mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
876 lines
24 KiB
C++
876 lines
24 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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//=============================================================================//
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#include "cbase.h"
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#include "weapon_physcannon.h"
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#include "hl2_player.h"
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#include "saverestore_utlvector.h"
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#include "triggers.h"
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//-----------------------------------------------------------------------------
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// Weapon-dissolve trigger; all weapons in this field (sans the physcannon) are destroyed!
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//-----------------------------------------------------------------------------
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class CTriggerWeaponDissolve : public CTriggerMultiple
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{
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DECLARE_CLASS( CTriggerWeaponDissolve, CTriggerMultiple );
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DECLARE_DATADESC();
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public:
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~CTriggerWeaponDissolve( void );
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virtual void Spawn( void );
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virtual void Precache( void );
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virtual void Activate( void );
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virtual void StartTouch( CBaseEntity *pOther );
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inline bool HasWeapon( CBaseCombatWeapon *pWeapon );
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Vector GetConduitPoint( CBaseEntity *pTarget );
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void InputStopSound( inputdata_t &inputdata );
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void AddWeapon( CBaseCombatWeapon *pWeapon );
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void CreateBeam( const Vector &vecSource, CBaseEntity *pDest, float flLifetime );
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void DissolveThink( void );
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private:
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COutputEvent m_OnDissolveWeapon;
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COutputEvent m_OnChargingPhyscannon;
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CUtlVector< CHandle<CBaseCombatWeapon> > m_pWeapons;
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CUtlVector< CHandle<CBaseEntity> > m_pConduitPoints;
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string_t m_strEmitterName;
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int m_spriteTexture;
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};
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LINK_ENTITY_TO_CLASS( trigger_weapon_dissolve, CTriggerWeaponDissolve );
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BEGIN_DATADESC( CTriggerWeaponDissolve )
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DEFINE_KEYFIELD( m_strEmitterName, FIELD_STRING, "emittername" ),
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DEFINE_UTLVECTOR( m_pWeapons, FIELD_EHANDLE ),
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DEFINE_UTLVECTOR( m_pConduitPoints, FIELD_EHANDLE ),
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DEFINE_FIELD( m_spriteTexture, FIELD_MODELINDEX ),
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DEFINE_OUTPUT( m_OnDissolveWeapon, "OnDissolveWeapon" ),
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DEFINE_OUTPUT( m_OnChargingPhyscannon, "OnChargingPhyscannon" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StopSound", InputStopSound ),
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DEFINE_THINKFUNC( DissolveThink ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Destructor
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//-----------------------------------------------------------------------------
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CTriggerWeaponDissolve::~CTriggerWeaponDissolve( void )
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{
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m_pWeapons.Purge();
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m_pConduitPoints.Purge();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Call precache for our sprite texture
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//-----------------------------------------------------------------------------
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void CTriggerWeaponDissolve::Spawn( void )
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{
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BaseClass::Spawn();
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Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Precache our sprite texture
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//-----------------------------------------------------------------------------
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void CTriggerWeaponDissolve::Precache( void )
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{
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BaseClass::Precache();
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m_spriteTexture = PrecacheModel( "sprites/lgtning.vmt" );
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PrecacheScriptSound( "WeaponDissolve.Dissolve" );
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PrecacheScriptSound( "WeaponDissolve.Charge" );
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PrecacheScriptSound( "WeaponDissolve.Beam" );
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}
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static const char *s_pDissolveThinkContext = "DissolveThinkContext";
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//-----------------------------------------------------------------------------
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// Purpose: Collect all our known conduit points
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//-----------------------------------------------------------------------------
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void CTriggerWeaponDissolve::Activate( void )
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{
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BaseClass::Activate();
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CBaseEntity *pEntity = NULL;
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while ( ( pEntity = gEntList.FindEntityByName( pEntity, m_strEmitterName ) ) != NULL )
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{
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m_pConduitPoints.AddToTail( pEntity );
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}
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SetContextThink( &CTriggerWeaponDissolve::DissolveThink, gpGlobals->curtime + 0.1f, s_pDissolveThinkContext );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Checks to see if a weapon is already known
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// Input : *pWeapon - weapon to check for
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CTriggerWeaponDissolve::HasWeapon( CBaseCombatWeapon *pWeapon )
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{
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if ( m_pWeapons.Find( pWeapon ) == m_pWeapons.InvalidIndex() )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds a weapon to the known weapon list
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// Input : *pWeapon - weapon to add
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//-----------------------------------------------------------------------------
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void CTriggerWeaponDissolve::AddWeapon( CBaseCombatWeapon *pWeapon )
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{
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if ( HasWeapon( pWeapon ) )
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return;
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m_pWeapons.AddToTail( pWeapon );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Collect any weapons inside our volume
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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void CTriggerWeaponDissolve::StartTouch( CBaseEntity *pOther )
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{
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BaseClass::StartTouch( pOther );
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if ( PassesTriggerFilters( pOther ) == false )
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return;
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CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>(pOther);
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if ( pWeapon == NULL )
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return;
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AddWeapon( pWeapon );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates a beam between a conduit point and a weapon
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// Input : &vecSource - conduit point
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// *pDest - weapon
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// flLifetime - amount of time
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//-----------------------------------------------------------------------------
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void CTriggerWeaponDissolve::CreateBeam( const Vector &vecSource, CBaseEntity *pDest, float flLifetime )
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{
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CBroadcastRecipientFilter filter;
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te->BeamEntPoint( filter, 0.0,
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0,
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&vecSource,
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pDest->entindex(),
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&(pDest->WorldSpaceCenter()),
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m_spriteTexture,
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0, // No halo
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1, // Frame
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30,
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flLifetime,
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16.0f, // Start width
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4.0f, // End width
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0, // No fade
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8, // Amplitude
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255,
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255,
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255,
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255,
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16 ); // Speed
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the closest conduit point to a weapon
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// Input : *pTarget - weapon to check for
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// Output : Vector - position of the conduit
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//-----------------------------------------------------------------------------
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Vector CTriggerWeaponDissolve::GetConduitPoint( CBaseEntity *pTarget )
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{
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float nearDist = 9999999.0f;
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Vector bestPoint = vec3_origin;
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float testDist;
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// Find the nearest conduit to the target
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for ( int i = 0; i < m_pConduitPoints.Count(); i++ )
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{
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testDist = ( m_pConduitPoints[i]->GetAbsOrigin() - pTarget->GetAbsOrigin() ).LengthSqr();
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if ( testDist < nearDist )
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{
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bestPoint = m_pConduitPoints[i]->GetAbsOrigin();
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nearDist = testDist;
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}
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}
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return bestPoint;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Dissolve all weapons within our volume
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//-----------------------------------------------------------------------------
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void CTriggerWeaponDissolve::DissolveThink( void )
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{
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int numWeapons = m_pWeapons.Count();
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// Dissolve all the items within the volume
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for ( int i = 0; i < numWeapons; i++ )
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{
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CBaseCombatWeapon *pWeapon = m_pWeapons[i];
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Vector vecConduit = GetConduitPoint( pWeapon );
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// The physcannon upgrades when this happens
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if ( FClassnameIs( pWeapon, "weapon_physcannon" ) )
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{
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// This must be the last weapon for us to care
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if ( numWeapons > 1 )
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continue;
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//FIXME: Make them do this on a stagger!
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// All conduits send power to the weapon
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for ( int i = 0; i < m_pConduitPoints.Count(); i++ )
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{
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CreateBeam( m_pConduitPoints[i]->GetAbsOrigin(), pWeapon, 4.0f );
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}
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PhysCannonBeginUpgrade( pWeapon );
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m_OnChargingPhyscannon.FireOutput( this, this );
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EmitSound( "WeaponDissolve.Beam" );
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// We're done
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m_pWeapons.Purge();
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m_pConduitPoints.Purge();
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SetContextThink( NULL, 0, s_pDissolveThinkContext );
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return;
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}
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// Randomly dissolve them all
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float flLifetime = random->RandomFloat( 2.5f, 4.0f );
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CreateBeam( vecConduit, pWeapon, flLifetime );
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pWeapon->Dissolve( NULL, gpGlobals->curtime + ( 3.0f - flLifetime ), false );
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m_OnDissolveWeapon.FireOutput( this, this );
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CPASAttenuationFilter filter( pWeapon );
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EmitSound( filter, pWeapon->entindex(), "WeaponDissolve.Dissolve" );
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// Beam looping sound
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EmitSound( "WeaponDissolve.Beam" );
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m_pWeapons.Remove( i );
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SetContextThink( &CTriggerWeaponDissolve::DissolveThink, gpGlobals->curtime + random->RandomFloat( 0.5f, 1.5f ), s_pDissolveThinkContext );
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return;
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}
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SetContextThink( &CTriggerWeaponDissolve::DissolveThink, gpGlobals->curtime + 0.1f, s_pDissolveThinkContext );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &inputdata -
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//-----------------------------------------------------------------------------
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void CTriggerWeaponDissolve::InputStopSound( inputdata_t &inputdata )
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{
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StopSound( "WeaponDissolve.Beam" );
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StopSound( "WeaponDissolve.Charge" );
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}
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//-----------------------------------------------------------------------------
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// Weapon-strip trigger; can't pick up weapons while in the field
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//-----------------------------------------------------------------------------
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class CTriggerWeaponStrip : public CTriggerMultiple
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{
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DECLARE_CLASS( CTriggerWeaponStrip, CTriggerMultiple );
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DECLARE_DATADESC();
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public:
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void StartTouch(CBaseEntity *pOther);
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void EndTouch(CBaseEntity *pOther);
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private:
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bool m_bKillWeapons;
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};
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//-----------------------------------------------------------------------------
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// Save/load
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//-----------------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( trigger_weapon_strip, CTriggerWeaponStrip );
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BEGIN_DATADESC( CTriggerWeaponStrip )
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DEFINE_KEYFIELD( m_bKillWeapons, FIELD_BOOLEAN, "KillWeapons" ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Drops all weapons, marks the character as not being able to pick up weapons
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//-----------------------------------------------------------------------------
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void CTriggerWeaponStrip::StartTouch(CBaseEntity *pOther)
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{
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BaseClass::StartTouch( pOther );
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if ( PassesTriggerFilters(pOther) == false )
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return;
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CBaseCombatCharacter *pCharacter = pOther->MyCombatCharacterPointer();
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if ( m_bKillWeapons )
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{
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for ( int i = 0 ; i < pCharacter->WeaponCount(); ++i )
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{
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CBaseCombatWeapon *pWeapon = pCharacter->GetWeapon( i );
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if ( !pWeapon )
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continue;
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pCharacter->Weapon_Drop( pWeapon );
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UTIL_Remove( pWeapon );
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}
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return;
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}
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// Strip the player of his weapons
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if ( pCharacter && pCharacter->IsAllowedToPickupWeapons() )
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{
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CBaseCombatWeapon *pBugbait = pCharacter->Weapon_OwnsThisType( "weapon_bugbait" );
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if ( pBugbait )
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{
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pCharacter->Weapon_Drop( pBugbait );
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UTIL_Remove( pBugbait );
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}
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pCharacter->Weapon_DropAll( true );
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pCharacter->SetPreventWeaponPickup( true );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called when an entity stops touching us.
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// Input : pOther - The entity that was touching us.
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//-----------------------------------------------------------------------------
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void CTriggerWeaponStrip::EndTouch(CBaseEntity *pOther)
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{
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if ( IsTouching( pOther ) )
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{
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CBaseCombatCharacter *pCharacter = pOther->MyCombatCharacterPointer();
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if ( pCharacter )
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{
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pCharacter->SetPreventWeaponPickup( false );
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}
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}
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BaseClass::EndTouch( pOther );
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}
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//-----------------------------------------------------------------------------
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// Teleport trigger
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//-----------------------------------------------------------------------------
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class CTriggerPhysicsTrap : public CTriggerMultiple
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{
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DECLARE_CLASS( CTriggerPhysicsTrap, CTriggerMultiple );
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DECLARE_DATADESC();
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public:
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void Touch( CBaseEntity *pOther );
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private:
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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void InputToggle( inputdata_t &inputdata );
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int m_nDissolveType;
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};
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//-----------------------------------------------------------------------------
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// Save/load
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//-----------------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( trigger_physics_trap, CTriggerPhysicsTrap );
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BEGIN_DATADESC( CTriggerPhysicsTrap )
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DEFINE_KEYFIELD( m_nDissolveType, FIELD_INTEGER, "dissolvetype" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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END_DATADESC()
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//------------------------------------------------------------------------------
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// Inputs
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//------------------------------------------------------------------------------
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void CTriggerPhysicsTrap::InputToggle( inputdata_t &inputdata )
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{
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if ( m_bDisabled )
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{
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InputEnable( inputdata );
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}
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else
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{
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InputDisable( inputdata );
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}
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}
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void CTriggerPhysicsTrap::InputEnable( inputdata_t &inputdata )
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{
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if ( m_bDisabled )
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{
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Enable();
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}
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}
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void CTriggerPhysicsTrap::InputDisable( inputdata_t &inputdata )
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{
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if ( !m_bDisabled )
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{
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Disable();
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}
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}
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//-----------------------------------------------------------------------------
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// Traps the entities
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//-----------------------------------------------------------------------------
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#define JOINTS_TO_CONSTRAIN 1
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void CTriggerPhysicsTrap::Touch( CBaseEntity *pOther )
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{
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if ( !PassesTriggerFilters(pOther) )
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return;
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CBaseAnimating *pAnim = pOther->GetBaseAnimating();
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if ( !pAnim )
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return;
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#ifdef HL2_DLL
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// HACK: Upgrade the physcannon
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if ( FClassnameIs( pAnim, "weapon_physcannon" ) )
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{
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PhysCannonBeginUpgrade( pAnim );
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return;
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}
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#endif
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pAnim->Dissolve( NULL, gpGlobals->curtime, false, m_nDissolveType );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CWateryDeathLeech : public CBaseAnimating
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{
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DECLARE_CLASS( CWateryDeathLeech, CBaseAnimating );
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public:
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DECLARE_DATADESC();
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void Spawn( void );
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void Precache( void );
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void LeechThink( void );
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int m_iFadeState;
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};
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LINK_ENTITY_TO_CLASS( ent_watery_leech, CWateryDeathLeech );
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BEGIN_DATADESC( CWateryDeathLeech )
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DEFINE_THINKFUNC( LeechThink ),
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DEFINE_FIELD( m_iFadeState, FIELD_INTEGER ),
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END_DATADESC()
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void CWateryDeathLeech::Precache( void )
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{
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//Ugh this is temporary until Jakob finishes the animations and doesn't need the command anymore.
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bool allowPrecache = CBaseEntity::IsPrecacheAllowed();
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CBaseEntity::SetAllowPrecache( true );
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BaseClass::Precache();
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PrecacheModel( "models/leech.mdl" );
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CBaseEntity::SetAllowPrecache( allowPrecache );
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}
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void CWateryDeathLeech::Spawn( void )
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{
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Precache();
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BaseClass::Spawn();
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SetSolid ( SOLID_NONE );
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SetMoveType( MOVETYPE_NONE );
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AddEffects( EF_NOSHADOW );
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SetModel( "models/leech.mdl" );
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SetThink( &CWateryDeathLeech::LeechThink );
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SetNextThink( gpGlobals->curtime + 0.1 );
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m_flPlaybackRate = random->RandomFloat( 0.5, 1.5 );
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SetCycle( random->RandomFloat( 0.0f, 0.9f ) );
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QAngle vAngle;
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vAngle[YAW] = random->RandomFloat( 0, 360 );
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SetAbsAngles( vAngle );
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m_iFadeState = 1;
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SetRenderColorA( 1 );
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}
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void CWateryDeathLeech::LeechThink( void )
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{
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if ( IsMarkedForDeletion() )
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return;
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StudioFrameAdvance();
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SetNextThink( gpGlobals->curtime + 0.1 );
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if ( m_iFadeState != 0 )
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{
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float dt = gpGlobals->frametime;
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if ( dt > 0.1f )
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{
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dt = 0.1f;
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}
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m_nRenderMode = kRenderTransTexture;
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int speed = MAX(1,256*dt); // fade out over 1 second
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if ( m_iFadeState == -1 )
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SetRenderColorA( UTIL_Approach( 0, m_clrRender->a, speed ) );
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else
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SetRenderColorA( UTIL_Approach( 255, m_clrRender->a, speed ) );
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if ( m_clrRender->a == 0 )
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{
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UTIL_Remove(this);
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}
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|
else if ( m_clrRender->a == 255 )
|
|
{
|
|
m_iFadeState = 0;
|
|
}
|
|
else
|
|
{
|
|
SetNextThink( gpGlobals->curtime );
|
|
}
|
|
}
|
|
|
|
|
|
if ( GetOwnerEntity() )
|
|
{
|
|
if ( GetOwnerEntity()->GetWaterLevel() < 3 )
|
|
{
|
|
AddEffects( EF_NODRAW );
|
|
}
|
|
else
|
|
{
|
|
RemoveEffects( EF_NODRAW );
|
|
}
|
|
|
|
SetAbsOrigin( GetOwnerEntity()->GetAbsOrigin() + GetOwnerEntity()->GetViewOffset() );
|
|
}
|
|
}
|
|
|
|
class CTriggerWateryDeath : public CBaseTrigger
|
|
{
|
|
DECLARE_CLASS( CTriggerWateryDeath, CBaseTrigger );
|
|
public:
|
|
DECLARE_DATADESC();
|
|
|
|
void Spawn( void );
|
|
void Precache( void );
|
|
void Touch( CBaseEntity *pOther );
|
|
void SpawnLeeches( CBaseEntity *pOther );
|
|
|
|
// Ignore non-living entities
|
|
virtual bool PassesTriggerFilters(CBaseEntity *pOther)
|
|
{
|
|
if ( !BaseClass::PassesTriggerFilters(pOther) )
|
|
return false;
|
|
|
|
return (pOther->m_takedamage == DAMAGE_YES);
|
|
}
|
|
|
|
virtual void StartTouch(CBaseEntity *pOther);
|
|
virtual void EndTouch(CBaseEntity *pOther);
|
|
|
|
private:
|
|
|
|
CUtlVector< EHANDLE > m_hLeeches;
|
|
|
|
// Kill times for entities I'm touching
|
|
CUtlVector< float > m_flEntityKillTimes;
|
|
float m_flNextPullSound;
|
|
float m_flPainValue;
|
|
};
|
|
|
|
BEGIN_DATADESC( CTriggerWateryDeath )
|
|
DEFINE_UTLVECTOR( m_flEntityKillTimes, FIELD_TIME ),
|
|
DEFINE_UTLVECTOR( m_hLeeches, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_flNextPullSound, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flPainValue, FIELD_FLOAT ),
|
|
END_DATADESC()
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( trigger_waterydeath, CTriggerWateryDeath );
|
|
|
|
// Stages of the waterydeath trigger, in time offsets from the initial touch
|
|
#define WD_KILLTIME_NEXT_BITE 0.3
|
|
#define WD_PAINVALUE_STEP 2.0
|
|
#define WD_MAX_DAMAGE 15.0f
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when spawning, after keyvalues have been handled.
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerWateryDeath::Spawn( void )
|
|
{
|
|
BaseClass::Spawn();
|
|
Precache();
|
|
|
|
m_flNextPullSound = 0;
|
|
m_flPainValue = 0;
|
|
InitTrigger();
|
|
}
|
|
|
|
void CTriggerWateryDeath::Precache( void )
|
|
{
|
|
//Ugh this is temporary until Jakob finishes the animations and doesn't need the command anymore.
|
|
BaseClass::Precache();
|
|
PrecacheModel( "models/leech.mdl" );
|
|
|
|
PrecacheScriptSound( "coast.leech_bites_loop" );
|
|
PrecacheScriptSound( "coast.leech_water_churn_loop" );
|
|
}
|
|
|
|
void CTriggerWateryDeath::SpawnLeeches( CBaseEntity *pOther )
|
|
{
|
|
if ( pOther == NULL )
|
|
return;
|
|
|
|
if ( m_hLeeches.Count() > 0 )
|
|
return;
|
|
|
|
int iMaxLeeches = 12;
|
|
|
|
for ( int i = 0; i < iMaxLeeches; i++ )
|
|
{
|
|
CWateryDeathLeech *pLeech = (CWateryDeathLeech*)CreateEntityByName( "ent_watery_leech" );
|
|
|
|
if ( pLeech )
|
|
{
|
|
m_hLeeches.AddToTail( pLeech );
|
|
|
|
pLeech->Spawn();
|
|
pLeech->SetAbsOrigin( pOther->GetAbsOrigin() );
|
|
pLeech->SetOwnerEntity( pOther );
|
|
|
|
if ( i <= 8 )
|
|
pLeech->SetSequence( i % 4 );
|
|
else
|
|
pLeech->SetSequence( ( i % 4 ) + 4 ) ;
|
|
pLeech->ResetSequenceInfo();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerWateryDeath::Touch( CBaseEntity *pOther )
|
|
{
|
|
if (!PassesTriggerFilters(pOther))
|
|
return;
|
|
|
|
// Find our index
|
|
EHANDLE hOther;
|
|
hOther = pOther;
|
|
int iIndex = m_hTouchingEntities.Find( hOther );
|
|
if ( iIndex == m_hTouchingEntities.InvalidIndex() )
|
|
return;
|
|
|
|
float flKillTime = m_flEntityKillTimes[iIndex];
|
|
|
|
// Time to kill it?
|
|
if ( gpGlobals->curtime > flKillTime )
|
|
{
|
|
//EmitSound( filter, entindex(), "WateryDeath.Bite", &pOther->GetAbsOrigin() );
|
|
// Kill it
|
|
if ( pOther->IsPlayer() )
|
|
{
|
|
m_flPainValue = MIN( m_flPainValue + WD_PAINVALUE_STEP, WD_MAX_DAMAGE );
|
|
}
|
|
else
|
|
{
|
|
m_flPainValue = WD_MAX_DAMAGE;
|
|
}
|
|
|
|
// Use DMG_GENERIC & make the target inflict the damage on himself.
|
|
// This ensures that if the target is the player, the damage isn't modified by skill
|
|
CTakeDamageInfo info = CTakeDamageInfo( pOther, pOther, m_flPainValue, DMG_GENERIC );
|
|
|
|
GuessDamageForce( &info, (pOther->GetAbsOrigin() - GetAbsOrigin()), pOther->GetAbsOrigin() );
|
|
pOther->TakeDamage( info );
|
|
|
|
m_flEntityKillTimes[iIndex] = gpGlobals->curtime + WD_KILLTIME_NEXT_BITE;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when an entity starts touching us.
|
|
// Input : pOther - The entity that is touching us.
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerWateryDeath::StartTouch(CBaseEntity *pOther)
|
|
{
|
|
BaseClass::StartTouch( pOther );
|
|
|
|
m_flPainValue = 0.0f;
|
|
|
|
// If we added him to our list, store the start time
|
|
EHANDLE hOther;
|
|
hOther = pOther;
|
|
if ( m_hTouchingEntities.Find( hOther ) != m_hTouchingEntities.InvalidIndex() )
|
|
{
|
|
// Always added to the end
|
|
// Players get warned, everything else gets et quick.
|
|
if ( pOther->IsPlayer() )
|
|
{
|
|
m_flEntityKillTimes.AddToTail( gpGlobals->curtime + WD_KILLTIME_NEXT_BITE );
|
|
}
|
|
else
|
|
{
|
|
m_flEntityKillTimes.AddToTail( gpGlobals->curtime + WD_KILLTIME_NEXT_BITE );
|
|
}
|
|
}
|
|
|
|
#ifdef HL2_DLL
|
|
if ( pOther->IsPlayer() )
|
|
{
|
|
SpawnLeeches( pOther );
|
|
|
|
CHL2_Player *pHL2Player = dynamic_cast<CHL2_Player*>( pOther );
|
|
|
|
if ( pHL2Player )
|
|
{
|
|
pHL2Player->StartWaterDeathSounds();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when an entity stops touching us.
|
|
// Input : pOther - The entity that was touching us.
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerWateryDeath::EndTouch( CBaseEntity *pOther )
|
|
{
|
|
if ( IsTouching( pOther ) )
|
|
{
|
|
EHANDLE hOther;
|
|
hOther = pOther;
|
|
|
|
// Remove the time from our list
|
|
int iIndex = m_hTouchingEntities.Find( hOther );
|
|
if ( iIndex != m_hTouchingEntities.InvalidIndex() )
|
|
{
|
|
m_flEntityKillTimes.Remove( iIndex );
|
|
}
|
|
}
|
|
|
|
#ifdef HL2_DLL
|
|
if ( pOther->IsPlayer() )
|
|
{
|
|
for (int i = 0; i < m_hLeeches.Count(); i++ )
|
|
{
|
|
CWateryDeathLeech *pLeech = dynamic_cast<CWateryDeathLeech*>( m_hLeeches[i].Get() );
|
|
|
|
if ( pLeech )
|
|
{
|
|
pLeech->m_iFadeState = -1;
|
|
}
|
|
}
|
|
|
|
if ( m_hLeeches.Count() > 0 )
|
|
m_hLeeches.Purge();
|
|
|
|
CHL2_Player *pHL2Player = dynamic_cast<CHL2_Player*>( pOther );
|
|
|
|
if ( pHL2Player )
|
|
{
|
|
//Adrian: Hi, you might be wondering why I'm doing this, yes?
|
|
// Well, EndTouch is called not only when the player leaves
|
|
// the trigger, but also on level shutdown. We can't let the
|
|
// soundpatch fade the sound out since we'll hit a nasty assert
|
|
// cause it'll try to fade out a sound using an entity that might
|
|
// be gone since we're shutting down the server.
|
|
if ( !(pHL2Player->GetFlags() & FL_DONTTOUCH ) )
|
|
pHL2Player->StopWaterDeathSounds();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
BaseClass::EndTouch( pOther );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Triggers whenever an RPG is fired within it
|
|
//-----------------------------------------------------------------------------
|
|
class CTriggerRPGFire : public CTriggerMultiple
|
|
{
|
|
DECLARE_CLASS( CTriggerRPGFire, CTriggerMultiple );
|
|
public:
|
|
~CTriggerRPGFire();
|
|
|
|
void Spawn( void );
|
|
void OnRestore( void );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( trigger_rpgfire, CTriggerRPGFire );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CTriggerRPGFire::~CTriggerRPGFire( void )
|
|
{
|
|
g_hWeaponFireTriggers.FindAndRemove( this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when spawning, after keyvalues have been handled.
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerRPGFire::Spawn( void )
|
|
{
|
|
BaseClass::Spawn();
|
|
|
|
InitTrigger();
|
|
|
|
g_hWeaponFireTriggers.AddToTail( this );
|
|
|
|
// Stomp the touch function, because we don't want to respond to touch
|
|
SetTouch( NULL );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose:
|
|
//------------------------------------------------------------------------------
|
|
void CTriggerRPGFire::OnRestore()
|
|
{
|
|
BaseClass::OnRestore();
|
|
|
|
g_hWeaponFireTriggers.AddToTail( this );
|
|
}
|