Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "ai_basenpc.h"
#include "trains.h"
#include "ndebugoverlay.h"
#include "entitylist.h"
#include "engine/IEngineSound.h"
#include "hl1_ents.h"
#include "doors.h"
#include "soundent.h"
#include "hl1_basegrenade.h"
#include "shake.h"
#include "globalstate.h"
#include "soundscape.h"
#include "buttons.h"
#include "Sprite.h"
#include "actanimating.h"
#include "npcevent.h"
#include "func_break.h"
#include "hl1_shareddefs.h"
#include "eventqueue.h"
//
// TRIGGERS: trigger_auto, trigger_relay, multimanager: replaced in src by logic_auto and logic_relay
//
// This trigger will fire when the level spawns (or respawns if not fire once)
// It will check a global state before firing.
#define SF_AUTO_FIREONCE 0x0001
class CAutoTrigger : public CBaseEntity
{
DECLARE_CLASS( CAutoTrigger, CBaseEntity );
public:
void Spawn( void );
void Precache( void );
void Think( void );
int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
DECLARE_DATADESC();
private:
COutputEvent m_OnTrigger;
string_t m_globalstate;
};
LINK_ENTITY_TO_CLASS( trigger_auto, CAutoTrigger );
BEGIN_DATADESC( CAutoTrigger )
DEFINE_KEYFIELD( m_globalstate, FIELD_STRING, "globalstate" ),
// Outputs
DEFINE_OUTPUT(m_OnTrigger, "OnTrigger"),
END_DATADESC()
void CAutoTrigger::Spawn( void )
{
Precache();
}
void CAutoTrigger::Precache( void )
{
SetNextThink( gpGlobals->curtime + 0.1f );
}
//-----------------------------------------------------------------------------
// Purpose: Checks the global state and fires targets if the global state is set.
//-----------------------------------------------------------------------------
void CAutoTrigger::Think( void )
{
if ( !m_globalstate || GlobalEntity_GetState( m_globalstate ) == GLOBAL_ON )
{
m_OnTrigger.FireOutput(NULL, this);
if ( m_spawnflags & SF_AUTO_FIREONCE )
UTIL_Remove( this );
}
}
#define SF_RELAY_FIREONCE 0x0001
class CTriggerRelay : public CBaseEntity
{
DECLARE_CLASS( CTriggerRelay, CBaseEntity );
public:
CTriggerRelay( void );
bool KeyValue( const char *szKeyName, const char *szValue );
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void RefireThink( void );
int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
DECLARE_DATADESC();
private:
USE_TYPE triggerType;
float m_flRefireInterval;
float m_flRefireDuration;
float m_flTimeRefireDone;
USE_TYPE m_TargetUseType;
float m_flTargetValue;
COutputEvent m_OnTrigger;
};
LINK_ENTITY_TO_CLASS( trigger_relay, CTriggerRelay );
BEGIN_DATADESC( CTriggerRelay )
DEFINE_FIELD( triggerType, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_flRefireInterval, FIELD_FLOAT, "repeatinterval" ),
DEFINE_KEYFIELD( m_flRefireDuration, FIELD_FLOAT, "repeatduration" ),
DEFINE_FIELD( m_flTimeRefireDone, FIELD_TIME ),
DEFINE_FIELD( m_TargetUseType, FIELD_INTEGER ),
DEFINE_FIELD( m_flTargetValue, FIELD_FLOAT ),
// Function Pointers
DEFINE_FUNCTION( RefireThink ),
// Outputs
DEFINE_OUTPUT(m_OnTrigger, "OnTrigger"),
END_DATADESC()
CTriggerRelay::CTriggerRelay( void )
{
m_flRefireInterval = -1;
m_flRefireDuration = -1;
m_flTimeRefireDone = -1;
}
bool CTriggerRelay::KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq(szKeyName, "triggerstate"))
{
int type = atoi( szValue );
switch( type )
{
case 0:
triggerType = USE_OFF;
break;
case 2:
triggerType = USE_TOGGLE;
break;
default:
triggerType = USE_ON;
break;
}
}
else
{
return BaseClass::KeyValue( szKeyName, szValue );
}
return true;
}
void CTriggerRelay::Spawn( void )
{
}
void CTriggerRelay::RefireThink( void )
{
// sending this as Activator and Caller right now. Seems the safest thing
// since whatever fired the relay the first time may no longer exist.
Use( this, this, m_TargetUseType, m_flTargetValue );
if( gpGlobals->curtime > m_flTimeRefireDone )
{
UTIL_Remove( this );
}
else
{
SetNextThink( gpGlobals->curtime + m_flRefireInterval );
}
}
void CTriggerRelay::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
m_OnTrigger.FireOutput(pActivator, this);
if ( m_spawnflags & SF_RELAY_FIREONCE )
{
UTIL_Remove( this );
}
else if( m_flRefireDuration != -1 && m_flTimeRefireDone == -1 )
{
// Set up to refire this target automatically
m_TargetUseType = useType;
m_flTargetValue = value;
m_flTimeRefireDone = gpGlobals->curtime + m_flRefireDuration;
SetThink( &CTriggerRelay::RefireThink );
SetNextThink( gpGlobals->curtime + m_flRefireInterval );
}
}
// The Multimanager Entity - when fired, will fire up to 16 targets
// at specified times.
class CMultiManager : public CPointEntity
{
DECLARE_CLASS( CMultiManager, CPointEntity );
public:
bool KeyValue( const char *szKeyName, const char *szValue );
void Spawn ( void );
void ManagerThink ( void );
void ManagerUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
#if _DEBUG
void ManagerReport( void );
#endif
bool HasTarget( string_t targetname );
int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
DECLARE_DATADESC();
int m_cTargets; // the total number of targets in this manager's fire list.
int m_index; // Current target
float m_flWait;
EHANDLE m_hActivator;
float m_startTime;// Time we started firing
string_t m_iTargetName [ MAX_MULTI_TARGETS ];// list if indexes into global string array
float m_flTargetDelay [ MAX_MULTI_TARGETS ];// delay (in seconds) from time of manager fire to target fire
COutputEvent m_OnTrigger;
void InputManagerTrigger( inputdata_t &data );
};
LINK_ENTITY_TO_CLASS( multi_manager, CMultiManager );
// Global Savedata for multi_manager
BEGIN_DATADESC( CMultiManager )
DEFINE_KEYFIELD( m_flWait, FIELD_FLOAT, "wait" ),
DEFINE_FIELD( m_cTargets, FIELD_INTEGER ),
DEFINE_FIELD( m_index, FIELD_INTEGER ),
DEFINE_FIELD( m_hActivator, FIELD_EHANDLE ),
DEFINE_FIELD( m_startTime, FIELD_TIME ),
DEFINE_ARRAY( m_iTargetName, FIELD_STRING, MAX_MULTI_TARGETS ),
DEFINE_ARRAY( m_flTargetDelay, FIELD_FLOAT, MAX_MULTI_TARGETS ),
// Function Pointers
DEFINE_FUNCTION( ManagerThink ),
DEFINE_FUNCTION( ManagerUse ),
#if _DEBUG
DEFINE_FUNCTION( ManagerReport ),
#endif
// Outputs
DEFINE_OUTPUT(m_OnTrigger, "OnTrigger"),
DEFINE_INPUTFUNC( FIELD_VOID, "Trigger", InputManagerTrigger ),
END_DATADESC()
void CMultiManager::InputManagerTrigger( inputdata_t &data )
{
ManagerUse ( NULL, NULL, USE_TOGGLE, 0 );
}
bool CMultiManager::KeyValue( const char *szKeyName, const char *szValue )
{
if ( BaseClass::KeyValue( szKeyName, szValue ) )
{
return true;
}
else // add this field to the target list
{
// this assumes that additional fields are targetnames and their values are delay values.
if ( m_cTargets < MAX_MULTI_TARGETS )
{
char tmp[128];
UTIL_StripToken( szKeyName, tmp, Q_ARRAYSIZE( tmp ) );
m_iTargetName [ m_cTargets ] = AllocPooledString( tmp );
m_flTargetDelay [ m_cTargets ] = atof (szValue);
m_cTargets++;
}
else
{
return false;
}
}
return true;
}
void CMultiManager::Spawn( void )
{
SetSolid( SOLID_NONE );
SetUse ( &CMultiManager::ManagerUse );
SetThink ( &CMultiManager::ManagerThink);
// Sort targets
// Quick and dirty bubble sort
int swapped = 1;
while ( swapped )
{
swapped = 0;
for ( int i = 1; i < m_cTargets; i++ )
{
if ( m_flTargetDelay[i] < m_flTargetDelay[i-1] )
{
// Swap out of order elements
string_t name = m_iTargetName[i];
float delay = m_flTargetDelay[i];
m_iTargetName[i] = m_iTargetName[i-1];
m_flTargetDelay[i] = m_flTargetDelay[i-1];
m_iTargetName[i-1] = name;
m_flTargetDelay[i-1] = delay;
swapped = 1;
}
}
}
}
bool CMultiManager::HasTarget( string_t targetname )
{
for ( int i = 0; i < m_cTargets; i++ )
if ( FStrEq(STRING(targetname), STRING(m_iTargetName[i])) )
return true;
return false;
}
// Designers were using this to fire targets that may or may not exist --
// so I changed it to use the standard target fire code, made it a little simpler.
void CMultiManager::ManagerThink ( void )
{
float t;
t = gpGlobals->curtime - m_startTime;
while ( m_index < m_cTargets && m_flTargetDelay[ m_index ] <= t )
{
FireTargets( STRING( m_iTargetName[ m_index ] ), m_hActivator, this, USE_TOGGLE, 0 );
m_index++;
}
if ( m_index >= m_cTargets )// have we fired all targets?
{
SetThink( NULL );
SetUse ( &CMultiManager::ManagerUse );// allow manager re-use
}
else
{
SetNextThink( m_startTime + m_flTargetDelay[ m_index ] );
}
}
// The USE function builds the time table and starts the entity thinking.
void CMultiManager::ManagerUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
m_hActivator = pActivator;
m_index = 0;
m_startTime = gpGlobals->curtime;
m_OnTrigger.FireOutput(pActivator, this);
// Calculate the time to re-enable the multimanager - just after the last output is fired.
// dvsents2: need to disable multimanager until last output is fired
//m_fEnableTime = gpGlobals->curtime + m_OnTrigger.GetMaxDelay();
SetUse( NULL );// disable use until all targets have fired
SetThink ( &CMultiManager::ManagerThink );
SetNextThink( gpGlobals->curtime );
}
#if _DEBUG
void CMultiManager::ManagerReport ( void )
{
int cIndex;
for ( cIndex = 0 ; cIndex < m_cTargets ; cIndex++ )
{
Msg( "%s %f\n", STRING(m_iTargetName[cIndex]), m_flTargetDelay[cIndex] );
}
}
#endif
//
// Pendulum
//
#define SF_PENDULUM_SWING 2
LINK_ENTITY_TO_CLASS( func_pendulum, CPendulum );
BEGIN_DATADESC( CPendulum )
DEFINE_FIELD( m_flAccel, FIELD_FLOAT ),
DEFINE_FIELD( m_flTime, FIELD_TIME ),
DEFINE_FIELD( m_flMaxSpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_flDampSpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_vCenter, FIELD_VECTOR ),
DEFINE_FIELD( m_vStart, FIELD_VECTOR ),
DEFINE_KEYFIELD( m_flMoveDistance, FIELD_FLOAT, "pendistance" ),
DEFINE_KEYFIELD( m_flDamp, FIELD_FLOAT, "damp" ),
DEFINE_KEYFIELD( m_flBlockDamage, FIELD_FLOAT, "dmg" ),
DEFINE_FUNCTION( PendulumUse ),
DEFINE_FUNCTION( Swing ),
DEFINE_FUNCTION( Stop ),
DEFINE_FUNCTION( RopeTouch ),
DEFINE_FIELD( m_hEnemy, FIELD_EHANDLE ),
DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
END_DATADESC()
void CPendulum::Spawn( void )
{
CBaseToggle::AxisDir();
m_flDamp *= 0.001;
if ( FBitSet ( m_spawnflags, SF_DOOR_PASSABLE ) )
SetSolid( SOLID_NONE );
else
SetSolid( SOLID_BBOX );
SetMoveType( MOVETYPE_PUSH );
SetModel( STRING(GetModelName()) );
if ( m_flMoveDistance != 0 )
{
if ( m_flSpeed == 0 )
m_flSpeed = 100;
m_flAccel = ( m_flSpeed * m_flSpeed ) / ( 2 * fabs( m_flMoveDistance )); // Calculate constant acceleration from speed and distance
m_flMaxSpeed = m_flSpeed;
m_vStart = GetAbsAngles();
m_vCenter = GetAbsAngles() + ( m_flMoveDistance * 0.05 ) * m_vecMoveAng;
if ( FBitSet( m_spawnflags, SF_BRUSH_ROTATE_START_ON ) )
{
SetThink( &CBaseEntity::SUB_CallUseToggle );
SetNextThink( gpGlobals->curtime + 0.1f );
}
m_flSpeed = 0;
SetUse( &CPendulum::PendulumUse );
VPhysicsInitShadow( false, false );
///VPhysicsGetObject()->SetPosition( GetAbsOrigin(), pev->absangles );
}
if ( FBitSet( m_spawnflags, SF_PENDULUM_SWING ) )
{
SetTouch ( &CPendulum::RopeTouch );
}
}
void CPendulum::PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( m_flSpeed ) // Pendulum is moving, stop it and auto-return if necessary
{
if ( FBitSet( m_spawnflags, SF_BRUSH_ROTATE_START_ON ) )
{
float delta;
delta = CBaseToggle::AxisDelta( m_spawnflags, GetAbsAngles(), m_vStart );
SetLocalAngularVelocity( m_flMaxSpeed * m_vecMoveAng );
SetNextThink( gpGlobals->curtime + delta / m_flMaxSpeed);
SetThink( &CPendulum::Stop );
}
else
{
m_flSpeed = 0; // Dead stop
SetThink( NULL );
SetLocalAngularVelocity( QAngle( 0, 0, 0 ) );
}
}
else
{
SetNextThink( gpGlobals->curtime + 0.1f ); // Start the pendulum moving
m_flTime = gpGlobals->curtime; // Save time to calculate dt
SetThink( &CPendulum::Swing );
m_flDampSpeed = m_flMaxSpeed;
}
}
void CPendulum::InputActivate( inputdata_t &inputdata )
{
SetNextThink( gpGlobals->curtime + 0.1f ); // Start the pendulum moving
m_flTime = gpGlobals->curtime; // Save time to calculate dt
SetThink( &CPendulum::Swing );
m_flDampSpeed = m_flMaxSpeed;
}
void CPendulum::Stop( void )
{
SetAbsAngles( m_vStart );
m_flSpeed = 0;
SetThink( NULL );
SetLocalAngularVelocity( QAngle ( 0, 0, 0 ) );
}
void CPendulum::Blocked( CBaseEntity *pOther )
{
m_flTime = gpGlobals->curtime;
}
void CPendulum::Swing( void )
{
float delta, dt;
delta = CBaseToggle::AxisDelta( m_spawnflags, GetAbsAngles(), m_vCenter );
dt = gpGlobals->curtime - m_flTime; // How much time has passed?
m_flTime = gpGlobals->curtime; // Remember the last time called
if ( delta > 0 && m_flAccel > 0 )
m_flSpeed -= m_flAccel * dt; // Integrate velocity
else
m_flSpeed += m_flAccel * dt;
if ( m_flSpeed > m_flMaxSpeed )
m_flSpeed = m_flMaxSpeed;
else if ( m_flSpeed < -m_flMaxSpeed )
m_flSpeed = -m_flMaxSpeed;
// scale the destdelta vector by the time spent traveling to get velocity
SetLocalAngularVelocity( m_flSpeed * m_vecMoveAng );
// Call this again
SetNextThink( gpGlobals->curtime + 0.1f );
SetMoveDoneTime( 0.1 );
if ( m_flDamp )
{
m_flDampSpeed -= m_flDamp * m_flDampSpeed * dt;
if ( m_flDampSpeed < 30.0 )
{
SetAbsAngles( m_vCenter );
m_flSpeed = 0;
SetThink( NULL );
SetLocalAngularVelocity( QAngle( 0, 0, 0 ) );
}
else if ( m_flSpeed > m_flDampSpeed )
m_flSpeed = m_flDampSpeed;
else if ( m_flSpeed < -m_flDampSpeed )
m_flSpeed = -m_flDampSpeed;
}
}
void CPendulum::Touch ( CBaseEntity *pOther )
{
if ( m_flBlockDamage <= 0 )
return;
// we can't hurt this thing, so we're not concerned with it
if ( !pOther->m_takedamage )
return;
// calculate damage based on rotation speed
float damage = m_flBlockDamage * m_flSpeed * 0.01;
if ( damage < 0 )
damage = -damage;
pOther->TakeDamage( CTakeDamageInfo( this, this, damage, DMG_CRUSH ) );
Vector vNewVel = (pOther->GetAbsOrigin() - GetAbsOrigin());
VectorNormalize( vNewVel );
pOther->SetAbsVelocity( vNewVel * damage );
}
void CPendulum::RopeTouch ( CBaseEntity *pOther )
{
if ( !pOther->IsPlayer() )
{// not a player!
DevMsg ( 2, "Not a client\n" );
return;
}
if ( pOther == GetEnemy() )
return;
m_hEnemy = pOther;
pOther->SetAbsVelocity( Vector ( 0, 0, 0 ) );
pOther->SetMoveType( MOVETYPE_NONE );
}
//
// MORTARS
//
class CFuncMortarField : public CBaseToggle
{
DECLARE_CLASS( CFuncMortarField, CBaseToggle );
public:
void Spawn( void );
void Precache( void );
void KeyValue( KeyValueData *pkvd );
// Bmodels don't go across transitions
virtual int ObjectCaps( void ) { return CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
/* virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];*/
//void EXPORT FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void InputTrigger ( inputdata_t &inputdata );
DECLARE_DATADESC();
string_t m_iszXController;
string_t m_iszYController;
float m_flSpread;
int m_iCount;
int m_fControl;
};
LINK_ENTITY_TO_CLASS( func_mortar_field, CFuncMortarField );
BEGIN_DATADESC( CFuncMortarField )
DEFINE_KEYFIELD( m_iszXController, FIELD_STRING, "m_iszXController" ),
DEFINE_KEYFIELD( m_iszYController, FIELD_STRING, "m_iszYController" ),
DEFINE_KEYFIELD( m_flSpread, FIELD_FLOAT, "m_flSpread" ),
DEFINE_KEYFIELD( m_iCount, FIELD_INTEGER, "m_iCount" ),
DEFINE_KEYFIELD( m_fControl, FIELD_INTEGER, "m_fControl" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Trigger", InputTrigger ),
END_DATADESC()
// Drop bombs from above
void CFuncMortarField::Spawn( void )
{
SetSolid( SOLID_NONE );
SetModel( STRING(GetModelName()) ); // set size and link into world
SetMoveType( MOVETYPE_NONE );
AddEffects( EF_NODRAW );
// SetUse( FieldUse );
Precache();
}
void CFuncMortarField::Precache( void )
{
PrecacheModel( "sprites/lgtning.vmt" );
PrecacheScriptSound( "MortarField.Trigger" );
}
void CFuncMortarField::InputTrigger( inputdata_t &inputdata )
{
Vector vecStart;
CollisionProp()->RandomPointInBounds( Vector( 0, 0, 1 ), Vector( 1, 1, 1 ), &vecStart );
switch( m_fControl )
{
case 0: // random
break;
case 1: // Trigger Activator
if (inputdata.pActivator != NULL)
{
vecStart.x = inputdata.pActivator->GetAbsOrigin().x;
vecStart.y = inputdata.pActivator->GetAbsOrigin().y;
}
break;
case 2: // table
{
CBaseEntity *pController;
if ( m_iszXController != NULL_STRING )
{
pController = gEntList.FindEntityByName( NULL, STRING(m_iszXController) );
if (pController != NULL)
{
if ( FClassnameIs( pController, "momentary_rot_button" ) )
{
CMomentaryRotButton *pXController = static_cast<CMomentaryRotButton*>( pController );
Vector vecNormalizedPos( pXController->GetPos( pXController->GetLocalAngles() ), 0.0f, 0.0f );
Vector vecWorldSpace;
CollisionProp()->NormalizedToWorldSpace( vecNormalizedPos, &vecWorldSpace );
vecStart.x = vecWorldSpace.x;
}
else
{
DevMsg( "func_mortarfield has X controller that isn't a momentary_rot_button.\n" );
}
}
}
if ( m_iszYController != NULL_STRING )
{
pController = gEntList.FindEntityByName( NULL, STRING(m_iszYController) );
if (pController != NULL)
{
if ( FClassnameIs( pController, "momentary_rot_button" ) )
{
CMomentaryRotButton *pYController = static_cast<CMomentaryRotButton*>( pController );
Vector vecNormalizedPos( 0.0f, pYController->GetPos( pYController->GetLocalAngles() ), 0.0f );
Vector vecWorldSpace;
CollisionProp()->NormalizedToWorldSpace( vecNormalizedPos, &vecWorldSpace );
vecStart.y = vecWorldSpace.y;
}
else
{
DevMsg( "func_mortarfield has Y controller that isn't a momentary_rot_button.\n" );
}
}
}
}
break;
}
CPASAttenuationFilter filter( this, ATTN_NONE );
EmitSound( filter, entindex(), "MortarField.Trigger" );
float t = 2.5;
for (int i = 0; i < m_iCount; i++)
{
Vector vecSpot = vecStart;
vecSpot.x += random->RandomFloat( -m_flSpread, m_flSpread );
vecSpot.y += random->RandomFloat( -m_flSpread, m_flSpread );
trace_t tr;
UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -1 ) * MAX_TRACE_LENGTH, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
CBaseEntity *pMortar = Create( "monster_mortar", tr.endpos, QAngle( 0, 0, 0 ), inputdata.pActivator );
pMortar->SetNextThink( gpGlobals->curtime + t );
t += random->RandomFloat( 0.2, 0.5 );
if (i == 0)
CSoundEnt::InsertSound ( SOUND_DANGER, tr.endpos, 400, 0.3 );
}
}
#ifdef HL1_DLL
class CMortar : public CHL1BaseGrenade
{
DECLARE_CLASS( CMortar, CHL1BaseGrenade );
public:
void Spawn( void );
void Precache( void );
void MortarExplode( void );
int m_spriteTexture;
DECLARE_DATADESC();
};
BEGIN_DATADESC( CMortar )
DEFINE_THINKFUNC( MortarExplode ),
//DEFINE_FIELD( m_spriteTexture, FIELD_INTEGER ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( monster_mortar, CMortar );
void CMortar::Spawn( )
{
SetMoveType( MOVETYPE_NONE );
SetSolid( SOLID_NONE );
SetDamage( 200 );
SetDamageRadius( GetDamage() * 2.5 );
SetThink( &CMortar::MortarExplode );
SetNextThink( TICK_NEVER_THINK );
Precache( );
}
void CMortar::Precache( )
{
m_spriteTexture = PrecacheModel( "sprites/lgtning.vmt" );
}
void CMortar::MortarExplode( void )
{
Vector vecStart = GetAbsOrigin();
Vector vecEnd = vecStart;
vecEnd.z += 1024;
UTIL_Beam( vecStart, vecEnd, m_spriteTexture, 0, 0, 0, 0.5, 4.0, 4.0, 100, 0, 255, 160, 100, 128, 0 );
trace_t tr;
UTIL_TraceLine( GetAbsOrigin() + Vector( 0, 0, 1024 ), GetAbsOrigin() - Vector( 0, 0, 1024 ), MASK_ALL, this, COLLISION_GROUP_NONE, &tr );
Explode( &tr, DMG_BLAST | DMG_MISSILEDEFENSE );
UTIL_ScreenShake( tr.endpos, 25.0, 150.0, 1.0, 750, SHAKE_START );
}
#endif
//=========================================================
// Dead HEV suit prop
//=========================================================
class CNPC_DeadHEV : public CAI_BaseNPC
{
DECLARE_CLASS( CNPC_DeadHEV, CAI_BaseNPC );
public:
void Spawn( void );
Class_T Classify ( void ) { return CLASS_NONE; }
float MaxYawSpeed( void ) { return 8.0f; }
bool KeyValue( const char *szKeyName, const char *szValue );
int m_iPose;// which sequence to display -- temporary, don't need to save
static char *m_szPoses[4];
};
char *CNPC_DeadHEV::m_szPoses[] = { "deadback", "deadsitting", "deadstomach", "deadtable" };
bool CNPC_DeadHEV::KeyValue( const char *szKeyName, const char *szValue )
{
if ( FStrEq( szKeyName, "pose" ) )
m_iPose = atoi( szValue );
else
CAI_BaseNPC::KeyValue( szKeyName, szValue );
return true;
}
LINK_ENTITY_TO_CLASS( monster_hevsuit_dead, CNPC_DeadHEV );
//=========================================================
// ********** DeadHEV SPAWN **********
//=========================================================
void CNPC_DeadHEV::Spawn( void )
{
PrecacheModel("models/player.mdl");
SetModel( "models/player.mdl" );
ClearEffects();
SetSequence( 0 );
m_nBody = 1;
m_bloodColor = BLOOD_COLOR_RED;
SetSequence( LookupSequence( m_szPoses[m_iPose] ) );
if ( GetSequence() == -1 )
{
Msg ( "Dead hevsuit with bad pose\n" );
SetSequence( 0 );
ClearEffects();
AddEffects( EF_BRIGHTLIGHT );
}
// Corpses have less health
m_iHealth = 8;
NPCInitDead();
}
//
// Render parameters trigger
//
// This entity will copy its render parameters (renderfx, rendermode, rendercolor, renderamt)
// to its targets when triggered.
//
// Flags to indicate masking off various render parameters that are normally copied to the targets
#define SF_RENDER_MASKFX (1<<0)
#define SF_RENDER_MASKAMT (1<<1)
#define SF_RENDER_MASKMODE (1<<2)
#define SF_RENDER_MASKCOLOR (1<<3)
class CRenderFxManager : public CBaseEntity
{
DECLARE_CLASS( CRenderFxManager, CBaseEntity );
public:
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
// Input handlers.
void InputActivate( inputdata_t &inputdata );
DECLARE_DATADESC();
};
BEGIN_DATADESC( CRenderFxManager )
DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( env_render, CRenderFxManager );
void CRenderFxManager::Spawn( void )
{
AddSolidFlags( FSOLID_NOT_SOLID );
SetMoveType( MOVETYPE_NONE );
AddEffects( EF_NODRAW );
}
void CRenderFxManager::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( m_target != NULL_STRING )
{
CBaseEntity *pEntity = NULL;
while ( ( pEntity = gEntList.FindEntityByName( pEntity, STRING( m_target ) ) ) != NULL )
{
if ( !HasSpawnFlags( SF_RENDER_MASKFX ) )
pEntity->m_nRenderFX = m_nRenderFX;
if ( !HasSpawnFlags( SF_RENDER_MASKAMT ) )
pEntity->SetRenderColorA( GetRenderColor().a );
if ( !HasSpawnFlags( SF_RENDER_MASKMODE ) )
pEntity->m_nRenderMode = m_nRenderMode;
if ( !HasSpawnFlags( SF_RENDER_MASKCOLOR ) )
pEntity->m_clrRender = m_clrRender;
}
}
}
void CRenderFxManager::InputActivate( inputdata_t &inputdata )
{
Use( inputdata.pActivator, inputdata.pCaller, USE_ON, 0 );
}
// Link env_sound to soundscape system
LINK_ENTITY_TO_CLASS( env_sound, CEnvSoundscape );
///////////////////////
//XEN!
//////////////////////
#define XEN_PLANT_GLOW_SPRITE "sprites/flare3.spr"
#define XEN_PLANT_HIDE_TIME 5
class CXenPLight : public CActAnimating
{
DECLARE_CLASS( CXenPLight, CActAnimating );
public:
DECLARE_DATADESC();
void Spawn( void );
void Precache( void );
void Touch( CBaseEntity *pOther );
void Think( void );
void LightOn( void );
void LightOff( void );
float m_flDmgTime;
private:
CSprite *m_pGlow;
};
LINK_ENTITY_TO_CLASS( xen_plantlight, CXenPLight );
BEGIN_DATADESC( CXenPLight )
DEFINE_FIELD( m_pGlow, FIELD_CLASSPTR ),
DEFINE_FIELD( m_flDmgTime, FIELD_FLOAT ),
END_DATADESC()
void CXenPLight::Spawn( void )
{
Precache();
SetModel( "models/light.mdl" );
SetMoveType( MOVETYPE_NONE );
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
UTIL_SetSize( this, Vector(-80,-80,0), Vector(80,80,32));
SetActivity( ACT_IDLE );
SetNextThink( gpGlobals->curtime + 0.1 );
SetCycle( random->RandomFloat(0,1) );
m_pGlow = CSprite::SpriteCreate( XEN_PLANT_GLOW_SPRITE, GetLocalOrigin() + Vector(0,0,(WorldAlignMins().z+WorldAlignMaxs().z)*0.5), FALSE );
m_pGlow->SetTransparency( kRenderGlow, GetRenderColor().r, GetRenderColor().g, GetRenderColor().b, GetRenderColor().a, m_nRenderFX );
m_pGlow->SetAttachment( this, 1 );
}
void CXenPLight::Precache( void )
{
PrecacheModel( "models/light.mdl" );
PrecacheModel( XEN_PLANT_GLOW_SPRITE );
}
void CXenPLight::Think( void )
{
StudioFrameAdvance();
SetNextThink( gpGlobals->curtime + 0.1 );
switch( GetActivity() )
{
case ACT_CROUCH:
if ( IsSequenceFinished() )
{
SetActivity( ACT_CROUCHIDLE );
LightOff();
}
break;
case ACT_CROUCHIDLE:
if ( gpGlobals->curtime > m_flDmgTime )
{
SetActivity( ACT_STAND );
LightOn();
}
break;
case ACT_STAND:
if ( IsSequenceFinished() )
SetActivity( ACT_IDLE );
break;
case ACT_IDLE:
default:
break;
}
}
void CXenPLight::Touch( CBaseEntity *pOther )
{
if ( pOther->IsPlayer() )
{
m_flDmgTime = gpGlobals->curtime + XEN_PLANT_HIDE_TIME;
if ( GetActivity() == ACT_IDLE || GetActivity() == ACT_STAND )
{
SetActivity( ACT_CROUCH );
}
}
}
void CXenPLight::LightOn( void )
{
variant_t Value;
g_EventQueue.AddEvent( STRING( m_target ), "TurnOn", Value, 0, this, this );
if ( m_pGlow )
m_pGlow->RemoveEffects( EF_NODRAW );
}
void CXenPLight::LightOff( void )
{
variant_t Value;
g_EventQueue.AddEvent( STRING( m_target ), "TurnOff", Value, 0, this, this );
if ( m_pGlow )
m_pGlow->AddEffects( EF_NODRAW );
}
class CXenHair : public CActAnimating
{
DECLARE_CLASS( CXenHair, CActAnimating );
public:
void Spawn( void );
void Precache( void );
void Think( void );
};
LINK_ENTITY_TO_CLASS( xen_hair, CXenHair );
#define SF_HAIR_SYNC 0x0001
void CXenHair::Spawn( void )
{
Precache();
SetModel( "models/hair.mdl" );
UTIL_SetSize( this, Vector(-4,-4,0), Vector(4,4,32));
SetSequence( 0 );
if ( !HasSpawnFlags( SF_HAIR_SYNC ) )
{
SetCycle( random->RandomFloat( 0,1) );
m_flPlaybackRate = random->RandomFloat( 0.7, 1.4 );
}
ResetSequenceInfo( );
SetSolid( SOLID_NONE );
SetMoveType( MOVETYPE_NONE );
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1, 0.4 ) ); // Load balance these a bit
}
void CXenHair::Think( void )
{
StudioFrameAdvance();
SetNextThink( gpGlobals->curtime + 0.1 );
}
void CXenHair::Precache( void )
{
PrecacheModel( "models/hair.mdl" );
}
class CXenTreeTrigger : public CBaseEntity
{
DECLARE_CLASS( CXenTreeTrigger, CBaseEntity );
public:
void Touch( CBaseEntity *pOther );
static CXenTreeTrigger *TriggerCreate( CBaseEntity *pOwner, const Vector &position );
};
LINK_ENTITY_TO_CLASS( xen_ttrigger, CXenTreeTrigger );
CXenTreeTrigger *CXenTreeTrigger::TriggerCreate( CBaseEntity *pOwner, const Vector &position )
{
CXenTreeTrigger *pTrigger = CREATE_ENTITY( CXenTreeTrigger, "xen_ttrigger" );
pTrigger->SetAbsOrigin( position );
pTrigger->SetSolid( SOLID_BBOX );
pTrigger->AddSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
pTrigger->SetMoveType( MOVETYPE_NONE );
pTrigger->SetOwnerEntity( pOwner );
return pTrigger;
}
void CXenTreeTrigger::Touch( CBaseEntity *pOther )
{
if ( GetOwnerEntity() )
{
GetOwnerEntity()->Touch( pOther );
}
}
#define TREE_AE_ATTACK 1
class CXenTree : public CActAnimating
{
DECLARE_CLASS( CXenTree, CActAnimating );
public:
void Spawn( void );
void Precache( void );
void Touch( CBaseEntity *pOther );
void Think( void );
int OnTakeDamage( const CTakeDamageInfo &info ) { Attack(); return 0; }
void HandleAnimEvent( animevent_t *pEvent );
void Attack( void );
Class_T Classify( void ) { return CLASS_ALIEN_PREDATOR; }
DECLARE_DATADESC();
private:
CXenTreeTrigger *m_pTrigger;
};
LINK_ENTITY_TO_CLASS( xen_tree, CXenTree );
BEGIN_DATADESC( CXenTree )
DEFINE_FIELD( m_pTrigger, FIELD_CLASSPTR ),
END_DATADESC()
void CXenTree::Spawn( void )
{
Precache();
SetModel( "models/tree.mdl" );
SetMoveType( MOVETYPE_NONE );
SetSolid ( SOLID_BBOX );
m_takedamage = DAMAGE_YES;
UTIL_SetSize( this, Vector(-30,-30,0), Vector(30,30,188));
SetActivity( ACT_IDLE );
SetNextThink( gpGlobals->curtime + 0.1 );
SetCycle( random->RandomFloat( 0,1 ) );
m_flPlaybackRate = random->RandomFloat( 0.7, 1.4 );
Vector triggerPosition, vForward;
AngleVectors( GetAbsAngles(), &vForward );
triggerPosition = GetAbsOrigin() + (vForward * 64);
// Create the trigger
m_pTrigger = CXenTreeTrigger::TriggerCreate( this, triggerPosition );
UTIL_SetSize( m_pTrigger, Vector( -24, -24, 0 ), Vector( 24, 24, 128 ) );
}
void CXenTree::Precache( void )
{
PrecacheModel( "models/tree.mdl" );
PrecacheModel( XEN_PLANT_GLOW_SPRITE );
PrecacheScriptSound( "XenTree.AttackMiss" );
PrecacheScriptSound( "XenTree.AttackHit" );
}
void CXenTree::Touch( CBaseEntity *pOther )
{
if ( !pOther->IsPlayer() && FClassnameIs( pOther, "monster_bigmomma" ) )
return;
Attack();
}
void CXenTree::Attack( void )
{
if ( GetActivity() == ACT_IDLE )
{
SetActivity( ACT_MELEE_ATTACK1 );
m_flPlaybackRate = random->RandomFloat( 1.0, 1.4 );
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "XenTree.AttackMiss" );
}
}
void CXenTree::HandleAnimEvent( animevent_t *pEvent )
{
switch( pEvent->event )
{
case TREE_AE_ATTACK:
{
CBaseEntity *pList[8];
BOOL sound = FALSE;
int count = UTIL_EntitiesInBox( pList, 8, m_pTrigger->GetAbsOrigin() + m_pTrigger->WorldAlignMins(), m_pTrigger->GetAbsOrigin() + m_pTrigger->WorldAlignMaxs(), FL_NPC|FL_CLIENT );
Vector forward;
AngleVectors( GetAbsAngles(), &forward );
for ( int i = 0; i < count; i++ )
{
if ( pList[i] != this )
{
if ( pList[i]->GetOwnerEntity() != this )
{
sound = true;
pList[i]->TakeDamage( CTakeDamageInfo(this, this, 25, DMG_CRUSH | DMG_SLASH ) );
pList[i]->ViewPunch( QAngle( 15, 0, 18 ) );
pList[i]->SetAbsVelocity( pList[i]->GetAbsVelocity() + forward * 100 );
}
}
}
if ( sound )
{
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "XenTree.AttackHit" );
}
}
return;
}
BaseClass::HandleAnimEvent( pEvent );
}
void CXenTree::Think( void )
{
StudioFrameAdvance();
SetNextThink( gpGlobals->curtime + 0.1 );
DispatchAnimEvents( this );
switch( GetActivity() )
{
case ACT_MELEE_ATTACK1:
if ( IsSequenceFinished() )
{
SetActivity( ACT_IDLE );
m_flPlaybackRate = random->RandomFloat( 0.6f, 1.4f );
}
break;
default:
case ACT_IDLE:
break;
}
}
class CXenSpore : public CActAnimating
{
DECLARE_CLASS( CXenSpore, CActAnimating );
public:
void Spawn( void );
void Precache( void );
void Touch( CBaseEntity *pOther );
// void HandleAnimEvent( MonsterEvent_t *pEvent );
void Attack( void ) {}
static const char *pModelNames[];
};
class CXenSporeSmall : public CXenSpore
{
DECLARE_CLASS( CXenSporeSmall, CXenSpore );
void Spawn( void );
};
class CXenSporeMed : public CXenSpore
{
DECLARE_CLASS( CXenSporeMed, CXenSpore );
void Spawn( void );
};
class CXenSporeLarge : public CXenSpore
{
DECLARE_CLASS( CXenSporeLarge, CXenSpore );
void Spawn( void );
static const Vector m_hullSizes[];
};
// Fake collision box for big spores
class CXenHull : public CPointEntity
{
DECLARE_CLASS( CXenHull, CPointEntity );
public:
static CXenHull *CreateHull( CBaseEntity *source, const Vector &mins, const Vector &maxs, const Vector &offset );
Class_T Classify( void ) { return CLASS_ALIEN_PREDATOR; }
};
CXenHull *CXenHull::CreateHull( CBaseEntity *source, const Vector &mins, const Vector &maxs, const Vector &offset )
{
CXenHull *pHull = CREATE_ENTITY( CXenHull, "xen_hull" );
UTIL_SetOrigin( pHull, source->GetAbsOrigin() + offset );
pHull->SetSolid( SOLID_BBOX );
pHull->SetMoveType( MOVETYPE_NONE );
pHull->SetOwnerEntity( source );
UTIL_SetSize( pHull, mins, maxs );
pHull->SetRenderColorA( 0 );
pHull->m_nRenderMode = kRenderTransTexture;
return pHull;
}
LINK_ENTITY_TO_CLASS( xen_spore_small, CXenSporeSmall );
LINK_ENTITY_TO_CLASS( xen_spore_medium, CXenSporeMed );
LINK_ENTITY_TO_CLASS( xen_spore_large, CXenSporeLarge );
LINK_ENTITY_TO_CLASS( xen_hull, CXenHull );
void CXenSporeSmall::Spawn( void )
{
m_nSkin = 0;
CXenSpore::Spawn();
UTIL_SetSize( this, Vector(-16,-16,0), Vector(16,16,64));
}
void CXenSporeMed::Spawn( void )
{
m_nSkin = 1;
CXenSpore::Spawn();
UTIL_SetSize( this, Vector(-40,-40,0), Vector(40,40,120));
}
// I just eyeballed these -- fill in hulls for the legs
const Vector CXenSporeLarge::m_hullSizes[] =
{
Vector( 90, -25, 0 ),
Vector( 25, 75, 0 ),
Vector( -15, -100, 0 ),
Vector( -90, -35, 0 ),
Vector( -90, 60, 0 ),
};
void CXenSporeLarge::Spawn( void )
{
m_nSkin = 2;
CXenSpore::Spawn();
UTIL_SetSize( this, Vector(-48,-48,110), Vector(48,48,240));
Vector forward, right;
AngleVectors( GetAbsAngles(), &forward, &right, NULL );
// Rotate the leg hulls into position
for ( int i = 0; i < ARRAYSIZE(m_hullSizes); i++ )
{
CXenHull::CreateHull( this, Vector(-12, -12, 0 ), Vector( 12, 12, 120 ), (m_hullSizes[i].x * forward) + (m_hullSizes[i].y * right) );
}
}
void CXenSpore::Spawn( void )
{
Precache();
SetModel( pModelNames[m_nSkin] );
SetMoveType( MOVETYPE_NONE );
SetSolid( SOLID_BBOX );
m_takedamage = DAMAGE_NO;
// SetActivity( ACT_IDLE );
SetSequence( 0 );
SetCycle( random->RandomFloat( 0.0f, 1.0f ) );
m_flPlaybackRate = random->RandomFloat( 0.7f, 1.4f );
ResetSequenceInfo( );
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1f, 0.4f ) ); // Load balance these a bit
}
const char *CXenSpore::pModelNames[] =
{
"models/fungus(small).mdl",
"models/fungus.mdl",
"models/fungus(large).mdl",
};
void CXenSpore::Precache( void )
{
PrecacheModel( (char *)pModelNames[m_nSkin] );
}
void CXenSpore::Touch( CBaseEntity *pOther )
{
}
//=========================================================
// WaitTillLand - in order to emit their meaty scent from
// the proper location, gibs should wait until they stop
// bouncing to emit their scent. That's what this function
// does.
//=========================================================
void CHL1Gib::WaitTillLand ( void )
{
if ( !IsInWorld() )
{
UTIL_Remove( this );
return;
}
if ( GetAbsVelocity() == vec3_origin )
{
/* SetRenderColorA( 255 );
m_nRenderMode = kRenderTransTexture;
AddSolidFlags( FSOLID_NOT_SOLID );*/
SetNextThink( gpGlobals->curtime + m_lifeTime );
SetThink ( &CBaseEntity::SUB_FadeOut );
// If you bleed, you stink!
/* if ( m_bloodColor != DONT_BLEED )
{
// ok, start stinkin!
CSoundEnt::InsertSound ( bits_SOUND_MEAT, pev->origin, 384, 25 );
}*/
}
else
{
// wait and check again in another half second.
SetNextThink( gpGlobals->curtime + 0.5 );
}
}
//
// Gib bounces on the ground or wall, sponges some blood down, too!
//
void CHL1Gib::BounceGibTouch ( CBaseEntity *pOther )
{
Vector vecSpot;
trace_t tr;
if ( GetFlags() & FL_ONGROUND)
{
SetAbsVelocity( GetAbsVelocity() * 0.9 );
SetAbsAngles( QAngle( 0, GetAbsAngles().y, 0 ) );
SetLocalAngularVelocity( QAngle( 0, GetLocalAngularVelocity().y, 0 ) );
}
else
{
if ( m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED )
{
vecSpot = GetAbsOrigin() + Vector ( 0 , 0 , 8 );//move up a bit, and trace down.
UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -24 ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
UTIL_BloodDecalTrace( &tr, m_bloodColor );
m_cBloodDecals--;
}
if ( m_material != matNone && random->RandomInt( 0, 2 ) == 0 )
{
float volume;
float zvel = fabs( GetAbsVelocity().z );
volume = 0.8 * MIN(1.0, ((float)zvel) / 450.0);
CBreakable::MaterialSoundRandom( entindex(), (Materials)m_material, volume );
}
}
}
//
// Sticky gib puts blood on the wall and stays put.
//
void CHL1Gib::StickyGibTouch ( CBaseEntity *pOther )
{
Vector vecSpot;
trace_t tr;
SetThink ( &CHL1Gib::SUB_Remove );
SetNextThink( gpGlobals->curtime + 10 );
if ( !FClassnameIs( pOther, "worldspawn" ) )
{
SetNextThink( gpGlobals->curtime );
return;
}
UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity() * 32, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
UTIL_BloodDecalTrace( &tr, m_bloodColor );
SetAbsVelocity( tr.plane.normal * -1 );
QAngle qAngle;
VectorAngles( GetAbsVelocity(), qAngle );
SetAbsAngles( qAngle );
SetAbsVelocity( vec3_origin );
SetLocalAngularVelocity( QAngle( 0, 0, 0 ) );
SetMoveType( MOVETYPE_NONE );
}
//
// Throw a chunk
//
void CHL1Gib::Spawn( const char *szGibModel )
{
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
SetFriction( 0.55 ); // deading the bounce a bit
// sometimes an entity inherits the edict from a former piece of glass,
// and will spawn using the same render FX or rendermode! bad!
SetRenderColorA( 255 );
m_nRenderMode = kRenderNormal;
m_nRenderFX = kRenderFxNone;
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetClassname( "gib" );
SetModel( szGibModel );
UTIL_SetSize( this, Vector( 0, 0, 0), Vector(0, 0, 0));
SetNextThink( gpGlobals->curtime + 4 );
m_lifeTime = 25;
SetThink ( &CHL1Gib::WaitTillLand );
SetTouch ( &CHL1Gib::BounceGibTouch );
m_material = matNone;
m_cBloodDecals = 5;// how many blood decals this gib can place (1 per bounce until none remain).
}
LINK_ENTITY_TO_CLASS( hl1gib, CHL1Gib );
BEGIN_DATADESC( CHL1Gib )
// Function Pointers
DEFINE_FUNCTION( BounceGibTouch ),
DEFINE_FUNCTION( StickyGibTouch ),
DEFINE_FUNCTION( WaitTillLand ),
DEFINE_FIELD( m_bloodColor, FIELD_INTEGER ),
DEFINE_FIELD( m_cBloodDecals, FIELD_INTEGER ),
DEFINE_FIELD( m_material, FIELD_INTEGER ),
DEFINE_FIELD( m_lifeTime, FIELD_FLOAT ),
END_DATADESC()
#define SF_ENDSECTION_USEONLY 0x0001
class CTriggerEndSection : public CBaseEntity
{
DECLARE_CLASS( CTriggerEndSection, CBaseEntity );
public:
void Spawn( void );
void InputEndSection( inputdata_t &data );
DECLARE_DATADESC();
};
LINK_ENTITY_TO_CLASS( trigger_endsection, CTriggerEndSection );
BEGIN_DATADESC( CTriggerEndSection )
DEFINE_INPUTFUNC( FIELD_VOID, "EndSection", InputEndSection ),
END_DATADESC()
void CTriggerEndSection::Spawn( void )
{
if ( gpGlobals->deathmatch )
{
UTIL_Remove( this );
return;
}
}
void CTriggerEndSection::InputEndSection( inputdata_t &data )
{
CBaseEntity *pPlayer = UTIL_GetLocalPlayer();
if ( pPlayer )
{
//HACKY MCHACK - This works, but it's nasty. Alfred is going to fix a
//bug in gameui that prevents you from dropping to the main menu after
// calling disconnect.
engine->ClientCommand ( pPlayer->edict(), "toggleconsole;disconnect\n");
}
UTIL_Remove( this );
}