示例#1
0
void CBreakable::Die( void )
{
	Vector vecSpot;// shard origin
	Vector vecVelocity;// shard velocity
	CBaseEntity *pEntity = NULL;
	char cFlag = 0;
	int pitch;
	float fvol;
	
	pitch = 95 + RANDOM_LONG(0,29);

	if (pitch > 97 && pitch < 103)
		pitch = 100;

	// The more negative pev->health, the louder
	// the sound should be.

	fvol = RANDOM_FLOAT(0.85, 1.0) + (abs(pev->health) / 100.0);

	if (fvol > 1.0)
		fvol = 1.0;


	switch (m_Material)
	{
	case matGlass:
		switch ( RANDOM_LONG(0,1) )
		{
		case 0:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass1.wav", fvol, ATTN_NORM, 0, pitch);	
			break;
		case 1:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass2.wav", fvol, ATTN_NORM, 0, pitch);	
			break;
		}
		cFlag = BREAK_GLASS;
		break;

	case matWood:
		switch ( RANDOM_LONG(0,1) )
		{
		case 0:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate1.wav", fvol, ATTN_NORM, 0, pitch);	
			break;
		case 1:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate2.wav", fvol, ATTN_NORM, 0, pitch);	
			break;
		}
		cFlag = BREAK_WOOD;
		break;

	case matComputer:
	case matMetal:
		switch ( RANDOM_LONG(0,1) )
		{
		case 0:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal1.wav", fvol, ATTN_NORM, 0, pitch);	
			break;
		case 1:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal2.wav", fvol, ATTN_NORM, 0, pitch);	
			break;
		}
		cFlag = BREAK_METAL;
		break;

	case matFlesh:
		switch ( RANDOM_LONG(0,1) )
		{
		case 0:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh1.wav", fvol, ATTN_NORM, 0, pitch);	
			break;
		case 1:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh2.wav", fvol, ATTN_NORM, 0, pitch);	
			break;
		}
		cFlag = BREAK_FLESH;
		break;

	case matRocks:
	case matCinderBlock:
		switch ( RANDOM_LONG(0,1) )
		{
		case 0:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete1.wav", fvol, ATTN_NORM, 0, pitch);	
			break;
		case 1:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete2.wav", fvol, ATTN_NORM, 0, pitch);	
			break;
		}
		cFlag = BREAK_CONCRETE;
		break;

	case matCeilingTile:
		EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustceiling.wav", fvol, ATTN_NORM, 0, pitch);
		break;
	}
    
		
	if (m_Explosion == expDirected)
		vecVelocity = g_vecAttackDir * 200;
	else
	{
		vecVelocity.x = 0;
		vecVelocity.y = 0;
		vecVelocity.z = 0;
	}

	vecSpot = pev->origin + (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( pev->size.x);
		WRITE_COORD( pev->size.y);
		WRITE_COORD( pev->size.z);

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

		// randomization
		WRITE_BYTE( 10 ); 

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

		// # of shards
		WRITE_BYTE( 0 );	// let client decide

		// duration
		WRITE_BYTE( 25 );// 2.5 seconds

		// flags
		WRITE_BYTE( cFlag );
	MESSAGE_END();

	float size = pev->size.x;
	if ( size < pev->size.y )
		size = pev->size.y;
	if ( size < pev->size.z )
		size = pev->size.z;

	// !!! HACK  This should work!
	// Build a box above the entity that looks like an 8 pixel high sheet
	Vector mins = pev->absmin;
	Vector maxs = pev->absmax;
	mins.z = pev->absmax.z;
	maxs.z += 8;

	// BUGBUG -- can only find 256 entities on a breakable -- should be enough
	CBaseEntity *pList[256];
	int count = UTIL_EntitiesInBox( pList, 256, mins, maxs, FL_ONGROUND );
	if ( count )
	{
		for ( int i = 0; i < count; i++ )
		{
			ClearBits( pList[i]->pev->flags, FL_ONGROUND );
			pList[i]->pev->groundentity = NULL;
		}
	}

	// Don't fire something that could fire myself
	pev->targetname = 0;

	pev->solid = SOLID_NOT;
	// Fire targets on break
	SUB_UseTargets( NULL, USE_TOGGLE, 0 );

	SetThink( &CBreakable::SUB_Remove );
	pev->nextthink = pev->ltime + 0.1;
	if ( m_iszSpawnObject )
		CBaseEntity::Create( (char *)STRING(m_iszSpawnObject), VecBModelOrigin(pev), pev->angles, edict() );


	if ( Explodable() )
	{
		ExplosionCreate( Center(), pev->angles, edict(), ExplosionMagnitude(), TRUE );
	}
}
示例#2
0
void CBreakable::Die()
{
	Vector vecSpot;	// shard origin
	Vector vecVelocity;	// shard velocity
	CBaseEntity *pEntity = NULL;
	char cFlag = 0;
	int pitch;
	float fvol;

	pev->takedamage = DAMAGE_NO;
	pev->deadflag = DEAD_DEAD;
	pev->effects = EF_NODRAW;

	pitch = 95 + RANDOM_LONG(0, 29);

	if (pitch > 97 && pitch < 103)
		pitch = 100;

	// The more negative pev->health, the louder
	// the sound should be.
	fvol = RANDOM_FLOAT(0.85, 1.0) + (abs((int)pev->health) / 100.0f);

	if (fvol > 1.0f)
		fvol = 1.0f;

	switch (m_Material)
	{
	case matGlass:
		switch (RANDOM_LONG(0, 1))
		{
		case 0:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass1.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		case 1:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass2.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		}
		cFlag = BREAK_GLASS;

		if (TheBots != NULL)
		{
			TheBots->OnEvent(EVENT_BREAK_GLASS, this);
		}
		break;
	case matWood:
		switch (RANDOM_LONG(0, 1))
		{
		case 0:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate1.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		case 1:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate2.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		}
		cFlag = BREAK_WOOD;

		if (TheBots != NULL)
		{
			TheBots->OnEvent(EVENT_BREAK_WOOD, this);
		}
		break;

	case matMetal:
	case matComputer:
		switch (RANDOM_LONG(0, 1))
		{
		case 0:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal1.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		case 1:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal2.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		}
		cFlag = BREAK_METAL;

		if (TheBots != NULL)
		{
			TheBots->OnEvent(EVENT_BREAK_METAL, this);
		}
		break;

	case matFlesh:
		switch (RANDOM_LONG(0, 1))
		{
		case 0:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh1.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		case 1:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh2.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		}
		cFlag = BREAK_FLESH;

		if (TheBots != NULL)
		{
			TheBots->OnEvent(EVENT_BREAK_FLESH, this);
		}
		break;

	case matCinderBlock:
	case matRocks:
		switch (RANDOM_LONG(0, 1))
		{
		case 0:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete1.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		case 1:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete2.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		}
		cFlag = BREAK_CONCRETE;

		if (TheBots != NULL)
		{
			TheBots->OnEvent(EVENT_BREAK_CONCRETE, this);
		}
		break;

	case matCeilingTile:
		EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustceiling.wav", fvol, ATTN_NORM, 0, pitch);
		break;
	default:
		break;
	}

	if (m_Explosion == expDirected)
	{
		vecVelocity = g_vecAttackDir * 200.0f;
	}
	else
	{
		vecVelocity.x = 0;
		vecVelocity.y = 0;
		vecVelocity.z = 0;
	}

	vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;

	MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSpot);
		WRITE_BYTE(TE_BREAKMODEL);
		WRITE_COORD(vecSpot.x);		// position
		WRITE_COORD(vecSpot.y);
		WRITE_COORD(vecSpot.z);
		WRITE_COORD(pev->size.x);	// size
		WRITE_COORD(pev->size.y);
		WRITE_COORD(pev->size.z);
		WRITE_COORD(vecVelocity.x);	// velocity
		WRITE_COORD(vecVelocity.y);
		WRITE_COORD(vecVelocity.z);
		WRITE_BYTE(10);			// randomization
		WRITE_SHORT(m_idShard);		// model id#
		WRITE_BYTE(0);			// # of shards, let client decide
		WRITE_BYTE(25);			// duration, 2.5 seconds
		WRITE_BYTE(cFlag);		// flags
	MESSAGE_END();

	float size = pev->size.x;

	if (size < pev->size.y)
		size = pev->size.y;

	if (size < pev->size.z)
		size = pev->size.z;

	Vector mins = pev->absmin;
	Vector maxs = pev->absmax;
	mins.z = pev->absmax.z;
	maxs.z += 8;

	CBaseEntity *pList[256];
	int count = UTIL_EntitiesInBox(pList, ARRAYSIZE(pList), mins, maxs, FL_ONGROUND);

	if (count)
	{
		for (int i = 0; i < count; ++i)
		{
			pList[i]->pev->flags &= ~FL_ONGROUND;
			pList[i]->pev->groundentity = NULL;
		}
	}

	pev->solid = SOLID_NOT;
	SUB_UseTargets(NULL, USE_TOGGLE, 0);
	SetThink(NULL);

	pev->nextthink = pev->ltime + 0.1f;

	if (m_iszSpawnObject)
	{
		CBaseEntity::Create((char *)STRING(m_iszSpawnObject), VecBModelOrigin(pev), pev->angles, edict());
	}

	if (Explodable())
	{
		ExplosionCreate(Center(), pev->angles, edict(), ExplosionMagnitude(), TRUE);
	}
}