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 ); } }
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); } }