source-engine/game/server/tf2/tf_stressentities.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

108 lines
2.0 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "test_stressentities.h"
#include "tf_flare.h"
#include "tf_shareddefs.h"
#include "plasmaprojectile.h"
// ------------------------------------------------------------------------------------ //
// Functions to create random entities.
// ------------------------------------------------------------------------------------ //
CBaseEntity* CreateSignalFlare()
{
CBaseEntity *pLocalPlayer = UTIL_GetLocalPlayer();
if ( pLocalPlayer )
{
return CSignalFlare::Create( GetRandomSpot(), QAngle( 0, 0, 0 ), pLocalPlayer, 3 );
}
else
{
return NULL;
}
}
CBaseEntity* CreateResourceChunk()
{
CBaseEntity *pChunk = MoveToRandomSpot( CreateEntityByName( "resource_chunk" ) );
if ( pChunk )
{
pChunk->Spawn();
}
return pChunk;
}
CBaseEntity* CreateResourceBox()
{
CBaseEntity *pRet = MoveToRandomSpot( CreateEntityByName( "obj_box" ) );
if ( pRet )
{
pRet->Spawn();
}
return pRet;
}
CBaseEntity* CreatePlasmaProjectile()
{
CBaseEntity *pLocalPlayer = UTIL_GetLocalPlayer();
if ( pLocalPlayer )
{
Vector vForward;
vForward.Random(-1,1);
VectorNormalize( vForward );
CBasePlasmaProjectile *pRet = CBasePlasmaProjectile::Create(
Vector(0,0,0),
vForward,
0,
pLocalPlayer );
if ( pRet )
MoveToRandomSpot( pRet );
return pRet;
}
return NULL;
}
CBaseEntity* CreatePlasmaShot()
{
CBaseEntity *pEnt = MoveToRandomSpot( CreateEntityByName( "base_plasmaprojectile" ) );
if ( pEnt )
{
CBasePlasmaProjectile *pRet = dynamic_cast< CBasePlasmaProjectile* >( pEnt );
if ( pRet )
{
return pRet;
}
else
{
UTIL_Remove( pEnt );
}
}
return NULL;
}
REGISTER_STRESS_ENTITY( CreateResourceChunk );
REGISTER_STRESS_ENTITY( CreateResourceBox );
REGISTER_STRESS_ENTITY( CreatePlasmaProjectile );
REGISTER_STRESS_ENTITY( CreatePlasmaShot );
REGISTER_STRESS_ENTITY( CreateSignalFlare );