2016-03-11 14:57:17 +01:00
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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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405
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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 EPF_MODEL_SHELL (EPF_ONBLOCK_BOUNCE|EPF_TRANSLATEDBYGRAVITY|EPF_MOVABLE)
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#define ECF_MODEL_SHELL ( \
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((ECBI_BRUSH|ECBI_MODEL_HOLDER)<<ECB_TEST) |\
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((ECBI_CORPSE)<<ECB_IS))
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%}
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uses "EntitiesMP/Player";
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enum WeaponEffectType {
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0 WET_SHOTGUNSHELL "", // shotgun shell
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1 WET_MACHINEGUNSHELL "", // machinegun shell
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};
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// input parameter for viewer
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event EWeaponEffectInit {
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CEntityPointer penOwner, // who owns it
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enum WeaponEffectType EwetEffect, // effect type
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};
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%{
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void CPlayerWeaponsEffects_Precache(void)
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{
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CDLLEntityClass *pdec = &CPlayerWeaponsEffects_DLLClass;
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pdec->PrecacheModel(MODEL_SG_SHELL);
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pdec->PrecacheTexture(TEXTURE_SG_SHELL);
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pdec->PrecacheModel(MODEL_MG_SHELL);
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pdec->PrecacheTexture(TEXTURE_MG_SHELL);
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}
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%}
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class CPlayerWeaponsEffects: CMovableEntity {
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name "Player Weapons Effects";
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thumbnail "";
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features "CanBePredictable";
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properties:
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1 CEntityPointer m_penOwner, // class which owns it
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2 enum WeaponEffectType m_EwetEffect = WET_SHOTGUNSHELL, // weapon effect type
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components:
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// ************** SHOTGUN SHELL ************
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1 model MODEL_SG_SHELL "Models\\Weapons\\SingleShotgun\\Shell\\Shell.mdl",
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2 texture TEXTURE_SG_SHELL "Models\\Weapons\\SingleShotgun\\Shell\\Shell.tex",
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// ************** MACHINEGUN SHELL ************
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3 model MODEL_MG_SHELL "Models\\Weapons\\Minigun\\Shell\\Shell.mdl",
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4 texture TEXTURE_MG_SHELL "Models\\Weapons\\Minigun\\Shell\\Shell.tex",
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functions:
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procedures:
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ShotgunShell(EVoid) {
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// init as model
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InitAsModel();
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SetPhysicsFlags(EPF_MODEL_SHELL);
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SetCollisionFlags(ECF_MODEL_SHELL);
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// set appearance
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GetModelObject()->StretchModel(FLOAT3D(0.5f, 0.5f, 0.5f));
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SetModel(MODEL_SG_SHELL);
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ModelChangeNotify();
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SetModelMainTexture(TEXTURE_SG_SHELL);
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// speed
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LaunchAsFreeProjectile(FLOAT3D(FRnd()+2.0f, FRnd()+5.0f, -FRnd()-2.0f), (CMovableEntity*)&*m_penOwner);
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// wait a while
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autowait(1.5f);
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return EEnd();
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};
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MachinegunShell(EVoid) {
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// init as model
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InitAsModel();
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SetPhysicsFlags(EPF_MODEL_SHELL);
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SetCollisionFlags(ECF_MODEL_SHELL);
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// set appearance
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GetModelObject()->StretchModel(FLOAT3D(0.5f, 0.5f, 0.5f));
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SetModel(MODEL_MG_SHELL);
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ModelChangeNotify();
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SetModelMainTexture(TEXTURE_MG_SHELL);
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// speed
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LaunchAsFreeProjectile(FLOAT3D(FRnd()+2.0f, FRnd()+5.0f, -FRnd()-2.0f), (CMovableEntity*)&*m_penOwner);
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// wait a while
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autowait(0.5f);
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return EEnd();
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};
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Main(EWeaponEffectInit eInit) {
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// remember the initial parameters
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ASSERT(eInit.penOwner!=NULL);
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m_penOwner = eInit.penOwner;
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m_EwetEffect = eInit.EwetEffect;
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SetFlags(GetFlags()|ENF_SEETHROUGH);
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SetPredictable(TRUE);
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if (m_EwetEffect==WET_SHOTGUNSHELL) {
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autocall ShotgunShell() EEnd;
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} else if (m_EwetEffect==WET_MACHINEGUNSHELL) {
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autocall MachinegunShell() EEnd;
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} else {
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ASSERTALWAYS("Uknown weapon effect type");
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}
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// cease to exist
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Destroy();
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return;
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};
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};
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