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2198 lines
63 KiB
2198 lines
63 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: combine ball - can be held by the super physcannon and launched
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// by the AR2's alt-fire
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//
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//=============================================================================//
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#include "cbase.h"
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#include "prop_combine_ball.h"
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#include "props.h"
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#include "explode.h"
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#include "saverestore_utlvector.h"
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#include "hl2_shareddefs.h"
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#include "materialsystem/imaterial.h"
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#include "beam_flags.h"
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#include "physics_prop_ragdoll.h"
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#include "soundent.h"
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#include "soundenvelope.h"
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#include "te_effect_dispatch.h"
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#include "ai_basenpc.h"
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#include "npc_bullseye.h"
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#include "filters.h"
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#include "SpriteTrail.h"
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#include "decals.h"
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#include "hl2_player.h"
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#include "eventqueue.h"
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#include "physics_collisionevent.h"
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#include "gamestats.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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#define PROP_COMBINE_BALL_MODEL "models/effects/combineball.mdl"
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#define PROP_COMBINE_BALL_SPRITE_TRAIL "sprites/combineball_trail_black_1.vmt"
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#define PROP_COMBINE_BALL_LIFETIME 4.0f // Seconds
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#define PROP_COMBINE_BALL_HOLD_DISSOLVE_TIME 8.0f
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#define SF_COMBINE_BALL_BOUNCING_IN_SPAWNER 0x10000
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#define MAX_COMBINEBALL_RADIUS 12
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ConVar sk_npc_dmg_combineball( "sk_npc_dmg_combineball","15", FCVAR_REPLICATED);
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ConVar sk_combineball_guidefactor( "sk_combineball_guidefactor","0.5", FCVAR_REPLICATED);
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ConVar sk_combine_ball_search_radius( "sk_combine_ball_search_radius", "512", FCVAR_REPLICATED);
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ConVar sk_combineball_seek_angle( "sk_combineball_seek_angle","15.0", FCVAR_REPLICATED);
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ConVar sk_combineball_seek_kill( "sk_combineball_seek_kill","0", FCVAR_REPLICATED);
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// For our ring explosion
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int s_nExplosionTexture = -1;
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//-----------------------------------------------------------------------------
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// Context think
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//-----------------------------------------------------------------------------
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static const char *s_pWhizThinkContext = "WhizThinkContext";
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static const char *s_pHoldDissolveContext = "HoldDissolveContext";
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static const char *s_pExplodeTimerContext = "ExplodeTimerContext";
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static const char *s_pAnimThinkContext = "AnimThinkContext";
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static const char *s_pCaptureContext = "CaptureContext";
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static const char *s_pRemoveContext = "RemoveContext";
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : radius -
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// Output : CBaseEntity
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//-----------------------------------------------------------------------------
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CBaseEntity *CreateCombineBall( const Vector &origin, const Vector &velocity, float radius, float mass, float lifetime, CBaseEntity *pOwner )
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{
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CPropCombineBall *pBall = static_cast<CPropCombineBall*>( CreateEntityByName( "prop_combine_ball" ) );
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pBall->SetRadius( radius );
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pBall->SetAbsOrigin( origin );
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pBall->SetOwnerEntity( pOwner );
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pBall->SetOriginalOwner( pOwner );
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pBall->SetAbsVelocity( velocity );
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pBall->Spawn();
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pBall->SetState( CPropCombineBall::STATE_THROWN );
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pBall->SetSpeed( velocity.Length() );
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pBall->EmitSound( "NPC_CombineBall.Launch" );
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PhysSetGameFlags( pBall->VPhysicsGetObject(), FVPHYSICS_WAS_THROWN );
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pBall->StartWhizSoundThink();
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pBall->SetMass( mass );
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pBall->StartLifetime( lifetime );
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pBall->SetWeaponLaunched( true );
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return pBall;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allows game to know if the physics object should kill allies or not
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//-----------------------------------------------------------------------------
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CBasePlayer *CPropCombineBall::HasPhysicsAttacker( float dt )
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{
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// Must have an owner
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if ( GetOwnerEntity() == NULL )
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return NULL;
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// Must be a player
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if ( GetOwnerEntity()->IsPlayer() == false )
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return NULL;
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// We don't care about the time passed in
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return static_cast<CBasePlayer *>(GetOwnerEntity());
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}
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//-----------------------------------------------------------------------------
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// Purpose: Determines whether a physics object is a combine ball or not
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// Input : *pObj - Object to test
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// Output : Returns true on success, false on failure.
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// Notes : This function cannot identify a combine ball that is held by
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// the physcannon because any object held by the physcannon is
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// COLLISIONGROUP_DEBRIS.
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//-----------------------------------------------------------------------------
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bool UTIL_IsCombineBall( CBaseEntity *pEntity )
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{
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// Must be the correct collision group
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if ( pEntity->GetCollisionGroup() != HL2COLLISION_GROUP_COMBINE_BALL )
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return false;
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//NOTENOTE: This allows ANY combine ball to pass the test
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/*
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CPropCombineBall *pBall = dynamic_cast<CPropCombineBall *>(pEntity);
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if ( pBall && pBall->WasWeaponLaunched() )
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return false;
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*/
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Determines whether a physics object is an AR2 combine ball or not
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// Input : *pEntity -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool UTIL_IsAR2CombineBall( CBaseEntity *pEntity )
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{
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// Must be the correct collision group
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if ( pEntity->GetCollisionGroup() != HL2COLLISION_GROUP_COMBINE_BALL )
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return false;
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CPropCombineBall *pBall = dynamic_cast<CPropCombineBall *>(pEntity);
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if ( pBall && pBall->WasWeaponLaunched() )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Uses a deeper casting check to determine if pEntity is a combine
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// ball. This function exists because the normal (much faster) check
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// in UTIL_IsCombineBall() can never identify a combine ball held by
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// the physcannon because the physcannon changes the held entity's
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// collision group.
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// Input : *pEntity - Entity to check
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool UTIL_IsCombineBallDefinite( CBaseEntity *pEntity )
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{
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CPropCombineBall *pBall = dynamic_cast<CPropCombineBall *>(pEntity);
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return pBall != NULL;
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}
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//-----------------------------------------------------------------------------
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//
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// Spawns combine balls
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//
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//-----------------------------------------------------------------------------
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#define SF_SPAWNER_START_DISABLED 0x1000
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#define SF_SPAWNER_POWER_SUPPLY 0x2000
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//-----------------------------------------------------------------------------
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// Implementation of CPropCombineBall
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//-----------------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( prop_combine_ball, CPropCombineBall );
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//-----------------------------------------------------------------------------
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// Save/load:
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//-----------------------------------------------------------------------------
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BEGIN_DATADESC( CPropCombineBall )
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DEFINE_FIELD( m_flLastBounceTime, FIELD_TIME ),
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DEFINE_FIELD( m_flRadius, FIELD_FLOAT ),
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DEFINE_FIELD( m_nState, FIELD_CHARACTER ),
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DEFINE_FIELD( m_pGlowTrail, FIELD_CLASSPTR ),
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DEFINE_SOUNDPATCH( m_pHoldingSound ),
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DEFINE_FIELD( m_bFiredGrabbedOutput, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bEmit, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bHeld, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bLaunched, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bStruckEntity, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bWeaponLaunched, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bForward, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( m_flNextDamageTime, FIELD_TIME ),
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DEFINE_FIELD( m_flLastCaptureTime, FIELD_TIME ),
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DEFINE_FIELD( m_bCaptureInProgress, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_nBounceCount, FIELD_INTEGER ),
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DEFINE_FIELD( m_nMaxBounces, FIELD_INTEGER ),
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DEFINE_FIELD( m_bBounceDie, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hSpawner, FIELD_EHANDLE ),
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DEFINE_THINKFUNC( ExplodeThink ),
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DEFINE_THINKFUNC( WhizSoundThink ),
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DEFINE_THINKFUNC( DieThink ),
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DEFINE_THINKFUNC( DissolveThink ),
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DEFINE_THINKFUNC( DissolveRampSoundThink ),
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DEFINE_THINKFUNC( AnimThink ),
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DEFINE_THINKFUNC( CaptureBySpawner ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode ),
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DEFINE_INPUTFUNC( FIELD_VOID, "FadeAndRespawn", InputFadeAndRespawn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Kill", InputKill ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Socketed", InputSocketed ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST( CPropCombineBall, DT_PropCombineBall )
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SendPropBool( SENDINFO( m_bEmit ) ),
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SendPropFloat( SENDINFO( m_flRadius ), 0, SPROP_NOSCALE ),
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SendPropBool( SENDINFO( m_bHeld ) ),
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SendPropBool( SENDINFO( m_bLaunched ) ),
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Gets at the spawner
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//-----------------------------------------------------------------------------
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CFuncCombineBallSpawner *CPropCombineBall::GetSpawner()
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{
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return m_hSpawner;
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}
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//-----------------------------------------------------------------------------
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// Precache
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//-----------------------------------------------------------------------------
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void CPropCombineBall::Precache( void )
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{
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//NOTENOTE: We don't call into the base class because it chains multiple
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// precaches we don't need to incur
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PrecacheModel( PROP_COMBINE_BALL_MODEL );
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PrecacheModel( PROP_COMBINE_BALL_SPRITE_TRAIL );
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s_nExplosionTexture = PrecacheModel( "sprites/lgtning.vmt" );
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PrecacheScriptSound( "NPC_CombineBall.Launch" );
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PrecacheScriptSound( "NPC_CombineBall.KillImpact" );
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if ( hl2_episodic.GetBool() )
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{
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PrecacheScriptSound( "NPC_CombineBall_Episodic.Explosion" );
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PrecacheScriptSound( "NPC_CombineBall_Episodic.WhizFlyby" );
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PrecacheScriptSound( "NPC_CombineBall_Episodic.Impact" );
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}
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else
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{
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PrecacheScriptSound( "NPC_CombineBall.Explosion" );
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PrecacheScriptSound( "NPC_CombineBall.WhizFlyby" );
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PrecacheScriptSound( "NPC_CombineBall.Impact" );
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}
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PrecacheScriptSound( "NPC_CombineBall.HoldingInPhysCannon" );
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}
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//-----------------------------------------------------------------------------
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// Spherical vphysics
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//-----------------------------------------------------------------------------
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bool CPropCombineBall::OverridePropdata()
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{
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return true;
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}
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//-----------------------------------------------------------------------------
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// Spherical vphysics
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//-----------------------------------------------------------------------------
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void CPropCombineBall::SetState( int state )
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{
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if ( m_nState != state )
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{
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if ( m_nState == STATE_NOT_THROWN )
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{
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m_flLastCaptureTime = gpGlobals->curtime;
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}
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m_nState = state;
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}
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}
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bool CPropCombineBall::IsInField() const
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{
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return (m_nState == STATE_NOT_THROWN);
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}
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//-----------------------------------------------------------------------------
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// Sets the radius
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//-----------------------------------------------------------------------------
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void CPropCombineBall::SetRadius( float flRadius )
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{
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m_flRadius = clamp( flRadius, 1, MAX_COMBINEBALL_RADIUS );
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}
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//-----------------------------------------------------------------------------
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// Create vphysics
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//-----------------------------------------------------------------------------
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bool CPropCombineBall::CreateVPhysics()
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{
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SetSolid( SOLID_BBOX );
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float flSize = m_flRadius;
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SetCollisionBounds( Vector(-flSize, -flSize, -flSize), Vector(flSize, flSize, flSize) );
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objectparams_t params = g_PhysDefaultObjectParams;
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params.pGameData = static_cast<void *>(this);
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int nMaterialIndex = physprops->GetSurfaceIndex("metal_bouncy");
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IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( flSize, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false );
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if ( !pPhysicsObject )
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return false;
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VPhysicsSetObject( pPhysicsObject );
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SetMoveType( MOVETYPE_VPHYSICS );
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pPhysicsObject->Wake();
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pPhysicsObject->SetMass( 750.0f );
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pPhysicsObject->EnableGravity( false );
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pPhysicsObject->EnableDrag( false );
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float flDamping = 0.0f;
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float flAngDamping = 0.5f;
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pPhysicsObject->SetDamping( &flDamping, &flAngDamping );
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pPhysicsObject->SetInertia( Vector( 1e30, 1e30, 1e30 ) );
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if( WasFiredByNPC() )
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{
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// Don't do impact damage. Just touch them and do your dissolve damage and move on.
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PhysSetGameFlags( pPhysicsObject, FVPHYSICS_NO_NPC_IMPACT_DMG );
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}
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else
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{
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PhysSetGameFlags( pPhysicsObject, FVPHYSICS_DMG_DISSOLVE | FVPHYSICS_HEAVY_OBJECT );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Spawn:
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//-----------------------------------------------------------------------------
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void CPropCombineBall::Spawn( void )
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{
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BaseClass::Spawn();
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SetModel( PROP_COMBINE_BALL_MODEL );
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if( ShouldHitPlayer() )
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{
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// This allows the combine ball to hit the player.
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SetCollisionGroup( HL2COLLISION_GROUP_COMBINE_BALL_NPC );
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}
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else
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{
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SetCollisionGroup( HL2COLLISION_GROUP_COMBINE_BALL );
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}
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CreateVPhysics();
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Vector vecAbsVelocity = GetAbsVelocity();
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VPhysicsGetObject()->SetVelocity( &vecAbsVelocity, NULL );
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m_nState = STATE_NOT_THROWN;
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m_flLastBounceTime = -1.0f;
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m_bFiredGrabbedOutput = false;
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m_bForward = true;
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m_bCaptureInProgress = false;
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// No shadow!
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AddEffects( EF_NOSHADOW );
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// Start up the eye trail
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m_pGlowTrail = CSpriteTrail::SpriteTrailCreate( PROP_COMBINE_BALL_SPRITE_TRAIL, GetAbsOrigin(), false );
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if ( m_pGlowTrail != NULL )
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{
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m_pGlowTrail->FollowEntity( this );
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m_pGlowTrail->SetTransparency( kRenderTransAdd, 0, 0, 0, 255, kRenderFxNone );
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m_pGlowTrail->SetStartWidth( m_flRadius );
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m_pGlowTrail->SetEndWidth( 0 );
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m_pGlowTrail->SetLifeTime( 0.1f );
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m_pGlowTrail->TurnOff();
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}
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m_bEmit = true;
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m_bHeld = false;
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m_bLaunched = false;
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m_bStruckEntity = false;
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m_bWeaponLaunched = false;
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m_flNextDamageTime = gpGlobals->curtime;
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}
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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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//-----------------------------------------------------------------------------
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||
|
void CPropCombineBall::StartAnimating( void )
|
||
|
{
|
||
|
// Start our animation cycle. Use the random to avoid everything thinking the same frame
|
||
|
SetContextThink( &CPropCombineBall::AnimThink, gpGlobals->curtime + random->RandomFloat( 0.0f, 0.1f), s_pAnimThinkContext );
|
||
|
|
||
|
int nSequence = LookupSequence( "idle" );
|
||
|
|
||
|
SetCycle( 0 );
|
||
|
m_flAnimTime = gpGlobals->curtime;
|
||
|
ResetSequence( nSequence );
|
||
|
ResetClientsideFrame();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::StopAnimating( void )
|
||
|
{
|
||
|
SetContextThink( NULL, gpGlobals->curtime, s_pAnimThinkContext );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Put it into the spawner
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::CaptureBySpawner( )
|
||
|
{
|
||
|
m_bCaptureInProgress = true;
|
||
|
m_bFiredGrabbedOutput = false;
|
||
|
|
||
|
// Slow down the ball
|
||
|
Vector vecVelocity;
|
||
|
VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL );
|
||
|
float flSpeed = VectorNormalize( vecVelocity );
|
||
|
if ( flSpeed > 25.0f )
|
||
|
{
|
||
|
vecVelocity *= flSpeed * 0.4f;
|
||
|
VPhysicsGetObject()->SetVelocity( &vecVelocity, NULL );
|
||
|
|
||
|
// Slow it down until we can set its velocity ok
|
||
|
SetContextThink( &CPropCombineBall::CaptureBySpawner, gpGlobals->curtime + 0.01f, s_pCaptureContext );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Ok, we're captured
|
||
|
SetContextThink( NULL, gpGlobals->curtime, s_pCaptureContext );
|
||
|
ReplaceInSpawner( GetSpawner()->GetBallSpeed() );
|
||
|
m_bCaptureInProgress = false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Put it into the spawner
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::ReplaceInSpawner( float flSpeed )
|
||
|
{
|
||
|
m_bForward = true;
|
||
|
m_nState = STATE_NOT_THROWN;
|
||
|
|
||
|
// Prevent it from exploding
|
||
|
ClearLifetime( );
|
||
|
|
||
|
// Stop whiz noises
|
||
|
SetContextThink( NULL, gpGlobals->curtime, s_pWhizThinkContext );
|
||
|
|
||
|
// Slam velocity to what the field wants
|
||
|
Vector vecTarget, vecVelocity;
|
||
|
GetSpawner()->GetTargetEndpoint( m_bForward, &vecTarget );
|
||
|
VectorSubtract( vecTarget, GetAbsOrigin(), vecVelocity );
|
||
|
VectorNormalize( vecVelocity );
|
||
|
vecVelocity *= flSpeed;
|
||
|
VPhysicsGetObject()->SetVelocity( &vecVelocity, NULL );
|
||
|
|
||
|
// Set our desired speed to the spawner's speed. This will be
|
||
|
// our speed on our first bounce in the field.
|
||
|
SetSpeed( flSpeed );
|
||
|
}
|
||
|
|
||
|
|
||
|
float CPropCombineBall::LastCaptureTime() const
|
||
|
{
|
||
|
if ( IsInField() || IsBeingCaptured() )
|
||
|
return gpGlobals->curtime;
|
||
|
|
||
|
return m_flLastCaptureTime;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Starts the lifetime countdown on the ball
|
||
|
// Input : flDuration - number of seconds to live before exploding
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::StartLifetime( float flDuration )
|
||
|
{
|
||
|
SetContextThink( &CPropCombineBall::ExplodeThink, gpGlobals->curtime + flDuration, s_pExplodeTimerContext );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Stops the lifetime on the ball from expiring
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::ClearLifetime( void )
|
||
|
{
|
||
|
// Prevent it from exploding
|
||
|
SetContextThink( NULL, gpGlobals->curtime, s_pExplodeTimerContext );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : mass -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::SetMass( float mass )
|
||
|
{
|
||
|
IPhysicsObject *pObj = VPhysicsGetObject();
|
||
|
|
||
|
if ( pObj != NULL )
|
||
|
{
|
||
|
pObj->SetMass( mass );
|
||
|
pObj->SetInertia( Vector( 500, 500, 500 ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CPropCombineBall::ShouldHitPlayer() const
|
||
|
{
|
||
|
if ( GetOwnerEntity() )
|
||
|
{
|
||
|
CAI_BaseNPC *pNPC = GetOwnerEntity()->MyNPCPointer();
|
||
|
if ( pNPC && !pNPC->IsPlayerAlly() )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::InputKill( inputdata_t &inputdata )
|
||
|
{
|
||
|
// tell owner ( if any ) that we're dead.This is mostly for NPCMaker functionality.
|
||
|
CBaseEntity *pOwner = GetOwnerEntity();
|
||
|
if ( pOwner )
|
||
|
{
|
||
|
pOwner->DeathNotice( this );
|
||
|
SetOwnerEntity( NULL );
|
||
|
}
|
||
|
|
||
|
UTIL_Remove( this );
|
||
|
|
||
|
NotifySpawnerOfRemoval();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::InputSocketed( inputdata_t &inputdata )
|
||
|
{
|
||
|
// tell owner ( if any ) that we're dead.This is mostly for NPCMaker functionality.
|
||
|
CBaseEntity *pOwner = GetOwnerEntity();
|
||
|
if ( pOwner )
|
||
|
{
|
||
|
pOwner->DeathNotice( this );
|
||
|
SetOwnerEntity( NULL );
|
||
|
}
|
||
|
|
||
|
// if our owner is a player, tell them we were socketed
|
||
|
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player *>( pOwner );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
pPlayer->CombineBallSocketed( this );
|
||
|
}
|
||
|
|
||
|
UTIL_Remove( this );
|
||
|
|
||
|
NotifySpawnerOfRemoval();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Cleanup.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::UpdateOnRemove()
|
||
|
{
|
||
|
if ( m_pGlowTrail != NULL )
|
||
|
{
|
||
|
UTIL_Remove( m_pGlowTrail );
|
||
|
m_pGlowTrail = NULL;
|
||
|
}
|
||
|
|
||
|
//Sigh... this is the only place where I can get a message after the ball is done dissolving.
|
||
|
if ( hl2_episodic.GetBool() )
|
||
|
{
|
||
|
if ( IsDissolving() )
|
||
|
{
|
||
|
if ( GetSpawner() )
|
||
|
{
|
||
|
GetSpawner()->BallGrabbed( this );
|
||
|
NotifySpawnerOfRemoval();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BaseClass::UpdateOnRemove();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::ExplodeThink( void )
|
||
|
{
|
||
|
DoExplosion();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Tell the respawner to make a new one
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::NotifySpawnerOfRemoval( void )
|
||
|
{
|
||
|
if ( GetSpawner() )
|
||
|
{
|
||
|
GetSpawner()->RespawnBallPostExplosion();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Fade out.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::DieThink()
|
||
|
{
|
||
|
if ( GetSpawner() )
|
||
|
{
|
||
|
//Let the spawner know we died so it does it's thing
|
||
|
if( hl2_episodic.GetBool() && IsInField() )
|
||
|
{
|
||
|
GetSpawner()->BallGrabbed( this );
|
||
|
}
|
||
|
|
||
|
GetSpawner()->RespawnBall( 0.1 );
|
||
|
}
|
||
|
|
||
|
UTIL_Remove( this );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Fade out.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::FadeOut( float flDuration )
|
||
|
{
|
||
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
||
|
|
||
|
// Start up the eye trail
|
||
|
if ( m_pGlowTrail != NULL )
|
||
|
{
|
||
|
m_pGlowTrail->SetBrightness( 0, flDuration );
|
||
|
}
|
||
|
|
||
|
SetThink( &CPropCombineBall::DieThink );
|
||
|
SetNextThink( gpGlobals->curtime + flDuration );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::StartWhizSoundThink( void )
|
||
|
{
|
||
|
SetContextThink( &CPropCombineBall::WhizSoundThink, gpGlobals->curtime + 2.0f * TICK_INTERVAL, s_pWhizThinkContext );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Danger sounds.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::WhizSoundThink()
|
||
|
{
|
||
|
Vector vecPosition, vecVelocity;
|
||
|
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
|
||
|
|
||
|
if ( pPhysicsObject == NULL )
|
||
|
{
|
||
|
//NOTENOTE: We should always have been created at this point
|
||
|
Assert( 0 );
|
||
|
SetContextThink( &CPropCombineBall::WhizSoundThink, gpGlobals->curtime + 2.0f * TICK_INTERVAL, s_pWhizThinkContext );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
pPhysicsObject->GetPosition( &vecPosition, NULL );
|
||
|
pPhysicsObject->GetVelocity( &vecVelocity, NULL );
|
||
|
|
||
|
if ( gpGlobals->maxClients == 1 )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
Vector vecDelta;
|
||
|
VectorSubtract( pPlayer->GetAbsOrigin(), vecPosition, vecDelta );
|
||
|
VectorNormalize( vecDelta );
|
||
|
if ( DotProduct( vecDelta, vecVelocity ) > 0.5f )
|
||
|
{
|
||
|
Vector vecEndPoint;
|
||
|
VectorMA( vecPosition, 2.0f * TICK_INTERVAL, vecVelocity, vecEndPoint );
|
||
|
float flDist = CalcDistanceToLineSegment( pPlayer->GetAbsOrigin(), vecPosition, vecEndPoint );
|
||
|
if ( flDist < 200.0f )
|
||
|
{
|
||
|
CPASAttenuationFilter filter( vecPosition, ATTN_NORM );
|
||
|
|
||
|
EmitSound_t ep;
|
||
|
ep.m_nChannel = CHAN_STATIC;
|
||
|
if ( hl2_episodic.GetBool() )
|
||
|
{
|
||
|
ep.m_pSoundName = "NPC_CombineBall_Episodic.WhizFlyby";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ep.m_pSoundName = "NPC_CombineBall.WhizFlyby";
|
||
|
}
|
||
|
ep.m_flVolume = 1.0f;
|
||
|
ep.m_SoundLevel = SNDLVL_NORM;
|
||
|
|
||
|
EmitSound( filter, entindex(), ep );
|
||
|
|
||
|
SetContextThink( &CPropCombineBall::WhizSoundThink, gpGlobals->curtime + 0.5f, s_pWhizThinkContext );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SetContextThink( &CPropCombineBall::WhizSoundThink, gpGlobals->curtime + 2.0f * TICK_INTERVAL, s_pWhizThinkContext );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::SetBallAsLaunched( void )
|
||
|
{
|
||
|
// Give the ball a duration
|
||
|
StartLifetime( PROP_COMBINE_BALL_LIFETIME );
|
||
|
|
||
|
m_bHeld = false;
|
||
|
m_bLaunched = true;
|
||
|
SetState( STATE_THROWN );
|
||
|
|
||
|
VPhysicsGetObject()->SetMass( 750.0f );
|
||
|
VPhysicsGetObject()->SetInertia( Vector( 1e30, 1e30, 1e30 ) );
|
||
|
|
||
|
StopLoopingSounds();
|
||
|
EmitSound( "NPC_CombineBall.Launch" );
|
||
|
|
||
|
WhizSoundThink();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Lighten the mass so it's zippy toget to the gun
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
|
||
|
{
|
||
|
CDefaultPlayerPickupVPhysics::OnPhysGunPickup( pPhysGunUser, reason );
|
||
|
|
||
|
if ( m_nMaxBounces == -1 )
|
||
|
{
|
||
|
m_nMaxBounces = 0;
|
||
|
}
|
||
|
|
||
|
if ( !m_bFiredGrabbedOutput )
|
||
|
{
|
||
|
if ( GetSpawner() )
|
||
|
{
|
||
|
GetSpawner()->BallGrabbed( this );
|
||
|
}
|
||
|
|
||
|
m_bFiredGrabbedOutput = true;
|
||
|
}
|
||
|
|
||
|
if ( m_pGlowTrail )
|
||
|
{
|
||
|
m_pGlowTrail->TurnOff();
|
||
|
m_pGlowTrail->SetRenderColor( 0, 0, 0, 0 );
|
||
|
}
|
||
|
|
||
|
if ( reason != PUNTED_BY_CANNON )
|
||
|
{
|
||
|
SetState( STATE_HOLDING );
|
||
|
CPASAttenuationFilter filter( GetAbsOrigin(), ATTN_NORM );
|
||
|
filter.MakeReliable();
|
||
|
|
||
|
EmitSound_t ep;
|
||
|
ep.m_nChannel = CHAN_STATIC;
|
||
|
|
||
|
if( hl2_episodic.GetBool() )
|
||
|
{
|
||
|
ep.m_pSoundName = "NPC_CombineBall_Episodic.HoldingInPhysCannon";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ep.m_pSoundName = "NPC_CombineBall.HoldingInPhysCannon";
|
||
|
}
|
||
|
|
||
|
ep.m_flVolume = 1.0f;
|
||
|
ep.m_SoundLevel = SNDLVL_NORM;
|
||
|
|
||
|
// Now we own this ball
|
||
|
SetPlayerLaunched( pPhysGunUser );
|
||
|
|
||
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
||
|
m_pHoldingSound = controller.SoundCreate( filter, entindex(), ep );
|
||
|
controller.Play( m_pHoldingSound, 1.0f, 100 );
|
||
|
|
||
|
// Don't collide with anything we may have to pull the ball through
|
||
|
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
|
||
|
|
||
|
VPhysicsGetObject()->SetMass( 20.0f );
|
||
|
VPhysicsGetObject()->SetInertia( Vector( 100, 100, 100 ) );
|
||
|
|
||
|
// Make it not explode
|
||
|
ClearLifetime( );
|
||
|
|
||
|
m_bHeld = true;
|
||
|
m_bLaunched = false;
|
||
|
|
||
|
//Let the ball know is not being captured by one of those ball fields anymore.
|
||
|
//
|
||
|
m_bCaptureInProgress = false;
|
||
|
|
||
|
|
||
|
SetContextThink( &CPropCombineBall::DissolveRampSoundThink, gpGlobals->curtime + GetBallHoldSoundRampTime(), s_pHoldDissolveContext );
|
||
|
|
||
|
StartAnimating();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Vector vecVelocity;
|
||
|
VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL );
|
||
|
|
||
|
SetSpeed( vecVelocity.Length() );
|
||
|
|
||
|
// Set us as being launched by the player
|
||
|
SetPlayerLaunched( pPhysGunUser );
|
||
|
|
||
|
SetBallAsLaunched();
|
||
|
|
||
|
StopAnimating();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Reset the ball to be deadly to NPCs after we've picked it up
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::SetPlayerLaunched( CBasePlayer *pOwner )
|
||
|
{
|
||
|
// Now we own this ball
|
||
|
SetOwnerEntity( pOwner );
|
||
|
SetWeaponLaunched( false );
|
||
|
|
||
|
if( VPhysicsGetObject() )
|
||
|
{
|
||
|
PhysClearGameFlags( VPhysicsGetObject(), FVPHYSICS_NO_NPC_IMPACT_DMG );
|
||
|
PhysSetGameFlags( VPhysicsGetObject(), FVPHYSICS_DMG_DISSOLVE | FVPHYSICS_HEAVY_OBJECT );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Activate death-spin!
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason )
|
||
|
{
|
||
|
CDefaultPlayerPickupVPhysics::OnPhysGunDrop( pPhysGunUser, Reason );
|
||
|
|
||
|
SetState( STATE_THROWN );
|
||
|
WhizSoundThink();
|
||
|
|
||
|
m_bHeld = false;
|
||
|
m_bLaunched = true;
|
||
|
|
||
|
// Stop with the dissolving
|
||
|
SetContextThink( NULL, gpGlobals->curtime, s_pHoldDissolveContext );
|
||
|
|
||
|
// We're ready to start colliding again.
|
||
|
SetCollisionGroup( HL2COLLISION_GROUP_COMBINE_BALL );
|
||
|
|
||
|
if ( m_pGlowTrail )
|
||
|
{
|
||
|
m_pGlowTrail->TurnOn();
|
||
|
m_pGlowTrail->SetRenderColor( 255, 255, 255, 255 );
|
||
|
}
|
||
|
|
||
|
// Set our desired speed to be launched at
|
||
|
SetSpeed( 1500.0f );
|
||
|
SetPlayerLaunched( pPhysGunUser );
|
||
|
|
||
|
if ( Reason != LAUNCHED_BY_CANNON )
|
||
|
{
|
||
|
// Choose a random direction (forward facing)
|
||
|
Vector vecForward;
|
||
|
pPhysGunUser->GetVectors( &vecForward, NULL, NULL );
|
||
|
|
||
|
QAngle shotAng;
|
||
|
VectorAngles( vecForward, shotAng );
|
||
|
|
||
|
// Offset by some small cone
|
||
|
shotAng[PITCH] += random->RandomInt( -55, 55 );
|
||
|
shotAng[YAW] += random->RandomInt( -55, 55 );
|
||
|
|
||
|
AngleVectors( shotAng, &vecForward, NULL, NULL );
|
||
|
|
||
|
vecForward *= GetSpeed();
|
||
|
|
||
|
VPhysicsGetObject()->SetVelocity( &vecForward, &vec3_origin );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// This will have the consequence of making it so that the
|
||
|
// ball is launched directly down the crosshair even if the player is moving.
|
||
|
VPhysicsGetObject()->SetVelocity( &vec3_origin, &vec3_origin );
|
||
|
}
|
||
|
|
||
|
SetBallAsLaunched();
|
||
|
StopAnimating();
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Stop looping sounds
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CPropCombineBall::StopLoopingSounds()
|
||
|
{
|
||
|
if ( m_pHoldingSound )
|
||
|
{
|
||
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
||
|
controller.Shutdown( m_pHoldingSound );
|
||
|
controller.SoundDestroy( m_pHoldingSound );
|
||
|
m_pHoldingSound = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Pow!
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CPropCombineBall::DissolveRampSoundThink( )
|
||
|
{
|
||
|
float dt = GetBallHoldDissolveTime() - GetBallHoldSoundRampTime();
|
||
|
if ( m_pHoldingSound )
|
||
|
{
|
||
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
||
|
controller.SoundChangePitch( m_pHoldingSound, 150, dt );
|
||
|
}
|
||
|
SetContextThink( &CPropCombineBall::DissolveThink, gpGlobals->curtime + dt, s_pHoldDissolveContext );
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Pow!
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CPropCombineBall::DissolveThink( )
|
||
|
{
|
||
|
DoExplosion();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CPropCombineBall::GetBallHoldDissolveTime()
|
||
|
{
|
||
|
float flDissolveTime = PROP_COMBINE_BALL_HOLD_DISSOLVE_TIME;
|
||
|
|
||
|
if( g_pGameRules->IsSkillLevel( 1 ) && hl2_episodic.GetBool() )
|
||
|
{
|
||
|
// Give players more time to handle/aim combine balls on Easy.
|
||
|
flDissolveTime *= 1.5f;
|
||
|
}
|
||
|
|
||
|
return flDissolveTime;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CPropCombineBall::GetBallHoldSoundRampTime()
|
||
|
{
|
||
|
return GetBallHoldDissolveTime() - 1.0f;
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Pow!
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CPropCombineBall::DoExplosion( )
|
||
|
{
|
||
|
// don't do this twice
|
||
|
if ( GetMoveType() == MOVETYPE_NONE )
|
||
|
return;
|
||
|
|
||
|
if ( PhysIsInCallback() )
|
||
|
{
|
||
|
g_PostSimulationQueue.QueueCall( this, &CPropCombineBall::DoExplosion );
|
||
|
return;
|
||
|
}
|
||
|
// Tell the respawner to make a new one
|
||
|
if ( GetSpawner() )
|
||
|
{
|
||
|
GetSpawner()->RespawnBallPostExplosion();
|
||
|
}
|
||
|
|
||
|
//Shockring
|
||
|
CBroadcastRecipientFilter filter2;
|
||
|
|
||
|
if ( OutOfBounces() == false )
|
||
|
{
|
||
|
if ( hl2_episodic.GetBool() )
|
||
|
{
|
||
|
EmitSound( "NPC_CombineBall_Episodic.Explosion" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
EmitSound( "NPC_CombineBall.Explosion" );
|
||
|
}
|
||
|
|
||
|
UTIL_ScreenShake( GetAbsOrigin(), 20.0f, 150.0, 1.0, 1250.0f, SHAKE_START );
|
||
|
|
||
|
CEffectData data;
|
||
|
|
||
|
data.m_vOrigin = GetAbsOrigin();
|
||
|
|
||
|
DispatchEffect( "cball_explode", data );
|
||
|
|
||
|
te->BeamRingPoint( filter2, 0, GetAbsOrigin(), //origin
|
||
|
m_flRadius, //start radius
|
||
|
1024, //end radius
|
||
|
s_nExplosionTexture, //texture
|
||
|
0, //halo index
|
||
|
0, //start frame
|
||
|
2, //framerate
|
||
|
0.2f, //life
|
||
|
64, //width
|
||
|
0, //spread
|
||
|
0, //amplitude
|
||
|
255, //r
|
||
|
255, //g
|
||
|
225, //b
|
||
|
32, //a
|
||
|
0, //speed
|
||
|
FBEAM_FADEOUT
|
||
|
);
|
||
|
|
||
|
//Shockring
|
||
|
te->BeamRingPoint( filter2, 0, GetAbsOrigin(), //origin
|
||
|
m_flRadius, //start radius
|
||
|
1024, //end radius
|
||
|
s_nExplosionTexture, //texture
|
||
|
0, //halo index
|
||
|
0, //start frame
|
||
|
2, //framerate
|
||
|
0.5f, //life
|
||
|
64, //width
|
||
|
0, //spread
|
||
|
0, //amplitude
|
||
|
255, //r
|
||
|
255, //g
|
||
|
225, //b
|
||
|
64, //a
|
||
|
0, //speed
|
||
|
FBEAM_FADEOUT
|
||
|
);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//Shockring
|
||
|
te->BeamRingPoint( filter2, 0, GetAbsOrigin(), //origin
|
||
|
128, //start radius
|
||
|
384, //end radius
|
||
|
s_nExplosionTexture, //texture
|
||
|
0, //halo index
|
||
|
0, //start frame
|
||
|
2, //framerate
|
||
|
0.25f, //life
|
||
|
48, //width
|
||
|
0, //spread
|
||
|
0, //amplitude
|
||
|
255, //r
|
||
|
255, //g
|
||
|
225, //b
|
||
|
64, //a
|
||
|
0, //speed
|
||
|
FBEAM_FADEOUT
|
||
|
);
|
||
|
}
|
||
|
|
||
|
if( hl2_episodic.GetBool() )
|
||
|
{
|
||
|
CSoundEnt::InsertSound( SOUND_COMBAT | SOUND_CONTEXT_EXPLOSION, WorldSpaceCenter(), 180.0f, 0.25, this );
|
||
|
}
|
||
|
|
||
|
// Turn us off and wait because we need our trails to finish up properly
|
||
|
SetAbsVelocity( vec3_origin );
|
||
|
SetMoveType( MOVETYPE_NONE );
|
||
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
||
|
|
||
|
m_bEmit = false;
|
||
|
|
||
|
|
||
|
if( !m_bStruckEntity && hl2_episodic.GetBool() && GetOwnerEntity() != NULL )
|
||
|
{
|
||
|
// Notify the player proxy that this combine ball missed so that it can fire an output.
|
||
|
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player *>( GetOwnerEntity() );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
pPlayer->MissedAR2AltFire();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SetContextThink( &CPropCombineBall::SUB_Remove, gpGlobals->curtime + 0.5f, s_pRemoveContext );
|
||
|
StopLoopingSounds();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Enable/disable
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::InputExplode( inputdata_t &inputdata )
|
||
|
{
|
||
|
DoExplosion();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Enable/disable
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::InputFadeAndRespawn( inputdata_t &inputdata )
|
||
|
{
|
||
|
FadeOut( 0.1f );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::CollisionEventToTrace( int index, gamevcollisionevent_t *pEvent, trace_t &tr )
|
||
|
{
|
||
|
UTIL_ClearTrace( tr );
|
||
|
pEvent->pInternalData->GetSurfaceNormal( tr.plane.normal );
|
||
|
pEvent->pInternalData->GetContactPoint( tr.endpos );
|
||
|
tr.plane.dist = DotProduct( tr.plane.normal, tr.endpos );
|
||
|
VectorMA( tr.endpos, -1.0f, pEvent->preVelocity[index], tr.startpos );
|
||
|
tr.m_pEnt = pEvent->pEntities[!index];
|
||
|
tr.fraction = 0.01f; // spoof!
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CPropCombineBall::DissolveEntity( CBaseEntity *pEntity )
|
||
|
{
|
||
|
if( pEntity->IsEFlagSet( EFL_NO_DISSOLVE ) )
|
||
|
return false;
|
||
|
|
||
|
#ifdef HL2MP
|
||
|
if ( pEntity->IsPlayer() )
|
||
|
{
|
||
|
m_bStruckEntity = true;
|
||
|
return false;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
if( !pEntity->IsNPC() && !(dynamic_cast<CRagdollProp*>(pEntity)) )
|
||
|
return false;
|
||
|
|
||
|
pEntity->GetBaseAnimating()->Dissolve( "", gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
|
||
|
|
||
|
// Note that we've struck an entity
|
||
|
m_bStruckEntity = true;
|
||
|
|
||
|
// Force an NPC to not drop their weapon if dissolved
|
||
|
// CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
|
||
|
// if ( pBCC != NULL )
|
||
|
// {
|
||
|
// pEntity->AddSpawnFlags( SF_NPC_NO_WEAPON_DROP );
|
||
|
// }
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::OnHitEntity( CBaseEntity *pHitEntity, float flSpeed, int index, gamevcollisionevent_t *pEvent )
|
||
|
{
|
||
|
// Detonate on the strider + the bone followers in the strider
|
||
|
if ( FClassnameIs( pHitEntity, "npc_strider" ) ||
|
||
|
(pHitEntity->GetOwnerEntity() && FClassnameIs( pHitEntity->GetOwnerEntity(), "npc_strider" )) )
|
||
|
{
|
||
|
DoExplosion();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
CTakeDamageInfo info( this, GetOwnerEntity(), GetAbsVelocity(), GetAbsOrigin(), sk_npc_dmg_combineball.GetFloat(), DMG_DISSOLVE );
|
||
|
|
||
|
bool bIsDissolving = (pHitEntity->GetFlags() & FL_DISSOLVING) != 0;
|
||
|
bool bShouldHit = pHitEntity->PassesDamageFilter( info );
|
||
|
|
||
|
//One more check
|
||
|
//Combine soldiers are not allowed to hurt their friends with combine balls (they can still shoot and hurt each other with grenades).
|
||
|
CBaseCombatCharacter *pBCC = pHitEntity->MyCombatCharacterPointer();
|
||
|
|
||
|
if ( pBCC )
|
||
|
{
|
||
|
bShouldHit = pBCC->IRelationType( GetOwnerEntity() ) != D_LI;
|
||
|
}
|
||
|
|
||
|
if ( !bIsDissolving && bShouldHit == true )
|
||
|
{
|
||
|
if ( pHitEntity->PassesDamageFilter( info ) )
|
||
|
{
|
||
|
if( WasFiredByNPC() || m_nMaxBounces == -1 )
|
||
|
{
|
||
|
// Since Combine balls fired by NPCs do a metered dose of damage per impact, we have to ignore touches
|
||
|
// for a little while after we hit someone, or the ball will immediately touch them again and do more
|
||
|
// damage.
|
||
|
if( gpGlobals->curtime >= m_flNextDamageTime )
|
||
|
{
|
||
|
EmitSound( "NPC_CombineBall.KillImpact" );
|
||
|
|
||
|
if ( pHitEntity->IsNPC() && pHitEntity->Classify() != CLASS_PLAYER_ALLY_VITAL && hl2_episodic.GetBool() == true )
|
||
|
{
|
||
|
if ( pHitEntity->Classify() != CLASS_PLAYER_ALLY || ( pHitEntity->Classify() == CLASS_PLAYER_ALLY && m_bStruckEntity == false ) )
|
||
|
{
|
||
|
info.SetDamage( pHitEntity->GetMaxHealth() );
|
||
|
m_bStruckEntity = true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Ignore touches briefly.
|
||
|
m_flNextDamageTime = gpGlobals->curtime + 0.1f;
|
||
|
}
|
||
|
|
||
|
pHitEntity->TakeDamage( info );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( (m_nState == STATE_THROWN) && (pHitEntity->IsNPC() || dynamic_cast<CRagdollProp*>(pHitEntity) ))
|
||
|
{
|
||
|
EmitSound( "NPC_CombineBall.KillImpact" );
|
||
|
}
|
||
|
if ( (m_nState != STATE_HOLDING) )
|
||
|
{
|
||
|
|
||
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwnerEntity() );
|
||
|
if ( pPlayer && UTIL_IsAR2CombineBall( this ) && ToBaseCombatCharacter( pHitEntity ) )
|
||
|
{
|
||
|
gamestats->Event_WeaponHit( pPlayer, false, "weapon_ar2", info );
|
||
|
}
|
||
|
|
||
|
DissolveEntity( pHitEntity );
|
||
|
if ( pHitEntity->ClassMatches( "npc_hunter" ) )
|
||
|
{
|
||
|
DoExplosion();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Vector vecFinalVelocity;
|
||
|
if ( IsInField() )
|
||
|
{
|
||
|
// Don't deflect when in a spawner field
|
||
|
vecFinalVelocity = pEvent->preVelocity[index];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Don't slow down when hitting other entities.
|
||
|
vecFinalVelocity = pEvent->postVelocity[index];
|
||
|
VectorNormalize( vecFinalVelocity );
|
||
|
vecFinalVelocity *= GetSpeed();
|
||
|
}
|
||
|
PhysCallbackSetVelocity( pEvent->pObjects[index], vecFinalVelocity );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::DoImpactEffect( const Vector &preVelocity, int index, gamevcollisionevent_t *pEvent )
|
||
|
{
|
||
|
// Do that crazy impact effect!
|
||
|
trace_t tr;
|
||
|
CollisionEventToTrace( !index, pEvent, tr );
|
||
|
|
||
|
CBaseEntity *pTraceEntity = pEvent->pEntities[index];
|
||
|
UTIL_TraceLine( tr.startpos - preVelocity * 2.0f, tr.startpos + preVelocity * 2.0f, MASK_SOLID, pTraceEntity, COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
if ( tr.fraction < 1.0f )
|
||
|
{
|
||
|
// See if we hit the sky
|
||
|
if ( tr.surface.flags & SURF_SKY )
|
||
|
{
|
||
|
DoExplosion();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Send the effect over
|
||
|
CEffectData data;
|
||
|
|
||
|
data.m_flRadius = 16;
|
||
|
data.m_vNormal = tr.plane.normal;
|
||
|
data.m_vOrigin = tr.endpos + tr.plane.normal * 1.0f;
|
||
|
|
||
|
DispatchEffect( "cball_bounce", data );
|
||
|
}
|
||
|
|
||
|
if ( hl2_episodic.GetBool() )
|
||
|
{
|
||
|
EmitSound( "NPC_CombineBall_Episodic.Impact" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
EmitSound( "NPC_CombineBall.Impact" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Tells whether this combine ball should consider deflecting towards this entity.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CPropCombineBall::IsAttractiveTarget( CBaseEntity *pEntity )
|
||
|
{
|
||
|
if ( !pEntity->IsAlive() )
|
||
|
return false;
|
||
|
|
||
|
if ( pEntity->GetFlags() & EF_NODRAW )
|
||
|
return false;
|
||
|
|
||
|
// Don't guide toward striders
|
||
|
if ( FClassnameIs( pEntity, "npc_strider" ) )
|
||
|
return false;
|
||
|
|
||
|
if( WasFiredByNPC() )
|
||
|
{
|
||
|
// Fired by an NPC
|
||
|
if( !pEntity->IsNPC() && !pEntity->IsPlayer() )
|
||
|
return false;
|
||
|
|
||
|
// Don't seek entities of the same class.
|
||
|
if ( pEntity->m_iClassname == GetOwnerEntity()->m_iClassname )
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
#ifndef HL2MP
|
||
|
if ( GetOwnerEntity() )
|
||
|
{
|
||
|
// Things we check if this ball has an owner that's not an NPC.
|
||
|
if( GetOwnerEntity()->IsPlayer() )
|
||
|
{
|
||
|
if( pEntity->Classify() == CLASS_PLAYER ||
|
||
|
pEntity->Classify() == CLASS_PLAYER_ALLY ||
|
||
|
pEntity->Classify() == CLASS_PLAYER_ALLY_VITAL )
|
||
|
{
|
||
|
// Not attracted to other players or allies.
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// The default case.
|
||
|
if ( !pEntity->IsNPC() )
|
||
|
return false;
|
||
|
|
||
|
if( pEntity->Classify() == CLASS_BULLSEYE )
|
||
|
return false;
|
||
|
|
||
|
#else
|
||
|
if ( pEntity->IsPlayer() == false )
|
||
|
return false;
|
||
|
|
||
|
if ( pEntity == GetOwnerEntity() )
|
||
|
return false;
|
||
|
|
||
|
//No tracking teammates in teammode!
|
||
|
if ( g_pGameRules->IsTeamplay() )
|
||
|
{
|
||
|
if ( g_pGameRules->PlayerRelationship( GetOwnerEntity(), pEntity ) == GR_TEAMMATE )
|
||
|
return false;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// We must be able to hit them
|
||
|
trace_t tr;
|
||
|
UTIL_TraceLine( WorldSpaceCenter(), pEntity->BodyTarget( WorldSpaceCenter() ), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
if ( tr.fraction < 1.0f && tr.m_pEnt != pEntity )
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Deflects the ball toward enemies in case of a collision
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::DeflectTowardEnemy( float flSpeed, int index, gamevcollisionevent_t *pEvent )
|
||
|
{
|
||
|
// Bounce toward a particular enemy; choose one that's closest to my new velocity.
|
||
|
Vector vecVelDir = pEvent->postVelocity[index];
|
||
|
VectorNormalize( vecVelDir );
|
||
|
|
||
|
CBaseEntity *pBestTarget = NULL;
|
||
|
|
||
|
Vector vecStartPoint;
|
||
|
pEvent->pInternalData->GetContactPoint( vecStartPoint );
|
||
|
|
||
|
float flBestDist = MAX_COORD_FLOAT;
|
||
|
|
||
|
CBaseEntity *list[1024];
|
||
|
|
||
|
Vector vecDelta;
|
||
|
float distance, flDot;
|
||
|
|
||
|
// If we've already hit something, get accurate
|
||
|
bool bSeekKill = m_bStruckEntity && (WasWeaponLaunched() || sk_combineball_seek_kill.GetInt() );
|
||
|
|
||
|
if ( bSeekKill )
|
||
|
{
|
||
|
int nCount = UTIL_EntitiesInSphere( list, 1024, GetAbsOrigin(), sk_combine_ball_search_radius.GetFloat(), FL_NPC | FL_CLIENT );
|
||
|
|
||
|
for ( int i = 0; i < nCount; i++ )
|
||
|
{
|
||
|
if ( !IsAttractiveTarget( list[i] ) )
|
||
|
continue;
|
||
|
|
||
|
VectorSubtract( list[i]->WorldSpaceCenter(), vecStartPoint, vecDelta );
|
||
|
distance = VectorNormalize( vecDelta );
|
||
|
|
||
|
if ( distance < flBestDist )
|
||
|
{
|
||
|
// Check our direction
|
||
|
if ( DotProduct( vecDelta, vecVelDir ) > 0.0f )
|
||
|
{
|
||
|
pBestTarget = list[i];
|
||
|
flBestDist = distance;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float flMaxDot = 0.966f;
|
||
|
if ( !WasWeaponLaunched() )
|
||
|
{
|
||
|
float flMaxDot = sk_combineball_seek_angle.GetFloat();
|
||
|
float flGuideFactor = sk_combineball_guidefactor.GetFloat();
|
||
|
for ( int i = m_nBounceCount; --i >= 0; )
|
||
|
{
|
||
|
flMaxDot *= flGuideFactor;
|
||
|
}
|
||
|
flMaxDot = cos( flMaxDot * M_PI / 180.0f );
|
||
|
|
||
|
if ( flMaxDot > 1.0f )
|
||
|
{
|
||
|
flMaxDot = 1.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Otherwise only help out a little
|
||
|
Vector extents = Vector(256, 256, 256);
|
||
|
Ray_t ray;
|
||
|
ray.Init( vecStartPoint, vecStartPoint + 2048 * vecVelDir, -extents, extents );
|
||
|
int nCount = UTIL_EntitiesAlongRay( list, 1024, ray, FL_NPC | FL_CLIENT );
|
||
|
for ( int i = 0; i < nCount; i++ )
|
||
|
{
|
||
|
if ( !IsAttractiveTarget( list[i] ) )
|
||
|
continue;
|
||
|
|
||
|
VectorSubtract( list[i]->WorldSpaceCenter(), vecStartPoint, vecDelta );
|
||
|
distance = VectorNormalize( vecDelta );
|
||
|
flDot = DotProduct( vecDelta, vecVelDir );
|
||
|
|
||
|
if ( flDot > flMaxDot )
|
||
|
{
|
||
|
if ( distance < flBestDist )
|
||
|
{
|
||
|
pBestTarget = list[i];
|
||
|
flBestDist = distance;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pBestTarget )
|
||
|
{
|
||
|
Vector vecDelta;
|
||
|
VectorSubtract( pBestTarget->WorldSpaceCenter(), vecStartPoint, vecDelta );
|
||
|
VectorNormalize( vecDelta );
|
||
|
vecDelta *= GetSpeed();
|
||
|
PhysCallbackSetVelocity( pEvent->pObjects[index], vecDelta );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Bounce inside the spawner:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::BounceInSpawner( float flSpeed, int index, gamevcollisionevent_t *pEvent )
|
||
|
{
|
||
|
GetSpawner()->RegisterReflection( this, m_bForward );
|
||
|
|
||
|
m_bForward = !m_bForward;
|
||
|
|
||
|
Vector vecTarget;
|
||
|
GetSpawner()->GetTargetEndpoint( m_bForward, &vecTarget );
|
||
|
|
||
|
Vector vecVelocity;
|
||
|
VectorSubtract( vecTarget, GetAbsOrigin(), vecVelocity );
|
||
|
VectorNormalize( vecVelocity );
|
||
|
vecVelocity *= flSpeed;
|
||
|
|
||
|
PhysCallbackSetVelocity( pEvent->pObjects[index], vecVelocity );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CPropCombineBall::IsHittableEntity( CBaseEntity *pHitEntity )
|
||
|
{
|
||
|
if ( pHitEntity->IsWorld() )
|
||
|
return false;
|
||
|
|
||
|
if ( pHitEntity->GetMoveType() == MOVETYPE_PUSH )
|
||
|
{
|
||
|
if( pHitEntity->GetOwnerEntity() && FClassnameIs(pHitEntity->GetOwnerEntity(), "npc_strider") )
|
||
|
{
|
||
|
// The Strider's Bone Followers are MOVETYPE_PUSH, and we want the combine ball to hit these.
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// If the entity we hit can take damage, we're good
|
||
|
if ( pHitEntity->m_takedamage == DAMAGE_YES )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
|
||
|
{
|
||
|
Vector preVelocity = pEvent->preVelocity[index];
|
||
|
float flSpeed = VectorNormalize( preVelocity );
|
||
|
|
||
|
if ( m_nMaxBounces == -1 )
|
||
|
{
|
||
|
const surfacedata_t *pHit = physprops->GetSurfaceData( pEvent->surfaceProps[!index] );
|
||
|
|
||
|
if( pHit->game.material != CHAR_TEX_FLESH || !hl2_episodic.GetBool() )
|
||
|
{
|
||
|
CBaseEntity *pHitEntity = pEvent->pEntities[!index];
|
||
|
if ( pHitEntity && IsHittableEntity( pHitEntity ) )
|
||
|
{
|
||
|
OnHitEntity( pHitEntity, flSpeed, index, pEvent );
|
||
|
}
|
||
|
|
||
|
// Remove self without affecting the object that was hit. (Unless it was flesh)
|
||
|
NotifySpawnerOfRemoval();
|
||
|
PhysCallbackRemove( this->NetworkProp() );
|
||
|
|
||
|
// disable dissolve damage so we don't kill off the player when he's the one we hit
|
||
|
PhysClearGameFlags( VPhysicsGetObject(), FVPHYSICS_DMG_DISSOLVE );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Prevents impact sounds, effects, etc. when it's in the field
|
||
|
if ( !IsInField() )
|
||
|
{
|
||
|
BaseClass::VPhysicsCollision( index, pEvent );
|
||
|
}
|
||
|
|
||
|
if ( m_nState == STATE_HOLDING )
|
||
|
return;
|
||
|
|
||
|
// If we've collided going faster than our desired, then up our desired
|
||
|
if ( flSpeed > GetSpeed() )
|
||
|
{
|
||
|
SetSpeed( flSpeed );
|
||
|
}
|
||
|
|
||
|
// Make sure we don't slow down
|
||
|
Vector vecFinalVelocity = pEvent->postVelocity[index];
|
||
|
VectorNormalize( vecFinalVelocity );
|
||
|
vecFinalVelocity *= GetSpeed();
|
||
|
PhysCallbackSetVelocity( pEvent->pObjects[index], vecFinalVelocity );
|
||
|
|
||
|
CBaseEntity *pHitEntity = pEvent->pEntities[!index];
|
||
|
if ( pHitEntity && IsHittableEntity( pHitEntity ) )
|
||
|
{
|
||
|
OnHitEntity( pHitEntity, flSpeed, index, pEvent );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( IsInField() )
|
||
|
{
|
||
|
if ( HasSpawnFlags( SF_COMBINE_BALL_BOUNCING_IN_SPAWNER ) && GetSpawner() )
|
||
|
{
|
||
|
BounceInSpawner( GetSpeed(), index, pEvent );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
PhysCallbackSetVelocity( pEvent->pObjects[index], vec3_origin );
|
||
|
|
||
|
// Delay the fade out so that we don't change our
|
||
|
// collision rules inside a vphysics callback.
|
||
|
variant_t emptyVariant;
|
||
|
g_EventQueue.AddEvent( this, "FadeAndRespawn", 0.01, NULL, NULL );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( IsBeingCaptured() )
|
||
|
return;
|
||
|
|
||
|
// Do that crazy impact effect!
|
||
|
DoImpactEffect( preVelocity, index, pEvent );
|
||
|
|
||
|
// Only do the bounce so often
|
||
|
if ( gpGlobals->curtime - m_flLastBounceTime < 0.25f )
|
||
|
return;
|
||
|
|
||
|
// Save off our last bounce time
|
||
|
m_flLastBounceTime = gpGlobals->curtime;
|
||
|
|
||
|
// Reset the sound timer
|
||
|
SetContextThink( &CPropCombineBall::WhizSoundThink, gpGlobals->curtime + 0.01, s_pWhizThinkContext );
|
||
|
|
||
|
// Deflect towards nearby enemies
|
||
|
DeflectTowardEnemy( flSpeed, index, pEvent );
|
||
|
|
||
|
// Once more bounce
|
||
|
++m_nBounceCount;
|
||
|
|
||
|
if ( OutOfBounces() && m_bBounceDie == false )
|
||
|
{
|
||
|
StartLifetime( 0.5 );
|
||
|
//Hack: Stop this from being called by doing this.
|
||
|
m_bBounceDie = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPropCombineBall::AnimThink( void )
|
||
|
{
|
||
|
StudioFrameAdvance();
|
||
|
SetContextThink( &CPropCombineBall::AnimThink, gpGlobals->curtime + 0.1f, s_pAnimThinkContext );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
// Implementation of CPropCombineBall
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
LINK_ENTITY_TO_CLASS( func_combine_ball_spawner, CFuncCombineBallSpawner );
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Save/load:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
BEGIN_DATADESC( CFuncCombineBallSpawner )
|
||
|
|
||
|
DEFINE_KEYFIELD( m_nBallCount, FIELD_INTEGER, "ballcount" ),
|
||
|
DEFINE_KEYFIELD( m_flMinSpeed, FIELD_FLOAT, "minspeed" ),
|
||
|
DEFINE_KEYFIELD( m_flMaxSpeed, FIELD_FLOAT, "maxspeed" ),
|
||
|
DEFINE_KEYFIELD( m_flBallRadius, FIELD_FLOAT, "ballradius" ),
|
||
|
DEFINE_KEYFIELD( m_flBallRespawnTime, FIELD_FLOAT, "ballrespawntime" ),
|
||
|
DEFINE_FIELD( m_flRadius, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_nBallsRemainingInField, FIELD_INTEGER ),
|
||
|
DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
|
||
|
DEFINE_UTLVECTOR( m_BallRespawnTime, FIELD_TIME ),
|
||
|
DEFINE_FIELD( m_flDisableTime, FIELD_TIME ),
|
||
|
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
|
||
|
|
||
|
DEFINE_OUTPUT( m_OnBallGrabbed, "OnBallGrabbed" ),
|
||
|
DEFINE_OUTPUT( m_OnBallReinserted, "OnBallReinserted" ),
|
||
|
DEFINE_OUTPUT( m_OnBallHitTopSide, "OnBallHitTopSide" ),
|
||
|
DEFINE_OUTPUT( m_OnBallHitBottomSide, "OnBallHitBottomSide" ),
|
||
|
DEFINE_OUTPUT( m_OnLastBallGrabbed, "OnLastBallGrabbed" ),
|
||
|
DEFINE_OUTPUT( m_OnFirstBallReinserted, "OnFirstBallReinserted" ),
|
||
|
|
||
|
DEFINE_THINKFUNC( BallThink ),
|
||
|
DEFINE_ENTITYFUNC( GrabBallTouch ),
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Constructor
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CFuncCombineBallSpawner::CFuncCombineBallSpawner()
|
||
|
{
|
||
|
m_flBallRespawnTime = 0.0f;
|
||
|
m_flBallRadius = 20.0f;
|
||
|
m_flDisableTime = 0.0f;
|
||
|
m_bShooter = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Spawn a ball
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncCombineBallSpawner::SpawnBall()
|
||
|
{
|
||
|
CPropCombineBall *pBall = static_cast<CPropCombineBall*>( CreateEntityByName( "prop_combine_ball" ) );
|
||
|
|
||
|
float flRadius = m_flBallRadius;
|
||
|
pBall->SetRadius( flRadius );
|
||
|
|
||
|
Vector vecAbsOrigin;
|
||
|
ChoosePointInBox( &vecAbsOrigin );
|
||
|
Vector zaxis;
|
||
|
MatrixGetColumn( EntityToWorldTransform(), 2, zaxis );
|
||
|
VectorMA( vecAbsOrigin, flRadius, zaxis, vecAbsOrigin );
|
||
|
|
||
|
pBall->SetAbsOrigin( vecAbsOrigin );
|
||
|
pBall->SetSpawner( this );
|
||
|
|
||
|
float flSpeed = random->RandomFloat( m_flMinSpeed, m_flMaxSpeed );
|
||
|
|
||
|
zaxis *= flSpeed;
|
||
|
pBall->SetAbsVelocity( zaxis );
|
||
|
if ( HasSpawnFlags( SF_SPAWNER_POWER_SUPPLY ) )
|
||
|
{
|
||
|
pBall->AddSpawnFlags( SF_COMBINE_BALL_BOUNCING_IN_SPAWNER );
|
||
|
}
|
||
|
|
||
|
pBall->Spawn();
|
||
|
}
|
||
|
|
||
|
void CFuncCombineBallSpawner::Precache()
|
||
|
{
|
||
|
BaseClass::Precache();
|
||
|
|
||
|
UTIL_PrecacheOther( "prop_combine_ball" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Spawn
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncCombineBallSpawner::Spawn()
|
||
|
{
|
||
|
BaseClass::Spawn();
|
||
|
|
||
|
Precache();
|
||
|
|
||
|
AddEffects( EF_NODRAW );
|
||
|
SetModel( STRING( GetModelName() ) );
|
||
|
SetSolid( SOLID_BSP );
|
||
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
||
|
m_nBallsRemainingInField = m_nBallCount;
|
||
|
|
||
|
float flWidth = CollisionProp()->OBBSize().x;
|
||
|
float flHeight = CollisionProp()->OBBSize().y;
|
||
|
m_flRadius = MIN( flWidth, flHeight ) * 0.5f;
|
||
|
if ( m_flRadius <= 0.0f && m_bShooter == false )
|
||
|
{
|
||
|
Warning("Zero dimension func_combine_ball_spawner! Removing...\n");
|
||
|
UTIL_Remove( this );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Compute a respawn time
|
||
|
float flDeltaT = 1.0f;
|
||
|
if ( !( m_flMinSpeed == 0 && m_flMaxSpeed == 0 ) )
|
||
|
{
|
||
|
flDeltaT = (CollisionProp()->OBBSize().z - 2 * m_flBallRadius) / ((m_flMinSpeed + m_flMaxSpeed) * 0.5f);
|
||
|
flDeltaT /= m_nBallCount;
|
||
|
}
|
||
|
|
||
|
m_BallRespawnTime.EnsureCapacity( m_nBallCount );
|
||
|
for ( int i = 0; i < m_nBallCount; ++i )
|
||
|
{
|
||
|
RespawnBall( (float)i * flDeltaT );
|
||
|
}
|
||
|
|
||
|
m_bEnabled = true;
|
||
|
if ( HasSpawnFlags( SF_SPAWNER_START_DISABLED ) )
|
||
|
{
|
||
|
inputdata_t inputData;
|
||
|
InputDisable( inputData );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetThink( &CFuncCombineBallSpawner::BallThink );
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Enable/disable
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncCombineBallSpawner::InputEnable( inputdata_t &inputdata )
|
||
|
{
|
||
|
if ( m_bEnabled )
|
||
|
return;
|
||
|
|
||
|
m_bEnabled = true;
|
||
|
m_flDisableTime = 0.0f;
|
||
|
|
||
|
for ( int i = m_BallRespawnTime.Count(); --i >= 0; )
|
||
|
{
|
||
|
m_BallRespawnTime[i] += gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
SetThink( &CFuncCombineBallSpawner::BallThink );
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
}
|
||
|
|
||
|
void CFuncCombineBallSpawner::InputDisable( inputdata_t &inputdata )
|
||
|
{
|
||
|
if ( !m_bEnabled )
|
||
|
return;
|
||
|
|
||
|
m_flDisableTime = gpGlobals->curtime;
|
||
|
m_bEnabled = false;
|
||
|
|
||
|
for ( int i = m_BallRespawnTime.Count(); --i >= 0; )
|
||
|
{
|
||
|
m_BallRespawnTime[i] -= gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
SetThink( NULL );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Choose a random point inside the cylinder
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncCombineBallSpawner::ChoosePointInBox( Vector *pVecPoint )
|
||
|
{
|
||
|
float flXBoundary = ( CollisionProp()->OBBSize().x != 0 ) ? m_flBallRadius / CollisionProp()->OBBSize().x : 0.0f;
|
||
|
float flYBoundary = ( CollisionProp()->OBBSize().y != 0 ) ? m_flBallRadius / CollisionProp()->OBBSize().y : 0.0f;
|
||
|
if ( flXBoundary > 0.5f )
|
||
|
{
|
||
|
flXBoundary = 0.5f;
|
||
|
}
|
||
|
if ( flYBoundary > 0.5f )
|
||
|
{
|
||
|
flYBoundary = 0.5f;
|
||
|
}
|
||
|
|
||
|
CollisionProp()->RandomPointInBounds(
|
||
|
Vector( flXBoundary, flYBoundary, 0.0f ), Vector( 1.0f - flXBoundary, 1.0f - flYBoundary, 0.0f ), pVecPoint );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Choose a random point inside the cylinder
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncCombineBallSpawner::ChoosePointInCylinder( Vector *pVecPoint )
|
||
|
{
|
||
|
float flXRange = m_flRadius / CollisionProp()->OBBSize().x;
|
||
|
float flYRange = m_flRadius / CollisionProp()->OBBSize().y;
|
||
|
|
||
|
Vector vecEndPoint1, vecEndPoint2;
|
||
|
CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecEndPoint1 );
|
||
|
CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 1.0f ), &vecEndPoint2 );
|
||
|
|
||
|
// Choose a point inside the cylinder
|
||
|
float flDistSq;
|
||
|
do
|
||
|
{
|
||
|
CollisionProp()->RandomPointInBounds(
|
||
|
Vector( 0.5f - flXRange, 0.5f - flYRange, 0.0f ),
|
||
|
Vector( 0.5f + flXRange, 0.5f + flYRange, 0.0f ),
|
||
|
pVecPoint );
|
||
|
|
||
|
flDistSq = CalcDistanceSqrToLine( *pVecPoint, vecEndPoint1, vecEndPoint2 );
|
||
|
|
||
|
} while ( flDistSq > m_flRadius * m_flRadius );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Register that a reflection occurred
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncCombineBallSpawner::RegisterReflection( CPropCombineBall *pBall, bool bForward )
|
||
|
{
|
||
|
if ( bForward )
|
||
|
{
|
||
|
m_OnBallHitTopSide.FireOutput( pBall, this );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_OnBallHitBottomSide.FireOutput( pBall, this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Choose a random point on the
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncCombineBallSpawner::GetTargetEndpoint( bool bForward, Vector *pVecEndPoint )
|
||
|
{
|
||
|
float flZValue = bForward ? 1.0f : 0.0f;
|
||
|
|
||
|
CollisionProp()->RandomPointInBounds(
|
||
|
Vector( 0.0f, 0.0f, flZValue ), Vector( 1.0f, 1.0f, flZValue ), pVecEndPoint );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Fire ball grabbed output
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncCombineBallSpawner::BallGrabbed( CBaseEntity *pCombineBall )
|
||
|
{
|
||
|
m_OnBallGrabbed.FireOutput( pCombineBall, this );
|
||
|
--m_nBallsRemainingInField;
|
||
|
if ( m_nBallsRemainingInField == 0 )
|
||
|
{
|
||
|
m_OnLastBallGrabbed.FireOutput( pCombineBall, this );
|
||
|
}
|
||
|
|
||
|
// Wait for another ball to touch this to re-power it up.
|
||
|
if ( HasSpawnFlags( SF_SPAWNER_POWER_SUPPLY ) )
|
||
|
{
|
||
|
AddSolidFlags( FSOLID_TRIGGER );
|
||
|
SetTouch( &CFuncCombineBallSpawner::GrabBallTouch );
|
||
|
}
|
||
|
|
||
|
// Stop the ball thinking in case it was in the middle of being captured (which could re-add incorrectly)
|
||
|
if ( pCombineBall != NULL )
|
||
|
{
|
||
|
pCombineBall->SetContextThink( NULL, gpGlobals->curtime, s_pCaptureContext );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Fire ball grabbed output
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncCombineBallSpawner::GrabBallTouch( CBaseEntity *pOther )
|
||
|
{
|
||
|
// Safety net for two balls hitting this at once
|
||
|
if ( m_nBallsRemainingInField >= m_nBallCount )
|
||
|
return;
|
||
|
|
||
|
if ( pOther->GetCollisionGroup() != HL2COLLISION_GROUP_COMBINE_BALL )
|
||
|
return;
|
||
|
|
||
|
CPropCombineBall *pBall = dynamic_cast<CPropCombineBall*>( pOther );
|
||
|
Assert( pBall );
|
||
|
|
||
|
// Don't grab AR2 alt-fire
|
||
|
if ( pBall->WasWeaponLaunched() || !pBall->VPhysicsGetObject() )
|
||
|
return;
|
||
|
|
||
|
// Don't grab balls that are already in the field..
|
||
|
if ( pBall->IsInField() )
|
||
|
return;
|
||
|
|
||
|
// Don't grab fading out balls...
|
||
|
if ( !pBall->IsSolid() )
|
||
|
return;
|
||
|
|
||
|
// Don't capture balls that were very recently in the field (breaks punting)
|
||
|
if ( gpGlobals->curtime - pBall->LastCaptureTime() < 0.5f )
|
||
|
return;
|
||
|
|
||
|
// Now we're bouncing in this spawner
|
||
|
pBall->AddSpawnFlags( SF_COMBINE_BALL_BOUNCING_IN_SPAWNER );
|
||
|
|
||
|
// Tell the respawner we're no longer its ball
|
||
|
pBall->NotifySpawnerOfRemoval();
|
||
|
|
||
|
pBall->SetOwnerEntity( NULL );
|
||
|
pBall->SetSpawner( this );
|
||
|
pBall->CaptureBySpawner();
|
||
|
|
||
|
++m_nBallsRemainingInField;
|
||
|
|
||
|
if ( m_nBallsRemainingInField >= m_nBallCount )
|
||
|
{
|
||
|
RemoveSolidFlags( FSOLID_TRIGGER );
|
||
|
SetTouch( NULL );
|
||
|
}
|
||
|
|
||
|
m_OnBallReinserted.FireOutput( pBall, this );
|
||
|
if ( m_nBallsRemainingInField == 1 )
|
||
|
{
|
||
|
m_OnFirstBallReinserted.FireOutput( pBall, this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Get a speed for the ball to insert
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CFuncCombineBallSpawner::GetBallSpeed( ) const
|
||
|
{
|
||
|
return random->RandomFloat( m_flMinSpeed, m_flMaxSpeed );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Balls call this when they've been removed from the spawner
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncCombineBallSpawner::RespawnBall( float flRespawnTime )
|
||
|
{
|
||
|
// Insert the time in sorted order,
|
||
|
// which by definition means to always insert at the start
|
||
|
m_BallRespawnTime.AddToTail( gpGlobals->curtime + flRespawnTime - m_flDisableTime );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncCombineBallSpawner::RespawnBallPostExplosion( void )
|
||
|
{
|
||
|
if ( m_flBallRespawnTime < 0 )
|
||
|
return;
|
||
|
|
||
|
if ( m_flBallRespawnTime == 0.0f )
|
||
|
{
|
||
|
m_BallRespawnTime.AddToTail( gpGlobals->curtime + 4.0f - m_flDisableTime );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_BallRespawnTime.AddToTail( gpGlobals->curtime + m_flBallRespawnTime - m_flDisableTime );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Ball think
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFuncCombineBallSpawner::BallThink()
|
||
|
{
|
||
|
for ( int i = m_BallRespawnTime.Count(); --i >= 0; )
|
||
|
{
|
||
|
if ( m_BallRespawnTime[i] < gpGlobals->curtime )
|
||
|
{
|
||
|
SpawnBall();
|
||
|
m_BallRespawnTime.FastRemove( i );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// There are no more to respawn
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
}
|
||
|
|
||
|
BEGIN_DATADESC( CPointCombineBallLauncher )
|
||
|
DEFINE_KEYFIELD( m_flConeDegrees, FIELD_FLOAT, "launchconenoise" ),
|
||
|
DEFINE_KEYFIELD( m_iszBullseyeName, FIELD_STRING, "bullseyename" ),
|
||
|
DEFINE_KEYFIELD( m_iBounces, FIELD_INTEGER, "maxballbounces" ),
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "LaunchBall", InputLaunchBall ),
|
||
|
END_DATADESC()
|
||
|
|
||
|
#define SF_COMBINE_BALL_LAUNCHER_ATTACH_BULLSEYE 0x00000001
|
||
|
#define SF_COMBINE_BALL_LAUNCHER_COLLIDE_PLAYER 0x00000002
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( point_combine_ball_launcher, CPointCombineBallLauncher );
|
||
|
|
||
|
CPointCombineBallLauncher::CPointCombineBallLauncher()
|
||
|
{
|
||
|
m_bShooter = true;
|
||
|
m_flConeDegrees = 0.0f;
|
||
|
m_iBounces = 0;
|
||
|
}
|
||
|
|
||
|
void CPointCombineBallLauncher::Spawn( void )
|
||
|
{
|
||
|
m_bShooter = true;
|
||
|
|
||
|
BaseClass::Spawn();
|
||
|
}
|
||
|
|
||
|
void CPointCombineBallLauncher::InputLaunchBall ( inputdata_t &inputdata )
|
||
|
{
|
||
|
SpawnBall();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Spawn a ball
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPointCombineBallLauncher::SpawnBall()
|
||
|
{
|
||
|
CPropCombineBall *pBall = static_cast<CPropCombineBall*>( CreateEntityByName( "prop_combine_ball" ) );
|
||
|
|
||
|
if ( pBall == NULL )
|
||
|
return;
|
||
|
|
||
|
float flRadius = m_flBallRadius;
|
||
|
pBall->SetRadius( flRadius );
|
||
|
|
||
|
Vector vecAbsOrigin = GetAbsOrigin();
|
||
|
Vector zaxis;
|
||
|
|
||
|
pBall->SetAbsOrigin( vecAbsOrigin );
|
||
|
pBall->SetSpawner( this );
|
||
|
|
||
|
float flSpeed = random->RandomFloat( m_flMinSpeed, m_flMaxSpeed );
|
||
|
|
||
|
Vector vDirection;
|
||
|
QAngle qAngle = GetAbsAngles();
|
||
|
|
||
|
qAngle = qAngle + QAngle ( random->RandomFloat( -m_flConeDegrees, m_flConeDegrees ), random->RandomFloat( -m_flConeDegrees, m_flConeDegrees ), 0 );
|
||
|
|
||
|
AngleVectors( qAngle, &vDirection, NULL, NULL );
|
||
|
|
||
|
vDirection *= flSpeed;
|
||
|
pBall->SetAbsVelocity( vDirection );
|
||
|
|
||
|
DispatchSpawn(pBall);
|
||
|
pBall->Activate();
|
||
|
pBall->SetState( CPropCombineBall::STATE_LAUNCHED );
|
||
|
pBall->SetMaxBounces( m_iBounces );
|
||
|
|
||
|
if ( HasSpawnFlags( SF_COMBINE_BALL_LAUNCHER_COLLIDE_PLAYER ) )
|
||
|
{
|
||
|
pBall->SetCollisionGroup( HL2COLLISION_GROUP_COMBINE_BALL_NPC );
|
||
|
}
|
||
|
|
||
|
if( GetSpawnFlags() & SF_COMBINE_BALL_LAUNCHER_ATTACH_BULLSEYE )
|
||
|
{
|
||
|
CNPC_Bullseye *pBullseye = static_cast<CNPC_Bullseye*>( CreateEntityByName( "npc_bullseye" ) );
|
||
|
|
||
|
if( pBullseye )
|
||
|
{
|
||
|
pBullseye->SetAbsOrigin( pBall->GetAbsOrigin() );
|
||
|
pBullseye->SetAbsAngles( QAngle( 0, 0, 0 ) );
|
||
|
pBullseye->KeyValue( "solid", "6" );
|
||
|
pBullseye->KeyValue( "targetname", STRING(m_iszBullseyeName) );
|
||
|
pBullseye->Spawn();
|
||
|
|
||
|
DispatchSpawn(pBullseye);
|
||
|
pBullseye->Activate();
|
||
|
|
||
|
pBullseye->SetParent(pBall);
|
||
|
pBullseye->SetHealth(10);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ###################################################################
|
||
|
// > FilterClass
|
||
|
// ###################################################################
|
||
|
class CFilterCombineBall : public CBaseFilter
|
||
|
{
|
||
|
DECLARE_CLASS( CFilterCombineBall, CBaseFilter );
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
public:
|
||
|
int m_iBallType;
|
||
|
|
||
|
bool PassesFilterImpl( CBaseEntity *pCaller, CBaseEntity *pEntity )
|
||
|
{
|
||
|
CPropCombineBall *pBall = dynamic_cast<CPropCombineBall*>(pEntity );
|
||
|
|
||
|
if ( pBall )
|
||
|
{
|
||
|
//Playtest HACK: If we have an NPC owner then we were shot from an AR2.
|
||
|
if ( pBall->GetOwnerEntity() && pBall->GetOwnerEntity()->IsNPC() )
|
||
|
return false;
|
||
|
|
||
|
return pBall->GetState() == m_iBallType;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( filter_combineball_type, CFilterCombineBall );
|
||
|
|
||
|
BEGIN_DATADESC( CFilterCombineBall )
|
||
|
// Keyfields
|
||
|
DEFINE_KEYFIELD( m_iBallType, FIELD_INTEGER, "balltype" ),
|
||
|
END_DATADESC()
|