mirror of
https://github.com/nillerusr/source-engine.git
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582 lines
19 KiB
C++
582 lines
19 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Gravity well device
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//
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//=====================================================================================//
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#include "cbase.h"
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#include "grenade_hopwire.h"
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#include "rope.h"
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#include "rope_shared.h"
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#include "beam_shared.h"
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#include "physics.h"
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#include "physics_saverestore.h"
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#include "explode.h"
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#include "physics_prop_ragdoll.h"
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#include "movevars_shared.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 hopwire_vortex( "hopwire_vortex", "0" );
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ConVar hopwire_trap( "hopwire_trap", "1" );
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ConVar hopwire_strider_kill_dist_h( "hopwire_strider_kill_dist_h", "300" );
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ConVar hopwire_strider_kill_dist_v( "hopwire_strider_kill_dist_v", "256" );
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ConVar hopwire_strider_hits( "hopwire_strider_hits", "1" );
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ConVar hopwire_hopheight( "hopwire_hopheight", "400" );
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ConVar g_debug_hopwire( "g_debug_hopwire", "0" );
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#define DENSE_BALL_MODEL "models/props_junk/metal_paintcan001b.mdl"
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#define MAX_HOP_HEIGHT (hopwire_hopheight.GetFloat()) // Maximum amount the grenade will "hop" upwards when detonated
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class CGravityVortexController : public CBaseEntity
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{
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DECLARE_CLASS( CGravityVortexController, CBaseEntity );
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DECLARE_DATADESC();
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public:
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CGravityVortexController( void ) : m_flEndTime( 0.0f ), m_flRadius( 256 ), m_flStrength( 256 ), m_flMass( 0.0f ) {}
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float GetConsumedMass( void ) const;
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static CGravityVortexController *Create( const Vector &origin, float radius, float strength, float duration );
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private:
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void ConsumeEntity( CBaseEntity *pEnt );
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void PullPlayersInRange( void );
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bool KillNPCInRange( CBaseEntity *pVictim, IPhysicsObject **pPhysObj );
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void CreateDenseBall( void );
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void PullThink( void );
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void StartPull( const Vector &origin, float radius, float strength, float duration );
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float m_flMass; // Mass consumed by the vortex
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float m_flEndTime; // Time when the vortex will stop functioning
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float m_flRadius; // Area of effect for the vortex
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float m_flStrength; // Pulling strength of the vortex
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};
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//-----------------------------------------------------------------------------
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// Purpose: Returns the amount of mass consumed by the vortex
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//-----------------------------------------------------------------------------
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float CGravityVortexController::GetConsumedMass( void ) const
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{
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return m_flMass;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds the entity's mass to the aggregate mass consumed
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//-----------------------------------------------------------------------------
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void CGravityVortexController::ConsumeEntity( CBaseEntity *pEnt )
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{
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// Get our base physics object
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IPhysicsObject *pPhysObject = pEnt->VPhysicsGetObject();
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if ( pPhysObject == NULL )
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return;
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// Ragdolls need to report the sum of all their parts
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CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( pEnt );
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if ( pRagdoll != NULL )
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{
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// Find the aggregate mass of the whole ragdoll
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ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll();
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for ( int j = 0; j < pRagdollPhys->listCount; ++j )
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{
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m_flMass += pRagdollPhys->list[j].pObject->GetMass();
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}
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}
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else
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{
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// Otherwise we just take the normal mass
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m_flMass += pPhysObject->GetMass();
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}
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// Destroy the entity
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UTIL_Remove( pEnt );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Causes players within the radius to be sucked in
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//-----------------------------------------------------------------------------
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void CGravityVortexController::PullPlayersInRange( void )
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{
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CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
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Vector vecForce = GetAbsOrigin() - pPlayer->WorldSpaceCenter();
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float dist = VectorNormalize( vecForce );
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// FIXME: Need a more deterministic method here
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if ( dist < 128.0f )
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{
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// Kill the player (with falling death sound and effects)
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CTakeDamageInfo deathInfo( this, this, GetAbsOrigin(), GetAbsOrigin(), 200, DMG_FALL );
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pPlayer->TakeDamage( deathInfo );
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if ( pPlayer->IsAlive() == false )
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{
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color32 black = { 0, 0, 0, 255 };
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UTIL_ScreenFade( pPlayer, black, 0.1f, 0.0f, (FFADE_OUT|FFADE_STAYOUT) );
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return;
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}
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}
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// Must be within the radius
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if ( dist > m_flRadius )
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return;
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float mass = pPlayer->VPhysicsGetObject()->GetMass();
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float playerForce = m_flStrength * 0.05f;
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// Find the pull force
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// NOTE: We might want to make this non-linear to give more of a "grace distance"
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vecForce *= ( 1.0f - ( dist / m_flRadius ) ) * playerForce * mass;
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vecForce[2] *= 0.025f;
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pPlayer->SetBaseVelocity( vecForce );
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pPlayer->AddFlag( FL_BASEVELOCITY );
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// Make sure the player moves
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if ( vecForce.z > 0 && ( pPlayer->GetFlags() & FL_ONGROUND) )
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{
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pPlayer->SetGroundEntity( NULL );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Attempts to kill an NPC if it's within range and other criteria
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// Input : *pVictim - NPC to assess
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// **pPhysObj - pointer to the ragdoll created if the NPC is killed
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// Output : bool - whether or not the NPC was killed and the returned pointer is valid
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//-----------------------------------------------------------------------------
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bool CGravityVortexController::KillNPCInRange( CBaseEntity *pVictim, IPhysicsObject **pPhysObj )
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{
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CBaseCombatCharacter *pBCC = pVictim->MyCombatCharacterPointer();
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// See if we can ragdoll
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if ( pBCC != NULL && pBCC->CanBecomeRagdoll() )
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{
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// Don't bother with striders
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if ( FClassnameIs( pBCC, "npc_strider" ) )
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return false;
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// TODO: Make this an interaction between the NPC and the vortex
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// Become ragdoll
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CTakeDamageInfo info( this, this, 1.0f, DMG_GENERIC );
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CBaseEntity *pRagdoll = CreateServerRagdoll( pBCC, 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS, true );
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pRagdoll->SetCollisionBounds( pVictim->CollisionProp()->OBBMins(), pVictim->CollisionProp()->OBBMaxs() );
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// Necessary to cause it to do the appropriate death cleanup
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CTakeDamageInfo ragdollInfo( this, this, 10000.0, DMG_GENERIC | DMG_REMOVENORAGDOLL );
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pVictim->TakeDamage( ragdollInfo );
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// Return the pointer to the ragdoll
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*pPhysObj = pRagdoll->VPhysicsGetObject();
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return true;
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}
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// Wasn't able to ragdoll this target
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*pPhysObj = NULL;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates a dense ball with a mass equal to the aggregate mass consumed by the vortex
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//-----------------------------------------------------------------------------
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void CGravityVortexController::CreateDenseBall( void )
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{
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CBaseEntity *pBall = CreateEntityByName( "prop_physics" );
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pBall->SetModel( DENSE_BALL_MODEL );
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pBall->SetAbsOrigin( GetAbsOrigin() );
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pBall->Spawn();
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IPhysicsObject *pObj = pBall->VPhysicsGetObject();
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if ( pObj != NULL )
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{
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pObj->SetMass( GetConsumedMass() );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Pulls physical objects towards the vortex center, killing them if they come too near
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//-----------------------------------------------------------------------------
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void CGravityVortexController::PullThink( void )
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{
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// Pull any players close enough to us
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PullPlayersInRange();
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Vector mins, maxs;
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mins = GetAbsOrigin() - Vector( m_flRadius, m_flRadius, m_flRadius );
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maxs = GetAbsOrigin() + Vector( m_flRadius, m_flRadius, m_flRadius );
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// Draw debug information
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if ( g_debug_hopwire.GetBool() )
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{
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NDebugOverlay::Box( GetAbsOrigin(), mins - GetAbsOrigin(), maxs - GetAbsOrigin(), 0, 255, 0, 16, 4.0f );
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}
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CBaseEntity *pEnts[128];
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int numEnts = UTIL_EntitiesInBox( pEnts, 128, mins, maxs, 0 );
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for ( int i = 0; i < numEnts; i++ )
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{
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IPhysicsObject *pPhysObject = NULL;
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// Attempt to kill and ragdoll any victims in range
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if ( KillNPCInRange( pEnts[i], &pPhysObject ) == false )
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{
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// If we didn't have a valid victim, see if we can just get the vphysics object
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pPhysObject = pEnts[i]->VPhysicsGetObject();
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if ( pPhysObject == NULL )
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continue;
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}
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float mass;
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CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( pEnts[i] );
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if ( pRagdoll != NULL )
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{
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ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll();
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mass = 0.0f;
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// Find the aggregate mass of the whole ragdoll
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for ( int j = 0; j < pRagdollPhys->listCount; ++j )
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{
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mass += pRagdollPhys->list[j].pObject->GetMass();
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}
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}
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else
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{
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mass = pPhysObject->GetMass();
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}
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Vector vecForce = GetAbsOrigin() - pEnts[i]->WorldSpaceCenter();
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Vector vecForce2D = vecForce;
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vecForce2D[2] = 0.0f;
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float dist2D = VectorNormalize( vecForce2D );
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float dist = VectorNormalize( vecForce );
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// FIXME: Need a more deterministic method here
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if ( dist < 48.0f )
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{
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ConsumeEntity( pEnts[i] );
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continue;
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}
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// Must be within the radius
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if ( dist > m_flRadius )
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continue;
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// Find the pull force
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vecForce *= ( 1.0f - ( dist2D / m_flRadius ) ) * m_flStrength * mass;
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if ( pEnts[i]->VPhysicsGetObject() )
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{
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// Pull the object in
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pEnts[i]->VPhysicsTakeDamage( CTakeDamageInfo( this, this, vecForce, GetAbsOrigin(), m_flStrength, DMG_BLAST ) );
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}
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}
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// Keep going if need-be
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if ( m_flEndTime > gpGlobals->curtime )
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{
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SetThink( &CGravityVortexController::PullThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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else
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{
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//Msg( "Consumed %.2f kilograms\n", m_flMass );
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//CreateDenseBall();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Starts the vortex working
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//-----------------------------------------------------------------------------
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void CGravityVortexController::StartPull( const Vector &origin, float radius, float strength, float duration )
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{
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SetAbsOrigin( origin );
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m_flEndTime = gpGlobals->curtime + duration;
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m_flRadius = radius;
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m_flStrength= strength;
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SetThink( &CGravityVortexController::PullThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creation utility
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//-----------------------------------------------------------------------------
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CGravityVortexController *CGravityVortexController::Create( const Vector &origin, float radius, float strength, float duration )
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{
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// Create an instance of the vortex
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CGravityVortexController *pVortex = (CGravityVortexController *) CreateEntityByName( "vortex_controller" );
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if ( pVortex == NULL )
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return NULL;
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// Start the vortex working
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pVortex->StartPull( origin, radius, strength, duration );
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return pVortex;
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}
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BEGIN_DATADESC( CGravityVortexController )
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DEFINE_FIELD( m_flMass, FIELD_FLOAT ),
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DEFINE_FIELD( m_flEndTime, FIELD_TIME ),
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DEFINE_FIELD( m_flRadius, FIELD_FLOAT ),
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DEFINE_FIELD( m_flStrength, FIELD_FLOAT ),
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DEFINE_THINKFUNC( PullThink ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( vortex_controller, CGravityVortexController );
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#define GRENADE_MODEL_CLOSED "models/roller.mdl"
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#define GRENADE_MODEL_OPEN "models/roller_spikes.mdl"
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BEGIN_DATADESC( CGrenadeHopwire )
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DEFINE_FIELD( m_hVortexController, FIELD_EHANDLE ),
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DEFINE_THINKFUNC( EndThink ),
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DEFINE_THINKFUNC( CombatThink ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( npc_grenade_hopwire, CGrenadeHopwire );
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IMPLEMENT_SERVERCLASS_ST( CGrenadeHopwire, DT_GrenadeHopwire )
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGrenadeHopwire::Spawn( void )
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{
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Precache();
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SetModel( GRENADE_MODEL_CLOSED );
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SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
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CreateVPhysics();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CGrenadeHopwire::CreateVPhysics()
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{
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// Create the object in the physics system
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VPhysicsInitNormal( SOLID_BBOX, 0, false );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGrenadeHopwire::Precache( void )
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{
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// FIXME: Replace
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//PrecacheSound("NPC_Strider.Shoot");
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//PrecacheSound("d3_citadel.weapon_zapper_beam_loop2");
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PrecacheModel( GRENADE_MODEL_OPEN );
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PrecacheModel( GRENADE_MODEL_CLOSED );
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PrecacheModel( DENSE_BALL_MODEL );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : timer -
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//-----------------------------------------------------------------------------
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void CGrenadeHopwire::SetTimer( float timer )
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{
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SetThink( &CBaseGrenade::PreDetonate );
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SetNextThink( gpGlobals->curtime + timer );
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}
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#define MAX_STRIDER_KILL_DISTANCE_HORZ (hopwire_strider_kill_dist_h.GetFloat()) // Distance a Strider will be killed if within
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#define MAX_STRIDER_KILL_DISTANCE_VERT (hopwire_strider_kill_dist_v.GetFloat()) // Distance a Strider will be killed if within
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#define MAX_STRIDER_STUN_DISTANCE_HORZ (MAX_STRIDER_KILL_DISTANCE_HORZ*2) // Distance a Strider will be stunned if within
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#define MAX_STRIDER_STUN_DISTANCE_VERT (MAX_STRIDER_KILL_DISTANCE_VERT*2) // Distance a Strider will be stunned if within
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGrenadeHopwire::KillStriders( void )
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{
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CBaseEntity *pEnts[128];
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Vector mins, maxs;
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ClearBounds( mins, maxs );
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AddPointToBounds( -Vector( MAX_STRIDER_STUN_DISTANCE_HORZ, MAX_STRIDER_STUN_DISTANCE_HORZ, MAX_STRIDER_STUN_DISTANCE_HORZ ), mins, maxs );
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AddPointToBounds( Vector( MAX_STRIDER_STUN_DISTANCE_HORZ, MAX_STRIDER_STUN_DISTANCE_HORZ, MAX_STRIDER_STUN_DISTANCE_HORZ ), mins, maxs );
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AddPointToBounds( -Vector( MAX_STRIDER_STUN_DISTANCE_VERT, MAX_STRIDER_STUN_DISTANCE_VERT, MAX_STRIDER_STUN_DISTANCE_VERT ), mins, maxs );
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AddPointToBounds( Vector( MAX_STRIDER_STUN_DISTANCE_VERT, MAX_STRIDER_STUN_DISTANCE_VERT, MAX_STRIDER_STUN_DISTANCE_VERT ), mins, maxs );
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// FIXME: It's probably much faster to simply iterate over the striders in the map, rather than any entity in the radius - jdw
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// Find any striders in range of us
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int numTargets = UTIL_EntitiesInBox( pEnts, ARRAYSIZE( pEnts ), GetAbsOrigin()+mins, GetAbsOrigin()+maxs, FL_NPC );
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float targetDistHorz, targetDistVert;
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for ( int i = 0; i < numTargets; i++ )
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{
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// Only affect striders
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if ( FClassnameIs( pEnts[i], "npc_strider" ) == false )
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continue;
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// We categorize our spatial relation to the strider in horizontal and vertical terms, so that we can specify both parameters separately
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targetDistHorz = UTIL_DistApprox2D( pEnts[i]->GetAbsOrigin(), GetAbsOrigin() );
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targetDistVert = fabs( pEnts[i]->GetAbsOrigin()[2] - GetAbsOrigin()[2] );
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if ( targetDistHorz < MAX_STRIDER_KILL_DISTANCE_HORZ && targetDistHorz < MAX_STRIDER_KILL_DISTANCE_VERT )
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{
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// Kill the strider
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float fracDamage = ( pEnts[i]->GetMaxHealth() / hopwire_strider_hits.GetFloat() ) + 1.0f;
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CTakeDamageInfo killInfo( this, this, fracDamage, DMG_GENERIC );
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Vector killDir = pEnts[i]->GetAbsOrigin() - GetAbsOrigin();
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VectorNormalize( killDir );
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killInfo.SetDamageForce( killDir * -1000.0f );
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killInfo.SetDamagePosition( GetAbsOrigin() );
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pEnts[i]->TakeDamage( killInfo );
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}
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else if ( targetDistHorz < MAX_STRIDER_STUN_DISTANCE_HORZ && targetDistHorz < MAX_STRIDER_STUN_DISTANCE_VERT )
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{
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// Stun the strider
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CTakeDamageInfo killInfo( this, this, 200.0f, DMG_GENERIC );
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pEnts[i]->TakeDamage( killInfo );
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}
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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 CGrenadeHopwire::EndThink( void )
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{
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if ( hopwire_vortex.GetBool() )
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{
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EntityMessageBegin( this, true );
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WRITE_BYTE( 1 );
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MessageEnd();
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}
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SetThink( &CBaseEntity::SUB_Remove );
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SetNextThink( gpGlobals->curtime + 1.0f );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGrenadeHopwire::CombatThink( void )
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{
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// Stop the grenade from moving
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AddEFlags( EF_NODRAW );
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AddFlag( FSOLID_NOT_SOLID );
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VPhysicsDestroyObject();
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SetAbsVelocity( vec3_origin );
|
|
SetMoveType( MOVETYPE_NONE );
|
|
|
|
// Do special behaviors if there are any striders in the area
|
|
KillStriders();
|
|
|
|
// FIXME: Replace
|
|
//EmitSound("NPC_Strider.Shoot");
|
|
//EmitSound("d3_citadel.weapon_zapper_beam_loop2");
|
|
|
|
// Quick screen flash
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetThrower() );
|
|
color32 white = { 255,255,255,255 };
|
|
UTIL_ScreenFade( pPlayer, white, 0.2f, 0.0f, FFADE_IN );
|
|
|
|
// Create the vortex controller to pull entities towards us
|
|
if ( hopwire_vortex.GetBool() )
|
|
{
|
|
m_hVortexController = CGravityVortexController::Create( GetAbsOrigin(), 512, 150, 3.0f );
|
|
|
|
// Start our client-side effect
|
|
EntityMessageBegin( this, true );
|
|
WRITE_BYTE( 0 );
|
|
MessageEnd();
|
|
|
|
// Begin to stop in two seconds
|
|
SetThink( &CGrenadeHopwire::EndThink );
|
|
SetNextThink( gpGlobals->curtime + 2.0f );
|
|
}
|
|
else
|
|
{
|
|
// Remove us immediately
|
|
SetThink( &CBaseEntity::SUB_Remove );
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGrenadeHopwire::SetVelocity( const Vector &velocity, const AngularImpulse &angVelocity )
|
|
{
|
|
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
|
|
|
|
if ( pPhysicsObject != NULL )
|
|
{
|
|
pPhysicsObject->AddVelocity( &velocity, &angVelocity );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Hop off the ground to start deployment
|
|
//-----------------------------------------------------------------------------
|
|
void CGrenadeHopwire::Detonate( void )
|
|
{
|
|
SetModel( GRENADE_MODEL_OPEN );
|
|
|
|
AngularImpulse hopAngle = RandomAngularImpulse( -300, 300 );
|
|
|
|
//Find out how tall the ceiling is and always try to hop halfway
|
|
trace_t tr;
|
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, MAX_HOP_HEIGHT*2 ), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
// Jump half the height to the found ceiling
|
|
float hopHeight = MIN( MAX_HOP_HEIGHT, (MAX_HOP_HEIGHT*tr.fraction) );
|
|
|
|
//Add upwards velocity for the "hop"
|
|
Vector hopVel( 0.0f, 0.0f, hopHeight );
|
|
SetVelocity( hopVel, hopAngle );
|
|
|
|
// Get the time until the apex of the hop
|
|
float apexTime = sqrt( hopHeight / GetCurrentGravity() );
|
|
|
|
// Explode at the apex
|
|
SetThink( &CGrenadeHopwire::CombatThink );
|
|
SetNextThink( gpGlobals->curtime + apexTime);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CBaseGrenade *HopWire_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, float timer )
|
|
{
|
|
CGrenadeHopwire *pGrenade = (CGrenadeHopwire *) CBaseEntity::Create( "npc_grenade_hopwire", position, angles, pOwner );
|
|
|
|
// Only set ourselves to detonate on a timer if we're not a trap hopwire
|
|
if ( hopwire_trap.GetBool() == false )
|
|
{
|
|
pGrenade->SetTimer( timer );
|
|
}
|
|
|
|
pGrenade->SetVelocity( velocity, angVelocity );
|
|
pGrenade->SetThrower( ToBaseCombatCharacter( pOwner ) );
|
|
|
|
return pGrenade;
|
|
}
|