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https://github.com/nillerusr/source-engine.git
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245 lines
6.1 KiB
C++
245 lines
6.1 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Flaming bottle thrown from the hand
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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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_molotov.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 "fire.h"
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#include "shake.h"
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#include "ndebugoverlay.h"
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#include "vstdlib/random.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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extern short g_sModelIndexFireball;
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extern ConVar sk_plr_dmg_molotov;
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extern ConVar sk_npc_dmg_molotov;
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ConVar sk_molotov_radius ( "sk_molotov_radius","0");
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#define MOLOTOV_EXPLOSION_VOLUME 1024
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BEGIN_DATADESC( CGrenade_Molotov )
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DEFINE_FIELD( m_pFireTrail, FIELD_CLASSPTR ),
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// Function Pointers
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DEFINE_FUNCTION( MolotovTouch ),
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DEFINE_FUNCTION( MolotovThink ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( grenade_molotov, CGrenade_Molotov );
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void CGrenade_Molotov::Spawn( void )
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{
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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SetSolid( SOLID_BBOX );
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SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
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SetModel( "models/weapons/w_molotov.mdl");
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UTIL_SetSize(this, Vector( -6, -6, -2), Vector(6, 6, 2));
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SetTouch( MolotovTouch );
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SetThink( MolotovThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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m_flDamage = sk_plr_dmg_molotov.GetFloat();
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m_DmgRadius = sk_molotov_radius.GetFloat();
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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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SetFriction( 0.8 ); // Give a little bounce so can flatten
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SetSequence( 1 );
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m_pFireTrail = SmokeTrail::CreateSmokeTrail();
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if( m_pFireTrail )
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{
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m_pFireTrail->m_SpawnRate = 48;
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m_pFireTrail->m_ParticleLifetime = 1.0f;
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m_pFireTrail->m_StartColor.Init( 0.2f, 0.2f, 0.2f );
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m_pFireTrail->m_EndColor.Init( 0.0, 0.0, 0.0 );
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m_pFireTrail->m_StartSize = 8;
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m_pFireTrail->m_EndSize = 32;
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m_pFireTrail->m_SpawnRadius = 4;
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m_pFireTrail->m_MinSpeed = 8;
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m_pFireTrail->m_MaxSpeed = 16;
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m_pFireTrail->m_Opacity = 0.25f;
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m_pFireTrail->SetLifetime( 20.0f );
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m_pFireTrail->FollowEntity( this, "0" );
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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_Molotov::MolotovTouch( CBaseEntity *pOther )
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{
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Detonate();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CGrenade_Molotov::Detonate( void )
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{
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SetModelName( NULL_STRING ); //invisible
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AddSolidFlags( FSOLID_NOT_SOLID ); // intangible
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m_takedamage = DAMAGE_NO;
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trace_t trace;
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UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + Vector ( 0, 0, -128 ), MASK_SOLID_BRUSHONLY,
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this, COLLISION_GROUP_NONE, &trace);
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// Pull out of the wall a bit
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if ( trace.fraction != 1.0 )
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{
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SetLocalOrigin( trace.endpos + (trace.plane.normal * (m_flDamage - 24) * 0.6) );
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}
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int contents = UTIL_PointContents ( GetAbsOrigin() );
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if ( (contents & MASK_WATER) )
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{
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UTIL_Remove( this );
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return;
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}
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EmitSound( "Grenade_Molotov.Detonate");
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// Start some fires
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int i;
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QAngle vecTraceAngles;
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Vector vecTraceDir;
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trace_t firetrace;
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for( i = 0 ; i < 16 ; i++ )
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{
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// build a little ray
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vecTraceAngles[PITCH] = random->RandomFloat(45, 135);
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vecTraceAngles[YAW] = random->RandomFloat(0, 360);
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vecTraceAngles[ROLL] = 0.0f;
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AngleVectors( vecTraceAngles, &vecTraceDir );
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Vector vecStart, vecEnd;
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vecStart = GetAbsOrigin() + ( trace.plane.normal * 128 );
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vecEnd = vecStart + vecTraceDir * 512;
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UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &firetrace );
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Vector ofsDir = ( firetrace.endpos - GetAbsOrigin() );
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float offset = VectorNormalize( ofsDir );
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if ( offset > 128 )
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offset = 128;
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//Get our scale based on distance
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float scale = 0.1f + ( 0.75f * ( 1.0f - ( offset / 128.0f ) ) );
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float growth = 0.1f + ( 0.75f * ( offset / 128.0f ) );
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if( firetrace.fraction != 1.0 )
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{
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FireSystem_StartFire( firetrace.endpos, scale, growth, 30.0f, (SF_FIRE_START_ON|SF_FIRE_SMOKELESS|SF_FIRE_NO_GLOW), (CBaseEntity*) this, FIRE_NATURAL );
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}
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}
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// End Start some fires
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CPASFilter filter2( trace.endpos );
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te->Explosion( filter2, 0.0,
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&trace.endpos,
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g_sModelIndexFireball,
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2.0,
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15,
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TE_EXPLFLAG_NOPARTICLES,
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m_DmgRadius,
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m_flDamage );
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CBaseEntity *pOwner;
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pOwner = GetOwnerEntity();
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SetOwnerEntity( NULL ); // can't traceline attack owner if this is set
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UTIL_DecalTrace( &trace, "Scorch" );
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UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START );
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CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 );
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RadiusDamage( CTakeDamageInfo( this, pOwner, m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
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AddEffects( EF_NODRAW );
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SetAbsVelocity( vec3_origin );
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SetNextThink( gpGlobals->curtime + 0.2 );
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if ( m_pFireTrail )
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{
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UTIL_Remove( m_pFireTrail );
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}
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UTIL_Remove(this);
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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_Molotov::MolotovThink( void )
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{
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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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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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void CGrenade_Molotov::Precache( void )
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{
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BaseClass::Precache();
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PrecacheModel("models/weapons/w_bb_bottle.mdl");
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UTIL_PrecacheOther("_firesmoke");
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PrecacheScriptSound( "Grenade_Molotov.Detonate" );
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}
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