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284 lines
7.5 KiB
C++
284 lines
7.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements hurting point entity
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "pointhurt.h"
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#include "entitylist.h"
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#include "gamerules.h"
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#include "basecombatcharacter.h"
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#include "ammodef.h"
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#ifdef EZ
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#include "particle_parse.h"
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#endif
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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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#ifdef EZ
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ConVar ez2_goo_puddle_time_linger("ez2_goo_puddle_time_linger", "30");
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ConVar ez2_goo_puddle_time_fade("ez2_goo_puddle_time_fade", "10");
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ConVar ez2_goo_puddle_time_particle( "ez2_goo_puddle_time_particle", "1" );
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#endif
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const int SF_PHURT_START_ON = 1;
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BEGIN_DATADESC( CPointHurt )
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DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "DamageRadius" ),
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DEFINE_KEYFIELD( m_nDamage, FIELD_INTEGER, "Damage" ),
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DEFINE_KEYFIELD( m_flDelay, FIELD_FLOAT, "DamageDelay" ),
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DEFINE_KEYFIELD( m_bitsDamageType, FIELD_INTEGER, "DamageType" ),
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DEFINE_KEYFIELD( m_strTarget, FIELD_STRING, "DamageTarget" ),
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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DEFINE_KEYFIELD( m_flLifetime, FIELD_FLOAT, "Lifetime"),
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// Function Pointers
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DEFINE_FUNCTION( HurtThink ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Hurt", InputHurt ),
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DEFINE_FIELD( m_pActivator, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flExpirationTime, FIELD_TIME )
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( point_hurt, CPointHurt );
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#ifdef EZ // Blixibon - Unique classname for zombie puddle point_hurt
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LINK_ENTITY_TO_CLASS( zombie_goo_puddle, CPointHurtGoo );
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointHurt::Spawn(void)
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{
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if (HasSpawnFlags(SF_PHURT_START_ON))
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m_bDisabled = false;
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SetThink( NULL );
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SetUse( NULL );
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m_pActivator = NULL;
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if ( m_flRadius <= 0.0f )
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{
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m_flRadius = 128.0f;
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}
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if ( m_nDamage <= 0 )
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{
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m_nDamage = 2;
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}
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if ( m_flDelay <= 0 )
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{
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m_flDelay = 0.1f;
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}
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Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointHurt::Precache( void )
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{
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BaseClass::Precache();
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}
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void CPointHurt::Activate(void)
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{
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if (!m_bDisabled) {
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TurnOn(m_pActivator);
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}
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BaseClass::Activate();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointHurt::HurtThink( void )
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{
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if ( m_strTarget != NULL_STRING )
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{
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CBaseEntity *pEnt = NULL;
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CTakeDamageInfo info( this, m_pActivator, m_nDamage, m_bitsDamageType );
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while ( ( pEnt = gEntList.FindEntityByName( pEnt, m_strTarget, NULL, m_pActivator ) ) != NULL )
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{
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GuessDamageForce( &info, (pEnt->GetAbsOrigin() - GetAbsOrigin()), pEnt->GetAbsOrigin() );
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pEnt->TakeDamage( info );
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}
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}
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else
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{
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RadiusDamage( CTakeDamageInfo( this, this, m_nDamage, m_bitsDamageType ), GetAbsOrigin(), m_flRadius, CLASS_NONE, NULL );
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}
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if (m_flExpirationTime > 0 && m_flExpirationTime < gpGlobals->curtime)
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{
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m_bDisabled = true;
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SetThink(NULL);
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}
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else
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{
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SetNextThink(gpGlobals->curtime + m_flDelay);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Trigger hurt that causes radiation will do a radius check and set
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// the player's geiger counter level according to distance from center
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// of trigger.
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//-----------------------------------------------------------------------------
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void CPointHurt::RadiationThink(void)
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{
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// check to see if a player is in pvs
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// if not, continue
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Vector vecSurroundMins, vecSurroundMaxs;
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CollisionProp()->WorldSpaceSurroundingBounds(&vecSurroundMins, &vecSurroundMaxs);
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CBasePlayer *pPlayer = static_cast<CBasePlayer *>(UTIL_FindClientInPVS(vecSurroundMins, vecSurroundMaxs));
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if (pPlayer)
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{
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// get range to player;
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float flRange = CollisionProp()->CalcDistanceFromPoint(pPlayer->WorldSpaceCenter());
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flRange *= 3.0f;
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pPlayer->NotifyNearbyRadiationSource(flRange);
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}
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HurtThink();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for turning on the point hurt.
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//-----------------------------------------------------------------------------
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void CPointHurt::InputTurnOn( inputdata_t &data )
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{
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TurnOn(data.pActivator);
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}
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void CPointHurt::TurnOn(CBaseEntity * activator)
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{
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m_bDisabled = false;
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if (m_flLifetime > 0.0f)
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{
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m_flExpirationTime = gpGlobals->curtime + m_flLifetime;
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}
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if (m_bitsDamageType & DMG_RADIATION)
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{
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SetThink(&CPointHurt::RadiationThink);
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}
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else
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{
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SetThink(&CPointHurt::HurtThink);
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}
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SetNextThink(gpGlobals->curtime + m_flDelay);
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m_pActivator = activator;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for turning off the point hurt.
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//-----------------------------------------------------------------------------
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void CPointHurt::InputTurnOff( inputdata_t &data )
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{
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m_bDisabled = true;
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SetThink( NULL );
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m_pActivator = data.pActivator;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for toggling the on/off state of the point hurt.
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//-----------------------------------------------------------------------------
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void CPointHurt::InputToggle( inputdata_t &data )
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{
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m_pActivator = data.pActivator;
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if ( m_pfnThink == (void (CBaseEntity::*)())&CPointHurt::HurtThink )
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{
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m_bDisabled = true;
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SetThink( NULL );
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}
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else
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{
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TurnOn(data.pActivator);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for instantaneously hurting whatever is near us.
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//-----------------------------------------------------------------------------
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void CPointHurt::InputHurt( inputdata_t &data )
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{
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m_pActivator = data.pActivator;
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HurtThink();
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}
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#ifdef MAPBASE
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CPointHurt::KeyValue( const char *szKeyName, const char *szValue )
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{
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// Additional OR flags
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if (FStrEq( szKeyName, "damageor" ) || FStrEq( szKeyName, "damagepresets" ))
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{
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m_bitsDamageType |= atoi(szValue);
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}
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else
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return BaseClass::KeyValue( szKeyName, szValue );
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return true;
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}
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#endif
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#ifdef EZ
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void CPointHurtGoo::Precache( void )
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{
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PrecacheParticleSystem( "glow_puddle" );
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PrecacheScriptSound( "NPC_BaseGlowbie.glow_puddle" );
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BaseClass::Precache();
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}
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void CPointHurtGoo::TurnOn( CBaseEntity * activator )
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{
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BaseClass::TurnOn( activator );
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SetContextThink( &CPointHurtGoo::GooParticleThink, gpGlobals->curtime, "GooParticleThink" );
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}
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void CPointHurtGoo::GooParticleThink( void )
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{
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int flNextParticleTime = gpGlobals->curtime + ez2_goo_puddle_time_particle.GetFloat();
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if ( m_bDisabled )
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{
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SetContextThink( NULL, gpGlobals->curtime, "GooParticleThink" );
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UTIL_Remove( this ); // Remove this goo puddle after the particle has expired
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return;
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}
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else
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{
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SetContextThink( &CPointHurtGoo::GooParticleThink, flNextParticleTime, "GooParticleThink" );
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}
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EmitSound( "NPC_BaseGlowbie.glow_puddle" );
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DispatchParticleEffect( "glow_puddle", WorldSpaceCenter(), GetAbsAngles() );
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}
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#endif
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