/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ 503 %{ #include "EntitiesMP/StdH/StdH.h" %} uses "EntitiesMP/BasicEffects"; uses "EntitiesMP/Light"; uses "EntitiesMP/AmmoItem"; // input parameter for launching the projectile event EDropPipebomb { CEntityPointer penLauncher, // who launched it FLOAT fSpeed, // launch speed }; %{ #define ECF_PIPEBOMB ( \ ((ECBI_MODEL|ECBI_BRUSH|ECBI_PROJECTILE_SOLID|ECBI_MODEL_HOLDER)<PrecacheClass(CLASS_BASIC_EFFECT, BET_GRENADE); pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_EXPLOSIONSTAIN); pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_SHOCKWAVE); pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_GRENADE_PLANE); pdec->PrecacheModel(MODEL_PIPEBOMB); pdec->PrecacheTexture(TEXTURE_PIPEBOMB); pdec->PrecacheSound(SOUND_LAUNCH); } %} class CPipebomb : CMovableModelEntity { name "Pipebomb"; thumbnail ""; features "ImplementsOnPrecache", "CanBePredictable"; properties: 1 CEntityPointer m_penLauncher, // who lanuched it 2 FLOAT m_fIgnoreTime = 0.0f, // time when laucher will be ignored 3 FLOAT m_fSpeed = 0.0f, // launch speed 4 BOOL m_bCollected = FALSE, // collect -> do not explode { CLightSource m_lsLightSource; } components: 1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl", 2 class CLASS_LIGHT "Classes\\Light.ecl", // ********* PIPEBOMB (GRENADE) ********* 10 model MODEL_PIPEBOMB "Models\\Weapons\\Pipebomb\\Grenade\\Grenade.mdl", 11 texture TEXTURE_PIPEBOMB "Models\\Weapons\\Pipebomb\\Grenade\\Grenade.tex", 12 sound SOUND_LAUNCH "Sounds\\Weapons\\RocketFired.wav", functions: /* Read from stream. */ void Read_t( CTStream *istr) // throw char * { CMovableModelEntity::Read_t(istr); SetupLightSource(); } /* Get static light source information. */ CLightSource *GetLightSource(void) { if (!IsPredictor()) { return &m_lsLightSource; } else { return NULL; } } // Setup light source void SetupLightSource(void) { // setup light source CLightSource lsNew; lsNew.ls_ulFlags = LSF_NONPERSISTENT|LSF_DYNAMIC; lsNew.ls_colColor = C_vdRED; lsNew.ls_rFallOff = 1.0f; lsNew.ls_rHotSpot = 0.1f; lsNew.ls_plftLensFlare = &_lftYellowStarRedRingFar; lsNew.ls_ubPolygonalMask = 0; lsNew.ls_paoLightAnimation = NULL; m_lsLightSource.ls_penEntity = this; m_lsLightSource.SetLightSource(lsNew); } // render particles void RenderParticles(void) { Particles_GrenadeTrail(this); } /************************************************************ * PIPEBOMB * ************************************************************/ void Pipebomb(void) { // set appearance InitAsModel(); SetPhysicsFlags(EPF_MODEL_BOUNCING); SetCollisionFlags(ECF_PIPEBOMB); //GetModelObject()->StretchModel(FLOAT3D(2.5f, 2.5f, 2.5f)); //ModelChangeNotify(); SetModel(MODEL_PIPEBOMB); SetModelMainTexture(TEXTURE_PIPEBOMB); // start moving LaunchAsFreeProjectile(FLOAT3D(0.0f, 0.0f, -m_fSpeed), (CMovableEntity*)&*m_penLauncher); SetDesiredRotation(ANGLE3D(0, FRnd()*120.0f+120.0f, FRnd()*250.0f-125.0f)); en_fBounceDampNormal = 0.7f; en_fBounceDampParallel = 0.7f; en_fJumpControlMultiplier = 0.0f; en_fCollisionSpeedLimit = 45.0f; en_fCollisionDamageFactor = 10.0f; SetHealth(20.0f); }; void PipebombExplosion(void) { ESpawnEffect ese; FLOAT3D vPoint; FLOATplane3D vPlaneNormal; FLOAT fDistanceToEdge; // explosion ese.colMuliplier = C_WHITE|CT_OPAQUE; ese.betType = BET_GRENADE; ese.vStretch = FLOAT3D(1,1,1); SpawnEffect(GetPlacement(), ese); // spawn sound event in range if( IsDerivedFromClass( m_penLauncher, "Player")) { SpawnRangeSound( m_penLauncher, this, SNDT_PLAYER, 50.0f); } // on plane if (GetNearestPolygon(vPoint, vPlaneNormal, fDistanceToEdge)) { if ((vPoint-GetPlacement().pl_PositionVector).Length() < 3.5f) { // wall stain ese.betType = BET_EXPLOSIONSTAIN; ese.vNormal = FLOAT3D(vPlaneNormal); SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese); // shock wave ese.betType = BET_SHOCKWAVE; ese.vNormal = FLOAT3D(vPlaneNormal); SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese); // second explosion on plane ese.betType = BET_GRENADE_PLANE; ese.vNormal = FLOAT3D(vPlaneNormal); SpawnEffect(CPlacement3D(vPoint+ese.vNormal/50.0f, ANGLE3D(0, 0, 0)), ese); } } }; /************************************************************ * C O M M O N F U N C T I O N S * ************************************************************/ // projectile hitted (or time expired or can't move any more) void ProjectileHit(void) { // explode ... InflictRangeDamage(m_penLauncher, DMT_EXPLOSION, 100.0f, GetPlacement().pl_PositionVector, 4.0f, 8.0f); // sound event ESound eSound; eSound.EsndtSound = SNDT_EXPLOSION; eSound.penTarget = m_penLauncher; SendEventInRange(eSound, FLOATaabbox3D(GetPlacement().pl_PositionVector, 50.0f)); }; // spawn effect void SpawnEffect(const CPlacement3D &plEffect, const ESpawnEffect &eSpawnEffect) { CEntityPointer penEffect = CreateEntity(plEffect, CLASS_BASIC_EFFECT); penEffect->Initialize(eSpawnEffect); }; /************************************************************ * P R O C E D U R E S * ************************************************************/ procedures: // --->>> PROJECTILE SLIDE ON BRUSH ProjectileSlide(EVoid) { m_bCollected = FALSE; // fly loop wait() { on (EBegin) : { resume; } // collected on (ETouch etouch) : { // clear time limit for launcher if (etouch.penOther->GetRenderType() & RT_BRUSH) { m_fIgnoreTime = 0.0f; resume; } BOOL bCollect; // ignore launcher within 0.5 second bCollect = etouch.penOther!=m_penLauncher || _pTimer->CurrentTick()>m_fIgnoreTime; // speed must be almost zero bCollect &= (en_vCurrentTranslationAbsolute.Length() < 0.25f); // only if can be collected EAmmoItem eai; eai.EaitType = AIT_GRENADES; eai.iQuantity = 1; if (bCollect && etouch.penOther->ReceiveItem(eai)) { m_bCollected = TRUE; stop; } resume; } // killed on (EDeath) : { ProjectileHit(); stop; } // activated on (EStart) : { ProjectileHit(); stop; } } return EEnd(); }; // --->>> MAIN Main(EDropPipebomb edrop) { // remember the initial parameters ASSERT(edrop.penLauncher!=NULL); m_penLauncher = edrop.penLauncher; m_fSpeed = edrop.fSpeed; // projectile initialization Pipebomb(); // setup light source SetupLightSource(); // remember lauching time m_fIgnoreTime = _pTimer->CurrentTick() + 0.5f; // slide autocall ProjectileSlide() EEnd; // pipebomb explosion if not collected if (!m_bCollected) { PipebombExplosion(); } Destroy(); return; } };