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194 lines
5.5 KiB
194 lines
5.5 KiB
1 year ago
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#include "cbase.h"
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#include "asw_barrel_radioactive.h"
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#include "asw_generic_emitter_entity.h"
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#include "asw_radiation_volume.h"
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#include "asw_marine.h"
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#include "soundenvelope.h"
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#include "cvisibilitymonitor.h"
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#include "particle_parse.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 ASW_RADIOACTIVE_BARREL_MODEL_NAME "models/swarm/Barrel/barrel.mdl"
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LINK_ENTITY_TO_CLASS( asw_barrel_radioactive, CASW_Barrel_Radioactive );
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BEGIN_DATADESC( CASW_Barrel_Radioactive )
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DEFINE_SOUNDPATCH( m_pRadSound ),
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DEFINE_FIELD(m_hRadJet, FIELD_EHANDLE),
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DEFINE_FIELD(m_hRadCloud, FIELD_EHANDLE),
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DEFINE_FIELD(m_bBurst, FIELD_BOOLEAN),
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DEFINE_INPUTFUNC( FIELD_VOID, "Burst", InputBurst ),
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END_DATADESC()
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CASW_Barrel_Radioactive::CASW_Barrel_Radioactive()
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{
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}
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CASW_Barrel_Radioactive::~CASW_Barrel_Radioactive()
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{
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}
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void CASW_Barrel_Radioactive::Spawn()
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{
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DisableAutoFade();
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SetModelName( AllocPooledString( ASW_RADIOACTIVE_BARREL_MODEL_NAME ) );
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Precache();
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SetModel( ASW_RADIOACTIVE_BARREL_MODEL_NAME );
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AddSpawnFlags(SF_PHYSPROP_AIMTARGET);
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BaseClass::Spawn();
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m_nSkin = 1;
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SetHealth(30);
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SetMaxHealth(30);
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m_takedamage = DAMAGE_YES;
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VisibilityMonitor_AddEntity( this, asw_visrange_generic.GetFloat() * 0.9f, NULL, NULL );
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}
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void CASW_Barrel_Radioactive::Precache()
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{
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PrecacheScriptSound( "Misc.Geiger" );
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PrecacheModel( ASW_RADIOACTIVE_BARREL_MODEL_NAME );
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PrecacheParticleSystem( "barrel_rad_gas_cloud" );
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PrecacheParticleSystem( "barrel_rad_gas_jet" );
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BaseClass::Precache();
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}
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int CASW_Barrel_Radioactive::OnTakeDamage( const CTakeDamageInfo &info )
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{
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int saveFlags = m_takedamage;
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// don't burst open if melee'd
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if ( info.GetDamageType() & ( DMG_CLUB | DMG_SLASH ) )
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{
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m_takedamage = DAMAGE_EVENTS_ONLY;
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}
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if (info.GetAttacker() && info.GetAttacker()->Classify() == CLASS_ASW_MARINE)
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{
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CASW_Marine* pMarine = assert_cast<CASW_Marine*>(info.GetAttacker());
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if ( pMarine )
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{
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pMarine->HurtJunkItem(this, info);
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}
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}
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// skip the breakable prop's complex damage handling and just hurt us
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int iResult = CBaseEntity::OnTakeDamage(info);
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m_takedamage = saveFlags;
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//Msg("%d Barrel took %d damage\n", entindex(), iDamage);
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return iResult;
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}
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void CASW_Barrel_Radioactive::Event_Killed( const CTakeDamageInfo &info )
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{
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//Msg("%d Barrel died\n", entindex());
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// doesn't die when hits 0 health, but starts to leak radioactive gas
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//m_takedamage = DAMAGE_NO;
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m_lifeState = LIFE_DEAD;
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Burst(info);
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m_takedamage = DAMAGE_YES;
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}
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void CASW_Barrel_Radioactive::Burst( const CTakeDamageInfo &info )
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{
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if (m_bBurst)
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return;
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m_bBurst = true;
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// spawn a jet in the direction of the damage
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QAngle ang(0,0,0);
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float shotheight = info.GetDamagePosition().z - GetAbsOrigin().z;
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shotheight = clamp(shotheight, 5, 51);
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Vector dir = info.GetDamagePosition() - WorldSpaceCenter();
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dir.z = 0;
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VectorNormalize(dir);
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ang[YAW] = UTIL_VecToYaw(dir);
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DispatchParticleEffect( "barrel_rad_gas_jet", WorldSpaceCenter()/*GetAbsOrigin()+Vector(0,0,shotheight)*/, ang, PATTACH_CUSTOMORIGIN_FOLLOW, this );
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// also spawn our big cloud marking out the area of radiation
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DispatchParticleEffect( "barrel_rad_gas_cloud", WorldSpaceCenter(), QAngle( 0, 0, 0 ), PATTACH_CUSTOMORIGIN_FOLLOW, this );
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/*
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CASW_Emitter* pEmitter = (CASW_Emitter*) CreateEntityByName("asw_emitter");
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if (pEmitter)
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{
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QAngle ang(0,0,0);
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float shotheight = info.GetDamagePosition().z - GetAbsOrigin().z;
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shotheight = clamp(shotheight, 5, 51);
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Vector dir = info.GetDamagePosition() - WorldSpaceCenter();
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dir.z = 0;
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VectorNormalize(dir);
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ang[YAW] = UTIL_VecToYaw(dir);
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pEmitter->UseTemplate("radjet1");
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pEmitter->SetParent(this);
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pEmitter->SetLocalOrigin(Vector(0,0,shotheight));
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pEmitter->SetLocalAngles(ang);
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//pEmitter->SetAbsOrigin(WorldSpaceCenter());
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pEmitter->Spawn();
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m_hRadJet = pEmitter;
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}
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// also spawn our big cloud marking out the area of radiation
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pEmitter = (CASW_Emitter*) CreateEntityByName("asw_emitter");
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if (pEmitter)
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{
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pEmitter->UseTemplate("radcloud1");
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pEmitter->SetParent(this);
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pEmitter->SetLocalOrigin(Vector(0,0,25)); // puts us roughly in the middle of our 51.5 height barrel
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//pEmitter->SetAbsOrigin(WorldSpaceCenter());
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pEmitter->Spawn();
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m_hRadCloud = pEmitter;
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}
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*/
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StartRadLoopSound();
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// create a volume to HURT people
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m_hRadVolume = (CASW_Radiation_Volume*) CreateEntityByName("asw_radiation_volume");
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if (m_hRadVolume)
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{
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m_hRadVolume->SetParent(this);
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m_hRadVolume->SetLocalOrigin(vec3_origin);
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m_hRadVolume->m_hCreator = info.GetAttacker();
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m_hRadVolume->Spawn();
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}
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// send a user message marking this entity as scanner noisy (makes the player's minimap distort)
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CRecipientFilter filter;
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filter.AddAllPlayers();
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UserMessageBegin( filter, "ASWScannerNoiseEnt" );
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WRITE_SHORT( entindex() );
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WRITE_FLOAT( 150.0f );
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WRITE_FLOAT( 400.0f );
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MessageEnd();
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}
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void CASW_Barrel_Radioactive::InputBurst( inputdata_t &inputdata )
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{
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CTakeDamageInfo info(inputdata.pActivator, inputdata.pCaller, Vector(0,0,0), WorldSpaceCenter() + RandomVector(-1, 1), 99, DMG_CLUB);
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Burst(info);
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}
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void CASW_Barrel_Radioactive::StopLoopingSounds()
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{
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BaseClass::StopLoopingSounds();
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}
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void CASW_Barrel_Radioactive::StartRadLoopSound()
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{
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if( !m_pRadSound )
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{
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const char *pszSound = "Misc.Geiger";
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float fRadPitch = random->RandomInt( 95, 105 );
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CPASAttenuationFilter filter( this );
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m_pRadSound = CSoundEnvelopeController::GetController().SoundCreate( filter, entindex(), CHAN_STATIC, pszSound, ATTN_NORM );
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CSoundEnvelopeController::GetController().Play( m_pRadSound, 1.0, fRadPitch );
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}
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}
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