NORM - 1;
	}

	// change the fan's vol and pitch
	EMIT_SOUND_DYN( edict(), CHAN_STATIC, STRING( pev->noise3 ), fvol, m_flAttenuation, SND_CHANGE_PITCH|SND_CHANGE_VOL, pitch );

}
Esempio n. 5
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void CFuncRotating :: Rotate( void )
{
	// NOTE: only full speed moving set state to "On"
	if( fabs( pev->speed ) == fabs( m_flMaxSpeed ))
		m_iState = STATE_ON;

	SetMoveDoneTime( 0.1f );

	if( m_bStopAtStartPos )
	{
		SetMoveDoneTime( GetNextMoveInterval() );

		int checkAxis = 2;

		// see if we got close to the starting orientation
		if( pev->movedir[0] != 0 )
		{
			checkAxis = 0;
		}
		else if( pev->movedir[1] != 0 )
		{
			checkAxis = 1;
		}

		float angDelta = anglemod( GetLocalAngles()[checkAxis] - m_angStart[checkAxis] );
		if( angDelta > 180.0f )
			angDelta -= 360.0f;

		Vector avel = GetLocalAvelocity();

		// delta per tick
		Vector avelpertick = avel * gpGlobals->frametime;

		if( fabs( angDelta ) < fabs( avelpertick[checkAxis] ))
		{
			SetTargetSpeed( 0 );
			SetLocalAngles( m_angStart );
			m_bStopAtStartPos = false;
		}
	}
}
Esempio n. 6
0
//=========================================================
//=========================================================
void CFlockingFlyer :: BoidAdvanceFrame ( )
{
	float flapspeed = (pev->speed - pev->armorvalue) / AFLOCK_ACCELERATE;
	pev->armorvalue = pev->armorvalue * .8 + pev->speed * .2;

	if (flapspeed < 0) flapspeed = -flapspeed;
	if (flapspeed < 0.25) flapspeed = 0.25;
	if (flapspeed > 1.9) flapspeed = 1.9;

	pev->framerate = flapspeed;

	Vector avelocity = GetLocalAvelocity();

	// lean
	avelocity.x = - (GetAbsAngles().x + flapspeed * 5);

	// bank
	avelocity.z = - (GetAbsAngles().z + avelocity.y);

	SetLocalAvelocity( avelocity );
	StudioFrameAdvance( 0.1 );
}
Esempio n. 7
0
void CBaseDoor::Blocked( CBaseEntity *pOther )
{
	// hurt the blocker a little.
	if( pev->dmg ) pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH );

	// if a door has a negative wait, it would never come back if blocked,
	// so let it just squash the object to death real fast
	if( m_flWait >= 0 )
	{
		if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ))
			STOP_SOUND( edict(), CHAN_STATIC, STRING( pev->noise1 ));

		if( m_iState == STATE_TURN_OFF )
		{
			DoorGoUp();
		}
		else
		{
			DoorGoDown();
		}
	}

	// block all door pieces with the same targetname here.
	if( !FStringNull( pev->targetname ))
	{
		CBaseDoor *pDoorList[64];
		int doorCount = GetDoorMovementGroup( pDoorList, ARRAYSIZE( pDoorList ));

		for( int i = 0; i < doorCount; i++ )
		{
			CBaseDoor *pDoor = pDoorList[i];

			if( pDoor->m_flWait >= 0)
			{
				if( m_bDoorGroup && pDoor->pev->movedir == pev->movedir && pDoor->GetAbsVelocity() == GetAbsVelocity() && pDoor->GetLocalAvelocity() == GetLocalAvelocity( ))
				{
					pDoor->m_iPhysicsFrame = g_ulFrameCount; // don't run physics this frame if you haven't run yet

					// this is the most hacked, evil, bastardized thing I've ever seen. kjb
					if( !pDoor->IsRotatingDoor( ))
					{
						// set origin to realign normal doors
						pDoor->SetLocalOrigin( GetLocalOrigin( ));
						pDoor->SetAbsVelocity( g_vecZero ); // stop!

					}
					else
					{
						// set angles to realign rotating doors
						pDoor->SetLocalAngles( GetLocalAngles( ));
						pDoor->SetLocalAvelocity( g_vecZero );
					}
				}
			
				if( pDoor->m_iState == STATE_TURN_OFF )
					pDoor->DoorGoUp();
				else pDoor->DoorGoDown();
			}
		}
	}
}
Esempio n. 8
0
void COsprey :: DyingThink( void )
{
	StudioFrameAdvance( );
	SetNextThink( 0.1 );

	Vector angVel = GetLocalAvelocity();
	angVel *= 1.02;
	SetLocalAvelocity( angVel );

	// still falling?
	if (m_startTime > gpGlobals->time )
	{
		UTIL_MakeAimVectors( GetAbsAngles() );
		ShowDamage( );

		Vector vecSpot = GetAbsOrigin() + GetAbsVelocity() * 0.2;
		Vector vecVel = GetAbsVelocity();

		// random explosions
		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
			WRITE_BYTE( TE_EXPLOSION);		// This just makes a dynamic light now
			WRITE_COORD( vecSpot.x + RANDOM_FLOAT( -150, 150 ));
			WRITE_COORD( vecSpot.y + RANDOM_FLOAT( -150, 150 ));
			WRITE_COORD( vecSpot.z + RANDOM_FLOAT( -150, -50 ));
			WRITE_SHORT( g_sModelIndexFireball );
			WRITE_BYTE( RANDOM_LONG(0,29) + 30  ); // scale * 10
			WRITE_BYTE( 12  ); // framerate
			WRITE_BYTE( TE_EXPLFLAG_NONE );
		MESSAGE_END();

		// lots of smoke
		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
			WRITE_BYTE( TE_SMOKE );
			WRITE_COORD( vecSpot.x + RANDOM_FLOAT( -150, 150 ));
			WRITE_COORD( vecSpot.y + RANDOM_FLOAT( -150, 150 ));
			WRITE_COORD( vecSpot.z + RANDOM_FLOAT( -150, -50 ));
			WRITE_SHORT( g_sModelIndexSmoke );
			WRITE_BYTE( 100 ); // scale * 10
			WRITE_BYTE( 10  ); // framerate
		MESSAGE_END();


		vecSpot = GetAbsOrigin() + (pev->mins + pev->maxs) * 0.5;
		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
			WRITE_BYTE( TE_BREAKMODEL);

			// position
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z );

			// size
			WRITE_COORD( 800 );
			WRITE_COORD( 800 );
			WRITE_COORD( 132 );

			// velocity
			WRITE_COORD( vecVel.x ); 
			WRITE_COORD( vecVel.y );
			WRITE_COORD( vecVel.z );

			// randomization
			WRITE_BYTE( 50 ); 

			// Model
			WRITE_SHORT( m_iTailGibs );	//model id#

			// # of shards
			WRITE_BYTE( 8 );	// let client decide

			// duration
			WRITE_BYTE( 200 );// 10.0 seconds

			// flags

			WRITE_BYTE( BREAK_METAL );
		MESSAGE_END();



		// don't stop it we touch a entity
		pev->flags &= ~FL_ONGROUND;
		pev->nextthink = gpGlobals->time + 0.2;
		return;
	}
	else
	{
		Vector vecSpot = GetAbsOrigin() + (pev->mins + pev->maxs) * 0.5;

		/*
		MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
			WRITE_BYTE( TE_EXPLOSION);		// This just makes a dynamic light now
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z + 512 );
			WRITE_SHORT( m_iExplode );
			WRITE_BYTE( 250 ); // scale * 10
			WRITE_BYTE( 10  ); // framerate
		MESSAGE_END();
		*/

		// gibs
		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
			WRITE_BYTE( TE_SPRITE );
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z + 512 );
			WRITE_SHORT( m_iExplode );
			WRITE_BYTE( 250 ); // scale * 10
			WRITE_BYTE( 255 ); // brightness
		MESSAGE_END();

		/*
		MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
			WRITE_BYTE( TE_SMOKE );
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z + 300 );
			WRITE_SHORT( g_sModelIndexSmoke );
			WRITE_BYTE( 250 ); // scale * 10
			WRITE_BYTE( 6  ); // framerate
		MESSAGE_END();
		*/

		Vector vecOrigin = GetAbsOrigin();

		// blast circle
		MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, vecOrigin );
			WRITE_BYTE( TE_BEAMCYLINDER );
			WRITE_COORD( vecOrigin.x);
			WRITE_COORD( vecOrigin.y);
			WRITE_COORD( vecOrigin.z);
			WRITE_COORD( vecOrigin.x);
			WRITE_COORD( vecOrigin.y);
			WRITE_COORD( vecOrigin.z + 2000 ); // reach damage radius over .2 seconds
			WRITE_SHORT( m_iSpriteTexture );
			WRITE_BYTE( 0 ); // startframe
			WRITE_BYTE( 0 ); // framerate
			WRITE_BYTE( 4 ); // life
			WRITE_BYTE( 32 );  // width
			WRITE_BYTE( 0 );   // noise
			WRITE_BYTE( 255 );   // r, g, b
			WRITE_BYTE( 255 );   // r, g, b
			WRITE_BYTE( 192 );   // r, g, b
			WRITE_BYTE( 128 ); // brightness
			WRITE_BYTE( 0 );		// speed
		MESSAGE_END();

		EMIT_SOUND(ENT(pev), CHAN_STATIC, "weapons/mortarhit.wav", 1.0, 0.3);

		RadiusDamage( vecOrigin, pev, pev, 300, CLASS_NONE, DMG_BLAST );

		// gibs
		vecSpot = vecOrigin + (pev->mins + pev->maxs) * 0.5;
		MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, vecSpot );
			WRITE_BYTE( TE_BREAKMODEL);

			// position
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z + 64);

			// size
			WRITE_COORD( 800 );
			WRITE_COORD( 800 );
			WRITE_COORD( 128 );

			// velocity
			WRITE_COORD( m_velocity.x ); 
			WRITE_COORD( m_velocity.y );
			WRITE_COORD( fabs( m_velocity.z ) * 0.25 );

			// randomization
			WRITE_BYTE( 40 ); 

			// Model
			WRITE_SHORT( m_iBodyGibs );	//model id#

			// # of shards
			WRITE_BYTE( 128 );

			// duration
			WRITE_BYTE( 200 );// 10.0 seconds

			// flags

			WRITE_BYTE( BREAK_METAL );
		MESSAGE_END();

		UTIL_Remove( this );
	}
}
Esempio n. 9
0
//=========================================================
// Leader boids use this think every tenth
//=========================================================
void CFlockingFlyer :: FlockLeaderThink( void )
{
	TraceResult		tr;
	Vector			vecDist;// used for general measurements
	Vector			vecDir;// used for general measurements
	int				cProcessed = 0;// keep track of how many other boids we've processed 
	float			flLeftSide;
	float			flRightSide;
	

	pev->nextthink = gpGlobals->time + 0.1;
	
	UTIL_MakeVectors ( GetAbsAngles() );

	// is the way ahead clear?
	if ( !FPathBlocked () )
	{
		// if the boid is turning, stop the trend.
		if ( m_fTurning )
		{
			m_fTurning = FALSE;
			Vector avelocity = GetLocalAvelocity();
			avelocity.y = 0;
			SetLocalAvelocity( avelocity );
		}

		m_fPathBlocked = FALSE;

		if (pev->speed <= AFLOCK_FLY_SPEED )
			pev->speed+= 5;

		SetAbsVelocity( gpGlobals->v_forward * pev->speed );

		BoidAdvanceFrame( );

		return;
	}
	
	// IF we get this far in the function, the leader's path is blocked!
	m_fPathBlocked = TRUE;

	if ( !m_fTurning)// something in the way and boid is not already turning to avoid
	{
		// measure clearance on left and right to pick the best dir to turn
		UTIL_TraceLine(GetAbsOrigin(), GetAbsOrigin() + gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
		vecDist = (tr.vecEndPos - GetAbsOrigin());
		flRightSide = vecDist.Length();

		UTIL_TraceLine(GetAbsOrigin(), GetAbsOrigin() - gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
		vecDist = (tr.vecEndPos - GetAbsOrigin());
		flLeftSide = vecDist.Length();

		// turn right if more clearance on right side
		if ( flRightSide > flLeftSide )
		{
			Vector avelocity = GetLocalAvelocity();
			avelocity.y = -AFLOCK_TURN_RATE;
			SetLocalAvelocity( avelocity );
			m_fTurning = TRUE;
		}
		// default to left turn :)
		else if ( flLeftSide > flRightSide )
		{
			Vector avelocity = GetLocalAvelocity();
			avelocity.y = AFLOCK_TURN_RATE;
			SetLocalAvelocity( avelocity );
			m_fTurning = TRUE;
		}
		else
		{
			// equidistant. Pick randomly between left and right.
			m_fTurning = TRUE;

			if ( RANDOM_LONG( 0, 1 ) == 0 )
			{
				Vector avelocity = GetLocalAvelocity();
				avelocity.y = AFLOCK_TURN_RATE;
				SetLocalAvelocity( avelocity );
			}
			else
			{
				Vector avelocity = GetLocalAvelocity();
				avelocity.y = -AFLOCK_TURN_RATE;
				SetLocalAvelocity( avelocity );
			}
		}
	}
	SpreadFlock( );

	SetAbsVelocity( gpGlobals->v_forward * pev->speed );
	
	// check and make sure we aren't about to plow into the ground, don't let it happen
	UTIL_TraceLine(GetAbsOrigin(), GetAbsOrigin() - gpGlobals->v_up * 16, ignore_monsters, ENT(pev), &tr);
	if (tr.flFraction != 1.0 && GetAbsVelocity().z < 0 )
	{
		Vector velocity = GetAbsVelocity();
		velocity.z = 0;
		SetAbsVelocity( velocity );
          }
	// maybe it did, though.
	if ( FBitSet (pev->flags, FL_ONGROUND) )
	{
		UTIL_SetOrigin (this, GetAbsOrigin() + Vector ( 0 , 0 , 1 ) );
		Vector velocity = GetAbsVelocity();
		velocity.z = 0;
		SetAbsVelocity( velocity );
	}

	if ( m_flFlockNextSoundTime < gpGlobals->time )
	{
		MakeSound();
		m_flFlockNextSoundTime = gpGlobals->time + RANDOM_FLOAT( 1, 3 );
	}

	BoidAdvanceFrame( );
	
	return;
}