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218 lines
5.4 KiB
218 lines
5.4 KiB
5 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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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "player.h"
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#include "soundenvelope.h"
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#include "engine/IEngineSound.h"
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#include "explode.h"
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#include "Sprite.h"
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#include "grenade_satchel.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 SLAM_SPRITE "sprites/redglow1.vmt"
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ConVar sk_plr_dmg_satchel ( "sk_plr_dmg_satchel","0");
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ConVar sk_npc_dmg_satchel ( "sk_npc_dmg_satchel","0");
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ConVar sk_satchel_radius ( "sk_satchel_radius","0");
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BEGIN_DATADESC( CSatchelCharge )
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DEFINE_FIELD( m_flNextBounceSoundTime, FIELD_TIME ),
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DEFINE_FIELD( m_bInAir, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_vLastPosition, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_pMyWeaponSLAM, FIELD_CLASSPTR ),
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DEFINE_FIELD( m_bIsAttached, FIELD_BOOLEAN ),
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// Function Pointers
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DEFINE_THINKFUNC( SatchelThink ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( npc_satchel, CSatchelCharge );
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//=========================================================
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// Deactivate - do whatever it is we do to an orphaned
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// satchel when we don't want it in the world anymore.
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//=========================================================
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void CSatchelCharge::Deactivate( void )
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{
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AddSolidFlags( FSOLID_NOT_SOLID );
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UTIL_Remove( this );
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if ( m_hGlowSprite != NULL )
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{
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UTIL_Remove( m_hGlowSprite );
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m_hGlowSprite = NULL;
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}
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}
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void CSatchelCharge::Spawn( void )
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{
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Precache( );
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SetModel( "models/Weapons/w_slam.mdl" );
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VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false );
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SetMoveType( MOVETYPE_VPHYSICS );
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SetCollisionGroup( COLLISION_GROUP_WEAPON );
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UTIL_SetSize(this, Vector( -6, -6, -2), Vector(6, 6, 2));
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SetThink( &CSatchelCharge::SatchelThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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m_flDamage = sk_plr_dmg_satchel.GetFloat();
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m_DmgRadius = sk_satchel_radius.GetFloat();
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m_takedamage = DAMAGE_YES;
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m_iHealth = 1;
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SetGravity( UTIL_ScaleForGravity( 560 ) ); // slightly lower gravity
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SetFriction( 1.0 );
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SetSequence( 1 );
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SetDamage( 150 );
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m_bIsAttached = false;
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m_bInAir = true;
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m_flNextBounceSoundTime = 0;
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m_vLastPosition = vec3_origin;
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m_hGlowSprite = NULL;
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CreateEffects();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Start up any effects for us
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//-----------------------------------------------------------------------------
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void CSatchelCharge::CreateEffects( void )
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{
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// Only do this once
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if ( m_hGlowSprite != NULL )
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return;
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// Create a blinking light to show we're an active SLAM
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m_hGlowSprite = CSprite::SpriteCreate( SLAM_SPRITE, GetAbsOrigin(), false );
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m_hGlowSprite->SetAttachment( this, 0 );
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m_hGlowSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxStrobeFast );
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m_hGlowSprite->SetBrightness( 255, 1.0f );
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m_hGlowSprite->SetScale( 0.2f, 0.5f );
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m_hGlowSprite->TurnOn();
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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 CSatchelCharge::InputExplode( inputdata_t &inputdata )
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{
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ExplosionCreate( GetAbsOrigin() + Vector( 0, 0, 16 ), GetAbsAngles(), GetThrower(), GetDamage(), 200,
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SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE, 0.0f, this);
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UTIL_Remove( this );
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}
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void CSatchelCharge::SatchelThink( void )
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{
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// If attached resize so player can pick up off wall
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if (m_bIsAttached)
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{
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UTIL_SetSize(this, Vector( -2, -2, -6), Vector(2, 2, 6));
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}
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// See if I can lose my owner (has dropper moved out of way?)
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// Want do this so owner can shoot the satchel charge
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if (GetOwnerEntity())
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{
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trace_t tr;
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Vector vUpABit = GetAbsOrigin();
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vUpABit.z += 5.0;
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CBaseEntity* saveOwner = GetOwnerEntity();
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SetOwnerEntity( NULL );
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UTIL_TraceEntity( this, GetAbsOrigin(), vUpABit, MASK_SOLID, &tr );
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if ( tr.startsolid || tr.fraction != 1.0 )
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{
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SetOwnerEntity( saveOwner );
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}
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}
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// Bounce movement code gets this think stuck occasionally so check if I've
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// succeeded in moving, otherwise kill my motions.
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else if ((GetAbsOrigin() - m_vLastPosition).LengthSqr()<1)
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{
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SetAbsVelocity( vec3_origin );
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QAngle angVel = GetLocalAngularVelocity();
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angVel.y = 0;
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SetLocalAngularVelocity( angVel );
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// Clear think function
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SetThink(NULL);
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return;
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}
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m_vLastPosition= GetAbsOrigin();
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StudioFrameAdvance( );
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SetNextThink( gpGlobals->curtime + 0.1f );
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if (!IsInWorld())
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{
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UTIL_Remove( this );
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return;
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}
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// Is it attached to a wall?
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if (m_bIsAttached)
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{
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return;
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}
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}
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void CSatchelCharge::Precache( void )
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{
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PrecacheModel("models/Weapons/w_slam.mdl");
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PrecacheModel(SLAM_SPRITE);
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}
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void CSatchelCharge::BounceSound( void )
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{
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if (gpGlobals->curtime > m_flNextBounceSoundTime)
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{
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m_flNextBounceSoundTime = gpGlobals->curtime + 0.1;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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CSatchelCharge::CSatchelCharge(void)
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{
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m_vLastPosition.Init();
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m_pMyWeaponSLAM = NULL;
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}
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CSatchelCharge::~CSatchelCharge(void)
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{
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if ( m_hGlowSprite != NULL )
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{
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UTIL_Remove( m_hGlowSprite );
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m_hGlowSprite = NULL;
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}
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}
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