laser trial for grenade? Created 15 years ago2008-06-16 19:28:45 UTC by yodalman yodalman

Created 15 years ago2008-06-16 19:28:45 UTC by yodalman yodalman

Posted 15 years ago2008-06-16 19:28:45 UTC Post #251354
plz don't ban me! (cough you all know who i am... cough) to tell you the truth, when i regestered on twhl it was only the second forum i've been on, and i also was like... uh, oh how old was i... 10? i think so, anyway, trust me, i won't go throwing a tantrum everytime someone called me dumb :P

anyway, i need help with my code:


okay, i got the laser for the grenade for my hl2 mod, but i finally got rid of all errors but one, it says "precache();" is a "undeclared identifier"

here's my code:

/***
*
  • Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
  • This product contains software technology licensed from Id
  • Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
  • All Rights Reserved.
*
  • Use, distribution, and modification of this source code and/or resulting
  • object code is restricted to non-commercial enhancements to products from
  • Valve LLC. All other use, distribution, or modification is prohibited
  • without written permission from Valve LLC.
*
****/
/*
generic grenade.cpp ==================================================
*/

#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "soundent.h"
#include "decals.h"

//===================grenade

LINK_ENTITY_TO_CLASS( grenade, CGrenade );

2}// Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges</SPAN>
#define SF_DETONATE 0x0001

//
// Grenade Explode
//
void CGrenade::Explode( Vector vecSrc, Vector vecAim )
{
TraceResult tr;
UTIL_TraceLine ( pev->origin, pev->origin + Vector ( 0, 0, -32 ), ignore_monsters, ENT(pev), & tr);

Explode( &tr, DMG_BLAST );
}

// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution.
void CGrenade::Explode( TraceResult *pTrace, int bitsDamageType )
{
float flRndSound;// sound randomizer

pev->model = iStringNull;//invisible
pev->solid = SOLID_NOT;// intangible

pev->takedamage = DAMAGE_NO;

// Pull out of the wall a bit
if ( pTrace->flFraction != 1.0 )
{
pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24) * 0.6);
}

int iContents = UTIL_PointContents ( pev->origin );

MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_EXPLOSION ); // This makes a dynamic light and the explosion sprites/sound
WRITE_COORD( pev->origin.x ); // Send to PAS because of the sound
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
if (iContents != CONTENTS_WATER)
{
WRITE_SHORT( g_sModelIndexFireball );
}
else
{
WRITE_SHORT( g_sModelIndexWExplosion );
}
WRITE_BYTE( (pev->dmg - 50) * .60 ); // scale * 10
WRITE_BYTE( 15 ); // framerate
WRITE_BYTE( TE_EXPLFLAG_NONE );
MESSAGE_END();

CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );
entvars_t *pevOwner;
if ( pev->owner )
pevOwner = VARS( pev->owner );
else
pevOwner = NULL;

pev->owner = NULL; // can't traceline attack owner if this is set

RadiusDamage ( pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType );

if ( RANDOM_FLOAT( 0 , 1 ) < 0.5 )
{
UTIL_DecalTrace( pTrace, DECAL_SCORCH1 );
}
else
{
UTIL_DecalTrace( pTrace, DECAL_SCORCH2 );
}

flRndSound = RANDOM_FLOAT( 0 , 1 );

switch ( RANDOM_LONG( 0, 2 ) )
{
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM); break;
}

pev->effects |= EF_NODRAW;
SetThink(&CGrenade:: Smoke );
pev->velocity = g_vecZero;
SetNextThink( 0.3 );

if (iContents != CONTENTS_WATER)
{
int sparkCount = RANDOM_LONG(0,3);
for ( int i = 0; i < sparkCount; i++ )
Create( "spark_shower", pev->origin, pTrace->vecPlaneNormal, NULL );
}
}

void CGrenade::Smoke( void )
{
if (UTIL_PointContents ( pev->origin ) == CONTENTS_WATER)
{
UTIL_Bubbles( pev->origin - Vector( 64, 64, 64 ), pev->origin + Vector( 64, 64, 64 ), 100 );
}
else
{
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_SMOKE );
WRITE_COORD( pev->origin.x );
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
WRITE_SHORT( g_sModelIndexSmoke );
WRITE_BYTE( (pev->dmg - 50) * 0.80 ); // scale * 10
WRITE_BYTE( 12 ); // framerate
MESSAGE_END();
}
UTIL_Remove( this );
}

void CGrenade::Killed( entvars_t *pevAttacker, int iGib )
{
Detonate( );
}

// Timed grenade, this think is called when time runs out.
void CGrenade::DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
SetThink(&CGrenade:: Detonate );
SetNextThink( 0 );
}

void CGrenade::PreDetonate( void )
{
CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin, 400, 0.3 );

SetThink(&CGrenade:: Detonate );
SetNextThink( 1 );
}

void CGrenade::Detonate( void )
{
TraceResult tr;
Vector vecSpot;// trace starts here!

vecSpot = pev->origin + Vector ( 0 , 0 , 8 );
UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -40 ), ignore_monsters, ENT(pev), & tr);

Explode( &tr, DMG_BLAST );
}

//
// Contact grenade, explode when it touches something
//
void CGrenade::ExplodeTouch( CBaseEntity *pOther )
{
TraceResult tr;
Vector vecSpot;// trace starts here!

pev->enemy = pOther->edict();

vecSpot = pev->origin - pev->velocity.Normalize() * 32;
UTIL_TraceLine( vecSpot, vecSpot + pev->velocity.Normalize() * 64, ignore_monsters, ENT(pev), &tr );

Explode( &tr, DMG_BLAST );
}

void CGrenade::DangerSoundThink( void )
{
if (!IsInWorld())
{
UTIL_Remove( this );
return;
}

CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin + pev->velocity * 0.5, pev->velocity.Length( ), 0.2 );
SetNextThink( 0.2 );

if (pev->waterlevel != 0 && pev->watertype > CONTENT_FLYFIELD)
{
pev->velocity = pev->velocity * 0.5;
}
}

void CGrenade::BounceTouch( CBaseEntity *pOther )
{
// don't hit the guy that launched this grenade
if ( pOther->edict() == pev->owner )
return;

// only do damage if we're moving fairly fast
if (m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 100)
{
entvars_t *pevOwner = VARS( pev->owner );
if (pevOwner)
{
TraceResult tr = UTIL_GetGlobalTrace( );
ClearMultiDamage( );
pOther->TraceAttack(pevOwner, 1, gpGlobals->v_forward, &tr, DMG_CLUB );
ApplyMultiDamage( pev, pevOwner);
}
m_flNextAttack = gpGlobals->time + 1.0; // debounce
}

Vector vecTestVelocity;
// pev->avelocity = Vector (300, 300, 300);

// this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical
// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity.
// trimming the Z velocity a bit seems to help quite a bit.
vecTestVelocity = pev->velocity;
vecTestVelocity.z *= 0.45;

if ( !m_fRegisteredSound && vecTestVelocity.Length() <= 60 )
{
//ALERT( at_console, "Grenade Registered!: %f\n", vecTestVelocity.Length() );

// grenade is moving really slow. It's probably very close to where it will ultimately stop moving.
// go ahead and emit the danger sound.

// register a radius louder than the explosion, so we make sure everyone gets out of the way
CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin, pev->dmg / 0.4, 0.3 );
m_fRegisteredSound = TRUE;
}

if (pev->flags & FL_ONGROUND)
{
// add a bit of static friction
pev->velocity = pev->velocity * 0.8;

pev->sequence = RANDOM_LONG( 1, 1 );
}
else
{
// play bounce sound
BounceSound();
}
pev->framerate = pev->velocity.Length() / 200.0;
if (pev->framerate > 1.0)
pev->framerate = 1;
else if (pev->framerate < 0.5)
pev->framerate = 0;

}

void CGrenade::SlideTouch( CBaseEntity *pOther )
{
// don't hit the guy that launched this grenade
if ( pOther->edict() == pev->owner )
return;

// pev->avelocity = Vector (300, 300, 300);

if (pev->flags & FL_ONGROUND)
{
// add a bit of static friction
pev->velocity = pev->velocity * 0.95;

if (pev->velocity.x != 0 || pev->velocity.y != 0)
{
// maintain sliding sound
}
}
else
{
BounceSound();
}
}

void CGrenade :: BounceSound( void )
{
switch ( RANDOM_LONG( 0, 2 ) )
{
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM); break;
}
}

void CGrenade :: TumbleThink( void )
{
if (!IsInWorld())
{
UTIL_Remove( this );
return;
}

StudioFrameAdvance( );
SetNextThink( 0.1 );

if (pev->dmgtime - 1 < gpGlobals->time)
{
CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin + pev->velocity * (pev->dmgtime - gpGlobals->time), 400, 0.1 );
}

if (pev->dmgtime <= gpGlobals->time)
{
SetThink(&CGrenade :: Detonate );
}
if (pev->waterlevel != 0 && pev->watertype > CONTENT_FLYFIELD)
{
pev->velocity = pev->velocity * 0.5;
pev->framerate = 0.2;
}
}

void CGrenade:: Spawn( void )
{
precache();
SetThink(&CRpgRocket :: IgniteThink );
SetTouch(&CRpgRocket :: ExplodeTouch );
pev->movetype = MOVETYPE_BOUNCE;
pev->classname = MAKE_STRING( "grenade" );

pev->solid = SOLID_BBOX;

SET_MODEL(ENT(pev), "models/grenade.mdl");

UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0));

pev->dmg = 100;
m_fRegisteredSound = FALSE;
}

void CGrenade :: IgniteThink( void )
{
// rocket trail
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );

WRITE_BYTE( TE_BEAMFOLLOW );
WRITE_SHORT(entindex()); // entity
WRITE_BYTE( 40 ); // life
WRITE_BYTE( 5 ); // width
WRITE_BYTE( 224 ); // r, g, b
WRITE_BYTE( 224 ); // r, g, b
WRITE_BYTE( 255 ); // r, g, b
WRITE_BYTE( 255 ); // brightness

MESSAGE_END(); // move PHS/PVS data sending into here (SEND_ALL, SEND_PVS, SEND_PHS)
}

CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
{
CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
pGrenade->Spawn();
// contact grenades arc lower
pGrenade->pev->gravity = 0.5;// lower gravity since grenade is aerodynamic and engine doesn't know it.
UTIL_SetOrigin( pGrenade, vecStart );
pGrenade->pev->velocity = vecVelocity;
pGrenade->pev->angles = UTIL_VecToAngles (pGrenade->pev->velocity);
pGrenade->pev->owner = ENT(pevOwner);

// make monsters afaid of it while in the air
pGrenade->SetThink(&CGrenade:: DangerSoundThink );
pGrenade->SetNextThink( 0 );

// Tumble in air
pGrenade->pev->avelocity.x = RANDOM_FLOAT ( -100, -500 );

// Explode on contact
pGrenade->SetTouch(&CGrenade:: ExplodeTouch );

pGrenade->pev->dmg = gSkillData.plrDmgM203Grenade;

return pGrenade;
}

CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time )
{
CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
pGrenade->Spawn();
UTIL_SetOrigin( pGrenade, vecStart );
pGrenade->pev->velocity = vecVelocity;
pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
pGrenade->pev->owner = ENT(pevOwner);

pGrenade->SetTouch(&CGrenade:: BounceTouch ); // Bounce if touched

// Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate
// will insert a DANGER sound into the world sound list and delay detonation for one second so that
// the grenade explodes after the exact amount of time specified in the call to ShootTimed().

pGrenade->pev->dmgtime = gpGlobals->time + time;
pGrenade->SetThink(&CGrenade:: TumbleThink );
pGrenade->SetNextThink( 0.1 );
if (time < 0.1)
{
pGrenade->SetNextThink( 0 );
pGrenade->pev->velocity = Vector( 0, 0, 0 );
}

pGrenade->pev->sequence = RANDOM_LONG( 3, 6 );
pGrenade->pev->framerate = 1.0;

// Tumble through the air
// pGrenade->pev->avelocity.x = -400;

pGrenade->pev->gravity = 0.5;
pGrenade->pev->friction = 0.8;

SET_MODEL(ENT(pGrenade->pev), "models/w_grenade.mdl");
pGrenade->pev->dmg = 100;

return pGrenade;
}

CGrenade * CGrenade :: ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
{
CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
pGrenade->pev->movetype = MOVETYPE_BOUNCE;
pGrenade->pev->classname = MAKE_STRING( "grenade" );

pGrenade->pev->solid = SOLID_BBOX;

SET_MODEL(ENT(pGrenade->pev), "models/grenade.mdl"); // Change this to satchel charge model

UTIL_SetSize(pGrenade->pev, Vector( 0, 0, 0), Vector(0, 0, 0));

pGrenade->pev->dmg = 200;
UTIL_SetOrigin( pGrenade, vecStart );
pGrenade->pev->velocity = vecVelocity;
pGrenade->pev->angles = g_vecZero;
pGrenade->pev->owner = ENT(pevOwner);

// Detonate in "time" seconds
pGrenade->SetThink(&CGrenade:: SUB_DoNothing );
pGrenade->SetUse(&CGrenade:: DetonateUse );
pGrenade->SetTouch(&CGrenade:: SlideTouch );
pGrenade->pev->spawnflags = SF_DETONATE;

pGrenade->pev->friction = 0.9;

return pGrenade;
}

void CGrenade :: UseSatchelCharges( entvars_t *pevOwner, SATCHELCODE code )
{
edict_t *pentOwner;

if ( !pevOwner )
return;

CBaseEntity *pOwner = CBaseEntity::Instance( pevOwner );

pentOwner = pOwner->edict();

CBaseEntity *pEnt = UTIL_FindEntityByClassname( NULL, "grenade" );
while ( pEnt )
{
if ( FBitSet( pEnt->pev->spawnflags, SF_DETONATE ) && pEnt->pev->owner == pentOwner )
{
if ( code == SATCHEL_DETONATE )
pEnt->Use( pOwner, pOwner, USE_ON, 0 );
else // SATCHEL_RELEASE
pEnt->pev->owner = NULL;
}
pEnt = UTIL_FindEntityByClassname( pEnt, "grenade" );
}
}

//======================end grenade

heres the error: C:\Documents and Settings\elliot\Desktop\spirit15alpha4source\spiri t15alpha4\dlls\ggrenade.cpp(346) : error C2065: 'precache' : undeclared identifier

please help me, it's probably some simple thing, but this is my first piece of c++ i ever wrote.

oh, i almost forgot, heres the line that contains the error:

void CGrenade:: Spawn( void )
{
precache();
Posted 15 years ago2008-06-16 19:44:31 UTC Post #251356
Why are you posting something for HL2 in the HL section. Wrong.
Posted 15 years ago2008-06-16 19:53:14 UTC Post #251357
lol, if you had bothere to read my post properly, you'd know that i was trying to add a laser trail to HL1 not hl2.

EDIT: oops, sorry, typo, i meant "hl1 mod" not "hl2 mod"... sorry.
Posted 15 years ago2008-06-16 19:58:57 UTC Post #251360
there is a plugin for this thing on counterstrike. maybe this helps
/*
Grenade Trail 1.0
Author: Jim
Cvars:
grenade_tr: default 2
0 - None
1 - Random Colors
2 - Nade Specific
3 - Team Specific
grenade_he "255000000" set the trail color of Hegrenade
grenade_fb "000000255" set the trail color of Flashbang
grenade_sg "000255000" set the trail color of Smokegrenade
*/

#include <amxmodx>
#include <csx>

#define PLUGIN "Grenade Trail"
#define VERSION "1.0"
#define AUTHOR "Jim"

new g_cvar_tr
new g_cvar_he
new g_cvar_fb
new g_cvar_sg
new g_trail

public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
g_cvar_tr = register_cvar("grenade_tr", "2")
g_cvar_he = register_cvar("grenade_he", "255000000")
g_cvar_fb = register_cvar("grenade_fb", "000000255")
g_cvar_sg = register_cvar("grenade_sg", "000255000")
}

public plugin_precache()
{
g_trail = precache_model("sprites/smoke.spr")
}

public grenade_throw(id, gid, wid)
{
new gtm = get_pcvar_num(g_cvar_tr)
if(!gtm) return
new r, g, b
switch(gtm)
{
	case 1:
	{
		r = random(256)
		g = random(256)
		b = random(256)
	}
	case 2:
	{
		new nade, color[10]
		switch(wid)
		{
			case CSW_HEGRENADE:	nade = g_cvar_he
			case CSW_FLASHBANG:	nade = g_cvar_fb
			case CSW_SMOKEGRENADE:	nade = g_cvar_sg
		}
		get_pcvar_string(nade, color, 9)
		new c = str_to_num(color)
		r = c / 1000000
		c %= 1000000
		g = c / 1000
		b = c % 1000
	}
	case 3:
	{
		switch(get_user_team(id))
		{
			case 1: r = 255
			case 2: b = 255
		}
	}
}
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW)
write_short(gid)
write_short(g_trail)
write_byte(10)
write_byte(5)
write_byte(r)
write_byte(g)
write_byte(b)
write_byte(192)
message_end()
}
Posted 15 years ago2008-07-22 16:17:40 UTC Post #251361
aha, apparently, i was using ggrenade.cpp instead of handgrenade.cpp :P sorry

EDIT: nevermind, apparently, i had to edit ggrenade.cpp, i have a new coder for my mod, and he managed to add the laser tracer:
User posted image
User posted image
:crowbar:
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