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//========= Copyright <EFBFBD> 1996-2005, 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 "soundenvelope.h"
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#include "entitylist.h"
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#include "ai_basenpc.h"
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#include "soundent.h"
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#include "physics.h"
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#include "physics_saverestore.h"
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#include "asw_tesla_trap.h"
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#include "movevars_shared.h"
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#include "vphysics/constraints.h"
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#include "ai_hint.h"
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#include "particle_parse.h"
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#include "world.h"
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#include "asw_gamerules.h"
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#include "asw_util_shared.h"
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#include "asw_trace_filter_shot.h"
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#include "asw_alien.h"
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#include "asw_marine.h"
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enum
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{
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TESLATRAP_STATE_DORMANT = 0,
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TESLATRAP_STATE_DEPLOY, // Try to lock down and arm
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TESLATRAP_STATE_CHARGING, // Held in the physgun
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TESLATRAP_STATE_CHARGED, // Locked down and looking for targets
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};
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// for the Modification keyfield
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enum
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{
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TESLATRAP_MODIFICATION_NORMAL = 0,
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TESLATRAP_MODIFICATION_CAVERN,
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};
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// the citizen modified skins for the mine (inclusive):
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#define TESLATRAP_CITIZEN_SKIN_MIN 1
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#define TESLATRAP_CITIZEN_SKIN_MAX 2
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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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// Approximate radius of the bomb's model
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#define ASW_TESLATRAP_RADIUS 24
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IMPLEMENT_SERVERCLASS_ST( CASW_TeslaTrap, DT_ASW_TeslaTrap )
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SendPropInt( SENDINFO( m_iTrapState )),
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SendPropInt( SENDINFO( m_iAmmo )),
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SendPropInt( SENDINFO( m_iMaxAmmo )),
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SendPropFloat( SENDINFO( m_flRadius )),
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SendPropFloat( SENDINFO( m_flDamage )),
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SendPropFloat( SENDINFO( m_flNextFullChargeTime )),
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SendPropBool( SENDINFO( m_bAssembled )),
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END_SEND_TABLE()
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BEGIN_DATADESC( CASW_TeslaTrap )
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DEFINE_ENTITYFUNC( TeslaTouch ),
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DEFINE_THINKFUNC( TeslaSearchThink ),
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DEFINE_THINKFUNC( TeslaChargeThink ),
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DEFINE_THINKFUNC( TeslaSettleThink ),
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DEFINE_SOUNDPATCH( m_pWarnSound ),
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//DEFINE_KEYFIELD( m_flExplosionDelay, FIELD_FLOAT, "ExplosionDelay" ),
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//DEFINE_FIELD( m_bCharged, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hNearestNPC, FIELD_EHANDLE ),
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DEFINE_KEYFIELD( m_bLockSilently, FIELD_BOOLEAN, "LockSilently" ),
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DEFINE_FIELD( m_bFoeNearest, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flIgnoreWorldTime, FIELD_TIME ),
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DEFINE_KEYFIELD( m_bDisarmed, FIELD_BOOLEAN, "StartDisarmed" ),
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//DEFINE_KEYFIELD( m_iModification, FIELD_INTEGER, "Modification" ),
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DEFINE_FIELD( m_bPlacedByPlayer, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_iTrapState, FIELD_INTEGER ),
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DEFINE_FIELD( m_flRadius, FIELD_FLOAT ),
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DEFINE_FIELD( m_flDamage, FIELD_FLOAT ),
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DEFINE_FIELD( m_flNextFullChargeTime, FIELD_FLOAT ),
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END_DATADESC()
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CUtlVector<CASW_TeslaTrap*> g_aTeslaTraps;
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CASW_TeslaTrap::CASW_TeslaTrap()
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{
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m_pWarnSound = NULL;
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m_bPlacedByPlayer = true;
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g_aTeslaTraps.AddToTail( this );
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m_hMarineDeployer = NULL;
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m_CreatorWeaponClass = (Class_T)CLASS_ASW_UNKNOWN;
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}
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CASW_TeslaTrap::~CASW_TeslaTrap()
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{
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g_aTeslaTraps.FindAndRemove( this );
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CASW_TeslaTrap::Precache()
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{
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PrecacheModel( "models/items/teslaCoil/teslacoil.mdl" );
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PrecacheScriptSound( "ASW_Tesla_Trap.Zap" );
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}
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static const char *s_pTeslaAnimThink = "TeslaAnimThink";
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CASW_TeslaTrap::Spawn()
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{
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Precache();
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SetModel("models/items/teslaCoil/teslacoil.mdl");
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UTIL_SetSize( this, Vector( -24, -24, -1 ), Vector( 24, 24, 80 ) );
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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m_takedamage = DAMAGE_YES;
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SetFriction( 0.9f );
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SetGravity( UTIL_ScaleForGravity( 1000 ) );
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AddEffects( EF_NOSHADOW|EF_NORECEIVESHADOW );
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AddFlag( FL_OBJECT );
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AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
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SetCollisionGroup( ASW_COLLISION_GROUP_PASSABLE );
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m_takedamage = DAMAGE_EVENTS_ONLY;
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SetBloodColor( DONT_BLEED );
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SetHealth( 100 );
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ResetSequence( LookupSequence( "closed" ) );
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//m_iModification = TESLATRAP_MODIFICATION_CAVERN;
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if( !GetParent() )
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{
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// Create vphysics now if I'm not being carried.
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CreateVPhysics();
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}
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if( m_bDisarmed )
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{
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SetTrapState( TESLATRAP_STATE_DORMANT );
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}
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else
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{
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SetTrapState( TESLATRAP_STATE_DEPLOY );
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}
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m_flRadius = 200.0f;
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m_flDamage = 5.0f;
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m_iAmmo = 30;
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m_iMaxAmmo = 30;
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m_flChargeInterval = 0.3f;
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m_bAssembled = false;
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m_bActive = false;
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m_flNextFullChargeTime = gpGlobals->curtime + 1.0f;
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SetContextThink( &CASW_TeslaTrap::RunAnimation, gpGlobals->curtime + 0.1f, s_pTeslaAnimThink );
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}
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void CASW_TeslaTrap::RunAnimation()
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{
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m_flPlaybackRate = 1.0f;
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StudioFrameAdvance();
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DispatchAnimEvents( this );
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if ( m_bAssembled && !m_bActive )
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{
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ResetSequence( LookupSequence( "active" ) );
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m_bActive = true;
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}
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SetContextThink( &CASW_TeslaTrap::RunAnimation, gpGlobals->curtime + 0.1f, s_pTeslaAnimThink );
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}
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void CASW_TeslaTrap::ReachedEndOfSequence()
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{
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if ( ( GetSequence() == LookupSequence( "deploy") ) )
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{
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m_bAssembled = true;
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CASW_TeslaTrap::OnRestore()
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{
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BaseClass::OnRestore();
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//if( VPhysicsGetObject() )
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//{
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// VPhysicsGetObject()->SetCharged();
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//}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CASW_TeslaTrap::SetTrapState( int iState )
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{
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m_iTrapState = iState;
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switch( iState )
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{
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case TESLATRAP_STATE_DEPLOY:
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SetThink( &CASW_TeslaTrap::TeslaSettleThink );
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SetTouch( &CASW_TeslaTrap::TeslaTouch );
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SetNextThink( gpGlobals->curtime + 0.1f );
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break;
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case TESLATRAP_STATE_CHARGING:
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m_flNextFullChargeTime = gpGlobals->curtime + m_flChargeInterval;
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SetThink( &CASW_TeslaTrap::TeslaChargeThink );
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SetTouch( NULL );
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SetNextThink( gpGlobals->curtime + 0.05f );
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break;
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case TESLATRAP_STATE_CHARGED:
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SetThink( &CASW_TeslaTrap::TeslaSearchThink );
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SetTouch( NULL );
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SetNextThink( gpGlobals->curtime + 0.05f );
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break;
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default:
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DevMsg("**Unknown Trap State: %d\n", iState );
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break;
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}
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}
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/*
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CASW_TeslaTrap::UpdateLight( bool bTurnOn, unsigned int r, unsigned int g, unsigned int b, unsigned int a )
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{
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if( bTurnOn )
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{
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Assert( a > 0 );
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// Throw the old sprite away
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if( m_hSprite )
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{
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UTIL_Remove( m_hSprite );
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m_hSprite.Set( NULL );
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}
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if( !m_hSprite.Get() )
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{
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Vector up;
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GetVectors( NULL, NULL, &up );
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// Light isn't on.
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m_hSprite = CSprite::SpriteCreate( "sprites/glow01.vmt", GetAbsOrigin() + up * 10.0f, false );
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CSprite *pSprite = (CSprite *)m_hSprite.Get();
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if( m_hSprite )
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{
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pSprite->SetParent( this );
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pSprite->SetTransparency( kRenderTransAdd, r, g, b, a, kRenderFxNone );
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pSprite->SetScale( 0.95, 0.0 );
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}
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}
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else
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{
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// Update color
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CSprite *pSprite = (CSprite *)m_hSprite.Get();
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pSprite->SetTransparency( kRenderTransAdd, r, g, b, a, kRenderFxNone );
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}
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}
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if( !bTurnOn )
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{
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if( m_hSprite )
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{
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UTIL_Remove( m_hSprite );
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m_hSprite.Set( NULL );
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}
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}
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if ( !m_hSprite )
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{
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m_LastSpriteColor.SetRawColor( 0 );
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}
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else
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{
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m_LastSpriteColor.SetColor( r, g, b, a );
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}
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}
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*/
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/*
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CASW_TeslaTrap::SetCharged( bool bCharged )
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{
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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CReliableBroadcastRecipientFilter filter;
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if ( bCharged )
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SetTrapState( TESLATRAP_STATE_CHARGED );
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if( !m_pWarnSound )
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{
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m_pWarnSound = controller.SoundCreate( filter, entindex(), "Combine_TeslaTrap.ActiveLoop" );
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controller.Play( m_pWarnSound, 1.0, PITCH_NORM );
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}
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if( bCharged )
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{
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// Turning on
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if( m_bFoeNearest )
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{
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|
SetTrapState( TESLATRAP_STATE_CHARGED );
|
|
|
|
|
EmitSound( "Combine_TeslaTrap.TurnOn" );
|
|
|
|
|
controller.SoundChangeVolume( m_pWarnSound, 1.0, 0.1 );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// Turning off
|
|
|
|
|
if( m_bFoeNearest )
|
|
|
|
|
{
|
|
|
|
|
EmitSound( "Combine_TeslaTrap.TurnOff" );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SetNearestNPC( NULL );
|
|
|
|
|
controller.SoundChangeVolume( m_pWarnSound, 0.0, 0.1 );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
m_bCharged = bCharged;
|
|
|
|
|
}
|
|
|
|
|
*/
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
|
// Returns distance to the nearest BaseCombatCharacter.
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
|
float CASW_TeslaTrap::FindNearestNPC()
|
|
|
|
|
{
|
|
|
|
|
float flNearest = (m_flRadius+100.0f * m_flRadius+100.0f) + 1.0;
|
|
|
|
|
|
|
|
|
|
// Assume this search won't find anyone.
|
|
|
|
|
SetNearestNPC( NULL );
|
|
|
|
|
|
|
|
|
|
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
|
|
|
|
|
int nAIs = g_AI_Manager.NumAIs();
|
|
|
|
|
|
|
|
|
|
for ( int i = 0; i < nAIs; i++ )
|
|
|
|
|
{
|
|
|
|
|
CAI_BaseNPC *pNPC = ppAIs[ i ];
|
|
|
|
|
|
|
|
|
|
if( pNPC->IsAlive() )
|
|
|
|
|
{
|
|
|
|
|
// ignore hidden objects
|
|
|
|
|
if ( pNPC->IsEffectActive( EF_NODRAW ) )
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
// Don't bother with NPC's that are below me.
|
|
|
|
|
if( (pNPC->EyePosition().z + 4.0f) < GetAbsOrigin().z )
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
// Disregard things that want to be disregarded
|
|
|
|
|
if( pNPC->Classify() == CLASS_NONE )
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
// Disregard bullseyes
|
|
|
|
|
if( pNPC->Classify() == CLASS_BULLSEYE )
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
// ignore marines
|
|
|
|
|
if( pNPC->Classify() == CLASS_ASW_MARINE || pNPC->Classify() == CLASS_ASW_COLONIST )
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
float flDist = (GetAbsOrigin() - pNPC->GetAbsOrigin()).LengthSqr();
|
|
|
|
|
|
|
|
|
|
if( flDist < flNearest )
|
|
|
|
|
{
|
|
|
|
|
// Now do a visibility test.
|
|
|
|
|
//UTIL_TraceLine( EyePosition(), pNPC->WorldSpaceCenter(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_)
|
|
|
|
|
if( FVisible( pNPC, MASK_SOLID_BRUSHONLY ) )
|
|
|
|
|
{
|
|
|
|
|
CASW_Alien *pAlien = dynamic_cast<CASW_Alien*>( pNPC );
|
|
|
|
|
bool bAlreadyZapped = pAlien && pAlien->IsElectroStunned();
|
|
|
|
|
|
|
|
|
|
if ( bAlreadyZapped && m_hNearestNPC.Get() != NULL )
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
flNearest = flDist;
|
|
|
|
|
SetNearestNPC( pNPC );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if( m_hNearestNPC.Get() )
|
|
|
|
|
{
|
|
|
|
|
// If sprite is active, update its color to reflect who is nearest.
|
|
|
|
|
if( IsFriend( m_hNearestNPC ) )
|
|
|
|
|
{
|
|
|
|
|
if( m_bFoeNearest )
|
|
|
|
|
{
|
|
|
|
|
// Changing state to where a friend is nearest.
|
|
|
|
|
|
|
|
|
|
if( IsFriend( m_hNearestNPC ) )
|
|
|
|
|
{
|
|
|
|
|
// Friend
|
|
|
|
|
//UpdateLight( true, 0, 255, 0, 190 );
|
|
|
|
|
m_bFoeNearest = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else // it's a foe
|
|
|
|
|
{
|
|
|
|
|
if( !m_bFoeNearest )
|
|
|
|
|
{
|
|
|
|
|
// Changing state to where a foe is nearest.
|
|
|
|
|
//UpdateLight( true, 255, 0, 0, 190 );
|
|
|
|
|
m_bFoeNearest = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return sqrt( flNearest );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
|
bool CASW_TeslaTrap::IsFriend( CBaseEntity *pEntity )
|
|
|
|
|
{
|
|
|
|
|
if ( !pEntity )
|
|
|
|
|
return true;
|
|
|
|
|
|
|
|
|
|
int classify = pEntity->Classify();
|
|
|
|
|
bool bIsFriendly = false;
|
|
|
|
|
|
|
|
|
|
if( classify == CLASS_ASW_MARINE )
|
|
|
|
|
{
|
|
|
|
|
bIsFriendly = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if( !m_bPlacedByPlayer )
|
|
|
|
|
{
|
|
|
|
|
return !bIsFriendly;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
return bIsFriendly;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
|
void CASW_TeslaTrap::TeslaSearchThink()
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
if( !UTIL_FindClientInPVS(edict()) )
|
|
|
|
|
{
|
|
|
|
|
// Sleep!
|
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.5 );
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
if( (CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) )
|
|
|
|
|
{
|
|
|
|
|
if( IsCharged() )
|
|
|
|
|
{
|
|
|
|
|
SetCharged(false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.5 );
|
|
|
|
|
return;
|
|
|
|
|
}*/
|
|
|
|
|
|
|
|
|
|
float flNearestNPCDist = FindNearestNPC();
|
|
|
|
|
|
|
|
|
|
if( flNearestNPCDist <= m_flRadius && !IsFriend( m_hNearestNPC ) )
|
|
|
|
|
{
|
|
|
|
|
// Don't pop up in the air, just explode if the NPC gets closer than explode radius.
|
|
|
|
|
if ( ZapTarget( m_hNearestNPC ) )
|
|
|
|
|
{
|
|
|
|
|
m_iAmmo = m_iAmmo - 1;
|
|
|
|
|
if ( m_iAmmo.Get() <= 0 )
|
|
|
|
|
{
|
|
|
|
|
SetThink( &CASW_TeslaTrap::SUB_Remove );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.05 );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CASW_TeslaTrap::LayFlat()
|
|
|
|
|
{
|
|
|
|
|
QAngle angFacing = GetAbsAngles();
|
|
|
|
|
//if (angFacing[PITCH] > 0 && angFacing[PITCH] < 180.0f)
|
|
|
|
|
angFacing[PITCH] = 0; //90
|
|
|
|
|
//else
|
|
|
|
|
// angFacing[PITCH] = 270;
|
|
|
|
|
SetAbsAngles(angFacing);
|
|
|
|
|
//Msg("Laying flat to %f, %f, %f\n", angFacing[PITCH], angFacing[YAW], angFacing[ROLL]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CASW_TeslaTrap::TeslaTouch( CBaseEntity *pOther )
|
|
|
|
|
{
|
|
|
|
|
Assert( pOther );
|
|
|
|
|
if ( !pOther->IsSolid() )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
// don't touch npcs
|
|
|
|
|
if ( pOther->IsNPC() )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
// Change our flight characteristics
|
|
|
|
|
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
|
|
|
|
|
SetGravity( UTIL_ScaleForGravity( 640 ) );
|
|
|
|
|
|
|
|
|
|
// Slow down
|
|
|
|
|
Vector vecNewVelocity = GetAbsVelocity();
|
|
|
|
|
vecNewVelocity.x *= 0.8f;
|
|
|
|
|
vecNewVelocity.y *= 0.8f;
|
|
|
|
|
SetAbsVelocity( vecNewVelocity );
|
|
|
|
|
|
|
|
|
|
//Stopped?
|
|
|
|
|
if ( GetAbsVelocity().Length() < 128.0f )
|
|
|
|
|
{
|
|
|
|
|
LayFlat();
|
|
|
|
|
SetAbsVelocity( vec3_origin );
|
|
|
|
|
SetMoveType( MOVETYPE_NONE );
|
|
|
|
|
//RemoveSolidFlags( FSOLID_NOT_SOLID );
|
|
|
|
|
//AddSolidFlags( FSOLID_TRIGGER );
|
|
|
|
|
SetTouch( NULL );
|
|
|
|
|
ResetSequence( LookupSequence( "deploy" ) );
|
|
|
|
|
SetTrapState( TESLATRAP_STATE_CHARGING );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int CASW_TeslaTrap::DrawDebugTextOverlays()
|
|
|
|
|
{
|
|
|
|
|
int text_offset = BaseClass::DrawDebugTextOverlays();
|
|
|
|
|
|
|
|
|
|
if (m_debugOverlays & OVERLAY_TEXT_BIT)
|
|
|
|
|
{
|
|
|
|
|
NDebugOverlay::EntityText( entindex(),text_offset,CFmtStr( "State: %d", m_iTrapState.Get() ),0 );
|
|
|
|
|
text_offset++;
|
|
|
|
|
}
|
|
|
|
|
return text_offset;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void CASW_TeslaTrap::TeslaSettleThink( void )
|
|
|
|
|
{
|
|
|
|
|
//float deltaTime = ( m_flTimeBurnOut - gpGlobals->curtime );
|
|
|
|
|
//if ( m_flTimeBurnOut != -1.0f )
|
|
|
|
|
//{
|
|
|
|
|
//Burned out
|
|
|
|
|
//if ( m_flTimeBurnOut < gpGlobals->curtime )
|
|
|
|
|
//{
|
|
|
|
|
// UTIL_Remove( this );
|
|
|
|
|
// return;
|
|
|
|
|
//}
|
|
|
|
|
//}
|
|
|
|
|
|
|
|
|
|
if ( GetAbsVelocity().Length() < 128.0f && GetGroundEntity() )//!m_bSettled &&
|
|
|
|
|
{
|
|
|
|
|
TeslaTouch( GetGroundEntity() );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CASW_TeslaTrap::TeslaChargeThink( void )
|
|
|
|
|
{
|
|
|
|
|
if ( m_flNextFullChargeTime <= gpGlobals->curtime )
|
|
|
|
|
{
|
|
|
|
|
SetTrapState( TESLATRAP_STATE_CHARGED );
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.05f );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool CASW_TeslaTrap::ZapTarget( CBaseEntity *pEntity )
|
|
|
|
|
{
|
|
|
|
|
if ( !pEntity )
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
if ( !m_bAssembled )
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
// trace from the device position to the victim
|
|
|
|
|
trace_t shockTR;
|
|
|
|
|
Vector vecShockSrc = WorldSpaceCenter();
|
|
|
|
|
Vector vecAIPos = pEntity->WorldSpaceCenter();
|
|
|
|
|
CASWTraceFilterShot traceFilter( this, NULL, COLLISION_GROUP_NONE );
|
|
|
|
|
AI_TraceLine( vecShockSrc, vecAIPos, MASK_SHOT, &traceFilter, &shockTR );
|
|
|
|
|
|
|
|
|
|
if ( shockTR.fraction != 1.0 && shockTR.m_pEnt )
|
|
|
|
|
{
|
|
|
|
|
Vector vecFXSrc;
|
|
|
|
|
QAngle vecFXAng;
|
|
|
|
|
|
|
|
|
|
GetAttachment( "effects", vecFXSrc, vecFXAng );
|
|
|
|
|
|
|
|
|
|
vecAIPos = shockTR.endpos;
|
|
|
|
|
ClearMultiDamage();
|
|
|
|
|
CTakeDamageInfo shockDmgInfo( this, this, m_flDamage, DMG_SHOCK );
|
|
|
|
|
Vector vecDir = vecAIPos - vecShockSrc;
|
|
|
|
|
VectorNormalize( vecDir );
|
|
|
|
|
shockDmgInfo.SetDamagePosition( shockTR.endpos );
|
|
|
|
|
shockDmgInfo.SetDamageForce( vecDir );
|
|
|
|
|
shockDmgInfo.ScaleDamageForce( 1.0 );
|
|
|
|
|
shockDmgInfo.SetWeapon( m_hCreatorWeapon );
|
|
|
|
|
|
|
|
|
|
shockTR.m_pEnt->DispatchTraceAttack( shockDmgInfo, vecDir, &shockTR );
|
|
|
|
|
ApplyMultiDamage();
|
|
|
|
|
|
|
|
|
|
//shockTR.m_pEnt->EmitSound( "Electricity.Zap" );
|
|
|
|
|
CASW_Alien *pAlien = dynamic_cast<CASW_Alien*>( shockTR.m_pEnt );
|
|
|
|
|
if ( pAlien )
|
|
|
|
|
{
|
|
|
|
|
// pAlien->ElectroShockBig( vecDir * 5, pAlien->GetAbsOrigin() - GetAbsOrigin() );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// spawn a shock effect
|
|
|
|
|
/*
|
|
|
|
|
CBaseEntity *pHelpHelpImBeingSupressed = (CBaseEntity*) te->GetSuppressHost();
|
|
|
|
|
te->SetSuppressHost( NULL );
|
|
|
|
|
DispatchParticleEffect( "tracer_electricity", vecFXSrc, vecAIPos, vec3_angle );
|
|
|
|
|
te->SetSuppressHost( pHelpHelpImBeingSupressed );
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
CRecipientFilter filter;
|
|
|
|
|
filter.AddAllPlayers();
|
|
|
|
|
UserMessageBegin( filter, "ASWEnemyZappedByTesla" );
|
|
|
|
|
WRITE_FLOAT( vecShockSrc.x );
|
|
|
|
|
WRITE_FLOAT( vecShockSrc.y );
|
|
|
|
|
WRITE_FLOAT( vecShockSrc.z );
|
|
|
|
|
WRITE_SHORT( pEntity->entindex() );
|
|
|
|
|
MessageEnd();
|
|
|
|
|
|
|
|
|
|
//UTIL_ASW_ScreenShake( vecShockSrc, 10.0, 100.0, 2.0, 350, SHAKE_START );
|
|
|
|
|
|
|
|
|
|
SetTrapState( TESLATRAP_STATE_CHARGING );
|
|
|
|
|
if( IsPlayerPlaced() && m_hMarineDeployer.Get() )
|
|
|
|
|
m_hMarineDeployer->OnWeaponFired( this, 1 );
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
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}
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CASW_TeslaTrap* CASW_TeslaTrap::Tesla_Trap_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, CBaseEntity *pCreatorWeapon )
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{
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CASW_TeslaTrap *pEnt = (CASW_TeslaTrap*)CreateEntityByName( "asw_tesla_trap" );
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pEnt->SetAbsAngles( angles );
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pEnt->Spawn();
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pEnt->SetOwnerEntity( pOwner );
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UTIL_SetOrigin( pEnt, position );
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pEnt->SetAbsVelocity( velocity );
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pEnt->m_hCreatorWeapon.Set( pCreatorWeapon );
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if( pCreatorWeapon )
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pEnt->m_CreatorWeaponClass = pCreatorWeapon->Classify();
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return pEnt;
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}
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LINK_ENTITY_TO_CLASS( asw_tesla_trap, CASW_TeslaTrap );
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