//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include "cbase.h" #include "player.h" #include "soundenvelope.h" #include "engine/IEngineSound.h" #include "explode.h" #include "Sprite.h" #include "grenade_satchel.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define SLAM_SPRITE "sprites/redglow1.vmt" ConVar sk_plr_dmg_satchel ( "sk_plr_dmg_satchel","0"); ConVar sk_npc_dmg_satchel ( "sk_npc_dmg_satchel","0"); ConVar sk_satchel_radius ( "sk_satchel_radius","0"); BEGIN_DATADESC( CSatchelCharge ) DEFINE_FIELD( m_flNextBounceSoundTime, FIELD_TIME ), DEFINE_FIELD( m_bInAir, FIELD_BOOLEAN ), DEFINE_FIELD( m_vLastPosition, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_pMyWeaponSLAM, FIELD_CLASSPTR ), DEFINE_FIELD( m_bIsAttached, FIELD_BOOLEAN ), // Function Pointers DEFINE_THINKFUNC( SatchelThink ), // Inputs DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode), END_DATADESC() LINK_ENTITY_TO_CLASS( npc_satchel, CSatchelCharge ); //========================================================= // Deactivate - do whatever it is we do to an orphaned // satchel when we don't want it in the world anymore. //========================================================= void CSatchelCharge::Deactivate( void ) { AddSolidFlags( FSOLID_NOT_SOLID ); UTIL_Remove( this ); if ( m_hGlowSprite != NULL ) { UTIL_Remove( m_hGlowSprite ); m_hGlowSprite = NULL; } } void CSatchelCharge::Spawn( void ) { Precache( ); SetModel( "models/Weapons/w_slam.mdl" ); VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false ); SetMoveType( MOVETYPE_VPHYSICS ); SetCollisionGroup( COLLISION_GROUP_WEAPON ); UTIL_SetSize(this, Vector( -6, -6, -2), Vector(6, 6, 2)); SetThink( &CSatchelCharge::SatchelThink ); SetNextThink( gpGlobals->curtime + 0.1f ); m_flDamage = sk_plr_dmg_satchel.GetFloat(); m_DmgRadius = sk_satchel_radius.GetFloat(); m_takedamage = DAMAGE_YES; m_iHealth = 1; SetGravity( UTIL_ScaleForGravity( 560 ) ); // slightly lower gravity SetFriction( 1.0 ); SetSequence( 1 ); SetDamage( 150 ); m_bIsAttached = false; m_bInAir = true; m_flNextBounceSoundTime = 0; m_vLastPosition = vec3_origin; m_hGlowSprite = NULL; CreateEffects(); } //----------------------------------------------------------------------------- // Purpose: Start up any effects for us //----------------------------------------------------------------------------- void CSatchelCharge::CreateEffects( void ) { // Only do this once if ( m_hGlowSprite != NULL ) return; // Create a blinking light to show we're an active SLAM m_hGlowSprite = CSprite::SpriteCreate( SLAM_SPRITE, GetAbsOrigin(), false ); m_hGlowSprite->SetAttachment( this, 0 ); m_hGlowSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxStrobeFast ); m_hGlowSprite->SetBrightness( 255, 1.0f ); m_hGlowSprite->SetScale( 0.2f, 0.5f ); m_hGlowSprite->TurnOn(); } //----------------------------------------------------------------------------- // Purpose: // Input : // Output : //----------------------------------------------------------------------------- void CSatchelCharge::InputExplode( inputdata_t &inputdata ) { ExplosionCreate( GetAbsOrigin() + Vector( 0, 0, 16 ), GetAbsAngles(), GetThrower(), GetDamage(), 200, SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE, 0.0f, this); UTIL_Remove( this ); } void CSatchelCharge::SatchelThink( void ) { // If attached resize so player can pick up off wall if (m_bIsAttached) { UTIL_SetSize(this, Vector( -2, -2, -6), Vector(2, 2, 6)); } // See if I can lose my owner (has dropper moved out of way?) // Want do this so owner can shoot the satchel charge if (GetOwnerEntity()) { trace_t tr; Vector vUpABit = GetAbsOrigin(); vUpABit.z += 5.0; CBaseEntity* saveOwner = GetOwnerEntity(); SetOwnerEntity( NULL ); UTIL_TraceEntity( this, GetAbsOrigin(), vUpABit, MASK_SOLID, &tr ); if ( tr.startsolid || tr.fraction != 1.0 ) { SetOwnerEntity( saveOwner ); } } // Bounce movement code gets this think stuck occasionally so check if I've // succeeded in moving, otherwise kill my motions. else if ((GetAbsOrigin() - m_vLastPosition).LengthSqr()<1) { SetAbsVelocity( vec3_origin ); QAngle angVel = GetLocalAngularVelocity(); angVel.y = 0; SetLocalAngularVelocity( angVel ); // Clear think function SetThink(NULL); return; } m_vLastPosition= GetAbsOrigin(); StudioFrameAdvance( ); SetNextThink( gpGlobals->curtime + 0.1f ); if (!IsInWorld()) { UTIL_Remove( this ); return; } // Is it attached to a wall? if (m_bIsAttached) { return; } } void CSatchelCharge::Precache( void ) { PrecacheModel("models/Weapons/w_slam.mdl"); PrecacheModel(SLAM_SPRITE); } void CSatchelCharge::BounceSound( void ) { if (gpGlobals->curtime > m_flNextBounceSoundTime) { m_flNextBounceSoundTime = gpGlobals->curtime + 0.1; } } //----------------------------------------------------------------------------- // Purpose: Constructor // Input : // Output : //----------------------------------------------------------------------------- CSatchelCharge::CSatchelCharge(void) { m_vLastPosition.Init(); m_pMyWeaponSLAM = NULL; } CSatchelCharge::~CSatchelCharge(void) { if ( m_hGlowSprite != NULL ) { UTIL_Remove( m_hGlowSprite ); m_hGlowSprite = NULL; } }