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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: An effect for a single bullet passing through a body of water.
// The slug quickly decelerates, leaving a trail of bubbles behind it.
//
// TODO: make clientside
//
//=============================================================================//
#include "cbase.h"
#include "waterbullet.h"
#include "ndebugoverlay.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define WATERBULLET_INITIAL_SPEED 1000.0
#define WATERBULLET_STOP_TIME 0.5 // how long it takes a bullet in water to come to a stop!
#define WATERBULLET_DECAY ( WATERBULLET_INITIAL_SPEED / WATERBULLET_STOP_TIME )
BEGIN_DATADESC( CWaterBullet )
// Function Pointers
DEFINE_FUNCTION( Touch ), DEFINE_FUNCTION( BulletThink ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( waterbullet, CWaterBullet );
IMPLEMENT_SERVERCLASS_ST( CWaterBullet, DT_WaterBullet ) END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWaterBullet::Precache() { PrecacheModel( "models/weapons/w_bullet.mdl" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWaterBullet::Spawn( const Vector &vecOrigin, const Vector &vecDir ) { Precache();
SetSolid( SOLID_BBOX ); SetModel( "models/weapons/w_bullet.mdl" ); UTIL_SetSize( this, vec3_origin, vec3_origin );
SetMoveType( MOVETYPE_FLY );
SetGravity( 0.0 );
QAngle angles; SetAbsOrigin( vecOrigin ); SetAbsVelocity( vecDir * 1500.0f ); VectorAngles( GetAbsVelocity(), angles ); SetAbsAngles( angles );
SetCollisionGroup( COLLISION_GROUP_DEBRIS ); SetTouch( &CWaterBullet::Touch );
SetThink( &CWaterBullet::BulletThink ); SetNextThink( gpGlobals->curtime ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CWaterBullet::BulletThink() { //NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() - GetAbsVelocity() * 0.1, 255, 255, 255, false, 1 );
SetNextThink( gpGlobals->curtime + 0.05 );
/*
QAngle angles = GetAbsAngles(); angles.x += random->RandomInt( -6, 6 ); angles.y += random->RandomInt( -6, 6 ); SetAbsAngles( angles ); */
Vector forward; AngleVectors( GetAbsAngles(), &forward ); SetAbsVelocity( forward * 1500.0f ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWaterBullet::Touch( CBaseEntity *pOther ) { Vector vecDir = GetAbsVelocity(); float speed = VectorNormalize( vecDir );
Vector vecStart = GetAbsOrigin() - ( vecDir * 8 ); Vector vecEnd = GetAbsOrigin() + ( vecDir * speed );
trace_t tr; UTIL_TraceLine( vecStart, vecEnd, MASK_SHOT, NULL, &tr ); UTIL_ImpactTrace( &tr, DMG_BULLET );
UTIL_Remove( this ); }
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