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267 lines
6.4 KiB
267 lines
6.4 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements the tripmine grenade.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "beam_shared.h"
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#include "shake.h"
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#include "grenade_tripmine.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern const char* g_pModelNameLaser;
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ConVar sk_plr_dmg_tripmine ( "sk_plr_dmg_tripmine","0");
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ConVar sk_npc_dmg_tripmine ( "sk_npc_dmg_tripmine","0");
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ConVar sk_tripmine_radius ( "sk_tripmine_radius","0");
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LINK_ENTITY_TO_CLASS( npc_tripmine, CTripmineGrenade );
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BEGIN_DATADESC( CTripmineGrenade )
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DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flPowerUp, FIELD_TIME ),
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DEFINE_FIELD( m_vecDir, FIELD_VECTOR ),
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DEFINE_FIELD( m_vecEnd, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_flBeamLength, FIELD_FLOAT ),
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DEFINE_FIELD( m_pBeam, FIELD_CLASSPTR ),
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DEFINE_FIELD( m_posOwner, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_angleOwner, FIELD_VECTOR ),
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// Function Pointers
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DEFINE_FUNCTION( WarningThink ),
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DEFINE_FUNCTION( PowerupThink ),
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DEFINE_FUNCTION( BeamBreakThink ),
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DEFINE_FUNCTION( DelayDeathThink ),
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END_DATADESC()
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CTripmineGrenade::CTripmineGrenade()
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{
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m_vecDir.Init();
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m_vecEnd.Init();
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m_posOwner.Init();
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m_angleOwner.Init();
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}
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void CTripmineGrenade::Spawn( void )
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{
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Precache( );
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// motor
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SetMoveType( MOVETYPE_FLY );
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_SOLID );
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SetModel( "models/Weapons/w_slam.mdl" );
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m_flCycle = 0;
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m_nBody = 3;
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m_flDamage = sk_plr_dmg_tripmine.GetFloat();
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m_DmgRadius = sk_tripmine_radius.GetFloat();
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ResetSequenceInfo( );
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m_flPlaybackRate = 0;
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UTIL_SetSize(this, Vector( -4, -4, -2), Vector(4, 4, 2));
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m_flPowerUp = gpGlobals->curtime + 2.0;
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SetThink( PowerupThink );
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SetNextThink( gpGlobals->curtime + 0.2 );
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m_takedamage = DAMAGE_YES;
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m_iHealth = 1;
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EmitSound( "TripmineGrenade.Charge" );
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// Tripmine sits at 90 on wall so rotate back to get m_vecDir
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QAngle angles = GetLocalAngles();
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angles.x -= 90;
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AngleVectors( angles, &m_vecDir );
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m_vecEnd = GetLocalOrigin() + m_vecDir * 2048;
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}
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void CTripmineGrenade::Precache( void )
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{
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PrecacheModel("models/Weapons/w_slam.mdl");
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PrecacheScriptSound( "TripmineGrenade.Charge" );
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PrecacheScriptSound( "TripmineGrenade.PowerUp" );
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PrecacheScriptSound( "TripmineGrenade.StopSound" );
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PrecacheScriptSound( "TripmineGrenade.Activate" );
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PrecacheScriptSound( "TripmineGrenade.ShootRope" );
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PrecacheScriptSound( "TripmineGrenade.Hook" );
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}
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void CTripmineGrenade::WarningThink( void )
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{
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// set to power up
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SetThink( PowerupThink );
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SetNextThink( gpGlobals->curtime + 1.0f );
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}
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void CTripmineGrenade::PowerupThink( void )
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{
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if (gpGlobals->curtime > m_flPowerUp)
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{
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MakeBeam( );
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RemoveSolidFlags( FSOLID_NOT_SOLID );
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m_bIsLive = true;
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// play enabled sound
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EmitSound( "TripmineGrenade.PowerUp" );;
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}
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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void CTripmineGrenade::KillBeam( void )
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{
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if ( m_pBeam )
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{
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UTIL_Remove( m_pBeam );
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m_pBeam = NULL;
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}
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}
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void CTripmineGrenade::MakeBeam( void )
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{
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trace_t tr;
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UTIL_TraceLine( GetAbsOrigin(), m_vecEnd, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
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m_flBeamLength = tr.fraction;
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// If I hit a living thing, send the beam through me so it turns on briefly
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// and then blows the living thing up
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CBaseEntity *pEntity = tr.m_pEnt;
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CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
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// Draw length is not the beam length if entity is in the way
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float drawLength = tr.fraction;
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if (pBCC)
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{
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SetOwnerEntity( pBCC );
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UTIL_TraceLine( GetAbsOrigin(), m_vecEnd, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
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m_flBeamLength = tr.fraction;
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SetOwnerEntity( NULL );
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}
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// set to follow laser spot
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SetThink( BeamBreakThink );
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// Delay first think slightly so beam has time
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// to appear if person right in front of it
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SetNextThink( gpGlobals->curtime + 1.0f );
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Vector vecTmpEnd = GetLocalOrigin() + m_vecDir * 2048 * drawLength;
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m_pBeam = CBeam::BeamCreate( g_pModelNameLaser, 1.0 );
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m_pBeam->PointEntInit( vecTmpEnd, this );
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m_pBeam->SetColor( 0, 214, 198 );
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m_pBeam->SetScrollRate( 25.6 );
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m_pBeam->SetBrightness( 64 );
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}
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void CTripmineGrenade::BeamBreakThink( void )
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{
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// See if I can go solid yet (has dropper moved out of way?)
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if (IsSolidFlagSet( FSOLID_NOT_SOLID ))
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{
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trace_t tr;
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Vector vUpBit = GetAbsOrigin();
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vUpBit.z += 5.0;
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UTIL_TraceEntity( this, GetAbsOrigin(), vUpBit, MASK_SHOT, &tr );
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if ( !tr.startsolid && (tr.fraction == 1.0) )
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{
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RemoveSolidFlags( FSOLID_NOT_SOLID );
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}
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}
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trace_t tr;
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// NOT MASK_SHOT because we want only simple hit boxes
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UTIL_TraceLine( GetAbsOrigin(), m_vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
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// ALERT( at_console, "%f : %f\n", tr.flFraction, m_flBeamLength );
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// respawn detect.
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if ( !m_pBeam )
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{
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MakeBeam( );
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if ( tr.m_pEnt )
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m_hOwner = tr.m_pEnt; // reset owner too
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}
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CBaseEntity *pEntity = tr.m_pEnt;
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CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
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if (pBCC || fabs( m_flBeamLength - tr.fraction ) > 0.001)
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{
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m_iHealth = 0;
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Event_Killed( CTakeDamageInfo( (CBaseEntity*)m_hOwner, this, 100, GIB_NORMAL ) );
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return;
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}
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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int CTripmineGrenade::OnTakeDamage_Alive( const CTakeDamageInfo &info )
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{
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if (gpGlobals->curtime < m_flPowerUp && info.GetDamage() < m_iHealth)
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{
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// disable
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// Create( "weapon_tripmine", GetLocalOrigin() + m_vecDir * 24, GetAngles() );
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SetThink( SUB_Remove );
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SetNextThink( gpGlobals->curtime + 0.1f );
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KillBeam();
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return FALSE;
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}
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return BaseClass::OnTakeDamage_Alive( info );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CTripmineGrenade::Event_Killed( const CTakeDamageInfo &info )
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{
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m_takedamage = DAMAGE_NO;
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SetThink( DelayDeathThink );
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SetNextThink( gpGlobals->curtime + 0.5 );
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EmitSound( "TripmineGrenade.StopSound" );
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}
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void CTripmineGrenade::DelayDeathThink( void )
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{
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KillBeam();
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trace_t tr;
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UTIL_TraceLine ( GetAbsOrigin() + m_vecDir * 8, GetAbsOrigin() - m_vecDir * 64, MASK_SOLID, this, COLLISION_GROUP_NONE, & tr);
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UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START );
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Explode( &tr, DMG_BLAST );
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}
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