mirror of
https://github.com/nillerusr/source-engine.git
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129 lines
3.5 KiB
C++
129 lines
3.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "smokegrenade_projectile.h"
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#include "sendproxy.h"
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#include "holiday_gift.h"
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#include "cs_player.h"
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#include "KeyValues.h"
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#include "bot_manager.h"
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#include "weapon_csbase.h"
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#define CHRISTMAS_MODEL "models/items/cs_gift.mdl"
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LINK_ENTITY_TO_CLASS( holiday_gift, CHolidayGift );
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PRECACHE_WEAPON_REGISTER( holiday_gift );
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//-----------------------------------------------------------------------------
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CHolidayGift* CHolidayGift::Create( const Vector &position, const QAngle &angles, const QAngle &eyeAngles, const Vector &velocity, CBaseCombatCharacter *pOwner )
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{
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CHolidayGift *pGift = (CHolidayGift*)CBaseEntity::Create( "holiday_gift", position, angles, pOwner );
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if ( pGift )
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{
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pGift->AddSpawnFlags( SF_NORESPAWN );
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Vector vecRight, vecUp;
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AngleVectors( eyeAngles, NULL, &vecRight, &vecUp );
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// Calculate the initial impulse on the gift.
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Vector vecImpulse( 0.0f, 0.0f, 0.0f );
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vecImpulse += vecUp * random->RandomFloat( 0, 0.25 );
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vecImpulse += vecRight * random->RandomFloat( -0.25, 0.25 );
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VectorNormalize( vecImpulse );
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vecImpulse *= random->RandomFloat( 100.0, 150.0 );
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vecImpulse += velocity;
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// Cap the impulse.
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float flSpeed = vecImpulse.Length();
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if ( flSpeed > 300.0 )
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{
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VectorScale( vecImpulse, 300.0 / flSpeed, vecImpulse );
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}
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pGift->SetMoveType( MOVETYPE_FLYGRAVITY );
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pGift->SetAbsVelocity( vecImpulse * 2.f + Vector(0,0,200) );
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pGift->SetAbsAngles( QAngle(0,0,0) );
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pGift->UseClientSideAnimation();
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pGift->ResetSequence( pGift->LookupSequence("idle") );
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pGift->EmitSound( "Christmas.GiftDrop" );
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pGift->ActivateWhenAtRest();
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}
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return pGift;
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}
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//-----------------------------------------------------------------------------
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void CHolidayGift::Precache()
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{
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BaseClass::Precache();
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PrecacheModel( CHRISTMAS_MODEL );
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PrecacheScriptSound( "Christmas.GiftDrop" );
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PrecacheScriptSound( "Christmas.GiftPickup" );
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}
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//-----------------------------------------------------------------------------
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void CHolidayGift::Spawn( void )
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{
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BaseClass::Spawn();
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SetModel( CHRISTMAS_MODEL );
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// Die in 30 seconds
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SetContextThink( &CBaseEntity::SUB_Remove, gpGlobals->curtime + 30, "DIE_THINK" );
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SetContextThink( &CHolidayGift::DropSoundThink, gpGlobals->curtime + 0.2f, "SOUND_THINK" );
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}
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//-----------------------------------------------------------------------------
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void CHolidayGift::DropSoundThink( void )
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{
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EmitSound( "Christmas.GiftDrop" );
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}
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//-----------------------------------------------------------------------------
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bool CHolidayGift::MyTouch( CBasePlayer *pPlayer )
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{
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if( !pPlayer )
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return false;
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if( !pPlayer->IsAlive() )
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return false;
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if ( pPlayer->IsBot() )
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return false;
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if ( ( pPlayer->GetTeamNumber() != TEAM_CT ) && ( pPlayer->GetTeamNumber() != TEAM_TERRORIST ) )
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return false;
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// Send a message for the achievement tracking.
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IGameEvent *event = gameeventmanager->CreateEvent( "christmas_gift_grab" );
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if ( event )
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{
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event->SetInt( "userid", pPlayer->GetUserID() );
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gameeventmanager->FireEvent( event );
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}
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pPlayer->EmitSound( "Christmas.GiftPickup" );
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return true;
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}
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//-----------------------------------------------------------------------------
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void CHolidayGift::ItemTouch( CBaseEntity *pOther )
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{
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if ( pOther->IsWorld() )
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{
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Vector absVel = GetAbsVelocity();
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SetAbsVelocity( Vector( 0,0,absVel.z ) );
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return;
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}
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BaseClass::ItemTouch( pOther );
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}
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