#include "cbase.h" #include "asw_entity_dissolve.h" #include "baseanimating.h" #include "physics_prop_ragdoll.h" #include "ai_basenpc.h" #include "particle_parse.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" static const char *s_pElectroThinkContext = "ElectroThinkContext"; // ASW - Custom version of the entity dissolve effect, used by alien goo when it fades out (doesn't have sparks, etc.) //----------------------------------------------------------------------------- // Lifetime //----------------------------------------------------------------------------- #define ASW_DISSOLVE_FADE_IN_START_TIME 0.0f #define ASW_DISSOLVE_FADE_IN_END_TIME 1.0f #define ASW_DISSOLVE_FADE_OUT_MODEL_START_TIME 1.0f #define ASW_DISSOLVE_FADE_OUT_MODEL_END_TIME 2.5f #define ASW_DISSOLVE_FADE_OUT_START_TIME 1.0f #define ASW_DISSOLVE_FADE_OUT_END_TIME 2.5f //----------------------------------------------------------------------------- // Model //----------------------------------------------------------------------------- #define DISSOLVE_SPRITE_NAME "sprites/blueglow1.vmt" //----------------------------------------------------------------------------- // Save/load //----------------------------------------------------------------------------- BEGIN_DATADESC( CASW_Entity_Dissolve ) DEFINE_FIELD( m_flStartTime, FIELD_TIME ), DEFINE_FIELD( m_flFadeInStart, FIELD_FLOAT ), DEFINE_FIELD( m_flFadeInLength, FIELD_FLOAT ), DEFINE_FIELD( m_flFadeOutModelStart, FIELD_FLOAT ), DEFINE_FIELD( m_flFadeOutModelLength, FIELD_FLOAT ), DEFINE_FIELD( m_flFadeOutStart, FIELD_FLOAT ), DEFINE_FIELD( m_flFadeOutLength, FIELD_FLOAT ), DEFINE_FIELD( m_nDissolveType, FIELD_INTEGER ), DEFINE_FUNCTION( DissolveThink ), DEFINE_FUNCTION( ElectrocuteThink ), DEFINE_INPUTFUNC( FIELD_STRING, "Dissolve", InputDissolve ), END_DATADESC() //----------------------------------------------------------------------------- // Networking //----------------------------------------------------------------------------- IMPLEMENT_SERVERCLASS_ST( CASW_Entity_Dissolve, DT_ASW_Entity_Dissolve ) SendPropTime( SENDINFO( m_flStartTime ) ), SendPropFloat( SENDINFO( m_flFadeInStart ), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO( m_flFadeInLength ), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO( m_flFadeOutModelStart ), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO( m_flFadeOutModelLength ), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO( m_flFadeOutStart ), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO( m_flFadeOutLength ), 0, SPROP_NOSCALE ), SendPropInt( SENDINFO( m_nDissolveType ), ENTITY_DISSOLVE_BITS, SPROP_UNSIGNED ), END_SEND_TABLE() LINK_ENTITY_TO_CLASS( asw_entity_dissolve, CASW_Entity_Dissolve ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CASW_Entity_Dissolve::CASW_Entity_Dissolve( void ) { m_flStartTime = 0.0f; } CASW_Entity_Dissolve::~CASW_Entity_Dissolve( void ) { } //----------------------------------------------------------------------------- // Precache //----------------------------------------------------------------------------- void CASW_Entity_Dissolve::Precache() { if ( NULL_STRING == GetModelName() ) { PrecacheModel( DISSOLVE_SPRITE_NAME ); } else { PrecacheModel( STRING( GetModelName() ) ); } } //----------------------------------------------------------------------------- // Spawn //----------------------------------------------------------------------------- void CASW_Entity_Dissolve::Spawn() { BaseClass::Spawn(); Precache(); if ( NULL_STRING != GetModelName() ) { UTIL_SetModel( this, STRING( GetModelName() ) ); } if ( (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) ) { if ( dynamic_cast< CRagdollProp* >( GetMoveParent() ) ) { SetContextThink( &CASW_Entity_Dissolve::ElectrocuteThink, gpGlobals->curtime + 0.01f, s_pElectroThinkContext ); } } // Setup our times m_flFadeInStart = ASW_DISSOLVE_FADE_IN_START_TIME; m_flFadeInLength = ASW_DISSOLVE_FADE_IN_END_TIME - ASW_DISSOLVE_FADE_IN_START_TIME; m_flFadeOutModelStart = ASW_DISSOLVE_FADE_OUT_MODEL_START_TIME; m_flFadeOutModelLength = ASW_DISSOLVE_FADE_OUT_MODEL_END_TIME - ASW_DISSOLVE_FADE_OUT_MODEL_START_TIME; m_flFadeOutStart = ASW_DISSOLVE_FADE_OUT_START_TIME; m_flFadeOutLength = ASW_DISSOLVE_FADE_OUT_END_TIME - ASW_DISSOLVE_FADE_OUT_START_TIME; m_nRenderMode = kRenderTransColor; SetRenderColor( 255, 255, 255 ); SetRenderAlpha( 255 ); m_nRenderFX = kRenderFxNone; // Turn them into debris CBaseAnimating *pTarget = ( GetMoveParent() ) ? GetMoveParent()->GetBaseAnimating() : NULL; if ( pTarget ) { pTarget->SetCollisionGroup( COLLISION_GROUP_DISSOLVING ); } SetThink( &CASW_Entity_Dissolve::DissolveThink ); if ( gpGlobals->curtime > m_flStartTime ) { // Necessary for server-side ragdolls DissolveThink(); } else { SetNextThink( gpGlobals->curtime + 0.01f ); } } //----------------------------------------------------------------------------- // Purpose: // Input : inputdata - //----------------------------------------------------------------------------- void CASW_Entity_Dissolve::InputDissolve( inputdata_t &inputdata ) { string_t strTarget = inputdata.value.StringID(); if (strTarget == NULL_STRING) { strTarget = m_target; } CBaseEntity *pTarget = NULL; while ((pTarget = gEntList.FindEntityGeneric(pTarget, STRING(strTarget), this, inputdata.pActivator)) != NULL) { // Combat characters know how to catch themselves on fire. CBaseAnimating *pBaseAnim = dynamic_cast(pTarget); if (pBaseAnim) { pBaseAnim->Dissolve( NULL, gpGlobals->curtime, false ); } } } //----------------------------------------------------------------------------- // Purpose: Creates a flame and attaches it to a target entity. // Input : pTarget - //----------------------------------------------------------------------------- CASW_Entity_Dissolve *CASW_Entity_Dissolve::Create( CBaseEntity *pTarget, const char *pMaterialName, float flStartTime, int nDissolveType, bool *pRagdollCreated ) { if ( pRagdollCreated ) { *pRagdollCreated = false; } if ( !pMaterialName ) { pMaterialName = DISSOLVE_SPRITE_NAME; } if ( pTarget->IsPlayer() ) { // Simply immediately kill the player. CBasePlayer *pPlayer = assert_cast< CBasePlayer* >( pTarget ); pPlayer->SetArmorValue( 0 ); CTakeDamageInfo info( pPlayer, pPlayer, pPlayer->GetHealth(), DMG_GENERIC | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE ); pPlayer->TakeDamage( info ); return NULL; } CASW_Entity_Dissolve *pDissolve = (CASW_Entity_Dissolve *) CreateEntityByName( "asw_entity_dissolve" ); if ( pDissolve == NULL ) return NULL; pDissolve->m_nDissolveType = nDissolveType; if ( (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) ) { if ( pTarget->IsNPC() && pTarget->MyNPCPointer()->CanBecomeRagdoll() ) { CTakeDamageInfo info; CBaseEntity *pRagdoll = CreateServerRagdoll( pTarget->MyNPCPointer(), 0, info, COLLISION_GROUP_DEBRIS, true ); pRagdoll->SetCollisionBounds( pTarget->CollisionProp()->OBBMins(), pTarget->CollisionProp()->OBBMaxs() ); // Necessary to cause it to do the appropriate death cleanup if ( pTarget->m_lifeState == LIFE_ALIVE ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 ); CTakeDamageInfo ragdollInfo( pPlayer, pPlayer, 10000.0, DMG_SHOCK | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE ); pTarget->TakeDamage( ragdollInfo ); } if ( pRagdollCreated ) { *pRagdollCreated = true; } UTIL_Remove( pTarget ); pTarget = pRagdoll; } } if ( nDissolveType == ENTITY_DISSOLVE_NORMAL ) // this is used by the biomass { DispatchParticleEffect( "biomass_dissolve", PATTACH_ABSORIGIN, pTarget ); } //pDissolve->SetModelName( AllocPooledString(pMaterialName) ); pDissolve->AttachToEntity( pTarget ); pDissolve->SetStartTime( flStartTime ); pDissolve->Spawn(); // Send to the client even though we don't have a model pDissolve->AddEFlags( EFL_FORCE_CHECK_TRANSMIT ); // Play any appropriate noises when we start to dissolve if ( (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) ) { pTarget->DispatchResponse( "TLK_ELECTROCUTESCREAM" ); } else { pTarget->DispatchResponse( "TLK_DISSOLVESCREAM" ); } return pDissolve; } //----------------------------------------------------------------------------- // What type of dissolve? //----------------------------------------------------------------------------- CASW_Entity_Dissolve *CASW_Entity_Dissolve::Create( CBaseEntity *pTarget, CBaseEntity *pSource ) { // Look for other boogies on the ragdoll + kill them for ( CBaseEntity *pChild = pSource->FirstMoveChild(); pChild; pChild = pChild->NextMovePeer() ) { CASW_Entity_Dissolve *pDissolve = dynamic_cast(pChild); if ( !pDissolve ) continue; return Create( pTarget, STRING( pDissolve->GetModelName() ), pDissolve->m_flStartTime, pDissolve->m_nDissolveType ); } return NULL; } //----------------------------------------------------------------------------- // Purpose: Attaches the flame to an entity and moves with it // Input : pTarget - target entity to attach to //----------------------------------------------------------------------------- void CASW_Entity_Dissolve::AttachToEntity( CBaseEntity *pTarget ) { // So our dissolver follows the entity around on the server. SetParent( pTarget ); SetLocalOrigin( vec3_origin ); SetLocalAngles( vec3_angle ); } //----------------------------------------------------------------------------- // Purpose: // Input : lifetime - //----------------------------------------------------------------------------- void CASW_Entity_Dissolve::SetStartTime( float flStartTime ) { m_flStartTime = flStartTime; } //----------------------------------------------------------------------------- // Purpose: Burn targets around us //----------------------------------------------------------------------------- void CASW_Entity_Dissolve::DissolveThink( void ) { CBaseAnimating *pTarget = ( GetMoveParent() ) ? GetMoveParent()->GetBaseAnimating() : NULL; if ( GetModelName() == NULL_STRING && pTarget == NULL ) return; if ( pTarget == NULL ) { UTIL_Remove( this ); return; } if ( pTarget && pTarget->GetFlags() & FL_TRANSRAGDOLL ) { SetRenderAlpha( 0 ); } float dt = gpGlobals->curtime - m_flStartTime; if ( dt < m_flFadeInStart ) { SetNextThink( m_flStartTime + m_flFadeInStart ); return; } // If we're done fading, then kill our target entity and us if ( dt >= m_flFadeOutStart + m_flFadeOutLength ) { // Necessary to cause it to do the appropriate death cleanup // Yeah, the player may have nothing to do with it, but // passing NULL to TakeDamage causes bad things to happen CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 ); int iNoPhysicsDamage = g_pGameRules->Damage_GetNoPhysicsForce(); CTakeDamageInfo info( pPlayer, pPlayer, 10000.0, DMG_GENERIC | DMG_REMOVENORAGDOLL | iNoPhysicsDamage ); pTarget->TakeDamage( info ); if ( pTarget != pPlayer ) { UTIL_Remove( pTarget ); } UTIL_Remove( this ); return; } SetNextThink( gpGlobals->curtime + TICK_INTERVAL ); } //----------------------------------------------------------------------------- // Purpose: Burn targets around us //----------------------------------------------------------------------------- void CASW_Entity_Dissolve::ElectrocuteThink( void ) { CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( GetMoveParent() ); if ( !pRagdoll ) return; ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll( ); for ( int j = 0; j < pRagdollPhys->listCount; ++j ) { Vector vecForce; vecForce = RandomVector( -2400.0f, 2400.0f ); pRagdollPhys->list[j].pObject->ApplyForceCenter( vecForce ); } SetContextThink( &CASW_Entity_Dissolve::ElectrocuteThink, gpGlobals->curtime + random->RandomFloat( 0.1, 0.2f ), s_pElectroThinkContext ); }