2016-03-12 01:20:51 +01:00
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/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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2016-03-11 14:57:17 +01:00
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507
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%{
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2016-04-01 20:04:24 +02:00
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#include "EntitiesMP/StdH/StdH.h"
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2016-03-11 14:57:17 +01:00
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#define ECF_SPAWNERPROJECTILE ( \
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((ECBI_BRUSH)<<ECB_TEST) |\
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((ECBI_MODEL|ECBI_CORPSE|ECBI_ITEM|ECBI_PROJECTILE_MAGIC|ECBI_PROJECTILE_SOLID)<<ECB_PASS) |\
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((ECBI_MODEL)<<ECB_IS))
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#define EPF_SPAWNERPROJECTILE ( \
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EPF_ONBLOCK_STOP|EPF_ORIENTEDBYGRAVITY|\
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EPF_TRANSLATEDBYGRAVITY|EPF_MOVABLE)
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%}
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uses "EntitiesMP/BasicEffects";
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uses "EntitiesMP/Summoner";
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// input parameter for twister
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event ESpawnerProjectile {
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CEntityPointer penOwner, // entity which owns it
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CEntityPointer penTemplate, // template of the enemy to be spawned
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};
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%{
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void CSpawnerProjectile_OnPrecache(CDLLEntityClass *pdec, INDEX iUser)
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{
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_CANNON);
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pdec->PrecacheModel(MODEL_INVISIBLE);
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};
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%}
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class CSpawnerProjectile : CMovableModelEntity {
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name "SpawnerProjectile";
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thumbnail "";
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features "ImplementsOnPrecache";
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properties:
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1 CEntityPointer m_penOwner, // entity which owns it
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2 CEntityPointer m_penTemplate, // entity which owns it
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4 FLOAT m_fSize = 0.0f, // for particle rendering
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5 FLOAT m_fTimeAdjust = 0.0f, // for particle rendering
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6 BOOL m_bExploding = FALSE,
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7 FLOAT m_fExplosionDuration = 0.25f, // how long to explode
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8 FLOAT m_tmExplosionBegin = 0.0f, // explosion beginning time
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9 FLOAT m_tmSpawn = 0.0f, // for particle rendering
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components:
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1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
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10 model MODEL_INVISIBLE "ModelsMP\\Enemies\\Summoner\\SpawnerProjectile\\Invisible.mdl",
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functions:
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void SpawnEntity()
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{
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CEntity *pen = NULL;
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// copy template entity
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pen = GetWorld()->CopyEntityInWorld( *m_penTemplate,
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CPlacement3D(FLOAT3D(-32000.0f+FRnd()*200.0f, -32000.0f+FRnd()*200.0f, 0), ANGLE3D(0, 0, 0)) );
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// change needed properties
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pen->End();
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CEnemyBase *peb = ((CEnemyBase*)pen);
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peb->m_bTemplate = FALSE;
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pen->Initialize();
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// adjust circle radii to account for enemy size
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2016-04-24 00:53:13 +02:00
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/* unused
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2016-03-11 14:57:17 +01:00
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FLOAT fEntityR = 0;
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if (pen->en_pciCollisionInfo!=NULL) {
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fEntityR = pen->en_pciCollisionInfo->GetMaxFloorRadius();
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2016-04-24 00:53:13 +02:00
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} */
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2016-03-11 14:57:17 +01:00
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// teleport back
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pen->Teleport(GetPlacement(), FALSE);
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// initialize tactics
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CEnemyBase &penMonster = (CEnemyBase &)*pen;
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if (penMonster.m_penTacticsHolder != NULL) {
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if (IsOfClass(penMonster.m_penTacticsHolder, "TacticsHolder")) {
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penMonster.StartTacticsNow();
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}
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}
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};
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void Explode(void)
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{
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// spawn explosion
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CPlacement3D plExplosion = GetPlacement();
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CEntityPointer penExplosion = CreateEntity(plExplosion, CLASS_BASIC_EFFECT);
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ESpawnEffect eSpawnEffect;
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eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
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eSpawnEffect.betType = BET_BOMB;
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eSpawnEffect.vStretch = FLOAT3D(1.0f,1.0f,1.0f);
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penExplosion->Initialize(eSpawnEffect);
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// explosion debris
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eSpawnEffect.betType = BET_EXPLOSION_DEBRIS;
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CEntityPointer penExplosionDebris = CreateEntity(plExplosion, CLASS_BASIC_EFFECT);
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penExplosionDebris->Initialize(eSpawnEffect);
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// explosion smoke
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eSpawnEffect.betType = BET_EXPLOSION_SMOKE;
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CEntityPointer penExplosionSmoke = CreateEntity(plExplosion, CLASS_BASIC_EFFECT);
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penExplosionSmoke->Initialize(eSpawnEffect);
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/*
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// spawn smoke effect
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ESpawnEffect ese;
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ese.colMuliplier = C_WHITE|CT_OPAQUE;
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ese.betType = BET_CANNON;
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ese.vStretch = FLOAT3D(1.0f, 1.0f, 1.0f);
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CEntityPointer penEffect = CreateEntity(this->GetPlacement(), CLASS_BASIC_EFFECT);
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penEffect->Initialize(ese);
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*/
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};
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void RenderParticles(void) {
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Particles_AfterBurner( this, m_tmSpawn, 1.0f, 1);
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if (m_bExploding)
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{
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//Particles_SummonerProjectileExplode( this, m_fSize, m_tmExplosionBegin, m_fExplosionDuration, m_fTimeAdjust );
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}
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}
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/************************************************************
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* P R O C E D U R E S *
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************************************************************/
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procedures:
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// --->>> MAIN
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Main(ESpawnerProjectile esp) {
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// remember the initial parameters
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ASSERT(esp.penOwner!=NULL);
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ASSERT(esp.penTemplate!=NULL);
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ASSERT(IsDerivedFromClass(esp.penTemplate, "Enemy Base"));
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m_penOwner = esp.penOwner;
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m_penTemplate = esp.penTemplate;
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m_fTimeAdjust = FRnd()*5.0f;
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EntityInfo *pei = (EntityInfo*) (m_penTemplate->GetEntityInfo());
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m_fSize = pei->vSourceCenter[1]*0.2f;
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m_tmSpawn=_pTimer->CurrentTick();
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// initialization
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InitAsModel();
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SetPhysicsFlags(EPF_SPAWNERPROJECTILE);
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SetCollisionFlags(ECF_SPAWNERPROJECTILE);
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SetFlags(GetFlags() | ENF_SEETHROUGH);
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SetModel(MODEL_INVISIBLE);
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Particles_AfterBurner_Prepare(this);
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// loop untill touched something
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wait() {
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on (EBegin) : { resume; }
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on (ETouch et) : { stop; }
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otherwise (): { resume; }
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}
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m_bExploding = TRUE;
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m_tmExplosionBegin = _pTimer->CurrentTick();
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// wait for explosion to end and spawn the monster in the middle
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SpawnEntity();
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Explode();
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SwitchToEditorModel();
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autowait(4.0f);
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Destroy();
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return;
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}
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};
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