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1285 lines
32 KiB
1285 lines
32 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "soundenvelope.h"
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#include "Sprite.h"
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#include "entitylist.h"
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#include "ai_basenpc.h"
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#include "soundent.h"
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#include "explode.h"
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#include "physics.h"
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#include "physics_saverestore.h"
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#include "combine_mine.h"
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#include "movevars_shared.h"
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#include "vphysics/constraints.h"
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#include "ai_hint.h"
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enum
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{
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MINE_STATE_DORMANT = 0,
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MINE_STATE_DEPLOY, // Try to lock down and arm
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MINE_STATE_CAPTIVE, // Held in the physgun
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MINE_STATE_ARMED, // Locked down and looking for targets
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MINE_STATE_TRIGGERED, // No turning back. I'm going to explode when I touch something.
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MINE_STATE_LAUNCHED, // Similar. Thrown from physgun.
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};
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// for the Modification keyfield
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enum
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{
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MINE_MODIFICATION_NORMAL = 0,
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MINE_MODIFICATION_CAVERN,
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};
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// the citizen modified skins for the mine (inclusive):
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#define MINE_CITIZEN_SKIN_MIN 1
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#define MINE_CITIZEN_SKIN_MAX 2
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char *pszMineStateNames[] =
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{
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"Dormant",
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"Deploy",
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"Captive",
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"Armed",
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"Triggered",
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"Launched",
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};
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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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// After this many flips, seriously cut the frequency with which you try.
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#define BOUNCEBOMB_MAX_FLIPS 5
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// Approximate radius of the bomb's model
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#define BOUNCEBOMB_RADIUS 24
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BEGIN_DATADESC( CBounceBomb )
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DEFINE_THINKFUNC( ExplodeThink ),
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DEFINE_ENTITYFUNC( ExplodeTouch ),
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DEFINE_THINKFUNC( SearchThink ),
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DEFINE_THINKFUNC( BounceThink ),
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DEFINE_THINKFUNC( SettleThink ),
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DEFINE_THINKFUNC( CaptiveThink ),
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DEFINE_THINKFUNC( CavernBounceThink ),
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DEFINE_SOUNDPATCH( m_pWarnSound ),
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DEFINE_KEYFIELD( m_flExplosionDelay, FIELD_FLOAT, "ExplosionDelay" ),
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DEFINE_KEYFIELD( m_bBounce, FIELD_BOOLEAN, "Bounce" ),
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DEFINE_FIELD( m_bAwake, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hNearestNPC, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hSprite, FIELD_EHANDLE ),
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DEFINE_FIELD( m_LastSpriteColor, FIELD_COLOR32 ),
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DEFINE_FIELD( m_flHookPositions, FIELD_FLOAT ),
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DEFINE_FIELD( m_iHookN, FIELD_INTEGER ),
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DEFINE_FIELD( m_iHookE, FIELD_INTEGER ),
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DEFINE_FIELD( m_iHookS, FIELD_INTEGER ),
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DEFINE_FIELD( m_iAllHooks, FIELD_INTEGER ),
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DEFINE_KEYFIELD( m_bLockSilently, FIELD_BOOLEAN, "LockSilently" ),
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DEFINE_FIELD( m_bFoeNearest, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flIgnoreWorldTime, FIELD_TIME ),
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DEFINE_KEYFIELD( m_bDisarmed, FIELD_BOOLEAN, "StartDisarmed" ),
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DEFINE_KEYFIELD( m_iModification, FIELD_INTEGER, "Modification" ),
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DEFINE_FIELD( m_bPlacedByPlayer, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bHeldByPhysgun, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_iFlipAttempts, FIELD_INTEGER ),
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DEFINE_FIELD( m_flTimeGrabbed, FIELD_TIME ),
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DEFINE_FIELD( m_iMineState, FIELD_INTEGER ),
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// Physics Influence
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DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ),
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DEFINE_PHYSPTR( m_pConstraint ),
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DEFINE_OUTPUT( m_OnPulledUp, "OnPulledUp" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disarm", InputDisarm ),
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END_DATADESC()
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string_t CBounceBomb::gm_iszFloorTurretClassname;
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string_t CBounceBomb::gm_iszGroundTurretClassname;
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CBounceBomb::Precache()
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{
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PrecacheModel("models/props_combine/combine_mine01.mdl");
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PrecacheScriptSound( "NPC_CombineMine.Hop" );
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PrecacheScriptSound( "NPC_CombineMine.FlipOver" );
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PrecacheScriptSound( "NPC_CombineMine.TurnOn" );
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PrecacheScriptSound( "NPC_CombineMine.TurnOff" );
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PrecacheScriptSound( "NPC_CombineMine.OpenHooks" );
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PrecacheScriptSound( "NPC_CombineMine.CloseHooks" );
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PrecacheScriptSound( "NPC_CombineMine.ActiveLoop" );
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PrecacheModel( "sprites/glow01.vmt" );
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gm_iszFloorTurretClassname = AllocPooledString( "npc_turret_floor" );
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gm_iszGroundTurretClassname = AllocPooledString( "npc_turret_ground" );
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CBounceBomb::Spawn()
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{
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Precache();
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Wake( false );
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SetModel("models/props_combine/combine_mine01.mdl");
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SetSolid( SOLID_VPHYSICS );
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m_hSprite.Set( NULL );
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m_takedamage = DAMAGE_EVENTS_ONLY;
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// Find my feet!
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m_iHookN = LookupPoseParameter( "blendnorth" );
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m_iHookE = LookupPoseParameter( "blendeast" );
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m_iHookS = LookupPoseParameter( "blendsouth" );
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m_iAllHooks = LookupPoseParameter( "blendstates" );
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m_flHookPositions = 0;
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SetHealth( 100 );
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m_bBounce = true;
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SetSequence( SelectWeightedSequence( ACT_IDLE ) );
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OpenHooks( true );
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m_bHeldByPhysgun = false;
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m_iFlipAttempts = 0;
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if( !GetParent() )
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{
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// Create vphysics now if I'm not being carried.
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CreateVPhysics();
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}
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m_flTimeGrabbed = FLT_MAX;
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if( m_bDisarmed )
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{
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SetMineState( MINE_STATE_DORMANT );
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}
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else
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{
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SetMineState( MINE_STATE_DEPLOY );
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}
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// default to a different skin for cavern turrets (unless explicitly overridden)
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if ( m_iModification == MINE_MODIFICATION_CAVERN )
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{
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// look for this value in the first datamap
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// loop through the data description list, restoring each data desc block
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datamap_t *dmap = GetDataDescMap();
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bool bFoundSkin = false;
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// search through all the readable fields in the data description, looking for a match
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for ( int i = 0; i < dmap->dataNumFields; ++i )
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{
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if ( dmap->dataDesc[i].flags & (FTYPEDESC_OUTPUT | FTYPEDESC_KEY) )
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{
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if ( !Q_stricmp(dmap->dataDesc[i].externalName, "Skin") )
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{
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bFoundSkin = true;
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break;
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}
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}
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}
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if (!bFoundSkin)
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{
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// select a random skin for the mine. Actually, we'll cycle through the available skins
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// using a static variable to provide better distribution. The static isn't saved but
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// really it's only cosmetic.
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static unsigned int nextSkin = MINE_CITIZEN_SKIN_MIN;
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m_nSkin = nextSkin;
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// increment the skin for next time
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nextSkin = (nextSkin >= MINE_CITIZEN_SKIN_MAX) ? MINE_CITIZEN_SKIN_MIN : nextSkin + 1;
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}
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// pretend like the player set me down.
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m_bPlacedByPlayer = true;
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CBounceBomb::OnRestore()
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{
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BaseClass::OnRestore();
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if ( gpGlobals->eLoadType == MapLoad_Transition && !m_hSprite && m_LastSpriteColor.GetRawColor() != 0 )
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{
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UpdateLight( true, m_LastSpriteColor.r(), m_LastSpriteColor.g(), m_LastSpriteColor.b(), m_LastSpriteColor.a() );
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}
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if( VPhysicsGetObject() )
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{
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VPhysicsGetObject()->Wake();
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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int CBounceBomb::DrawDebugTextOverlays(void)
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{
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int text_offset = BaseClass::DrawDebugTextOverlays();
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if (m_debugOverlays & OVERLAY_TEXT_BIT)
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{
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char tempstr[512];
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Q_snprintf(tempstr,sizeof(tempstr), "%s", pszMineStateNames[m_iMineState] );
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EntityText(text_offset,tempstr,0);
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text_offset++;
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}
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return text_offset;
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CBounceBomb::SetMineState( int iState )
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{
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m_iMineState = iState;
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switch( iState )
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{
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case MINE_STATE_DORMANT:
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{
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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controller.SoundChangeVolume( m_pWarnSound, 0.0, 0.1 );
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UpdateLight( false, 0, 0, 0, 0 );
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SetThink( NULL );
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}
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break;
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case MINE_STATE_CAPTIVE:
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{
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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controller.SoundChangeVolume( m_pWarnSound, 0.0, 0.2 );
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// Unhook
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unsigned int flags = VPhysicsGetObject()->GetCallbackFlags();
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VPhysicsGetObject()->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC );
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OpenHooks();
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physenv->DestroyConstraint( m_pConstraint );
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m_pConstraint = NULL;
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UpdateLight( true, 0, 0, 255, 190 );
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SetThink( &CBounceBomb::CaptiveThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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SetTouch( NULL );
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}
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break;
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case MINE_STATE_DEPLOY:
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OpenHooks( true );
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UpdateLight( true, 0, 0, 255, 190 );
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SetThink( &CBounceBomb::SettleThink );
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SetTouch( NULL );
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SetNextThink( gpGlobals->curtime + 0.1f );
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break;
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case MINE_STATE_ARMED:
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UpdateLight( false, 0, 0, 0, 0 );
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SetThink( &CBounceBomb::SearchThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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break;
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case MINE_STATE_TRIGGERED:
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{
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OpenHooks();
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if( m_pConstraint )
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{
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physenv->DestroyConstraint( m_pConstraint );
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m_pConstraint = NULL;
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}
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// Scare NPC's
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CSoundEnt::InsertSound( SOUND_DANGER, GetAbsOrigin(), 300, 1.0f, this );
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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controller.SoundChangeVolume( m_pWarnSound, 0.0, 0.2 );
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SetTouch( &CBounceBomb::ExplodeTouch );
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unsigned int flags = VPhysicsGetObject()->GetCallbackFlags();
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VPhysicsGetObject()->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC );
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Vector vecNudge;
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vecNudge.x = random->RandomFloat( -1, 1 );
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vecNudge.y = random->RandomFloat( -1, 1 );
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vecNudge.z = 1.5;
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vecNudge *= 350;
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VPhysicsGetObject()->Wake();
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VPhysicsGetObject()->ApplyForceCenter( vecNudge );
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float x, y;
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x = 10 + random->RandomFloat( 0, 20 );
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y = 10 + random->RandomFloat( 0, 20 );
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VPhysicsGetObject()->ApplyTorqueCenter( AngularImpulse( x, y, 0 ) );
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// Since we just nudged the mine, ignore collisions with the world until
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// the mine is in the air. We only want to explode if the player tries to
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// run over the mine before it jumps up.
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m_flIgnoreWorldTime = gpGlobals->curtime + 1.0;
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UpdateLight( true, 255, 0, 0, 190 );
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// use the correct bounce behavior
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if (m_iModification == MINE_MODIFICATION_CAVERN)
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{
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SetThink ( &CBounceBomb::CavernBounceThink );
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SetNextThink( gpGlobals->curtime + 0.15 );
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}
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else
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{
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SetThink( &CBounceBomb::BounceThink );
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SetNextThink( gpGlobals->curtime + 0.5 );
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}
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}
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break;
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case MINE_STATE_LAUNCHED:
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{
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UpdateLight( true, 255, 0, 0, 190 );
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SetThink( NULL );
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SetNextThink( gpGlobals->curtime + 0.5 );
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SetTouch( &CBounceBomb::ExplodeTouch );
|
||
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unsigned int flags = VPhysicsGetObject()->GetCallbackFlags();
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||
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VPhysicsGetObject()->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC );
|
||
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}
|
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break;
|
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|
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default:
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DevMsg("**Unknown Mine State: %d\n", iState );
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break;
|
||
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}
|
||
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}
|
||
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|
||
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//---------------------------------------------------------
|
||
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// Bouncbomb flips to try to right itself, try to get off
|
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// of and object that it's not allowed to clamp to, or
|
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// to get away from a hint node that inhibits placement
|
||
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// of mines.
|
||
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//---------------------------------------------------------
|
||
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void CBounceBomb::Flip( const Vector &vecForce, const AngularImpulse &torque )
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{
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if( m_iFlipAttempts > BOUNCEBOMB_MAX_FLIPS )
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{
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||
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// Not allowed to try anymore.
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||
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SetThink(NULL);
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return;
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||
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}
|
||
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|
||
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EmitSound( "NPC_CombineMine.FlipOver" );
|
||
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VPhysicsGetObject()->ApplyForceCenter( vecForce );
|
||
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VPhysicsGetObject()->ApplyTorqueCenter( torque );
|
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m_iFlipAttempts++;
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}
|
||
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|
||
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//---------------------------------------------------------
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||
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//---------------------------------------------------------
|
||
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#define MINE_MIN_PROXIMITY_SQR 676 // 27 inches
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||
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bool CBounceBomb::IsValidLocation()
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||
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{
|
||
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CBaseEntity *pAvoidObject = NULL;
|
||
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float flAvoidForce = 0.0f;
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||
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CAI_Hint *pHint;
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||
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CHintCriteria criteria;
|
||
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criteria.SetHintType( HINT_WORLD_INHIBIT_COMBINE_MINES );
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||
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criteria.SetFlag( bits_HINT_NODE_NEAREST );
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||
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criteria.AddIncludePosition( GetAbsOrigin(), 12.0f * 15.0f );
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||
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pHint = CAI_HintManager::FindHint( GetAbsOrigin(), criteria );
|
||
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|
||
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if( pHint )
|
||
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{
|
||
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pAvoidObject = pHint;
|
||
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flAvoidForce = 120.0f;
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||
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}
|
||
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else
|
||
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{
|
||
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// Look for other mines that are too close to me.
|
||
|
CBaseEntity *pEntity = gEntList.FirstEnt();
|
||
|
Vector vecMyPosition = GetAbsOrigin();
|
||
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while( pEntity )
|
||
|
{
|
||
|
if( pEntity->m_iClassname == m_iClassname && pEntity != this )
|
||
|
{
|
||
|
// Don't lock down if I'm near a mine that's already locked down.
|
||
|
if( vecMyPosition.DistToSqr(pEntity->GetAbsOrigin()) < MINE_MIN_PROXIMITY_SQR )
|
||
|
{
|
||
|
pAvoidObject = pEntity;
|
||
|
flAvoidForce = 60.0f;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
pEntity = gEntList.NextEnt( pEntity );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( pAvoidObject )
|
||
|
{
|
||
|
// Build a force vector to push us away from the inhibitor.
|
||
|
// Start by pushing upwards.
|
||
|
Vector vecForce = Vector( 0, 0, VPhysicsGetObject()->GetMass() * 200.0f );
|
||
|
|
||
|
// Now add some force in the direction that takes us away from the inhibitor.
|
||
|
Vector vecDir = GetAbsOrigin() - pAvoidObject->GetAbsOrigin();
|
||
|
vecDir.z = 0.0f;
|
||
|
VectorNormalize( vecDir );
|
||
|
vecForce += vecDir * VPhysicsGetObject()->GetMass() * flAvoidForce;
|
||
|
|
||
|
Flip( vecForce, AngularImpulse( 100, 0, 0 ) );
|
||
|
|
||
|
// Tell the code that asked that this position isn't valid.
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
// Release the spikes
|
||
|
//---------------------------------------------------------
|
||
|
void CBounceBomb::BounceThink()
|
||
|
{
|
||
|
SetNextThink( gpGlobals->curtime + 0.1 );
|
||
|
StudioFrameAdvance();
|
||
|
|
||
|
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
|
||
|
|
||
|
if ( pPhysicsObject != NULL )
|
||
|
{
|
||
|
const float MINE_MAX_JUMP_HEIGHT = 200;
|
||
|
|
||
|
// Figure out how much headroom the mine has, and hop to within a few inches of that.
|
||
|
trace_t tr;
|
||
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, MINE_MAX_JUMP_HEIGHT ), MASK_SHOT, this, COLLISION_GROUP_INTERACTIVE, &tr );
|
||
|
|
||
|
float height;
|
||
|
|
||
|
if( tr.m_pEnt && tr.m_pEnt->VPhysicsGetObject() )
|
||
|
{
|
||
|
// Physics object resting on me. Jump as hard as allowed to try to knock it away.
|
||
|
height = MINE_MAX_JUMP_HEIGHT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
height = tr.endpos.z - GetAbsOrigin().z;
|
||
|
height -= BOUNCEBOMB_RADIUS;
|
||
|
if ( height < 0.1 )
|
||
|
height = 0.1;
|
||
|
}
|
||
|
|
||
|
float time = sqrt( height / (0.5 * GetCurrentGravity()) );
|
||
|
float velocity = GetCurrentGravity() * time;
|
||
|
|
||
|
// or you can just AddVelocity to the object instead of ApplyForce
|
||
|
float force = velocity * pPhysicsObject->GetMass();
|
||
|
|
||
|
Vector up;
|
||
|
|
||
|
GetVectors( NULL, NULL, &up );
|
||
|
pPhysicsObject->Wake();
|
||
|
pPhysicsObject->ApplyForceCenter( up * force );
|
||
|
|
||
|
pPhysicsObject->ApplyTorqueCenter( AngularImpulse( random->RandomFloat( 5, 25 ), random->RandomFloat( 5, 25 ), 0 ) );
|
||
|
|
||
|
|
||
|
if( m_hNearestNPC )
|
||
|
{
|
||
|
Vector vecPredict = m_hNearestNPC->GetSmoothedVelocity();
|
||
|
|
||
|
pPhysicsObject->ApplyForceCenter( vecPredict * 10 );
|
||
|
}
|
||
|
|
||
|
EmitSound( "NPC_CombineMine.Hop" );
|
||
|
SetThink( NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
// A different bounce behavior for the citizen-modified mine. Detonates at the top of its apex,
|
||
|
// and does not attempt to track enemies.
|
||
|
//---------------------------------------------------------
|
||
|
void CBounceBomb::CavernBounceThink()
|
||
|
{
|
||
|
SetNextThink( gpGlobals->curtime + 0.1 );
|
||
|
StudioFrameAdvance();
|
||
|
|
||
|
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
|
||
|
|
||
|
if ( pPhysicsObject != NULL )
|
||
|
{
|
||
|
const float MINE_MAX_JUMP_HEIGHT = 78;
|
||
|
|
||
|
// Figure out how much headroom the mine has, and hop to within a few inches of that.
|
||
|
trace_t tr;
|
||
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, MINE_MAX_JUMP_HEIGHT ), MASK_SHOT, this, COLLISION_GROUP_INTERACTIVE, &tr );
|
||
|
|
||
|
float height;
|
||
|
|
||
|
if( tr.m_pEnt && tr.m_pEnt->VPhysicsGetObject() )
|
||
|
{
|
||
|
// Physics object resting on me. Jump as hard as allowed to try to knock it away.
|
||
|
height = MINE_MAX_JUMP_HEIGHT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
height = tr.endpos.z - GetAbsOrigin().z;
|
||
|
height -= BOUNCEBOMB_RADIUS;
|
||
|
if ( height < 0.1 )
|
||
|
height = 0.1;
|
||
|
}
|
||
|
|
||
|
float time = sqrt( height / (0.5 * GetCurrentGravity()) );
|
||
|
float velocity = GetCurrentGravity() * time;
|
||
|
|
||
|
// or you can just AddVelocity to the object instead of ApplyForce
|
||
|
float force = velocity * pPhysicsObject->GetMass();
|
||
|
|
||
|
Vector up;
|
||
|
|
||
|
GetVectors( NULL, NULL, &up );
|
||
|
|
||
|
pPhysicsObject->Wake();
|
||
|
pPhysicsObject->ApplyForceCenter( up * force );
|
||
|
if( m_hNearestNPC )
|
||
|
{
|
||
|
Vector vecPredict = m_hNearestNPC->GetSmoothedVelocity();
|
||
|
|
||
|
pPhysicsObject->ApplyForceCenter( vecPredict * (pPhysicsObject->GetMass() * 0.65f) );
|
||
|
}
|
||
|
|
||
|
pPhysicsObject->ApplyTorqueCenter( AngularImpulse( random->RandomFloat( 15, 40 ), random->RandomFloat( 15, 40 ), random->RandomFloat( 30, 60 ) ) );
|
||
|
|
||
|
EmitSound( "NPC_CombineMine.Hop" );
|
||
|
|
||
|
SetThink( &CBounceBomb::ExplodeThink );
|
||
|
SetNextThink( gpGlobals->curtime + 0.33f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CBounceBomb::CaptiveThink()
|
||
|
{
|
||
|
SetNextThink( gpGlobals->curtime + 0.05 );
|
||
|
StudioFrameAdvance();
|
||
|
|
||
|
float phase = fabs( sin( gpGlobals->curtime * 4.0f ) );
|
||
|
phase *= BOUNCEBOMB_HOOK_RANGE;
|
||
|
SetPoseParameter( m_iAllHooks, phase );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CBounceBomb::SettleThink()
|
||
|
{
|
||
|
SetNextThink( gpGlobals->curtime + 0.05 );
|
||
|
StudioFrameAdvance();
|
||
|
|
||
|
if( GetParent() )
|
||
|
{
|
||
|
// A scanner or something is carrying me. Just keep checking back.
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Not being carried.
|
||
|
if( !VPhysicsGetObject() )
|
||
|
{
|
||
|
// Probably was just dropped. Get physics going.
|
||
|
CreateVPhysics();
|
||
|
|
||
|
if( !VPhysicsGetObject() )
|
||
|
{
|
||
|
Msg("**** Can't create vphysics for combine_mine!\n" );
|
||
|
UTIL_Remove( this );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
VPhysicsGetObject()->Wake();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( !m_bDisarmed )
|
||
|
{
|
||
|
if( VPhysicsGetObject()->IsAsleep() && !(VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD) )
|
||
|
{
|
||
|
// If i'm not resting on the world, jump randomly.
|
||
|
trace_t tr;
|
||
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector( 0, 0, 1024 ), MASK_SHOT|CONTENTS_GRATE, this, COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
bool bHop = false;
|
||
|
if( tr.m_pEnt )
|
||
|
{
|
||
|
IPhysicsObject *pPhysics = tr.m_pEnt->VPhysicsGetObject();
|
||
|
|
||
|
if( pPhysics && pPhysics->GetMass() <= 1000 )
|
||
|
{
|
||
|
// Light physics objects can be moved out from under the mine.
|
||
|
bHop = true;
|
||
|
}
|
||
|
else if( tr.m_pEnt->m_takedamage != DAMAGE_NO )
|
||
|
{
|
||
|
// Things that can be harmed can likely be broken.
|
||
|
bHop = true;
|
||
|
}
|
||
|
|
||
|
if( bHop )
|
||
|
{
|
||
|
Vector vecForce;
|
||
|
vecForce.x = random->RandomFloat( -1000, 1000 );
|
||
|
vecForce.y = random->RandomFloat( -1000, 1000 );
|
||
|
vecForce.z = 2500;
|
||
|
|
||
|
AngularImpulse torque( 160, 0, 160 );
|
||
|
|
||
|
Flip( vecForce, torque );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Check for upside-down
|
||
|
Vector vecUp;
|
||
|
GetVectors( NULL, NULL, &vecUp );
|
||
|
if( vecUp.z <= 0.8 )
|
||
|
{
|
||
|
// Landed upside down. Right self
|
||
|
Vector vecForce( 0, 0, 2500 );
|
||
|
Flip( vecForce, AngularImpulse( 60, 0, 0 ) );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Check to make sure I'm not in a forbidden location
|
||
|
if( !IsValidLocation() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Lock to what I'm resting on
|
||
|
constraint_ballsocketparams_t ballsocket;
|
||
|
ballsocket.Defaults();
|
||
|
ballsocket.constraint.Defaults();
|
||
|
ballsocket.constraint.forceLimit = lbs2kg(1000);
|
||
|
ballsocket.constraint.torqueLimit = lbs2kg(1000);
|
||
|
ballsocket.InitWithCurrentObjectState( g_PhysWorldObject, VPhysicsGetObject(), GetAbsOrigin() );
|
||
|
m_pConstraint = physenv->CreateBallsocketConstraint( g_PhysWorldObject, VPhysicsGetObject(), NULL, ballsocket );
|
||
|
CloseHooks();
|
||
|
|
||
|
SetMineState( MINE_STATE_ARMED );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
int CBounceBomb::OnTakeDamage( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
if( m_pConstraint || !VPhysicsGetObject())
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
VPhysicsTakeDamage( info );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CBounceBomb::UpdateLight( bool bTurnOn, unsigned int r, unsigned int g, unsigned int b, unsigned int a )
|
||
|
{
|
||
|
if( bTurnOn )
|
||
|
{
|
||
|
Assert( a > 0 );
|
||
|
|
||
|
// Throw the old sprite away
|
||
|
if( m_hSprite )
|
||
|
{
|
||
|
UTIL_Remove( m_hSprite );
|
||
|
m_hSprite.Set( NULL );
|
||
|
}
|
||
|
|
||
|
if( !m_hSprite.Get() )
|
||
|
{
|
||
|
Vector up;
|
||
|
GetVectors( NULL, NULL, &up );
|
||
|
|
||
|
// Light isn't on.
|
||
|
m_hSprite = CSprite::SpriteCreate( "sprites/glow01.vmt", GetAbsOrigin() + up * 10.0f, false );
|
||
|
CSprite *pSprite = (CSprite *)m_hSprite.Get();
|
||
|
|
||
|
if( m_hSprite )
|
||
|
{
|
||
|
pSprite->SetParent( this );
|
||
|
pSprite->SetTransparency( kRenderTransAdd, r, g, b, a, kRenderFxNone );
|
||
|
pSprite->SetScale( 0.35, 0.0 );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Update color
|
||
|
CSprite *pSprite = (CSprite *)m_hSprite.Get();
|
||
|
pSprite->SetTransparency( kRenderTransAdd, r, g, b, a, kRenderFxNone );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( !bTurnOn )
|
||
|
{
|
||
|
if( m_hSprite )
|
||
|
{
|
||
|
UTIL_Remove( m_hSprite );
|
||
|
m_hSprite.Set( NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !m_hSprite )
|
||
|
{
|
||
|
m_LastSpriteColor.SetRawColor( 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_LastSpriteColor.SetColor( r, g, b, a );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CBounceBomb::Wake( bool bAwake )
|
||
|
{
|
||
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
||
|
|
||
|
CReliableBroadcastRecipientFilter filter;
|
||
|
|
||
|
if( !m_pWarnSound )
|
||
|
{
|
||
|
m_pWarnSound = controller.SoundCreate( filter, entindex(), "NPC_CombineMine.ActiveLoop" );
|
||
|
controller.Play( m_pWarnSound, 1.0, PITCH_NORM );
|
||
|
}
|
||
|
|
||
|
if( bAwake )
|
||
|
{
|
||
|
// Turning on
|
||
|
if( m_bFoeNearest )
|
||
|
{
|
||
|
EmitSound( "NPC_CombineMine.TurnOn" );
|
||
|
controller.SoundChangeVolume( m_pWarnSound, 1.0, 0.1 );
|
||
|
}
|
||
|
|
||
|
unsigned char r, g, b;
|
||
|
r = g = b = 0;
|
||
|
|
||
|
if( m_bFoeNearest )
|
||
|
{
|
||
|
r = 255;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
g = 255;
|
||
|
}
|
||
|
|
||
|
UpdateLight( true, r, g, b, 190 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Turning off
|
||
|
if( m_bFoeNearest )
|
||
|
{
|
||
|
EmitSound( "NPC_CombineMine.TurnOff" );
|
||
|
}
|
||
|
|
||
|
SetNearestNPC( NULL );
|
||
|
controller.SoundChangeVolume( m_pWarnSound, 0.0, 0.1 );
|
||
|
UpdateLight( false, 0, 0, 0, 0 );
|
||
|
}
|
||
|
|
||
|
m_bAwake = bAwake;
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
// Returns distance to the nearest BaseCombatCharacter.
|
||
|
//---------------------------------------------------------
|
||
|
float CBounceBomb::FindNearestNPC()
|
||
|
{
|
||
|
float flNearest = (BOUNCEBOMB_WARN_RADIUS * BOUNCEBOMB_WARN_RADIUS) + 1.0;
|
||
|
|
||
|
// Assume this search won't find anyone.
|
||
|
SetNearestNPC( NULL );
|
||
|
|
||
|
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
|
||
|
int nAIs = g_AI_Manager.NumAIs();
|
||
|
|
||
|
for ( int i = 0; i < nAIs; i++ )
|
||
|
{
|
||
|
CAI_BaseNPC *pNPC = ppAIs[ i ];
|
||
|
|
||
|
if( pNPC->IsAlive() )
|
||
|
{
|
||
|
// ignore hidden objects
|
||
|
if ( pNPC->IsEffectActive( EF_NODRAW ) )
|
||
|
continue;
|
||
|
|
||
|
// Don't bother with NPC's that are below me.
|
||
|
if( pNPC->EyePosition().z < GetAbsOrigin().z )
|
||
|
continue;
|
||
|
|
||
|
// Disregard things that want to be disregarded
|
||
|
if( pNPC->Classify() == CLASS_NONE )
|
||
|
continue;
|
||
|
|
||
|
// Disregard bullseyes
|
||
|
if( pNPC->Classify() == CLASS_BULLSEYE )
|
||
|
continue;
|
||
|
|
||
|
// Disregard turrets
|
||
|
if( pNPC->m_iClassname == gm_iszFloorTurretClassname || pNPC->m_iClassname == gm_iszGroundTurretClassname )
|
||
|
continue;
|
||
|
|
||
|
|
||
|
float flDist = (GetAbsOrigin() - pNPC->GetAbsOrigin()).LengthSqr();
|
||
|
|
||
|
if( flDist < flNearest )
|
||
|
{
|
||
|
// Now do a visibility test.
|
||
|
if( FVisible( pNPC, MASK_SOLID_BRUSHONLY ) )
|
||
|
{
|
||
|
flNearest = flDist;
|
||
|
SetNearestNPC( pNPC );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// finally, check the player.
|
||
|
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
|
||
|
|
||
|
if( pPlayer && !(pPlayer->GetFlags() & FL_NOTARGET) )
|
||
|
{
|
||
|
float flDist = (pPlayer->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
|
||
|
|
||
|
if( flDist < flNearest && FVisible( pPlayer, MASK_SOLID_BRUSHONLY ) )
|
||
|
{
|
||
|
flNearest = flDist;
|
||
|
SetNearestNPC( pPlayer );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( m_hNearestNPC.Get() )
|
||
|
{
|
||
|
// If sprite is active, update its color to reflect who is nearest.
|
||
|
if( IsFriend( m_hNearestNPC ) )
|
||
|
{
|
||
|
if( m_bFoeNearest )
|
||
|
{
|
||
|
// Changing state to where a friend is nearest.
|
||
|
|
||
|
if( IsFriend( m_hNearestNPC ) )
|
||
|
{
|
||
|
// Friend
|
||
|
UpdateLight( true, 0, 255, 0, 190 );
|
||
|
m_bFoeNearest = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else // it's a foe
|
||
|
{
|
||
|
if( !m_bFoeNearest )
|
||
|
{
|
||
|
// Changing state to where a foe is nearest.
|
||
|
UpdateLight( true, 255, 0, 0, 190 );
|
||
|
m_bFoeNearest = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return sqrt( flNearest );
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
bool CBounceBomb::IsFriend( CBaseEntity *pEntity )
|
||
|
{
|
||
|
int classify = pEntity->Classify();
|
||
|
bool bIsCombine = false;
|
||
|
|
||
|
// Unconditional enemies to combine and Player.
|
||
|
if( classify == CLASS_ZOMBIE || classify == CLASS_HEADCRAB || classify == CLASS_ANTLION )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( classify == CLASS_METROPOLICE ||
|
||
|
classify == CLASS_COMBINE ||
|
||
|
classify == CLASS_MILITARY ||
|
||
|
classify == CLASS_COMBINE_HUNTER ||
|
||
|
classify == CLASS_SCANNER )
|
||
|
{
|
||
|
bIsCombine = true;
|
||
|
}
|
||
|
|
||
|
if( m_bPlacedByPlayer )
|
||
|
{
|
||
|
return !bIsCombine;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return bIsCombine;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CBounceBomb::SearchThink()
|
||
|
{
|
||
|
if( !UTIL_FindClientInPVS(edict()) )
|
||
|
{
|
||
|
// Sleep!
|
||
|
SetNextThink( gpGlobals->curtime + 0.5 );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( (CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) )
|
||
|
{
|
||
|
if( IsAwake() )
|
||
|
{
|
||
|
Wake(false);
|
||
|
}
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime + 0.5 );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime + 0.1 );
|
||
|
StudioFrameAdvance();
|
||
|
|
||
|
if( m_pConstraint && gpGlobals->curtime - m_flTimeGrabbed >= 1.0f )
|
||
|
{
|
||
|
m_OnPulledUp.FireOutput( this, this );
|
||
|
SetMineState( MINE_STATE_CAPTIVE );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float flNearestNPCDist = FindNearestNPC();
|
||
|
|
||
|
if( flNearestNPCDist <= BOUNCEBOMB_WARN_RADIUS )
|
||
|
{
|
||
|
if( !IsAwake() )
|
||
|
{
|
||
|
Wake( true );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if( IsAwake() )
|
||
|
{
|
||
|
Wake( false );
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( flNearestNPCDist <= BOUNCEBOMB_DETONATE_RADIUS && !IsFriend( m_hNearestNPC ) )
|
||
|
{
|
||
|
if( m_bBounce )
|
||
|
{
|
||
|
SetMineState( MINE_STATE_TRIGGERED );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Don't pop up in the air, just explode if the NPC gets closer than explode radius.
|
||
|
SetThink( &CBounceBomb::ExplodeThink );
|
||
|
SetNextThink( gpGlobals->curtime + m_flExplosionDelay );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CBounceBomb::ExplodeTouch( CBaseEntity *pOther )
|
||
|
{
|
||
|
// Don't touch anything if held by physgun.
|
||
|
if( m_bHeldByPhysgun )
|
||
|
return;
|
||
|
|
||
|
// Don't touch triggers.
|
||
|
if( pOther->IsSolidFlagSet(FSOLID_TRIGGER) )
|
||
|
return;
|
||
|
|
||
|
// Don't touch gibs and other debris
|
||
|
if( pOther->GetCollisionGroup() == COLLISION_GROUP_DEBRIS )
|
||
|
{
|
||
|
if( hl2_episodic.GetBool() )
|
||
|
{
|
||
|
Vector vecVelocity;
|
||
|
|
||
|
VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL );
|
||
|
|
||
|
if( vecVelocity == vec3_origin )
|
||
|
{
|
||
|
ExplodeThink();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Don't detonate against the world if not allowed. Actually, don't
|
||
|
// detonate against anything that's probably not an NPC (such as physics props)
|
||
|
if( m_flIgnoreWorldTime > gpGlobals->curtime && !pOther->MyCombatCharacterPointer() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ExplodeThink();
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CBounceBomb::ExplodeThink()
|
||
|
{
|
||
|
SetSolid( SOLID_NONE );
|
||
|
|
||
|
// Don't catch self in own explosion!
|
||
|
m_takedamage = DAMAGE_NO;
|
||
|
|
||
|
if( m_hSprite )
|
||
|
{
|
||
|
UpdateLight( false, 0, 0, 0, 0 );
|
||
|
}
|
||
|
|
||
|
if( m_pWarnSound )
|
||
|
{
|
||
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
||
|
controller.SoundDestroy( m_pWarnSound );
|
||
|
}
|
||
|
|
||
|
|
||
|
CBaseEntity *pThrower = HasPhysicsAttacker( 0.5 );
|
||
|
|
||
|
if (m_iModification == MINE_MODIFICATION_CAVERN)
|
||
|
{
|
||
|
ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), (pThrower) ? pThrower : this, BOUNCEBOMB_EXPLODE_DAMAGE, BOUNCEBOMB_EXPLODE_RADIUS, true,
|
||
|
NULL, CLASS_PLAYER_ALLY );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), (pThrower) ? pThrower : this, BOUNCEBOMB_EXPLODE_DAMAGE, BOUNCEBOMB_EXPLODE_RADIUS, true);
|
||
|
}
|
||
|
UTIL_Remove( this );
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CBounceBomb::OpenHooks( bool bSilent )
|
||
|
{
|
||
|
if( !bSilent )
|
||
|
{
|
||
|
EmitSound( "NPC_CombineMine.OpenHooks" );
|
||
|
}
|
||
|
|
||
|
if( VPhysicsGetObject() )
|
||
|
{
|
||
|
// It's possible to not have a valid physics object here, since this function doubles as an initialization function.
|
||
|
PhysClearGameFlags( VPhysicsGetObject(), FVPHYSICS_CONSTRAINT_STATIC );
|
||
|
|
||
|
VPhysicsGetObject()->EnableMotion( true );
|
||
|
}
|
||
|
|
||
|
SetPoseParameter( m_iAllHooks, BOUNCEBOMB_HOOK_RANGE );
|
||
|
|
||
|
#ifdef _XBOX
|
||
|
RemoveEffects( EF_NOSHADOW );
|
||
|
#endif
|
||
|
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CBounceBomb::CloseHooks()
|
||
|
{
|
||
|
if( !m_bLockSilently )
|
||
|
{
|
||
|
EmitSound( "NPC_CombineMine.CloseHooks" );
|
||
|
}
|
||
|
|
||
|
if( VPhysicsGetObject() )
|
||
|
{
|
||
|
// It's possible to not have a valid physics object here, since this function doubles as an initialization function.
|
||
|
PhysSetGameFlags( VPhysicsGetObject(), FVPHYSICS_CONSTRAINT_STATIC );
|
||
|
}
|
||
|
|
||
|
// Only lock silently the first time we call this.
|
||
|
m_bLockSilently = false;
|
||
|
|
||
|
SetPoseParameter( m_iAllHooks, 0 );
|
||
|
|
||
|
VPhysicsGetObject()->EnableMotion( false );
|
||
|
|
||
|
// Once I lock down, forget how many tries it took.
|
||
|
m_iFlipAttempts = 0;
|
||
|
|
||
|
#ifdef _XBOX
|
||
|
AddEffects( EF_NOSHADOW );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CBounceBomb::InputDisarm( inputdata_t &inputdata )
|
||
|
{
|
||
|
// Only affect a mine that's armed and not placed by player.
|
||
|
if( !m_bPlacedByPlayer && m_iMineState == MINE_STATE_ARMED )
|
||
|
{
|
||
|
if( m_pConstraint )
|
||
|
{
|
||
|
physenv->DestroyConstraint( m_pConstraint );
|
||
|
m_pConstraint = NULL;
|
||
|
}
|
||
|
|
||
|
m_bDisarmed = true;
|
||
|
OpenHooks(false);
|
||
|
|
||
|
SetMineState(MINE_STATE_DORMANT);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CBounceBomb::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason )
|
||
|
{
|
||
|
m_hPhysicsAttacker = pPhysGunUser;
|
||
|
m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
|
||
|
|
||
|
m_flTimeGrabbed = FLT_MAX;
|
||
|
|
||
|
m_bHeldByPhysgun = false;
|
||
|
|
||
|
if( m_iMineState == MINE_STATE_ARMED )
|
||
|
{
|
||
|
// Put the mine back to searching.
|
||
|
Wake( false );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( Reason == DROPPED_BY_CANNON )
|
||
|
{
|
||
|
// Set to lock down to ground again.
|
||
|
m_bPlacedByPlayer = true;
|
||
|
OpenHooks( true );
|
||
|
SetMineState( MINE_STATE_DEPLOY );
|
||
|
}
|
||
|
else if ( Reason == LAUNCHED_BY_CANNON )
|
||
|
{
|
||
|
SetMineState( MINE_STATE_LAUNCHED );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
CBasePlayer *CBounceBomb::HasPhysicsAttacker( float dt )
|
||
|
{
|
||
|
if (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime)
|
||
|
{
|
||
|
return m_hPhysicsAttacker;
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CBounceBomb::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
|
||
|
{
|
||
|
m_hPhysicsAttacker = pPhysGunUser;
|
||
|
m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
|
||
|
|
||
|
m_iFlipAttempts = 0;
|
||
|
|
||
|
if( reason != PUNTED_BY_CANNON )
|
||
|
{
|
||
|
if( m_iMineState == MINE_STATE_ARMED )
|
||
|
{
|
||
|
// Yanking on a mine that is locked down, trying to rip it loose.
|
||
|
UpdateLight( true, 255, 255, 0, 190 );
|
||
|
m_flTimeGrabbed = gpGlobals->curtime;
|
||
|
m_bHeldByPhysgun = true;
|
||
|
|
||
|
VPhysicsGetObject()->EnableMotion( true );
|
||
|
|
||
|
// Try to scatter NPCs without panicking them. Make a move away sound up around their
|
||
|
// ear level.
|
||
|
CSoundEnt::InsertSound( SOUND_MOVE_AWAY, GetAbsOrigin() + Vector( 0, 0, 60), 32.0f, 0.2f );
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Picked up a mine that was not locked down.
|
||
|
m_bHeldByPhysgun = true;
|
||
|
|
||
|
if( m_iMineState == MINE_STATE_TRIGGERED )
|
||
|
{
|
||
|
// This mine's already set to blow. Player can't place it.
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bDisarmed = false;
|
||
|
SetMineState( MINE_STATE_DEPLOY );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bHeldByPhysgun = false;
|
||
|
}
|
||
|
|
||
|
if( reason == PUNTED_BY_CANNON )
|
||
|
{
|
||
|
if( m_iMineState == MINE_STATE_TRIGGERED || m_iMineState == MINE_STATE_ARMED )
|
||
|
{
|
||
|
// Already set to blow
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
m_bDisarmed = false;
|
||
|
m_bPlacedByPlayer = true;
|
||
|
SetTouch( NULL );
|
||
|
SetThink( &CBounceBomb::SettleThink );
|
||
|
SetNextThink( gpGlobals->curtime + 0.1);
|
||
|
|
||
|
// Since being punted causes the mine to flip, sometimes it 'catches an edge'
|
||
|
// and ends up touching the ground from whence it came, exploding instantly.
|
||
|
// This little stunt prevents that by ignoring world collisions for a very short time.
|
||
|
m_flIgnoreWorldTime = gpGlobals->curtime + 0.1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( bounce_bomb, CBounceBomb );
|
||
|
LINK_ENTITY_TO_CLASS( combine_bouncemine, CBounceBomb );
|
||
|
LINK_ENTITY_TO_CLASS( combine_mine, CBounceBomb );
|
||
|
|
||
|
/*
|
||
|
*/
|