//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Implements hurting point entity // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "entitylist.h" #include "gamerules.h" #include "basecombatcharacter.h" #include "ammodef.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" const int SF_PHURT_START_ON = 1; class CPointHurt : public CPointEntity { DECLARE_CLASS( CPointHurt, CPointEntity ); public: void Spawn( void ); void Precache( void ); void HurtThink( void ); // Input handlers void InputTurnOn(inputdata_t &inputdata); void InputTurnOff(inputdata_t &inputdata); void InputToggle(inputdata_t &inputdata); void InputHurt(inputdata_t &inputdata); DECLARE_DATADESC(); int m_nDamage; int m_bitsDamageType; float m_flRadius; float m_flDelay; string_t m_strTarget; EHANDLE m_pActivator; }; BEGIN_DATADESC( CPointHurt ) DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "DamageRadius" ), DEFINE_KEYFIELD( m_nDamage, FIELD_INTEGER, "Damage" ), DEFINE_KEYFIELD( m_flDelay, FIELD_FLOAT, "DamageDelay" ), DEFINE_KEYFIELD( m_bitsDamageType, FIELD_INTEGER, "DamageType" ), DEFINE_KEYFIELD( m_strTarget, FIELD_STRING, "DamageTarget" ), // Function Pointers DEFINE_FUNCTION( HurtThink ), // Inputs DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ), DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ), DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), DEFINE_INPUTFUNC( FIELD_VOID, "Hurt", InputHurt ), DEFINE_FIELD( m_pActivator, FIELD_EHANDLE ), END_DATADESC() LINK_ENTITY_TO_CLASS( point_hurt, CPointHurt ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointHurt::Spawn(void) { SetThink( NULL ); SetUse( NULL ); m_pActivator = NULL; if ( HasSpawnFlags( SF_PHURT_START_ON ) ) { SetThink( &CPointHurt::HurtThink ); } SetNextThink( gpGlobals->curtime + 0.1f ); if ( m_flRadius <= 0.0f ) { m_flRadius = 128.0f; } if ( m_nDamage <= 0 ) { m_nDamage = 2; } if ( m_flDelay <= 0 ) { m_flDelay = 0.1f; } Precache(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointHurt::Precache( void ) { BaseClass::Precache(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPointHurt::HurtThink( void ) { if ( m_strTarget != NULL_STRING ) { CBaseEntity *pEnt = NULL; CTakeDamageInfo info( this, m_pActivator, m_nDamage, m_bitsDamageType ); while ( ( pEnt = gEntList.FindEntityByName( pEnt, m_strTarget, NULL, m_pActivator ) ) != NULL ) { GuessDamageForce( &info, (pEnt->GetAbsOrigin() - GetAbsOrigin()), pEnt->GetAbsOrigin() ); pEnt->TakeDamage( info ); } } else { RadiusDamage( CTakeDamageInfo( this, this, m_nDamage, m_bitsDamageType ), GetAbsOrigin(), m_flRadius, CLASS_NONE, NULL ); } SetNextThink( gpGlobals->curtime + m_flDelay ); } //----------------------------------------------------------------------------- // Purpose: Input handler for turning on the point hurt. //----------------------------------------------------------------------------- void CPointHurt::InputTurnOn( inputdata_t &data ) { SetThink( &CPointHurt::HurtThink ); SetNextThink( gpGlobals->curtime + 0.1f ); m_pActivator = data.pActivator; } //----------------------------------------------------------------------------- // Purpose: Input handler for turning off the point hurt. //----------------------------------------------------------------------------- void CPointHurt::InputTurnOff( inputdata_t &data ) { SetThink( NULL ); m_pActivator = data.pActivator; } //----------------------------------------------------------------------------- // Purpose: Input handler for toggling the on/off state of the point hurt. //----------------------------------------------------------------------------- void CPointHurt::InputToggle( inputdata_t &data ) { m_pActivator = data.pActivator; if ( m_pfnThink == (void (CBaseEntity::*)())&CPointHurt::HurtThink ) { SetThink( NULL ); } else { SetThink( &CPointHurt::HurtThink ); } } //----------------------------------------------------------------------------- // Purpose: Input handler for instantaneously hurting whatever is near us. //----------------------------------------------------------------------------- void CPointHurt::InputHurt( inputdata_t &data ) { m_pActivator = data.pActivator; HurtThink(); }