mirror of
https://github.com/nillerusr/source-engine.git
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275 lines
7.0 KiB
C++
275 lines
7.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Things thrown from the hand
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//
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//=============================================================================//
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#include "cbase.h"
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#include "player.h"
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#include "ammodef.h"
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#include "gamerules.h"
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#include "grenade_brickbat.h"
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#include "weapon_brickbat.h"
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#include "soundent.h"
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#include "decals.h"
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#include "IEffects.h"
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#include "engine/IEngineSound.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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// Global Savedata for changelevel trigger
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BEGIN_DATADESC( CGrenade_Brickbat )
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DEFINE_FIELD( m_nType, FIELD_INTEGER ),
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DEFINE_FIELD( m_bExplodes, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bBounceToFlat, FIELD_BOOLEAN ),
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// Function Pointers
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DEFINE_FUNCTION( BrickbatTouch ),
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DEFINE_FUNCTION( BrickbatThink ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( brickbat, CGrenade_Brickbat );
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void CGrenade_Brickbat::Spawn( void )
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{
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SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
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SetTouch( BrickbatTouch );
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SetThink( BrickbatThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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m_takedamage = DAMAGE_YES;
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m_iHealth = 1;
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SetGravity( 1.0 );
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SetSequence( 1 );
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CreateVPhysics();
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}
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bool CGrenade_Brickbat::CreateVPhysics()
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{
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VPhysicsInitNormal( SOLID_VPHYSICS, 0, false );
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IPhysicsObject *pPhysics = VPhysicsGetObject();
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if ( pPhysics )
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{
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// we want world touches
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unsigned int flags = pPhysics->GetCallbackFlags();
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pPhysics->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CGrenade_Brickbat::BrickbatTouch( CBaseEntity *pOther )
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{
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// -----------------------------------------------------------
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// Might be physically simulated so get my velocity manually
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// -----------------------------------------------------------
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Vector vVelocity;
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GetVelocity(&vVelocity,NULL);
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// -----------------------------------
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// Do damage if we moving fairly fast
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// -----------------------------------
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if (vVelocity.Length() > 100)
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{
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if (GetThrower())
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{
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trace_t tr;
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tr = CBaseEntity::GetTouchTrace( );
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ClearMultiDamage( );
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Vector forward;
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AngleVectors( GetLocalAngles(), &forward );
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CTakeDamageInfo info( this, GetThrower(), m_flDamage, DMG_CRUSH );
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CalculateMeleeDamageForce( &info, forward, tr.endpos );
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pOther->DispatchTraceAttack( info, forward, &tr );
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ApplyMultiDamage();
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}
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// If this thrown item explodes, blow it up
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if (m_bExplodes)
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{
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Detonate();
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return;
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}
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}
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else if (pOther->GetFlags() & FL_CLIENT)
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{
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SpawnBrickbatWeapon();
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return;
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}
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}
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//------------------------------------------------------------------------------
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// Purpose : Brickbat grenade turns back into a brickbat weapon
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CGrenade_Brickbat::SpawnBrickbatWeapon( void )
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{
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CWeaponBrickbat *pBrickbat = (CWeaponBrickbat*)CBaseEntity::CreateNoSpawn(
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"weapon_brickbat", GetLocalOrigin(), GetLocalAngles(), NULL );
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// Spawn after we set the ammo type so the correct model is used
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if (pBrickbat)
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{
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pBrickbat->m_iCurrentAmmoType = m_nType;
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pBrickbat->Spawn();
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VPhysicsDestroyObject();
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SetThink(NULL);
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UTIL_Remove(this);
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}
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CGrenade_Brickbat::BrickbatThink( void )
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{
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// -----------------------------------------------------------
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// Might be physically simulated so get my velocity manually
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// -----------------------------------------------------------
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Vector vVelocity;
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AngularImpulse vAngVel;
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GetVelocity(&vVelocity,&vAngVel);
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// See if I can lose my owner (has dropper moved out of way?)
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// Want do this so owner can throw the brickbat
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if (GetOwnerEntity())
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{
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trace_t tr;
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Vector vUpABit = GetAbsOrigin();
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vUpABit.z += 5.0;
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CBaseEntity* saveOwner = GetOwnerEntity();
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SetOwnerEntity( NULL );
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UTIL_TraceEntity( this, GetAbsOrigin(), vUpABit, MASK_SOLID, &tr );
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if ( tr.startsolid || tr.fraction != 1.0 )
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{
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SetOwnerEntity( saveOwner );
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}
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}
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// ---------------------------------------------------------------
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// Make sure we're not resting on a living thing's bounding box
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// ---------------------------------------------------------------
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if (vVelocity.Length() < 0.01)
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{
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trace_t tr;
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,10), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction < 1.0 && tr.m_pEnt)
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{
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CBaseEntity *pEntity = tr.m_pEnt;
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if (pEntity->GetFlags() & (FL_CLIENT | FL_NPC))
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{
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// --------------------
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// Bounce me off
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// --------------------
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Vector vNewVel;
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vNewVel.y = 100;
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vNewVel.x = random->RandomInt(-100,100);
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vNewVel.z = random->RandomInt(-100,100);
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// If physically simulated
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IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
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if ( pPhysicsObject )
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{
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pPhysicsObject->AddVelocity( &vNewVel, &vAngVel );
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}
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// Otherwise
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else
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{
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SetAbsVelocity( vNewVel );
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}
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}
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}
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}
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if (vVelocity.Length() < 0.01)
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{
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SpawnBrickbatWeapon();
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}
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//=====================================================================
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// > Rock
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//=====================================================================
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class CGrenadeRockBB : public CGrenade_Brickbat
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{
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public:
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DECLARE_CLASS( CGrenadeRockBB, CGrenade_Brickbat );
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void Spawn(void)
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{
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m_nType = BRICKBAT_ROCK;
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SetModel( "models/props_junk/Rock001a.mdl" );
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BaseClass::Spawn();
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}
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void Precache( void )
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{
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PrecacheModel("models/props_junk/Rock001a.mdl");
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BaseClass::Precache();
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}
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};
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LINK_ENTITY_TO_CLASS( grenade_rockbb, CGrenadeRockBB );
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PRECACHE_REGISTER(grenade_rockbb);
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//=====================================================================
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// > BeerBottle
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//=====================================================================
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class CGrenadeBottle : public CGrenade_Brickbat
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{
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public:
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DECLARE_CLASS( CGrenadeBottle, CGrenade_Brickbat );
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void Spawn(void)
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{
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m_nType = BRICKBAT_BOTTLE;
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m_bExplodes = true;
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SetModel( "models/weapons/w_bb_bottle.mdl" );
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BaseClass::Spawn();
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}
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void Precache( void );
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void Detonate( void );
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};
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void CGrenadeBottle::Precache( void )
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{
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PrecacheModel("models/weapons/w_bb_bottle.mdl");
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PrecacheScriptSound( "GrenadeBottle.Detonate" );
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BaseClass::Precache();
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}
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void CGrenadeBottle::Detonate( void )
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{
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trace_t trace;
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UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity(), MASK_SOLID, this, COLLISION_GROUP_NONE, &trace);
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UTIL_DecalTrace( &trace, "BeerSplash" );
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EmitSound( "GrenadeBottle.Detonate" );
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CSoundEnt::InsertSound(SOUND_COMBAT, GetAbsOrigin(), 400, 0.5);
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UTIL_Remove( this );
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}
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LINK_ENTITY_TO_CLASS( grenade_beerbottle, CGrenadeBottle );
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PRECACHE_REGISTER(grenade_beerbottle);
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