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697 lines
19 KiB
697 lines
19 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Grenade used by the city scanner
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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 "grenade_homer.h"
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#include "weapon_ar2.h"
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#include "soundent.h"
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#include "decals.h"
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#include "shake.h"
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#include "smoke_trail.h"
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#include "ar2_explosion.h"
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#include "mathlib/mathlib.h"
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#include "game.h"
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#include "ndebugoverlay.h"
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#include "hl2_shareddefs.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "movevars_shared.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 HOMER_TRAIL0_LIFE 0.1
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#define HOMER_TRAIL1_LIFE 0.2
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#define HOMER_TRAIL2_LIFE 3.0// 1.0
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extern short g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud
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ConVar sk_dmg_homer_grenade( "sk_dmg_homer_grenade","0" );
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ConVar sk_homer_grenade_radius( "sk_homer_grenade_radius","0" );
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BEGIN_DATADESC( CGrenadeHomer )
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DEFINE_ARRAY( m_hRocketTrail, FIELD_EHANDLE, 3 ),
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DEFINE_FIELD( m_sFlySound, FIELD_STRING),
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DEFINE_FIELD( m_flNextFlySoundTime, FIELD_TIME),
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DEFINE_FIELD( m_flHomingStrength, FIELD_FLOAT),
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DEFINE_FIELD( m_flHomingDelay, FIELD_FLOAT),
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DEFINE_FIELD( m_flHomingRampUp, FIELD_FLOAT),
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DEFINE_FIELD( m_flHomingDuration, FIELD_FLOAT),
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DEFINE_FIELD( m_flHomingRampDown, FIELD_FLOAT),
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DEFINE_FIELD( m_flHomingSpeed, FIELD_FLOAT),
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DEFINE_FIELD( m_flSpinMagnitude, FIELD_FLOAT),
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DEFINE_FIELD( m_flSpinSpeed, FIELD_FLOAT),
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DEFINE_FIELD( m_nRocketTrailType, FIELD_INTEGER),
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// DEFINE_FIELD( m_spriteTexture, FIELD_INTEGER),
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DEFINE_FIELD( m_flHomingLaunchTime, FIELD_TIME),
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DEFINE_FIELD( m_flHomingStartTime, FIELD_TIME ),
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DEFINE_FIELD( m_flHomingEndTime, FIELD_TIME ),
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DEFINE_FIELD( m_flSpinOffset, FIELD_FLOAT),
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DEFINE_FIELD( m_hTarget, FIELD_EHANDLE),
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// Function pointers
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DEFINE_THINKFUNC( AimThink ),
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DEFINE_ENTITYFUNC( GrenadeHomerTouch ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( grenade_homer, CGrenadeHomer );
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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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CGrenadeHomer* CGrenadeHomer::CreateGrenadeHomer( string_t sModelName, string_t sFlySound, const Vector &vecOrigin, const QAngle &vecAngles, edict_t *pentOwner )
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{
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CGrenadeHomer *pGrenade = (CGrenadeHomer*)CreateEntityByName( "grenade_homer" );
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if ( !pGrenade )
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{
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Warning( "NULL Ent in Create!\n" );
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return NULL;
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}
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if ( pGrenade->edict() )
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{
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pGrenade->m_sFlySound = sFlySound;
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pGrenade->SetOwnerEntity( Instance( pentOwner ) );
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pGrenade->SetLocalOrigin( vecOrigin );
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pGrenade->SetLocalAngles( vecAngles );
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pGrenade->SetModel( STRING(sModelName) );
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}
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return pGrenade;
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}
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void CGrenadeHomer::Precache( void )
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{
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m_spriteTexture = PrecacheModel( "sprites/lgtning.vmt" );
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PrecacheScriptSound( "GrenadeHomer.StopSounds" );
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if ( NULL_STRING != m_sFlySound )
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{
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PrecacheScriptSound( STRING(m_sFlySound) );
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}
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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 CGrenadeHomer::Spawn( void )
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{
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Precache( );
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SetSolid( SOLID_BBOX );
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SetMoveType( MOVETYPE_FLY );
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UTIL_SetSize(this, Vector(0, 0, 0), Vector(0, 0, 0));
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m_flDamage = sk_dmg_homer_grenade.GetFloat();
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m_DmgRadius = sk_homer_grenade_radius.GetFloat();
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m_takedamage = DAMAGE_YES;
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m_iHealth = 1;
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SetGravity( 1.0 );
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SetFriction( 0.8 );
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SetSequence( 1 );
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m_flHomingStrength = 0;
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m_flHomingDelay = 0;
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m_flHomingDuration = 0;
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SetCollisionGroup( HL2COLLISION_GROUP_HOMING_MISSILE );
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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 CGrenadeHomer::SetSpin(float flSpinMagnitude, float flSpinSpeed)
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{
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m_flSpinMagnitude = flSpinMagnitude;
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m_flSpinSpeed = flSpinSpeed;
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m_flSpinOffset = random->RandomInt(-m_flSpinSpeed,m_flSpinSpeed);
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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 CGrenadeHomer::SetHoming(float flStrength, float flDelay, float flRampUp, float flDuration, float flRampDown)
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{
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m_flHomingStrength = flStrength;
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m_flHomingDelay = flDelay;
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m_flHomingRampUp = flRampUp;
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m_flHomingDuration = flDuration;
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m_flHomingRampDown = flRampDown;
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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 CGrenadeHomer::StartRocketTrail(void)
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{
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RocketTrail *pRocketTrail = RocketTrail::CreateRocketTrail();
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if(pRocketTrail)
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{
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pRocketTrail->m_SpawnRate = 80;
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pRocketTrail->m_ParticleLifetime = 2;
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if ( m_nRocketTrailType == HOMER_SMOKE_TRAIL_ALIEN )
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{
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pRocketTrail->m_StartColor.Init(0.5, 0.0, 0.5);
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}
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else
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{
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pRocketTrail->m_StartColor.Init(0.75, 0.75, 0.75);
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}
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pRocketTrail->m_Opacity = 0.35f;
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pRocketTrail->m_EndColor.Init(0.4,0.4,0.4);
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pRocketTrail->m_StartSize = 8;
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pRocketTrail->m_EndSize = 16;
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pRocketTrail->m_SpawnRadius = 3;
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pRocketTrail->m_MinSpeed = 2;
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pRocketTrail->m_MaxSpeed = 10;
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pRocketTrail->SetLifetime(120);
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pRocketTrail->FollowEntity(this);
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m_hRocketTrail[0] = pRocketTrail;
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}
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/*
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pRocketTrail = RocketTrail::CreateRocketTrail();
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if(pRocketTrail)
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{
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pRocketTrail->m_SpawnRate = 100;
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pRocketTrail->m_ParticleLifetime = HOMER_TRAIL1_LIFE;
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if ( m_nRocketTrailType == HOMER_SMOKE_TRAIL_ALIEN )
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{
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pRocketTrail->m_StartColor.Init(0.0, 0.0, 0.5);
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}
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else
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{
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pRocketTrail->m_StartColor.Init(0.5, 0.5, 0.0);
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}
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pRocketTrail->m_EndColor.Init(0.5,0.5,0.5);
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pRocketTrail->m_StartSize = 3;
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pRocketTrail->m_EndSize = 6;
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pRocketTrail->m_SpawnRadius = 1;
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pRocketTrail->m_MinSpeed = 15;
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pRocketTrail->m_MaxSpeed = 25;
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pRocketTrail->SetLifetime(120);
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pRocketTrail->FollowEntity(this);
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m_hRocketTrail[1] = pRocketTrail;
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}
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pRocketTrail = RocketTrail::CreateRocketTrail();
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if(pRocketTrail)
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{
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pRocketTrail->m_SpawnRate = 50;
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pRocketTrail->m_ParticleLifetime = HOMER_TRAIL2_LIFE;
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if ( m_nRocketTrailType == HOMER_SMOKE_TRAIL_ALIEN )
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{
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pRocketTrail->m_StartColor.Init(0.1, 0.0, 0.1);
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}
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else
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{
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pRocketTrail->m_StartColor.Init(0.1, 0.1, 0.1);
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}
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pRocketTrail->m_EndColor.Init(0.5,0.5,0.5);
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pRocketTrail->m_StartSize = 8;
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pRocketTrail->m_EndSize = 20;
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pRocketTrail->m_SpawnRadius = 1;
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pRocketTrail->m_MinSpeed = 15;
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pRocketTrail->m_MaxSpeed = 25;
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pRocketTrail->SetLifetime(120);
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pRocketTrail->FollowEntity(this);
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m_hRocketTrail[2] = pRocketTrail;
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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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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CGrenadeHomer::UpdateRocketTrail(float fScale)
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{
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if (m_hRocketTrail[0] == NULL)
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{
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StartRocketTrail();
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}
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if (m_hRocketTrail[0])
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{
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m_hRocketTrail[0]->m_ParticleLifetime = fScale*HOMER_TRAIL0_LIFE;
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}
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if (m_hRocketTrail[1])
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{
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m_hRocketTrail[1]->m_ParticleLifetime = fScale*HOMER_TRAIL1_LIFE;
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}
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if (m_hRocketTrail[2])
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{
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m_hRocketTrail[2]->m_ParticleLifetime = fScale*HOMER_TRAIL2_LIFE;
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}
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}
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void CGrenadeHomer::StopRocketTrail()
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{
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// Stop emitting smoke
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for (int i=0;i<3;i++)
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{
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if(m_hRocketTrail[i])
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{
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m_hRocketTrail[i]->SetEmit(false);
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UTIL_Remove( m_hRocketTrail[i] );
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m_hRocketTrail[i] = NULL;
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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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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CGrenadeHomer::Launch( CBaseEntity* pOwner,
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CBaseEntity* pTarget,
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const Vector& vInitVelocity,
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float flHomingSpeed,
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float flGravity,
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int nRocketTrailType)
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{
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SetOwnerEntity( pOwner );
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m_hTarget = pTarget;
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SetAbsVelocity( vInitVelocity );
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m_flHomingSpeed = flHomingSpeed;
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SetGravity( flGravity );
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m_nRocketTrailType = nRocketTrailType;
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// ----------------------------
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// Initialize homing parameters
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// ----------------------------
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m_flHomingLaunchTime = gpGlobals->curtime;
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// -------------
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// Smoke trail.
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// -------------
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if ( (m_nRocketTrailType == HOMER_SMOKE_TRAIL_ON) || (m_nRocketTrailType == HOMER_SMOKE_TRAIL_ALIEN) )
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{
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StartRocketTrail();
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}
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SetUse( &CGrenadeHomer::DetonateUse );
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SetTouch( &CGrenadeHomer::GrenadeHomerTouch );
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SetThink( &CGrenadeHomer::AimThink );
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AimThink();
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SetNextThink( gpGlobals->curtime );
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// Issue danger!
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if ( pTarget )
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{
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// Figure out how long it'll take for me to reach the target.
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float flDist = ( pTarget->WorldSpaceCenter() - WorldSpaceCenter() ).Length();
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float flTime = MAX( 0.5, flDist / GetAbsVelocity().Length() );
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CSoundEnt::InsertSound ( SOUND_DANGER, m_hTarget->GetAbsOrigin(), 300, flTime, pOwner );
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}
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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 CGrenadeHomer::Event_Killed( const CTakeDamageInfo &info )
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{
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Detonate( );
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}
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void CGrenadeHomer::GrenadeHomerTouch( CBaseEntity *pOther )
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{
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Assert( pOther );
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// Don't take damage from other homing grenades so can shoot in vollies
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if (FClassnameIs( pOther, "grenade_homer") || !pOther->IsSolid() )
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{
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return;
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}
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// ----------------------------------
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// If I hit the sky, don't explode
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// ----------------------------------
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trace_t tr;
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity(), MASK_SOLID_BRUSHONLY,
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this, COLLISION_GROUP_NONE, &tr);
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if (tr.surface.flags & SURF_SKY)
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{
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StopRocketTrail();
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UTIL_Remove( this );
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}
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else
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{
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Detonate();
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}
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}
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void CGrenadeHomer::Detonate(void)
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{
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StopRocketTrail();
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StopSound(entindex(), CHAN_BODY, STRING(m_sFlySound));
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m_takedamage = DAMAGE_NO;
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CPASFilter filter( GetAbsOrigin() );
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te->Explosion( filter, 0.0,
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&GetAbsOrigin(),
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g_sModelIndexFireball,
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2.0,
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15,
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TE_EXPLFLAG_NONE,
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m_DmgRadius,
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m_flDamage );
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// int magnitude = 1.0;
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// int colorRamp = random->RandomInt( 128, 255 );
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if ( m_nRocketTrailType == HOMER_SMOKE_TRAIL_ALIEN )
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{
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// Add a shockring
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CBroadcastRecipientFilter filter3;
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te->BeamRingPoint( filter3, 0,
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GetAbsOrigin(), //origin
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16, //start radius
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1000, //end radius
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m_spriteTexture, //texture
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0, //halo index
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0, //start frame
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2, //framerate
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0.3f, //life
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128, //width
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16, //spread
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0, //amplitude
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100, //r
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0, //g
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200, //b
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50, //a
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128 //speed
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);
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// Add a shockring
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CBroadcastRecipientFilter filter4;
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te->BeamRingPoint( filter4, 0,
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GetAbsOrigin(), //origin
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16, //start radius
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500, //end radius
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m_spriteTexture, //texture
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0, //halo index
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0, //start frame
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||
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2, //framerate
|
||
|
0.3f, //life
|
||
|
128, //width
|
||
|
16, //spread
|
||
|
0, //amplitude
|
||
|
200, //r
|
||
|
0, //g
|
||
|
100, //b
|
||
|
50, //a
|
||
|
128 //speed
|
||
|
);
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
Vector vecForward = GetAbsVelocity();
|
||
|
VectorNormalize(vecForward);
|
||
|
trace_t tr;
|
||
|
UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + 60*vecForward, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, & tr);
|
||
|
|
||
|
UTIL_DecalTrace( &tr, "Scorch" );
|
||
|
|
||
|
UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START );
|
||
|
|
||
|
RadiusDamage ( CTakeDamageInfo( this, GetOwnerEntity(), m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
|
||
|
CPASAttenuationFilter filter2( this, "GrenadeHomer.StopSounds" );
|
||
|
EmitSound( filter2, entindex(), "GrenadeHomer.StopSounds" );
|
||
|
UTIL_Remove( this );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CGrenadeHomer::PlayFlySound(void)
|
||
|
{
|
||
|
if (gpGlobals->curtime > m_flNextFlySoundTime)
|
||
|
{
|
||
|
CPASAttenuationFilter filter( this, 0.8 );
|
||
|
|
||
|
EmitSound_t ep;
|
||
|
ep.m_nChannel = CHAN_BODY;
|
||
|
ep.m_pSoundName = STRING(m_sFlySound);
|
||
|
ep.m_flVolume = 1.0f;
|
||
|
ep.m_SoundLevel = SNDLVL_NORM;
|
||
|
ep.m_nPitch = 100;
|
||
|
|
||
|
EmitSound( filter, entindex(), ep );
|
||
|
|
||
|
m_flNextFlySoundTime = gpGlobals->curtime + 1.0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose : Move toward targetmap
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CGrenadeHomer::AimThink( void )
|
||
|
{
|
||
|
// Blow up the missile if we have an explicit detonate time that
|
||
|
// has been reached
|
||
|
if (m_flDetonateTime != 0 &&
|
||
|
gpGlobals->curtime > m_flDetonateTime)
|
||
|
{
|
||
|
Detonate();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
PlayFlySound();
|
||
|
|
||
|
Vector vTargetPos = vec3_origin;
|
||
|
Vector vTargetDir;
|
||
|
float flCurHomingStrength = 0;
|
||
|
|
||
|
// ------------------------------------------------
|
||
|
// If I'm homing
|
||
|
// ------------------------------------------------
|
||
|
if (m_hTarget != NULL)
|
||
|
{
|
||
|
vTargetPos = m_hTarget->EyePosition();
|
||
|
vTargetDir = vTargetPos - GetAbsOrigin();
|
||
|
VectorNormalize(vTargetDir);
|
||
|
|
||
|
// --------------------------------------------------
|
||
|
// If my target is far away do some primitive
|
||
|
// obstacle avoidance
|
||
|
// --------------------------------------------------
|
||
|
if ((vTargetPos - GetAbsOrigin()).Length() > 200)
|
||
|
{
|
||
|
Vector vTravelDir = GetAbsVelocity();
|
||
|
VectorNormalize(vTravelDir);
|
||
|
vTravelDir *= 50;
|
||
|
|
||
|
trace_t tr;
|
||
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vTravelDir, MASK_SHOT, m_hTarget, COLLISION_GROUP_NONE, &tr );
|
||
|
if (tr.fraction != 1.0)
|
||
|
{
|
||
|
// Head off in normal
|
||
|
float dotPr = DotProduct(vTravelDir,tr.plane.normal);
|
||
|
Vector vBounce = -dotPr * tr.plane.normal;
|
||
|
vBounce.z = 0;
|
||
|
VectorNormalize(vBounce);
|
||
|
vTargetDir += vBounce;
|
||
|
VectorNormalize(vTargetDir);
|
||
|
// DEBUG TOOL
|
||
|
//NDebugOverlay::Line(GetOrigin(), GetOrigin()+vTravelDir, 255,0,0, true, 20);
|
||
|
//NDebugOverlay::Line(GetOrigin(), GetOrigin()+(12*tr.plane.normal), 0,0,255, true, 20);
|
||
|
//NDebugOverlay::Line(GetOrigin(), GetOrigin()+(vTargetDir), 0,255,0, true, 20);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float flTargetSpeed = GetAbsVelocity().Length();
|
||
|
float flHomingRampUpStartTime = m_flHomingLaunchTime + m_flHomingDelay;
|
||
|
float flHomingSustainStartTime = flHomingRampUpStartTime + m_flHomingRampUp;
|
||
|
float flHomingRampDownStartTime = flHomingSustainStartTime + m_flHomingDuration;
|
||
|
float flHomingEndHomingTime = flHomingRampDownStartTime + m_flHomingRampDown;
|
||
|
// ---------
|
||
|
// Delay
|
||
|
// ---------
|
||
|
if (gpGlobals->curtime < flHomingRampUpStartTime)
|
||
|
{
|
||
|
flCurHomingStrength = 0;
|
||
|
flTargetSpeed = 0;
|
||
|
}
|
||
|
// ----------
|
||
|
// Ramp Up
|
||
|
// ----------
|
||
|
else if (gpGlobals->curtime < flHomingSustainStartTime)
|
||
|
{
|
||
|
float flAge = gpGlobals->curtime - flHomingRampUpStartTime;
|
||
|
flCurHomingStrength = m_flHomingStrength * (flAge/m_flHomingRampUp);
|
||
|
flTargetSpeed = flCurHomingStrength * m_flHomingSpeed;
|
||
|
}
|
||
|
// ----------
|
||
|
// Sustain
|
||
|
// ----------
|
||
|
else if (gpGlobals->curtime < flHomingRampDownStartTime)
|
||
|
{
|
||
|
flCurHomingStrength = m_flHomingStrength;
|
||
|
flTargetSpeed = m_flHomingSpeed;
|
||
|
}
|
||
|
// -----------
|
||
|
// Ramp Down
|
||
|
// -----------
|
||
|
else if (gpGlobals->curtime < flHomingEndHomingTime)
|
||
|
{
|
||
|
float flAge = gpGlobals->curtime - flHomingRampDownStartTime;
|
||
|
flCurHomingStrength = m_flHomingStrength * (1-(flAge/m_flHomingRampDown));
|
||
|
flTargetSpeed = m_flHomingSpeed;
|
||
|
}
|
||
|
// ---------------
|
||
|
// Set Homing
|
||
|
// ---------------
|
||
|
if (flCurHomingStrength > 0)
|
||
|
{
|
||
|
// -------------
|
||
|
// Smoke trail.
|
||
|
// -------------
|
||
|
if (m_nRocketTrailType == HOMER_SMOKE_TRAIL_ON_HOMING)
|
||
|
{
|
||
|
UpdateRocketTrail(flCurHomingStrength);
|
||
|
}
|
||
|
|
||
|
// Extract speed and direction
|
||
|
Vector vCurDir = GetAbsVelocity();
|
||
|
float flCurSpeed = VectorNormalize(vCurDir);
|
||
|
flTargetSpeed = MAX(flTargetSpeed, flCurSpeed);
|
||
|
|
||
|
// Add in homing direction
|
||
|
Vector vecNewVelocity = GetAbsVelocity();
|
||
|
float flTimeToUse = gpGlobals->frametime;
|
||
|
while (flTimeToUse > 0)
|
||
|
{
|
||
|
vecNewVelocity = (flCurHomingStrength * vTargetDir) + ((1 - flCurHomingStrength) * vCurDir);
|
||
|
flTimeToUse = -0.1;
|
||
|
}
|
||
|
VectorNormalize(vecNewVelocity);
|
||
|
vecNewVelocity *= flTargetSpeed;
|
||
|
SetAbsVelocity( vecNewVelocity );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ----------------------------------------------------------------------------------------
|
||
|
// Add time-coherent noise to the current velocity
|
||
|
// ----------------------------------------------------------------------------------------
|
||
|
Vector vecImpulse( 0, 0, 0 );
|
||
|
if (m_flSpinMagnitude > 0)
|
||
|
{
|
||
|
vecImpulse.x += m_flSpinMagnitude*sin(m_flSpinSpeed * gpGlobals->curtime + m_flSpinOffset);
|
||
|
vecImpulse.y += m_flSpinMagnitude*cos(m_flSpinSpeed * gpGlobals->curtime + m_flSpinOffset);
|
||
|
vecImpulse.z -= m_flSpinMagnitude*cos(m_flSpinSpeed * gpGlobals->curtime + m_flSpinOffset);
|
||
|
}
|
||
|
|
||
|
// Add in gravity
|
||
|
vecImpulse.z -= GetGravity() * GetCurrentGravity() * gpGlobals->frametime;
|
||
|
ApplyAbsVelocityImpulse( vecImpulse );
|
||
|
|
||
|
QAngle angles;
|
||
|
VectorAngles( GetAbsVelocity(), angles );
|
||
|
SetLocalAngles( angles );
|
||
|
|
||
|
#if 0 // BUBBLE
|
||
|
if( gpGlobals->curtime > m_flNextWarnTime )
|
||
|
{
|
||
|
// Make a bubble of warning sound in front of me.
|
||
|
const float WARN_INTERVAL = 0.25f;
|
||
|
float flSpeed = GetAbsVelocity().Length();
|
||
|
Vector vecWarnLocation;
|
||
|
|
||
|
// warn a little bit ahead of us, please.
|
||
|
vecWarnLocation = GetAbsOrigin() + GetAbsVelocity() * 0.75;
|
||
|
|
||
|
// Make a bubble of warning ahead of the missile.
|
||
|
CSoundEnt::InsertSound ( SOUND_DANGER, vecWarnLocation, flSpeed * WARN_INTERVAL, 0.5 );
|
||
|
|
||
|
#if 0
|
||
|
Vector vecRight, vecForward;
|
||
|
|
||
|
AngleVectors( GetAbsAngles(), &vecForward, &vecRight, NULL );
|
||
|
|
||
|
NDebugOverlay::Line( vecWarnLocation, vecWarnLocation + vecForward * flSpeed * WARN_INTERVAL * 0.5, 255,255,0, true, 10);
|
||
|
NDebugOverlay::Line( vecWarnLocation, vecWarnLocation - vecForward * flSpeed * WARN_INTERVAL * 0.5, 255,255,0, true, 10);
|
||
|
|
||
|
NDebugOverlay::Line( vecWarnLocation, vecWarnLocation + vecRight * flSpeed * WARN_INTERVAL * 0.5, 255,255,0, true, 10);
|
||
|
NDebugOverlay::Line( vecWarnLocation, vecWarnLocation - vecRight * flSpeed * WARN_INTERVAL * 0.5, 255,255,0, true, 10);
|
||
|
#endif
|
||
|
m_flNextWarnTime = gpGlobals->curtime + WARN_INTERVAL;
|
||
|
}
|
||
|
#endif // BUBBLE
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose :
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
int CGrenadeHomer::OnTakeDamage( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
// Don't take damage from other homing grenades so can shoot in vollies
|
||
|
if (FClassnameIs( info.GetInflictor(), "grenade_homer"))
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
return BaseClass::OnTakeDamage( info );
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose :
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
CGrenadeHomer::CGrenadeHomer(void)
|
||
|
{
|
||
|
for (int i=0;i<3;i++)
|
||
|
{
|
||
|
m_hRocketTrail[i] = NULL;
|
||
|
}
|
||
|
}
|