mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
217 lines
5.5 KiB
C++
217 lines
5.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "player.h"
|
|
#include "soundenvelope.h"
|
|
#include "engine/IEngineSound.h"
|
|
#include "explode.h"
|
|
#include "Sprite.h"
|
|
#include "grenade_satchel.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
#define SLAM_SPRITE "sprites/redglow1.vmt"
|
|
|
|
ConVar sk_plr_dmg_satchel ( "sk_plr_dmg_satchel","150"); // commented lines in hl2/skill.cfg
|
|
ConVar sk_npc_dmg_satchel ( "sk_npc_dmg_satchel","75");
|
|
ConVar sk_satchel_radius ( "sk_satchel_radius","150");
|
|
|
|
BEGIN_DATADESC( CSatchelCharge )
|
|
|
|
DEFINE_FIELD( m_flNextBounceSoundTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_bInAir, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_vLastPosition, FIELD_POSITION_VECTOR ),
|
|
DEFINE_FIELD( m_pMyWeaponSLAM, FIELD_CLASSPTR ),
|
|
DEFINE_FIELD( m_bIsAttached, FIELD_BOOLEAN ),
|
|
|
|
// Function Pointers
|
|
DEFINE_THINKFUNC( SatchelThink ),
|
|
|
|
// Inputs
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode),
|
|
|
|
END_DATADESC()
|
|
|
|
LINK_ENTITY_TO_CLASS( npc_satchel, CSatchelCharge );
|
|
|
|
//=========================================================
|
|
// Deactivate - do whatever it is we do to an orphaned
|
|
// satchel when we don't want it in the world anymore.
|
|
//=========================================================
|
|
void CSatchelCharge::Deactivate( void )
|
|
{
|
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
|
UTIL_Remove( this );
|
|
|
|
if ( m_hGlowSprite != NULL )
|
|
{
|
|
UTIL_Remove( m_hGlowSprite );
|
|
m_hGlowSprite = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
void CSatchelCharge::Spawn( void )
|
|
{
|
|
Precache( );
|
|
SetModel( "models/Weapons/w_slam.mdl" );
|
|
|
|
VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false );
|
|
SetMoveType( MOVETYPE_VPHYSICS );
|
|
|
|
SetCollisionGroup( COLLISION_GROUP_WEAPON );
|
|
|
|
UTIL_SetSize(this, Vector( -6, -6, -2), Vector(6, 6, 2));
|
|
|
|
SetThink( &CSatchelCharge::SatchelThink );
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
|
|
m_takedamage = DAMAGE_YES;
|
|
m_iHealth = 1;
|
|
|
|
SetGravity( UTIL_ScaleForGravity( 560 ) ); // slightly lower gravity
|
|
SetFriction( 1.0 );
|
|
SetSequence( 1 );
|
|
SetDamage( sk_plr_dmg_satchel.GetFloat() );
|
|
SetDamageRadius( sk_satchel_radius.GetFloat() );
|
|
|
|
m_bIsAttached = false;
|
|
m_bInAir = true;
|
|
m_flNextBounceSoundTime = 0;
|
|
|
|
m_vLastPosition = vec3_origin;
|
|
|
|
m_hGlowSprite = NULL;
|
|
CreateEffects();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Start up any effects for us
|
|
//-----------------------------------------------------------------------------
|
|
void CSatchelCharge::CreateEffects( void )
|
|
{
|
|
// Only do this once
|
|
if ( m_hGlowSprite != NULL )
|
|
return;
|
|
|
|
// Create a blinking light to show we're an active SLAM
|
|
m_hGlowSprite = CSprite::SpriteCreate( SLAM_SPRITE, GetAbsOrigin(), false );
|
|
m_hGlowSprite->SetAttachment( this, 0 );
|
|
m_hGlowSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxStrobeFast );
|
|
m_hGlowSprite->SetBrightness( 255, 1.0f );
|
|
m_hGlowSprite->SetScale( 0.2f, 0.5f );
|
|
m_hGlowSprite->TurnOn();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CSatchelCharge::InputExplode( inputdata_t &inputdata )
|
|
{
|
|
ExplosionCreate( GetAbsOrigin() + Vector( 0, 0, 16 ), GetAbsAngles(), GetThrower(), GetDamage(), GetDamageRadius(),
|
|
SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE, 0.0f, this);
|
|
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
|
|
void CSatchelCharge::SatchelThink( void )
|
|
{
|
|
// If attached resize so player can pick up off wall
|
|
if (m_bIsAttached)
|
|
{
|
|
UTIL_SetSize(this, Vector( -2, -2, -6), Vector(2, 2, 6));
|
|
}
|
|
|
|
// See if I can lose my owner (has dropper moved out of way?)
|
|
// Want do this so owner can shoot the satchel charge
|
|
if (GetOwnerEntity())
|
|
{
|
|
trace_t tr;
|
|
Vector vUpABit = GetAbsOrigin();
|
|
vUpABit.z += 5.0;
|
|
|
|
CBaseEntity* saveOwner = GetOwnerEntity();
|
|
SetOwnerEntity( NULL );
|
|
UTIL_TraceEntity( this, GetAbsOrigin(), vUpABit, MASK_SOLID, &tr );
|
|
if ( tr.startsolid || tr.fraction != 1.0 )
|
|
{
|
|
SetOwnerEntity( saveOwner );
|
|
}
|
|
}
|
|
|
|
// Bounce movement code gets this think stuck occasionally so check if I've
|
|
// succeeded in moving, otherwise kill my motions.
|
|
else if ((GetAbsOrigin() - m_vLastPosition).LengthSqr()<1)
|
|
{
|
|
SetAbsVelocity( vec3_origin );
|
|
|
|
QAngle angVel = GetLocalAngularVelocity();
|
|
angVel.y = 0;
|
|
SetLocalAngularVelocity( angVel );
|
|
|
|
// Clear think function
|
|
SetThink(NULL);
|
|
return;
|
|
}
|
|
m_vLastPosition= GetAbsOrigin();
|
|
|
|
StudioFrameAdvance( );
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
|
|
if (!IsInWorld())
|
|
{
|
|
UTIL_Remove( this );
|
|
return;
|
|
}
|
|
|
|
// Is it attached to a wall?
|
|
if (m_bIsAttached)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
void CSatchelCharge::Precache( void )
|
|
{
|
|
PrecacheModel("models/Weapons/w_slam.mdl");
|
|
PrecacheModel(SLAM_SPRITE);
|
|
}
|
|
|
|
void CSatchelCharge::BounceSound( void )
|
|
{
|
|
if (gpGlobals->curtime > m_flNextBounceSoundTime)
|
|
{
|
|
m_flNextBounceSoundTime = gpGlobals->curtime + 0.1;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Constructor
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
CSatchelCharge::CSatchelCharge(void)
|
|
{
|
|
m_vLastPosition.Init();
|
|
m_pMyWeaponSLAM = NULL;
|
|
}
|
|
|
|
CSatchelCharge::~CSatchelCharge(void)
|
|
{
|
|
if ( m_hGlowSprite != NULL )
|
|
{
|
|
UTIL_Remove( m_hGlowSprite );
|
|
m_hGlowSprite = NULL;
|
|
}
|
|
}
|