mirror of
https://github.com/nillerusr/source-engine.git
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285 lines
7.7 KiB
C++
285 lines
7.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "grenade_spit.h"
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#include "soundent.h"
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#include "decals.h"
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#include "smoke_trail.h"
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#include "hl2_shareddefs.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "particle_parse.h"
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#include "particle_system.h"
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#include "soundenvelope.h"
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#include "ai_utils.h"
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#include "te_effect_dispatch.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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ConVar sk_antlion_worker_spit_grenade_dmg ( "sk_antlion_worker_spit_grenade_dmg", "20", FCVAR_NONE, "Total damage done by an individual antlion worker loogie.");
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ConVar sk_antlion_worker_spit_grenade_radius ( "sk_antlion_worker_spit_grenade_radius","40", FCVAR_NONE, "Radius of effect for an antlion worker spit grenade.");
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ConVar sk_antlion_worker_spit_grenade_poison_ratio ( "sk_antlion_worker_spit_grenade_poison_ratio","0.3", FCVAR_NONE, "Percentage of an antlion worker's spit damage done as poison (which regenerates)");
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LINK_ENTITY_TO_CLASS( grenade_spit, CGrenadeSpit );
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BEGIN_DATADESC( CGrenadeSpit )
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DEFINE_FIELD( m_bPlaySound, FIELD_BOOLEAN ),
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// Function pointers
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DEFINE_ENTITYFUNC( GrenadeSpitTouch ),
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END_DATADESC()
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CGrenadeSpit::CGrenadeSpit( void ) : m_bPlaySound( true ), m_pHissSound( NULL )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGrenadeSpit::Spawn( void )
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{
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Precache( );
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SetSolid( SOLID_BBOX );
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SetMoveType( MOVETYPE_FLYGRAVITY );
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SetSolidFlags( FSOLID_NOT_STANDABLE );
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SetModel( "models/spitball_large.mdl" );
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UTIL_SetSize( this, vec3_origin, vec3_origin );
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SetUse( &CBaseGrenade::DetonateUse );
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SetTouch( &CGrenadeSpit::GrenadeSpitTouch );
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SetNextThink( gpGlobals->curtime + 0.1f );
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m_flDamage = sk_antlion_worker_spit_grenade_dmg.GetFloat();
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m_DmgRadius = sk_antlion_worker_spit_grenade_radius.GetFloat();
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m_takedamage = DAMAGE_NO;
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m_iHealth = 1;
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SetGravity( UTIL_ScaleForGravity( SPIT_GRAVITY ) );
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SetFriction( 0.8f );
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SetCollisionGroup( HL2COLLISION_GROUP_SPIT );
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AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
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// We're self-illuminating, so we don't take or give shadows
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AddEffects( EF_NOSHADOW|EF_NORECEIVESHADOW );
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// Create the dust effect in place
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m_hSpitEffect = (CParticleSystem *) CreateEntityByName( "info_particle_system" );
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if ( m_hSpitEffect != NULL )
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{
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// Setup our basic parameters
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m_hSpitEffect->KeyValue( "start_active", "1" );
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m_hSpitEffect->KeyValue( "effect_name", "antlion_spit_trail" );
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m_hSpitEffect->SetParent( this );
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m_hSpitEffect->SetLocalOrigin( vec3_origin );
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DispatchSpawn( m_hSpitEffect );
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if ( gpGlobals->curtime > 0.5f )
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m_hSpitEffect->Activate();
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}
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}
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void CGrenadeSpit::SetSpitSize( int nSize )
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{
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switch (nSize)
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{
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case SPIT_LARGE:
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{
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m_bPlaySound = true;
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SetModel( "models/spitball_large.mdl" );
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break;
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}
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case SPIT_MEDIUM:
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{
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m_bPlaySound = true;
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m_flDamage *= 0.5f;
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SetModel( "models/spitball_medium.mdl" );
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break;
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}
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case SPIT_SMALL:
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{
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m_bPlaySound = false;
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m_flDamage *= 0.25f;
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SetModel( "models/spitball_small.mdl" );
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break;
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}
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}
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}
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void CGrenadeSpit::Event_Killed( const CTakeDamageInfo &info )
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{
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Detonate( );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handle spitting
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//-----------------------------------------------------------------------------
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void CGrenadeSpit::GrenadeSpitTouch( CBaseEntity *pOther )
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{
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if ( pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS | FSOLID_TRIGGER) )
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{
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// Some NPCs are triggers that can take damage (like antlion grubs). We should hit them.
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if ( ( pOther->m_takedamage == DAMAGE_NO ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) )
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return;
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}
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// Don't hit other spit
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if ( pOther->GetCollisionGroup() == HL2COLLISION_GROUP_SPIT )
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return;
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// We want to collide with water
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const trace_t *pTrace = &CBaseEntity::GetTouchTrace();
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// copy out some important things about this trace, because the first TakeDamage
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// call below may cause another trace that overwrites the one global pTrace points
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// at.
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bool bHitWater = ( ( pTrace->contents & CONTENTS_WATER ) != 0 );
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CBaseEntity *const pTraceEnt = pTrace->m_pEnt;
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const Vector tracePlaneNormal = pTrace->plane.normal;
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if ( bHitWater )
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{
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// Splash!
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CEffectData data;
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data.m_fFlags = 0;
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data.m_vOrigin = pTrace->endpos;
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data.m_vNormal = Vector( 0, 0, 1 );
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data.m_flScale = 8.0f;
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DispatchEffect( "watersplash", data );
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}
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else
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{
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// Make a splat decal
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trace_t *pNewTrace = const_cast<trace_t*>( pTrace );
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UTIL_DecalTrace( pNewTrace, "BeerSplash" );
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}
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// Part normal damage, part poison damage
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float poisonratio = sk_antlion_worker_spit_grenade_poison_ratio.GetFloat();
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// Take direct damage if hit
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// NOTE: assume that pTrace is invalidated from this line forward!
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if ( pTraceEnt )
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{
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pTraceEnt->TakeDamage( CTakeDamageInfo( this, GetThrower(), m_flDamage * (1.0f-poisonratio), DMG_ACID ) );
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pTraceEnt->TakeDamage( CTakeDamageInfo( this, GetThrower(), m_flDamage * poisonratio, DMG_POISON ) );
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}
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CSoundEnt::InsertSound( SOUND_DANGER, GetAbsOrigin(), m_DmgRadius * 2.0f, 0.5f, GetThrower() );
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QAngle vecAngles;
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VectorAngles( tracePlaneNormal, vecAngles );
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if ( pOther->IsPlayer() || bHitWater )
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{
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// Do a lighter-weight effect if we just hit a player
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DispatchParticleEffect( "antlion_spit_player", GetAbsOrigin(), vecAngles );
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}
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else
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{
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DispatchParticleEffect( "antlion_spit", GetAbsOrigin(), vecAngles );
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}
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Detonate();
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}
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void CGrenadeSpit::Detonate(void)
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{
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m_takedamage = DAMAGE_NO;
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EmitSound( "GrenadeSpit.Hit" );
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// Stop our hissing sound
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if ( m_pHissSound != NULL )
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{
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CSoundEnvelopeController::GetController().SoundDestroy( m_pHissSound );
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m_pHissSound = NULL;
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}
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if ( m_hSpitEffect )
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{
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UTIL_Remove( m_hSpitEffect );
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}
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UTIL_Remove( this );
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}
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void CGrenadeSpit::InitHissSound( void )
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{
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if ( m_bPlaySound == false )
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return;
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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if ( m_pHissSound == NULL )
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{
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CPASAttenuationFilter filter( this );
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m_pHissSound = controller.SoundCreate( filter, entindex(), "NPC_Antlion.PoisonBall" );
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controller.Play( m_pHissSound, 1.0f, 100 );
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}
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}
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void CGrenadeSpit::Think( void )
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{
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InitHissSound();
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if ( m_pHissSound == NULL )
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return;
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// Add a doppler effect to the balls as they travel
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CBaseEntity *pPlayer = AI_GetSinglePlayer();
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if ( pPlayer != NULL )
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{
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Vector dir;
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VectorSubtract( pPlayer->GetAbsOrigin(), GetAbsOrigin(), dir );
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VectorNormalize(dir);
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float velReceiver = DotProduct( pPlayer->GetAbsVelocity(), dir );
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float velTransmitter = -DotProduct( GetAbsVelocity(), dir );
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// speed of sound == 13049in/s
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int iPitch = 100 * ((1 - velReceiver / 13049) / (1 + velTransmitter / 13049));
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// clamp pitch shifts
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if ( iPitch > 250 )
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{
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iPitch = 250;
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}
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if ( iPitch < 50 )
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{
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iPitch = 50;
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}
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// Set the pitch we've calculated
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CSoundEnvelopeController::GetController().SoundChangePitch( m_pHissSound, iPitch, 0.1f );
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}
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// Set us up to think again shortly
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SetNextThink( gpGlobals->curtime + 0.05f );
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}
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void CGrenadeSpit::Precache( void )
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{
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// m_nSquidSpitSprite = PrecacheModel("sprites/greenglow1.vmt");// client side spittle.
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PrecacheModel( "models/spitball_large.mdl" );
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PrecacheModel("models/spitball_medium.mdl");
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PrecacheModel("models/spitball_small.mdl");
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PrecacheScriptSound( "GrenadeSpit.Hit" );
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PrecacheParticleSystem( "antlion_spit_player" );
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PrecacheParticleSystem( "antlion_spit" );
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}
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