mirror of
https://github.com/nillerusr/source-engine.git
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219 lines
5.8 KiB
C++
219 lines
5.8 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "c_plantedc4.h"
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#include "c_te_legacytempents.h"
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#include "tempent.h"
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#include "engine/IEngineSound.h"
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#include "dlight.h"
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#include "iefx.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include <bitbuf.h>
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define PLANTEDC4_MSG_JUSTBLEW 1
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ConVar cl_c4dynamiclight( "cl_c4dynamiclight", "0", 0, "Draw dynamic light when planted c4 flashes" );
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IMPLEMENT_CLIENTCLASS_DT(C_PlantedC4, DT_PlantedC4, CPlantedC4)
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RecvPropBool( RECVINFO(m_bBombTicking) ),
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RecvPropFloat( RECVINFO(m_flC4Blow) ),
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RecvPropFloat( RECVINFO(m_flTimerLength) ),
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RecvPropFloat( RECVINFO(m_flDefuseLength) ),
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RecvPropFloat( RECVINFO(m_flDefuseCountDown) ),
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END_RECV_TABLE()
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CUtlVector< C_PlantedC4* > g_PlantedC4s;
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C_PlantedC4::C_PlantedC4()
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{
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g_PlantedC4s.AddToTail( this );
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m_flNextRadarFlashTime = gpGlobals->curtime;
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m_bRadarFlash = true;
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m_pC4Explosion = NULL;
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// Don't beep right away, leave time for the planting sound
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m_flNextGlow = gpGlobals->curtime + 1.0;
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m_flNextBeep = gpGlobals->curtime + 1.0;
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}
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C_PlantedC4::~C_PlantedC4()
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{
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g_PlantedC4s.FindAndRemove( this );
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//=============================================================================
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// HPE_BEGIN:
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// [menglish] Upon the new round remove the remaining bomb explosion particle effect
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//=============================================================================
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if (m_pC4Explosion)
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{
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m_pC4Explosion->SetRemoveFlag();
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}
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//=============================================================================
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// HPE_END
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//=============================================================================
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}
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void C_PlantedC4::SetDormant( bool bDormant )
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{
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BaseClass::SetDormant( bDormant );
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// Remove us from the list of planted C4s.
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if ( bDormant )
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{
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g_PlantedC4s.FindAndRemove( this );
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}
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else
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{
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if ( g_PlantedC4s.Find( this ) == -1 )
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g_PlantedC4s.AddToTail( this );
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}
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}
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void C_PlantedC4::Spawn( void )
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{
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BaseClass::Spawn();
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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void C_PlantedC4::ClientThink( void )
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{
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BaseClass::ClientThink();
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// If it's dormant, don't beep or anything..
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if ( IsDormant() )
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return;
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if ( !m_bBombTicking )
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{
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// disable C4 thinking if not armed
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SetNextClientThink( CLIENT_THINK_NEVER );
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return;
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}
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if( gpGlobals->curtime > m_flNextBeep )
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{
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// as it gets closer to going off, increase the radius
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CLocalPlayerFilter filter;
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float attenuation;
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float freq;
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//the percent complete of the bomb timer
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float fComplete = ( ( m_flC4Blow - gpGlobals->curtime ) / m_flTimerLength );
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fComplete = clamp( fComplete, 0.0f, 1.0f );
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attenuation = MIN( 0.3 + 0.6 * fComplete, 1.0 );
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CSoundParameters params;
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if ( GetParametersForSound( "C4.PlantSound", params, NULL ) )
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{
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EmitSound_t ep( params );
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ep.m_SoundLevel = ATTN_TO_SNDLVL( attenuation );
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ep.m_pOrigin = &GetAbsOrigin();
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EmitSound( filter, SOUND_FROM_WORLD, ep );
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}
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freq = MAX( 0.1 + 0.9 * fComplete, 0.15 );
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m_flNextBeep = gpGlobals->curtime + freq;
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}
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if( gpGlobals->curtime > m_flNextGlow )
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{
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int modelindex = modelinfo->GetModelIndex( "sprites/ledglow.vmt" );
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float scale = 0.8f;
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Vector vPos = GetAbsOrigin();
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const Vector offset( 0, 0, 4 );
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// See if the c4 ended up underwater - we need to pull the flash up, or it won't get seen
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if ( enginetrace->GetPointContents( vPos ) & (CONTENTS_WATER|CONTENTS_SLIME) )
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{
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C_CSPlayer *player = GetLocalOrInEyeCSPlayer();
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if ( player )
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{
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const Vector& eyes = player->EyePosition();
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if ( ( enginetrace->GetPointContents( eyes ) & (CONTENTS_WATER|CONTENTS_SLIME) ) == 0 )
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{
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// trace from the player to the water
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trace_t waterTrace;
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UTIL_TraceLine( eyes, vPos, (CONTENTS_WATER|CONTENTS_SLIME), player, COLLISION_GROUP_NONE, &waterTrace );
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if( waterTrace.allsolid != 1 )
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{
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// now trace from the C4 to the edge of the water (in case there was something solid in the water)
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trace_t solidTrace;
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UTIL_TraceLine( vPos, waterTrace.endpos, MASK_SOLID, this, COLLISION_GROUP_NONE, &solidTrace );
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if( solidTrace.allsolid != 1 )
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{
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float waterDist = (solidTrace.endpos - vPos).Length();
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float remainingDist = (solidTrace.endpos - eyes).Length();
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scale = scale * remainingDist / ( remainingDist + waterDist );
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vPos = solidTrace.endpos;
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}
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}
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}
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}
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}
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vPos += offset;
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tempents->TempSprite( vPos, vec3_origin, scale, modelindex, kRenderTransAdd, 0, 1.0, 0.05, FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP );
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if( cl_c4dynamiclight.GetBool() )
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{
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dlight_t *dl;
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dl = effects->CL_AllocDlight( entindex() );
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if( dl )
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{
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dl->origin = GetAbsOrigin() + offset; // can't use vPos because it might have been moved
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dl->color.r = 255;
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dl->color.g = 0;
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dl->color.b = 0;
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dl->radius = 64;
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dl->die = gpGlobals->curtime + 0.01;
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}
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}
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float freq = 0.1 + 0.9 * ( ( m_flC4Blow - gpGlobals->curtime ) / m_flTimerLength );
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if( freq < 0.15 ) freq = 0.15;
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m_flNextGlow = gpGlobals->curtime + freq;
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}
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}
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//=============================================================================
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// HPE_BEGIN:
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// [menglish] Create the client side explosion particle effect for when the bomb explodes and hide the bomb
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//=============================================================================
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void C_PlantedC4::Explode( void )
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{
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m_pC4Explosion = ParticleProp()->Create( "bomb_explosion_huge", PATTACH_ABSORIGIN );
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AddEffects( EF_NODRAW );
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SetDormant( true );
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}
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//=============================================================================
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// HPE_END
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//=============================================================================
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