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1871 lines
50 KiB
1871 lines
50 KiB
//========= Copyright © 1996-2005, 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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//--------------------------------------------------------- |
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//--------------------------------------------------------- |
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#include "cbase.h" |
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#include "decals.h" |
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#include "asw_fire.h" |
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#include "entitylist.h" |
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#include "basecombatcharacter.h" |
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#include "ndebugoverlay.h" |
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#include "engine/IEngineSound.h" |
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#include "ispatialpartition.h" |
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#include "collisionutils.h" |
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#include "tier0/vprof.h" |
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#ifdef INFESTED_DLL |
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// asw |
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#include "asw_marine.h" |
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#include "asw_marine_resource.h" |
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#include "asw_alien.h" |
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#include "asw_extinguisher_projectile.h" |
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#include "asw_generic_emitter_entity.h" |
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#include "asw_dynamic_light.h" |
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#include "asw_flamer_projectile.h" |
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#include "asw_gamerules.h" |
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#include "iasw_spawnable_npc.h" |
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#include "asw_shareddefs.h" |
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#include "soundenvelope.h" |
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#define ASW_MIN_FIRE_HEIGHT 50 // minimum units high the bounding box should be (so horizontal aiming of fire extinguisher always hits the fire when going over it, no matter how small it is) |
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#endif |
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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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/******************************************************************** |
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NOTE: if you are looking at this file becase you would like flares |
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to be considered as fires (and thereby trigger gas traps), be aware |
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that the env_flare class is actually found in weapon_flaregun.cpp |
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and is really a repurposed piece of ammunition. (env_flare isn't the |
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rod-like safety flare prop, but rather the bit of flame on the end.) |
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You will have some difficulty making it work here, because CFlare |
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does not inherit from CFire and will thus not be enumerated by |
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CFireSphere::EnumElement(). In order to have flares be detected and |
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used by this system, you will need to promote certain member functions |
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of CFire into an interface class from which both CFire and CFlare |
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inherit. You will also need to modify CFireSphere::EnumElement so that |
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it properly disambiguates between fires and flares. |
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For some partial work towards this end, see changelist 192474. |
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********************************************************************/ |
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#define FIRE_HEIGHT 256.0f |
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#define FIRE_SCALE_FROM_SIZE(firesize) (firesize * (1/FIRE_HEIGHT)) |
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#define FIRE_MAX_GROUND_OFFSET 24.0f //(2 feet) |
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#define DEFAULT_ATTACK_TIME 4.0f |
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#define DEFAULT_DECAY_TIME 8.0f |
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// UNDONE: This shouldn't be constant but depend on specific fire |
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#define FIRE_WIDTH 128 |
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#define FIRE_MINS Vector(-20,-20,0 ) // Sould be FIRE_WIDTH in size |
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#define FIRE_MAXS Vector( 20, 20,20) // Sould be FIRE_WIDTH in size |
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#define FIRE_SPREAD_DAMAGE_MULTIPLIER 2.0 |
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#define FIRE_MAX_HEAT_LEVEL 64.0f |
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#define FIRE_NORMAL_ATTACK_TIME 20.0f |
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#define FIRE_THINK_INTERVAL 0.1 |
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ConVar fire_maxabsorb( "fire_maxabsorb", "50" ); |
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ConVar fire_absorbrate( "fire_absorbrate", "3" ); |
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ConVar fire_extscale("fire_extscale", "12"); |
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ConVar fire_extabsorb("fire_extabsorb", "5"); |
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ConVar fire_heatscale( "fire_heatscale", "1.0" ); |
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ConVar fire_incomingheatscale( "fire_incomingheatscale", "0.1" ); |
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ConVar fire_dmgscale( "fire_dmgscale", "0.1" ); |
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ConVar fire_dmgbase( "fire_dmgbase", "1" ); |
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ConVar fire_growthrate( "fire_growthrate", "1.0" ); |
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ConVar fire_dmginterval( "fire_dmginterval", "1.0" ); |
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#ifdef INFESTED_DLL |
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ConVar asw_fire_spread_scale( "asw_fire_spread_scale", "2.0", FCVAR_CHEAT); |
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ConVar asw_fire_glow_radius( "asw_fire_glow_radius", "280", FCVAR_CHEAT ); |
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ConVar asw_fire_glow( "asw_fire_glow", "1", FCVAR_CHEAT ); |
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#endif |
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#define VPROF_FIRE(s) VPROF( s ) |
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CFireSphere::CFireSphere( CFire **pList, int listMax, bool onlyActiveFires, const Vector &origin, float radius ) |
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{ |
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m_pList = pList; |
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m_listMax = listMax; |
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m_count = 0; |
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m_onlyActiveFires = onlyActiveFires; |
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m_origin = origin; |
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m_radiusSqr = radius * radius; |
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} |
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bool CFireSphere::AddToList( CFire *pFire ) |
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{ |
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if ( m_count >= m_listMax ) |
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return false; |
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m_pList[m_count] = pFire; |
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m_count++; |
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return true; |
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} |
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IterationRetval_t CFireSphere::EnumElement( IHandleEntity *pHandleEntity ) |
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{ |
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CBaseEntity *pEntity = gEntList.GetBaseEntity( pHandleEntity->GetRefEHandle() ); |
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if ( pEntity ) |
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{ |
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// UNDONE: Measure which of these is faster |
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// CFire *pFire = dynamic_cast<CFire *>(pEntity); |
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if ( !FClassnameIs( pEntity, "env_fire" ) ) |
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return ITERATION_CONTINUE; |
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CFire *pFire = static_cast<CFire *>(pEntity); |
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if ( pFire ) |
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{ |
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if ( !m_onlyActiveFires || pFire->IsBurning() ) |
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{ |
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if ( (m_origin - pFire->GetAbsOrigin()).LengthSqr() < m_radiusSqr ) |
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{ |
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if ( !AddToList( pFire ) ) |
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return ITERATION_STOP; |
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} |
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} |
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} |
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} |
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return ITERATION_CONTINUE; |
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} |
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int FireSystem_GetFiresInSphere( CFire **pList, int listMax, bool onlyActiveFires, const Vector &origin, float radius ) |
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{ |
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CFireSphere sphereEnum( pList, listMax, onlyActiveFires, origin, radius ); |
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partition->EnumerateElementsInSphere( PARTITION_ENGINE_NON_STATIC_EDICTS, origin, radius, false, &sphereEnum ); |
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return sphereEnum.GetCount(); |
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} |
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bool FireSystem_IsValidFirePosition( const Vector &position, float testRadius ) |
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{ |
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CFire *pList[1]; |
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int count = FireSystem_GetFiresInSphere( pList, ARRAYSIZE(pList), true, position, testRadius ); |
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if ( count > 0 ) |
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return false; |
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return true; |
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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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bool FireSystem_IsFireInWall( Vector &position, fireType_e type ) |
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{ |
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// Don't check natural fire against walls |
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if (type == FIRE_NATURAL) |
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return false; |
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trace_t tr; |
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UTIL_TraceHull( position, position+Vector(0,0,0.1), FIRE_MINS,FIRE_MAXS,MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr ); |
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if (tr.fraction != 1.0 || tr.startsolid) |
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{ |
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//NDebugOverlay::Box(position,FIRE_MINS,FIRE_MAXS,255,0,0,50,10); |
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return true; |
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} |
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//NDebugOverlay::Box(position,FIRE_MINS,FIRE_MAXS,0,255,0,50,10); |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Determines whether or not a new fire may be placed at a given location |
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// Input : &position - where we are trying to put the new fire |
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// separationRadius - the maximum distance fires must be apart from one another |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool FireSystem_CanAddFire( Vector *position, float separationRadius, fireType_e type, int flags ) |
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{ |
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//See if we found a fire inside the sphere |
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if ( !FireSystem_IsValidFirePosition( *position, separationRadius ) ) |
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return false; |
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// Unless our fire is floating, make sure were not too high |
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if (!(flags & SF_FIRE_DONT_DROP)) |
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{ |
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trace_t tr; |
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Vector startpos = *position; |
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Vector endpos = *position; |
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startpos[2] += 1; |
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endpos[2] -= FIRE_MAX_GROUND_OFFSET; |
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UTIL_TraceLine( startpos, endpos, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr ); |
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#ifdef INFESTED_DLL |
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// asw - don't check for being inside things, that's already done elsewhere, if needed |
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//See if we're floating too high |
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if ( tr.fraction == 1.0f ) |
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return false; |
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#else |
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//See if we're floating too high |
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if ( ( tr.allsolid ) || ( tr.startsolid) || ( tr.fraction == 1.0f ) ) |
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{ |
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return false; |
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} |
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//TODO: If we've hit an entity here, start it on fire |
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CBaseEntity *pEntity = tr.m_pEnt; |
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if ( ENTINDEX( pEntity->edict() ) != 0 ) |
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{ |
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return false; |
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} |
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#endif // INFESTED_DLL |
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} |
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// Check if fire is in a wall, if so try shifting around a bit |
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if (FireSystem_IsFireInWall( *position, type )) |
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{ |
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Vector vTestPos = *position; |
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vTestPos.x += 10; |
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if (FireSystem_IsValidFirePosition( vTestPos, separationRadius ) && !FireSystem_IsFireInWall( vTestPos, type )) |
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{ |
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*position = vTestPos; |
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return true; |
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} |
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vTestPos.y += 10; |
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if (FireSystem_IsValidFirePosition( vTestPos, separationRadius ) && !FireSystem_IsFireInWall( vTestPos, type )) |
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{ |
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*position = vTestPos; |
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return true; |
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} |
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vTestPos.y -= 20; |
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if (FireSystem_IsValidFirePosition( vTestPos, separationRadius ) && !FireSystem_IsFireInWall( vTestPos, type )) |
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{ |
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*position = vTestPos; |
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return true; |
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} |
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vTestPos.x -= 20; |
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if (FireSystem_IsValidFirePosition( vTestPos, separationRadius ) && !FireSystem_IsFireInWall( vTestPos, type )) |
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{ |
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*position = vTestPos; |
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return true; |
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} |
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return false; |
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} |
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//Able to add here |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Starts a fire at a specified location |
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// Input : &position - position to start the fire at |
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// flags - any special modifiers |
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//----------------------------------------------------------------------------- |
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bool FireSystem_StartFire( const Vector &position, float fireHeight, float attack, float fuel, int flags, CBaseEntity *owner, fireType_e type, float flRotation, CBaseEntity *pCreatorWeapon ) |
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{ |
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VPROF_FIRE( "FireSystem_StartFire1" ); |
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Vector testPos = position; |
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//Must be okay to add fire here |
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if ( FireSystem_CanAddFire( &testPos, 16.0f, type, flags ) == false ) |
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{ |
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CFire *pFires[16]; |
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int fireCount = FireSystem_GetFiresInSphere( pFires, ARRAYSIZE(pFires), true, position, 16.0f ); |
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for ( int i = 0; i < fireCount; i++ ) |
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{ |
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// add to this fire |
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pFires[i]->AddHeat( fireHeight, false ); |
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} |
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return false; |
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} |
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//Create a new fire entity |
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CFire *fire = (CFire *) CreateEntityByName( "env_fire" ); |
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if ( fire == NULL ) |
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return false; |
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//Spawn the fire |
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// Fires not placed by a designer should be cleaned up automatically (not catch fire again) |
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fire->AddSpawnFlags( SF_FIRE_DIE_PERMANENT ); |
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fire->Spawn(); |
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fire->SetAbsAngles( QAngle( 0, flRotation, 0 ) ); |
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fire->Init( testPos, fireHeight, attack, fuel, flags, type ); |
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fire->Start(); |
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fire->SetOwner( owner ); |
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fire->m_hCreatorWeapon = pCreatorWeapon; |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Starts a fire on a specified model. |
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// Input : pEntity - The model entity to catch on fire. |
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// fireHeight - |
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// attack - |
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// fuel - |
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// flags - |
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// owner - |
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// type - |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool FireSystem_StartFire( CBaseAnimating *pEntity, float fireHeight, float attack, float fuel, int flags, CBaseEntity *owner, fireType_e type, float flRotation ) |
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{ |
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VPROF_FIRE( "FireSystem_StartFire2" ); |
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Vector position = pEntity->GetAbsOrigin(); |
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Vector testPos = position; |
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// Make sure its a valid position for fire (not in a wall, etc) |
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if ( FireSystem_CanAddFire( &testPos, 16.0f, type, flags ) == false ) |
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{ |
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// Contribute heat to all fires within 16 units of this fire. |
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CFire *pFires[16]; |
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int fireCount = FireSystem_GetFiresInSphere( pFires, ARRAYSIZE(pFires), true, position, 16.0f ); |
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for ( int i = 0; i < fireCount; i++ ) |
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{ |
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pFires[i]->AddHeat( fireHeight, false ); |
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} |
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return false; |
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} |
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// Create a new fire entity |
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CFire *fire = (CFire *) CreateEntityByName( "env_fire" ); |
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if ( fire == NULL ) |
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{ |
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return false; |
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} |
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// Spawn the fire. |
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// Fires not placed by a designer should be cleaned up automatically (not catch fire again). |
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fire->AddSpawnFlags( SF_FIRE_DIE_PERMANENT ); |
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fire->Spawn(); |
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fire->SetAbsAngles( QAngle( 0, flRotation, 0 ) ); |
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fire->Init( testPos, fireHeight, attack, fuel, flags, type ); |
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fire->Start(); |
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fire->SetOwner( owner ); |
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return true; |
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} |
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#ifdef INFESTED_DLL |
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bool FireSystem_StartDormantFire( const Vector &position, float fireHeight, float attack, float fuel, int flags, CBaseEntity *owner, fireType_e type ) |
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{ |
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VPROF_FIRE( "FireSystem_StartFire3" ); |
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Vector testPos = position; |
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//Must be okay to add fire here |
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if ( FireSystem_CanAddFire( &testPos, 16.0f, type, flags ) == false ) |
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{ |
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CFire *pFires[16]; |
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int fireCount = FireSystem_GetFiresInSphere( pFires, ARRAYSIZE(pFires), true, position, 16.0f ); |
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for ( int i = 0; i < fireCount; i++ ) |
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{ |
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// add to this fire |
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pFires[i]->AddHeat( fireHeight, false ); |
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} |
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return false; |
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} |
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//Create a new fire entity |
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CFire *fire = (CFire *) CreateEntityByName( "env_fire" ); |
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if ( fire == NULL ) |
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return false; |
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//Spawn the fire |
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// Fires not placed by a designer should be cleaned up automatically (not catch fire again) |
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/* |
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fire->AddSpawnFlags( flags ); |
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Msg("adding flags %d\n", flags); |
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fire->AddSpawnFlags( SF_FIRE_DIE_PERMANENT ); |
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fire->SetHeatLevel(1); |
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fire->Spawn(); |
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fire->Init( testPos, fireHeight, attack, fuel, flags, type ); |
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//fire->Start(); |
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fire->SetOwner( owner ); |
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*/ |
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fire->AddSpawnFlags( SF_FIRE_DIE_PERMANENT ); |
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fire->SetHeatLevel(0.001f); |
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fire->SetHealth(fuel); |
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fire->Spawn(); |
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fire->Init( testPos, fireHeight, attack, fuel, flags, type ); |
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//fire->Start(); |
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fire->SetOwner( owner ); |
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trace_t tr; |
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UTIL_TraceLine(testPos + Vector(0,0,10), testPos + Vector(0,0,-30), MASK_SOLID, owner, |
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COLLISION_GROUP_NONE, &tr); |
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if (tr.m_pEnt) |
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UTIL_DecalTrace( &tr, "BeerSplash" ); // flamerfuel doesn't work.. |
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return true; |
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} |
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#endif |
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void FireSystem_ExtinguishInRadius( const Vector &origin, float radius, float rate ) |
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{ |
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// UNDONE: pass this instead of percent |
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float heat = (1-rate) * fire_extscale.GetFloat(); |
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CFire *pFires[32]; |
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int fireCount = FireSystem_GetFiresInSphere( pFires, ARRAYSIZE(pFires), false, origin, radius ); |
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for ( int i = 0; i < fireCount; i++ ) |
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{ |
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pFires[i]->Extinguish( heat ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : &origin - |
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// radius - |
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// heat - |
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//----------------------------------------------------------------------------- |
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void FireSystem_AddHeatInRadius( const Vector &origin, float radius, float heat ) |
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{ |
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VPROF_FIRE( "FireSystem_AddHeatInRadius" ); |
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CFire *pFires[32]; |
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int fireCount = FireSystem_GetFiresInSphere( pFires, ARRAYSIZE(pFires), false, origin, radius ); |
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for ( int i = 0; i < fireCount; i++ ) |
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{ |
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pFires[i]->AddHeat( heat ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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bool FireSystem_GetFireDamageDimensions( CBaseEntity *pEntity, Vector *pFireMins, Vector *pFireMaxs ) |
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{ |
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CFire *pFire = dynamic_cast<CFire *>(pEntity); |
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if ( pFire && pFire->GetFireDimensions( pFireMins, pFireMaxs ) ) |
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{ |
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*pFireMins /= FIRE_SPREAD_DAMAGE_MULTIPLIER; |
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*pFireMaxs /= FIRE_SPREAD_DAMAGE_MULTIPLIER; |
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return true; |
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} |
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pFireMins->Init(); |
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pFireMaxs->Init(); |
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return false; |
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} |
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//================================================== |
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// CFire |
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//================================================== |
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IMPLEMENT_SERVERCLASS_ST( CFire, DT_ASW_Fire ) |
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SendPropInt( SENDINFO( m_nFireType ) ), |
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SendPropFloat( SENDINFO( m_flFireSize ) ), |
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SendPropFloat( SENDINFO( m_flHeatLevel ) ), |
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SendPropFloat( SENDINFO( m_flMaxHeat ) ), |
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SendPropBool( SENDINFO( m_bEnabled ) ), |
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END_SEND_TABLE() |
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BEGIN_DATADESC( CFire ) |
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DEFINE_FIELD( m_hEffect, FIELD_EHANDLE ), |
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#ifdef INFESTED_DLL |
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//DEFINE_FIELD( m_hEmitter, FIELD_EHANDLE ), // asw |
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DEFINE_FIELD( m_hFireLight, FIELD_EHANDLE ), // asw |
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DEFINE_KEYFIELD( m_fLightRadiusScale, FIELD_FLOAT, "LightRadiusScale" ), // asw |
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DEFINE_KEYFIELD( m_iLightBrightness, FIELD_INTEGER, "LightBrightness" ), // asw |
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DEFINE_SOUNDPATCH( m_pLoopSound ), |
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DEFINE_KEYFIELD( m_LoopSoundName, FIELD_SOUNDNAME, "LoopSound" ), // asw |
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DEFINE_KEYFIELD( m_StartSoundName, FIELD_SOUNDNAME, "IgniteSound" ), // asw |
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DEFINE_KEYFIELD( m_LightColor, FIELD_COLOR32, "LightColor" ), // asw |
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#endif |
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DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ), |
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DEFINE_KEYFIELD( m_nFireType, FIELD_INTEGER, "firetype" ), |
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DEFINE_FIELD( m_flFuel, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flDamageTime, FIELD_TIME ), |
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DEFINE_FIELD( m_lastDamage, FIELD_TIME ), |
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DEFINE_KEYFIELD( m_flFireSize, FIELD_FLOAT, "firesize" ), |
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DEFINE_KEYFIELD( m_flHeatLevel, FIELD_FLOAT, "ignitionpoint" ), |
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DEFINE_FIELD( m_flHeatAbsorb, FIELD_FLOAT ), |
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DEFINE_KEYFIELD( m_flDamageScale,FIELD_FLOAT, "damagescale" ), |
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DEFINE_FIELD( m_flMaxHeat, FIELD_FLOAT ), |
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//DEFINE_FIELD( m_flLastHeatLevel, FIELD_FLOAT ), |
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DEFINE_KEYFIELD( m_flAttackTime, FIELD_FLOAT, "fireattack" ), |
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DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ), |
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DEFINE_KEYFIELD( m_bStartDisabled, FIELD_BOOLEAN, "StartDisabled" ), |
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DEFINE_FIELD( m_bDidActivate, FIELD_BOOLEAN ), |
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|
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DEFINE_FUNCTION( BurnThink ), |
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DEFINE_FUNCTION( GoOutThink ), |
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|
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#ifdef INFESTED_DLL |
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DEFINE_FUNCTION( FastBurnThink ), |
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DEFINE_ENTITYFUNC( ASWFireTouch ), // asw |
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#endif |
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|
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DEFINE_INPUTFUNC( FIELD_VOID, "StartFire", InputStartFire ), |
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DEFINE_INPUTFUNC( FIELD_FLOAT, "Extinguish", InputExtinguish ), |
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DEFINE_INPUTFUNC( FIELD_FLOAT, "ExtinguishTemporary", InputExtinguishTemporary ), |
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|
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), |
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|
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DEFINE_OUTPUT( m_OnIgnited, "OnIgnited" ), |
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DEFINE_OUTPUT( m_OnExtinguished, "OnExtinguished" ), |
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|
|
END_DATADESC() |
|
|
|
LINK_ENTITY_TO_CLASS( env_fire, CFire ); |
|
|
|
//================================================== |
|
// CFire |
|
//================================================== |
|
|
|
CFire::CFire( void ) |
|
{ |
|
m_flFuel = 0.0f; |
|
m_flAttackTime = 0.0f; |
|
m_flDamageTime = 0.0f; |
|
m_lastDamage = 0; |
|
m_nFireType = FIRE_NATURAL; |
|
|
|
//Spreading |
|
m_flHeatAbsorb = 8.0f; |
|
m_flHeatLevel = 0; |
|
|
|
m_LoopSoundName = MAKE_STRING( "d1_town.LargeFireLoop" ); |
|
m_StartSoundName = MAKE_STRING( "ASW_Flare.IgniteFlare" ); |
|
|
|
// Must be in the constructor! |
|
AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID ); |
|
|
|
#ifdef INFESTED_DLL |
|
m_LightColor.r = 115; |
|
m_LightColor.g = 105; |
|
m_LightColor.b = 90; |
|
m_iLightBrightness = 0; |
|
m_fLightRadiusScale = 1.0f; |
|
m_bNoFuelingOnceLit = false; |
|
m_bFirefighterCounted = false; |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// UpdateOnRemove |
|
//----------------------------------------------------------------------------- |
|
void CFire::UpdateOnRemove( void ) |
|
{ |
|
//Stop any looping sounds that might be playing |
|
StopSound( "Fire.Plasma" ); |
|
#ifdef INFESTED_DLL |
|
// asw |
|
if ( m_pLoopSound ) |
|
{ |
|
CSoundEnvelopeController::GetController().SoundDestroy( m_pLoopSound ); |
|
m_pLoopSound = NULL; |
|
} |
|
#endif |
|
|
|
DestroyEffect(); |
|
|
|
// Chain at end to mimic destructor unwind order |
|
BaseClass::UpdateOnRemove(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CFire::Precache( void ) |
|
{ |
|
#ifdef INFESTED_DLL |
|
if ( m_nFireType == FIRE_WALL_MINE ) |
|
{ |
|
PrecacheParticleSystem( "mine_fire" ); |
|
} |
|
#endif |
|
if ( m_nFireType == FIRE_NATURAL ) |
|
{ |
|
UTIL_PrecacheOther("_firesmoke"); |
|
#ifdef INFESTED_DLL |
|
PrecacheParticleSystem( "ground_fire" ); |
|
#else |
|
if ( m_spawnflags & SF_FIRE_SMOKELESS ) |
|
{ |
|
PrecacheParticleSystem( "env_fire_tiny" ); |
|
PrecacheParticleSystem( "env_fire_small" ); |
|
PrecacheParticleSystem( "env_fire_medium" ); |
|
PrecacheParticleSystem( "env_fire_large" ); |
|
} |
|
else |
|
{ |
|
PrecacheParticleSystem( "env_fire_tiny_smoke" ); |
|
PrecacheParticleSystem( "env_fire_small_smoke" ); |
|
PrecacheParticleSystem( "env_fire_medium_smoke" ); |
|
PrecacheParticleSystem( "env_fire_large_smoke" ); |
|
} |
|
#endif |
|
} |
|
|
|
if ( m_nFireType == FIRE_PLASMA ) |
|
{ |
|
UTIL_PrecacheOther("_plasma"); |
|
} |
|
|
|
PrecacheScriptSound( "Fire.Plasma" ); |
|
#ifdef INFESTED_DLL |
|
PrecacheScriptSound( "ASWGrenade.FireLoop" ); |
|
PrecacheScriptSound( STRING(m_LoopSoundName) ); |
|
PrecacheScriptSound( STRING(m_StartSoundName) ); |
|
#endif |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : Input handler for starting the fire. |
|
//------------------------------------------------------------------------------ |
|
void CFire::InputStartFire( inputdata_t &inputdata ) |
|
{ |
|
if ( !m_bEnabled ) |
|
return; |
|
|
|
StartFire(); |
|
} |
|
|
|
void CFire::InputEnable( inputdata_t &inputdata ) |
|
{ |
|
m_bEnabled = true; |
|
} |
|
|
|
void CFire::InputDisable( inputdata_t &inputdata ) |
|
{ |
|
Disable(); |
|
} |
|
|
|
void CFire::Disable() |
|
{ |
|
m_bEnabled = false; |
|
if ( IsBurning() ) |
|
{ |
|
GoOut(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &inputdata - |
|
//----------------------------------------------------------------------------- |
|
void CFire::InputExtinguish( inputdata_t &inputdata ) |
|
{ |
|
m_spawnflags &= ~SF_FIRE_INFINITE; |
|
GoOutInSeconds( inputdata.value.Float() ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &inputdata - |
|
//----------------------------------------------------------------------------- |
|
void CFire::InputExtinguishTemporary( inputdata_t &inputdata ) |
|
{ |
|
GoOutInSeconds( inputdata.value.Float() ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Starts burning. |
|
//----------------------------------------------------------------------------- |
|
void CFire::StartFire( void ) |
|
{ |
|
if ( m_hEffect != NULL ) |
|
return; |
|
|
|
#ifdef INFESTED_DLL |
|
//if ( m_hEmitter != NULL ) // asw |
|
// return; |
|
#endif |
|
|
|
// Trace down and start a fire there. Nothing fancy yet. |
|
Vector vFirePos; |
|
trace_t tr; |
|
if ( m_spawnflags & SF_FIRE_DONT_DROP ) |
|
{ |
|
vFirePos = GetAbsOrigin(); |
|
} |
|
else |
|
{ |
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0.0f, 0.0f, -1024.0f ), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); |
|
vFirePos = tr.endpos; |
|
} |
|
|
|
int spawnflags = m_spawnflags; |
|
m_spawnflags |= SF_FIRE_START_ON; |
|
Init( vFirePos, m_flFireSize, m_flAttackTime, m_flFuel, m_spawnflags, (fireType_e) m_nFireType.Get() ); |
|
Start(); |
|
m_spawnflags = spawnflags; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CFire::Spawn( void ) |
|
{ |
|
BaseClass::Spawn(); |
|
|
|
Precache(); |
|
|
|
m_takedamage = DAMAGE_NO; |
|
|
|
SetSolid( SOLID_NONE ); |
|
AddEffects( EF_NODRAW ); |
|
SetToOutSize(); |
|
|
|
// set up the ignition point |
|
m_flHeatAbsorb = m_flHeatLevel * 0.05; |
|
m_flHeatLevel = 0; |
|
Init( GetAbsOrigin(), m_flFireSize, m_flAttackTime, m_flFuel, m_spawnflags, m_nFireType ); |
|
|
|
if( m_bStartDisabled ) |
|
{ |
|
Disable(); |
|
} |
|
else |
|
{ |
|
m_bEnabled = true; |
|
} |
|
} |
|
|
|
int CFire::UpdateTransmitState() |
|
{ |
|
// Don't want to be FL_EDICT_DONTSEND because our fire entity may make us transmit. |
|
return SetTransmitState( FL_EDICT_ALWAYS ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CFire::Activate( void ) |
|
{ |
|
BaseClass::Activate(); |
|
|
|
//See if we should start active |
|
if ( !m_bDidActivate && ( m_spawnflags & SF_FIRE_START_ON ) ) |
|
{ |
|
m_flHeatLevel = m_flMaxHeat; |
|
|
|
StartFire(); |
|
} |
|
|
|
m_bDidActivate = true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CFire::SpawnEffect( fireType_e type, float scale ) |
|
{ |
|
CBaseFire *pEffect = NULL; |
|
|
|
switch ( type ) |
|
{ |
|
default: |
|
case FIRE_NATURAL: |
|
{ |
|
#ifndef INFESTED_DLL |
|
CFireSmoke *fireSmoke = (CFireSmoke *) CreateEntityByName( "_firesmoke" ); |
|
fireSmoke->EnableSmoke( ( m_spawnflags & SF_FIRE_SMOKELESS )==false ); |
|
fireSmoke->EnableGlow( ( m_spawnflags & SF_FIRE_NO_GLOW )==false ); |
|
fireSmoke->EnableVisibleFromAbove( ( m_spawnflags & SF_FIRE_VISIBLE_FROM_ABOVE )!=false ); |
|
|
|
pEffect = fireSmoke; |
|
m_nFireType = FIRE_NATURAL; |
|
m_takedamage = DAMAGE_YES; |
|
#else |
|
if ( ( m_spawnflags & SF_FIRE_NO_GLOW )==false && asw_fire_glow.GetBool()) |
|
{ |
|
CASW_Dynamic_Light* pFireLight = (CASW_Dynamic_Light*) CreateEntityByName("asw_dynamic_light"); |
|
if (pFireLight) |
|
{ |
|
UTIL_SetOrigin( pFireLight, GetAbsOrigin() ); |
|
pFireLight->Spawn(); |
|
pFireLight->SetParent( this ); |
|
// todo: set up colour etc? |
|
float strength = m_flHeatLevel / FIRE_MAX_HEAT_LEVEL; |
|
float f = strength; |
|
if (m_flHeatLevel < 64) |
|
{ |
|
f += (64 - m_flHeatLevel) * 0.005f; |
|
} |
|
pFireLight->SetLightRadius(f*asw_fire_glow_radius.GetFloat()*m_fLightRadiusScale); |
|
pFireLight->SetExponent(m_iLightBrightness); |
|
//color32 tmp; |
|
//UTIL_StringToColor32( &tmp, STRING(m_LightColor) ); |
|
pFireLight->SetRenderColor( m_LightColor.r, m_LightColor.g, m_LightColor.b ); |
|
//Msg("Fire: Spawned dynamic light with rad:%f exp:%d r:%d g:%d b:%d\n", f*asw_fire_glow_radius.GetFloat()*m_fLightRadiusScale, |
|
//m_iLightBrightness, m_LightColor.r, m_LightColor.g, m_LightColor.b); |
|
m_hFireLight = pFireLight; |
|
} |
|
} |
|
|
|
//m_flFireSize = 1.5f; |
|
|
|
if ( (m_spawnflags & SF_FIRE_NO_SOUND) == false ) |
|
{ |
|
if ( m_LoopSoundName.ToCStr() && m_LoopSoundName.ToCStr()[ 0 ] != '\0' ) |
|
{ |
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); |
|
if ( !m_pLoopSound ) |
|
{ |
|
CPASAttenuationFilter filter( this ); |
|
m_pLoopSound = controller.SoundCreate( filter, entindex(), STRING( m_LoopSoundName ) ); |
|
controller.Play( m_pLoopSound, 0.1, 100 ); |
|
controller.SoundChangeVolume( m_pLoopSound, 1.0f, 0.25f ); |
|
} |
|
} |
|
} |
|
if ( (m_spawnflags & SF_FIRE_NO_IGNITE_SOUND) == false ) |
|
{ |
|
if ( m_StartSoundName.ToCStr() && m_StartSoundName.ToCStr()[ 0 ] != '\0' ) |
|
{ |
|
EmitSound_t ep; |
|
ep.m_nChannel = CHAN_AUTO; |
|
ep.m_pSoundName = STRING( m_StartSoundName ); |
|
ep.m_flVolume = 1; |
|
ep.m_SoundLevel = SNDLVL_NORM; |
|
CPASAttenuationFilter filter( this ); |
|
EmitSound( filter, entindex(), ep ); |
|
} |
|
} |
|
#endif // INFESTED_DLL |
|
} |
|
break; |
|
|
|
case FIRE_WALL_MINE: |
|
{ |
|
if ( asw_fire_glow.GetBool() ) |
|
{ |
|
CASW_Dynamic_Light* pFireLight = (CASW_Dynamic_Light*) CreateEntityByName("asw_dynamic_light"); |
|
if (pFireLight) |
|
{ |
|
UTIL_SetOrigin( pFireLight, GetAbsOrigin() ); |
|
pFireLight->Spawn(); |
|
pFireLight->SetParent( this ); |
|
// todo: set up colour etc? |
|
float strength = m_flHeatLevel / FIRE_MAX_HEAT_LEVEL; |
|
float f = strength; |
|
if (m_flHeatLevel < 64) |
|
{ |
|
f += (64 - m_flHeatLevel) * 0.005f; |
|
} |
|
pFireLight->SetLightRadius(f*asw_fire_glow_radius.GetFloat()*m_fLightRadiusScale); |
|
pFireLight->SetExponent(m_iLightBrightness); |
|
//color32 tmp; |
|
//UTIL_StringToColor32( &tmp, STRING(m_LightColor) ); |
|
pFireLight->SetRenderColor( m_LightColor.r, m_LightColor.g, m_LightColor.b ); |
|
//Msg("Fire: Spawned dynamic light with rad:%f exp:%d r:%d g:%d b:%d\n", f*asw_fire_glow_radius.GetFloat()*m_fLightRadiusScale, |
|
//m_iLightBrightness, m_LightColor.r, m_LightColor.g, m_LightColor.b); |
|
m_hFireLight = pFireLight; |
|
} |
|
} |
|
|
|
//m_flFireSize = 1.5f; |
|
|
|
if ( (m_spawnflags & SF_FIRE_NO_SOUND) == false ) |
|
{ |
|
if ( m_LoopSoundName.ToCStr() && m_LoopSoundName.ToCStr()[ 0 ] != '\0' ) |
|
{ |
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); |
|
if ( !m_pLoopSound ) |
|
{ |
|
CPASAttenuationFilter filter( this ); |
|
m_pLoopSound = controller.SoundCreate( filter, entindex(), "ASWGrenade.FireLoop" ); |
|
controller.Play( m_pLoopSound, 0.1, 100 ); |
|
controller.SoundChangeVolume( m_pLoopSound, 1.0f, 0.25f ); |
|
} |
|
} |
|
} |
|
if ( (m_spawnflags & SF_FIRE_NO_IGNITE_SOUND) == false ) |
|
{ |
|
if ( m_StartSoundName.ToCStr() && m_StartSoundName.ToCStr()[ 0 ] != '\0' ) |
|
{ |
|
EmitSound_t ep; |
|
ep.m_nChannel = CHAN_AUTO; |
|
ep.m_pSoundName = STRING( m_StartSoundName ); |
|
ep.m_flVolume = 1; |
|
ep.m_SoundLevel = SNDLVL_NORM; |
|
CPASAttenuationFilter filter( this ); |
|
EmitSound( filter, entindex(), ep ); |
|
} |
|
} |
|
} |
|
break; |
|
|
|
case FIRE_PLASMA: |
|
{ |
|
CPlasma *plasma = (CPlasma *) CreateEntityByName( "_plasma" ); |
|
plasma->EnableSmoke( true ); |
|
|
|
pEffect = plasma; |
|
m_nFireType = FIRE_PLASMA; |
|
m_takedamage = DAMAGE_YES; |
|
|
|
// Start burn sound |
|
EmitSound( "Fire.Plasma" ); |
|
} |
|
break; |
|
} |
|
|
|
#ifdef INFESTED_DLL |
|
if (pEffect) // asw |
|
{ |
|
#endif |
|
UTIL_SetOrigin( pEffect, GetAbsOrigin() ); |
|
pEffect->Spawn(); |
|
pEffect->SetParent( this ); |
|
pEffect->Scale( m_flFireSize, m_flFireSize, 0 ); |
|
//Start it going |
|
pEffect->Enable( ( m_spawnflags & SF_FIRE_START_ON ) ); |
|
#ifdef INFESTED_DLL |
|
} |
|
#endif |
|
m_hEffect = pEffect; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Spawn and initialize the fire |
|
// Input : &position - where the fire resides |
|
// lifetime - |
|
//----------------------------------------------------------------------------- |
|
void CFire::Init( const Vector &position, float scale, float attackTime, float fuel, int flags, int fireType ) |
|
{ |
|
m_flAttackTime = attackTime; |
|
|
|
m_spawnflags = flags; |
|
m_nFireType = fireType; |
|
|
|
if ( flags & SF_FIRE_INFINITE ) |
|
{ |
|
fuel = 0; |
|
} |
|
m_flFuel = fuel; |
|
if ( m_flFuel ) |
|
{ |
|
m_spawnflags |= SF_FIRE_DIE_PERMANENT; |
|
} |
|
|
|
Vector localOrigin = position; |
|
if ( GetMoveParent() ) |
|
{ |
|
EntityMatrix parentMatrix; |
|
parentMatrix.InitFromEntity( GetMoveParent() ); |
|
localOrigin = parentMatrix.WorldToLocal( position ); |
|
} |
|
UTIL_SetOrigin( this, localOrigin ); |
|
|
|
SetSolid( SOLID_NONE ); |
|
m_flFireSize = scale; |
|
m_flMaxHeat = FIRE_MAX_HEAT_LEVEL * FIRE_SCALE_FROM_SIZE(scale); |
|
//See if we should start on |
|
if ( m_spawnflags & SF_FIRE_START_FULL ) |
|
{ |
|
m_flHeatLevel = m_flMaxHeat; |
|
} |
|
m_flLastHeatLevel = 0; |
|
|
|
#ifdef INFESTED_DLL |
|
m_bNoFuelingOnceLit = (flags & SF_FIRE_NO_FUELLING_ONCE_LIT) != 0; |
|
if ( (flags & SF_FIRE_DONT_DROP ) == 0 ) |
|
{ |
|
trace_t tr; |
|
Vector startpos = GetAbsOrigin(); |
|
Vector endpos = GetAbsOrigin(); |
|
|
|
startpos[2] += 1; |
|
endpos[2] -= FIRE_MAX_GROUND_OFFSET; |
|
|
|
UTIL_TraceLine( startpos, endpos, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr ); |
|
if ( tr.fraction < 1.0f && tr.m_pEnt && !tr.m_pEnt->IsWorld() && !tr.m_pEnt->IsNPC() ) |
|
{ |
|
SetParent( tr.m_pEnt ); |
|
} |
|
} |
|
|
|
if ( fireType == FIRE_WALL_MINE ) |
|
{ |
|
m_LoopSoundName = MAKE_STRING( "ASWGrenade.FireLoop" ); |
|
} |
|
|
|
SetSolid( SOLID_BBOX ); |
|
float boxWidth = (m_flFireSize * (FIRE_WIDTH/FIRE_HEIGHT))*0.5f*0.8f; // asw scale the box a bit |
|
UTIL_SetSize(this, Vector(-boxWidth,-boxWidth,0),Vector(boxWidth,boxWidth,2.0f * MAX(m_flFireSize, ASW_MIN_FIRE_HEIGHT))); |
|
|
|
// asw make it accept triggers on collision |
|
SetCollisionGroup( ASW_COLLISION_GROUP_PASSABLE ); |
|
CollisionProp()->UseTriggerBounds( true, 24 ); |
|
AddSolidFlags(FSOLID_TRIGGER); |
|
SetTouch( &CFire::ASWFireTouch ); |
|
#endif |
|
} |
|
|
|
void CFire::Start() |
|
{ |
|
#ifdef INFESTED_DLL |
|
// asw so we can collide |
|
SetSolid( SOLID_BBOX ); |
|
#endif |
|
float boxWidth = (m_flFireSize * (FIRE_WIDTH/FIRE_HEIGHT))*0.5f; |
|
UTIL_SetSize(this, Vector(-boxWidth,-boxWidth,0),Vector(boxWidth,boxWidth,m_flFireSize)); |
|
#ifdef INFESTED_DLL |
|
// asw make it accept triggers on collision |
|
SetCollisionGroup( ASW_COLLISION_GROUP_PASSABLE ); |
|
CollisionProp()->UseTriggerBounds( true, 24 ); |
|
AddSolidFlags(FSOLID_TRIGGER); |
|
SetTouch( &CFire::ASWFireTouch ); |
|
#endif |
|
|
|
//Spawn the client-side effect |
|
SpawnEffect( (fireType_e)m_nFireType.Get(), FIRE_SCALE_FROM_SIZE(m_flFireSize) ); |
|
m_OnIgnited.FireOutput( this, this ); |
|
#ifdef INFESTED_DLL // asw - burn quicker? |
|
if (HasSpawnFlags(SF_FIRE_FAST_BURN_THINK)) |
|
SetThink( &CFire::FastBurnThink ); |
|
else |
|
#endif |
|
SetThink( &CFire::BurnThink ); |
|
m_flDamageTime = 0; |
|
// think right now |
|
BurnThink(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Determines whether or not the fire is still active |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CFire::IsBurning( void ) const |
|
{ |
|
if ( m_flHeatLevel > 0 ) |
|
return true; |
|
|
|
return false; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Get the damage box of the fire |
|
//----------------------------------------------------------------------------- |
|
bool CFire::GetFireDimensions( Vector *pFireMins, Vector *pFireMaxs ) |
|
{ |
|
if ( m_flHeatLevel <= 0 ) |
|
{ |
|
pFireMins->Init(); |
|
pFireMaxs->Init(); |
|
return false; |
|
} |
|
|
|
float scale = m_flHeatLevel / m_flMaxHeat; |
|
float damageRadius = scale * m_flFireSize * FIRE_WIDTH / FIRE_HEIGHT * 0.5; |
|
|
|
damageRadius *= FIRE_SPREAD_DAMAGE_MULTIPLIER; //FIXME: Trying slightly larger radius for burning |
|
|
|
if ( damageRadius < 16 ) |
|
{ |
|
damageRadius = 16; |
|
} |
|
|
|
pFireMins->Init(-damageRadius,-damageRadius,0); |
|
pFireMaxs->Init(damageRadius,damageRadius,m_flFireSize*scale); |
|
|
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Update the fire and its children |
|
//----------------------------------------------------------------------------- |
|
void CFire::Update( float simTime ) |
|
{ |
|
VPROF_FIRE( "CFire::Update" ); |
|
|
|
if ( m_flFuel != 0 ) |
|
{ |
|
m_flFuel -= simTime; |
|
if ( m_flFuel <= 0 ) |
|
{ |
|
GoOutInSeconds( 1 ); |
|
return; |
|
} |
|
} |
|
|
|
float strength = m_flHeatLevel / FIRE_MAX_HEAT_LEVEL; |
|
if ( m_flHeatLevel != m_flLastHeatLevel ) |
|
{ |
|
m_flLastHeatLevel = m_flHeatLevel; |
|
// Make the effect the appropriate size given the heat level |
|
#ifndef INFESTED_DLL |
|
m_hEffect->Scale( strength, 0.5f ); |
|
#else |
|
if (m_hEffect.IsValid()) |
|
m_hEffect->Scale( strength, 0.5f ); |
|
|
|
#endif // INFESTED_DLL |
|
} |
|
// add heat to myself (grow) |
|
float addedHeat = (m_flAttackTime > 0) ? m_flMaxHeat / m_flAttackTime : m_flMaxHeat; |
|
addedHeat *= simTime * fire_growthrate.GetFloat(); |
|
AddHeat( addedHeat, true ); |
|
|
|
// add heat to nearby fires |
|
float outputHeat = strength * m_flHeatLevel; |
|
|
|
Vector fireMins; |
|
Vector fireMaxs; |
|
Vector fireEntityDamageMins; |
|
Vector fireEntityDamageMaxs; |
|
|
|
GetFireDimensions( &fireMins, &fireMaxs ); |
|
|
|
if ( FIRE_SPREAD_DAMAGE_MULTIPLIER != 1.0 ) // if set to 1.0, optimizer will remove this code |
|
{ |
|
fireEntityDamageMins = fireMins / FIRE_SPREAD_DAMAGE_MULTIPLIER; |
|
fireEntityDamageMaxs = fireMaxs / FIRE_SPREAD_DAMAGE_MULTIPLIER; |
|
} |
|
|
|
//NDebugOverlay::Box( GetAbsOrigin(), fireMins, fireMaxs, 255, 255, 255, 0, fire_dmginterval.GetFloat() ); |
|
fireMins += GetAbsOrigin(); |
|
fireMaxs += GetAbsOrigin(); |
|
|
|
if ( FIRE_SPREAD_DAMAGE_MULTIPLIER != 1.0 ) |
|
{ |
|
fireEntityDamageMins += GetAbsOrigin(); |
|
fireEntityDamageMaxs += GetAbsOrigin(); |
|
} |
|
|
|
CBaseEntity *pNearby[256]; |
|
CFire *pFires[16]; |
|
int nearbyCount = UTIL_EntitiesInBox( pNearby, ARRAYSIZE(pNearby), fireMins, fireMaxs, 0 ); |
|
int fireCount = 0; |
|
int i; |
|
|
|
// is it time to do damage? |
|
bool damage = false; |
|
int outputDamage = 0; |
|
if ( m_flDamageTime <= gpGlobals->curtime ) |
|
{ |
|
m_flDamageTime = gpGlobals->curtime + fire_dmginterval.GetFloat(); |
|
outputDamage = (fire_dmgbase.GetFloat() + outputHeat * fire_dmgscale.GetFloat() * m_flDamageScale) * fire_dmginterval.GetFloat(); |
|
if ( outputDamage ) |
|
{ |
|
damage = true; |
|
} |
|
} |
|
int damageFlags = (m_nFireType == FIRE_NATURAL || m_nFireType == FIRE_WALL_MINE) ? DMG_BURN : DMG_PLASMA; |
|
for ( i = 0; i < nearbyCount; i++ ) |
|
{ |
|
CBaseEntity *pOther = pNearby[i]; |
|
|
|
if ( pOther == this ) |
|
{ |
|
continue; |
|
} |
|
else if ( FClassnameIs( pOther, "env_fire" ) ) |
|
{ |
|
#ifndef INFESTED_DLL // asw: skip fires, we do them in a seperate iteration so we can cast a wider net |
|
if ( fireCount < ARRAYSIZE(pFires) ) |
|
{ |
|
pFires[fireCount] = (CFire *)pOther; |
|
fireCount++; |
|
} |
|
#endif |
|
continue; |
|
} |
|
else if ( pOther->m_takedamage == DAMAGE_NO ) |
|
{ |
|
pNearby[i] = NULL; |
|
} |
|
else if ( damage ) |
|
{ |
|
bool bDoDamage; |
|
|
|
if ( FIRE_SPREAD_DAMAGE_MULTIPLIER != 1.0 && !pOther->IsPlayer() ) // if set to 1.0, optimizer will remove this code |
|
{ |
|
Vector otherMins, otherMaxs; |
|
pOther->CollisionProp()->WorldSpaceAABB( &otherMins, &otherMaxs ); |
|
bDoDamage = IsBoxIntersectingBox( otherMins, otherMaxs, |
|
fireEntityDamageMins, fireEntityDamageMaxs ); |
|
|
|
} |
|
else |
|
{ |
|
bDoDamage = true; |
|
} |
|
|
|
if ( bDoDamage ) |
|
{ |
|
// Make sure can actually see entity (don't damage through walls) |
|
trace_t tr; |
|
UTIL_TraceLine( this->WorldSpaceCenter(), pOther->WorldSpaceCenter(), MASK_FIRE_SOLID, pOther, COLLISION_GROUP_NONE, &tr ); |
|
|
|
if (tr.fraction == 1.0 && !tr.startsolid) |
|
{ |
|
#ifdef INFESTED_DLL |
|
// don't hurt things like this if we're a mine fire - they have to be ignited by the touch function below so we can collect igniting stats |
|
if ( m_nFireType != FIRE_WALL_MINE ) |
|
{ |
|
CTakeDamageInfo info( m_hOwner.Get() ? m_hOwner.Get() : this, this, outputDamage, damageFlags ); |
|
info.SetWeapon( m_hCreatorWeapon ); |
|
pOther->TakeDamage( info ); |
|
} |
|
#else |
|
CTakeDamageInfo info( this, this, outputDamage, damageFlags ); |
|
info.SetWeapon( m_hCreatorWeapon ); |
|
pOther->TakeDamage( info ); |
|
#endif |
|
} |
|
} |
|
} |
|
} |
|
#ifdef INFESTED_DLL |
|
// asw: do a seperate pass just picking up env_fires, in a wider radius |
|
GetFireDimensions( &fireMins, &fireMaxs ); |
|
fireMins *= asw_fire_spread_scale.GetFloat(); |
|
fireMaxs *= asw_fire_spread_scale.GetFloat(); |
|
fireMins += GetAbsOrigin(); |
|
fireMaxs += GetAbsOrigin(); |
|
|
|
nearbyCount = UTIL_EntitiesInBox( pNearby, ARRAYSIZE(pNearby), fireMins, fireMaxs, 0 ); |
|
for ( i = 0; i < nearbyCount; i++ ) |
|
{ |
|
CBaseEntity *pOther = pNearby[i]; |
|
|
|
if ( pOther == this ) |
|
{ |
|
continue; |
|
} |
|
else if ( FClassnameIs( pOther, "env_fire" ) ) |
|
{ |
|
if ( fireCount < ARRAYSIZE(pFires) ) |
|
{ |
|
pFires[fireCount] = (CFire *)pOther; |
|
fireCount++; |
|
} |
|
continue; |
|
} |
|
} |
|
#endif |
|
outputHeat *= fire_heatscale.GetFloat() * simTime; |
|
|
|
if ( fireCount > 0 ) |
|
{ |
|
outputHeat /= fireCount; |
|
for ( i = 0; i < fireCount; i++ ) |
|
{ |
|
pFires[i]->AddHeat( outputHeat, false ); |
|
} |
|
} |
|
} |
|
|
|
// Destroy any effect I have |
|
void CFire::DestroyEffect() |
|
{ |
|
#ifdef INFESTED_DLL |
|
// asw |
|
if ( m_pLoopSound ) |
|
{ |
|
CSoundEnvelopeController::GetController().SoundDestroy( m_pLoopSound ); |
|
m_pLoopSound = NULL; |
|
} |
|
#endif |
|
CBaseFire *pEffect = m_hEffect; |
|
if ( pEffect != NULL ) |
|
{ |
|
//disable the graphics and remove the entity |
|
pEffect->Enable( false ); |
|
UTIL_Remove( pEffect ); |
|
} |
|
#ifdef INFESTED_DLL |
|
CASW_Dynamic_Light *pLight = m_hFireLight; |
|
if (pLight) |
|
{ |
|
UTIL_Remove(pLight); |
|
} |
|
#endif |
|
} |
|
//----------------------------------------------------------------------------- |
|
// Purpose: Think |
|
//----------------------------------------------------------------------------- |
|
void CFire::BurnThink( void ) |
|
{ |
|
SetNextThink( gpGlobals->curtime + FIRE_THINK_INTERVAL ); |
|
|
|
Update( FIRE_THINK_INTERVAL ); |
|
} |
|
|
|
void CFire::GoOutThink() |
|
{ |
|
GoOut(); |
|
} |
|
|
|
void CFire::GoOutInSeconds( float seconds ) |
|
{ |
|
Scale( 0.0f, seconds ); |
|
|
|
if ( m_pLoopSound ) |
|
{ |
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); |
|
controller.SoundChangeVolume( m_pLoopSound, 0.0f, seconds ); |
|
} |
|
|
|
SetThink( &CFire::GoOutThink ); |
|
SetNextThink( gpGlobals->curtime + seconds ); |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : Blasts of significant size blow out fires that take damage |
|
// Input : |
|
// Output : |
|
//------------------------------------------------------------------------------ |
|
int CFire::OnTakeDamage( const CTakeDamageInfo &info ) |
|
{ |
|
return 0; |
|
} |
|
|
|
void CFire::AddHeat( float heat, bool selfHeat ) |
|
{ |
|
#ifdef INFESTED_DLL // asw - don't grow fires flagged to not fuel once lit |
|
if (m_bEnabled && IsBurning() && m_bNoFuelingOnceLit) |
|
return; |
|
#endif |
|
if ( m_bEnabled ) |
|
{ |
|
if ( !selfHeat ) |
|
{ |
|
if ( IsBurning() ) |
|
{ |
|
// scale back the incoming heat from surrounding fires |
|
// if I've already ignited |
|
heat *= fire_incomingheatscale.GetFloat(); |
|
} |
|
} |
|
m_lastDamage = gpGlobals->curtime + 0.5; |
|
bool start = m_flHeatLevel <= 0 ? true : false; |
|
if ( m_flHeatAbsorb > 0 ) |
|
{ |
|
float absorbDamage = heat * fire_absorbrate.GetFloat(); |
|
if ( absorbDamage > m_flHeatAbsorb ) |
|
{ |
|
heat -= m_flHeatAbsorb / fire_absorbrate.GetFloat(); |
|
m_flHeatAbsorb = 0; |
|
} |
|
else |
|
{ |
|
m_flHeatAbsorb -= absorbDamage; |
|
heat = 0; |
|
} |
|
} |
|
|
|
m_flHeatLevel += heat; |
|
if ( start && m_flHeatLevel > 0 && m_hEffect == NULL ) |
|
{ |
|
StartFire(); |
|
} |
|
if ( m_flHeatLevel > m_flMaxHeat ) |
|
m_flHeatLevel = m_flMaxHeat; |
|
#ifdef INFESTED_DLL |
|
// asw scale the collision box as we get bigger/smaller |
|
if (m_flMaxHeat > 0 && m_flHeatLevel > 0) |
|
{ |
|
float boxWidth = (m_flFireSize * (FIRE_WIDTH/FIRE_HEIGHT))*0.5f; |
|
float f = (m_flHeatLevel / m_flMaxHeat) * 0.8f; |
|
boxWidth *= f; |
|
UTIL_SetSize(this, Vector(-boxWidth,-boxWidth,0),Vector(boxWidth,boxWidth,2.0f * MAX(m_flFireSize * f, ASW_MIN_FIRE_HEIGHT))); |
|
} |
|
#endif |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : end - |
|
// time - |
|
//----------------------------------------------------------------------------- |
|
void CFire::Scale( float end, float time ) |
|
{ |
|
CBaseFire *pEffect = m_hEffect; |
|
if ( pEffect ) |
|
{ |
|
pEffect->Scale( end, time ); |
|
} |
|
#ifdef INFESTED_DLL |
|
|
|
float f = end; |
|
if (m_flHeatLevel < 64) |
|
{ |
|
f += (64 - m_flHeatLevel) * 0.005f; |
|
} |
|
m_flFireSize = end * 1.5f; |
|
|
|
CASW_Dynamic_Light *pLight = m_hFireLight; |
|
if (pLight) |
|
{ |
|
// todo: scale light radius, etc |
|
pLight->SetLightRadius(end * asw_fire_glow_radius.GetFloat()*m_fLightRadiusScale); |
|
} |
|
#endif |
|
} |
|
|
|
#ifdef INFESTED_DLL // asw - put out a specific fire |
|
bool FireSystem_ExtinguishFire(CBaseEntity *pEnt) |
|
{ |
|
CFire *pFire = dynamic_cast<CFire*>(pEnt); |
|
if (!pFire) |
|
return false; |
|
|
|
pFire->Extinguish(10000); |
|
return true; |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : time - |
|
//----------------------------------------------------------------------------- |
|
void CFire::Extinguish( float heat ) |
|
{ |
|
if ( !m_bEnabled ) |
|
return; |
|
|
|
m_lastDamage = gpGlobals->curtime + 0.5; |
|
bool out = m_flHeatLevel > 0 ? true : false; |
|
|
|
m_flHeatLevel -= heat; |
|
m_flHeatAbsorb += fire_extabsorb.GetFloat() * heat; |
|
if ( m_flHeatAbsorb > fire_maxabsorb.GetFloat() ) |
|
{ |
|
m_flHeatAbsorb = fire_maxabsorb.GetFloat(); |
|
} |
|
|
|
// drift toward the average attack time after being sprayed |
|
// some fires are heavily scripted so their attack looks weird |
|
// once interacted with. Basically, this blends out the scripting |
|
// as the fire is sprayed with the extinguisher. |
|
float averageAttackTime = m_flMaxHeat * (FIRE_NORMAL_ATTACK_TIME/FIRE_MAX_HEAT_LEVEL); |
|
m_flAttackTime = Approach( averageAttackTime, m_flAttackTime, 2 * gpGlobals->frametime ); |
|
|
|
if ( m_flHeatLevel <= 0 ) |
|
{ |
|
m_flHeatLevel = 0; |
|
if ( out ) |
|
{ |
|
GoOut(); |
|
} |
|
} |
|
#ifdef INFESTED_DLL |
|
// asw |
|
else |
|
{ |
|
// asw scale the collision box as we get bigger/smaller |
|
if (m_flMaxHeat > 0) |
|
{ |
|
float boxWidth = (m_flFireSize * (FIRE_WIDTH/FIRE_HEIGHT))*0.5f; |
|
float f = (m_flHeatLevel / m_flMaxHeat) * 0.8f; |
|
boxWidth *= f; |
|
UTIL_SetSize(this, Vector(-boxWidth,-boxWidth,0),Vector(boxWidth,boxWidth,2.0f * MAX(m_flFireSize * f, ASW_MIN_FIRE_HEIGHT))); |
|
} |
|
} |
|
#endif |
|
} |
|
|
|
bool CFire::GoOut() |
|
{ |
|
//Signal death |
|
m_OnExtinguished.FireOutput( this, this ); |
|
|
|
DestroyEffect(); |
|
m_flHeatLevel -= 20; |
|
if ( m_flHeatLevel > 0 ) |
|
m_flHeatLevel = 0; |
|
|
|
m_flLastHeatLevel = m_flHeatLevel; |
|
SetThink(NULL); |
|
SetNextThink( TICK_NEVER_THINK ); |
|
if ( m_spawnflags & SF_FIRE_DIE_PERMANENT ) |
|
{ |
|
UTIL_Remove( this ); |
|
return true; |
|
} |
|
SetToOutSize(); |
|
|
|
return false; |
|
} |
|
|
|
//================================================== |
|
// CEnvFireSource is a source of heat that the player |
|
// cannot put out |
|
//================================================== |
|
|
|
#define FIRESOURCE_THINK_TIME 0.25 // seconds to |
|
|
|
#define SF_FIRESOURCE_START_ON 0x0001 |
|
|
|
class CEnvFireSource : public CBaseEntity |
|
{ |
|
DECLARE_CLASS( CEnvFireSource, CBaseEntity ); |
|
public: |
|
void Spawn(); |
|
void Think(); |
|
void TurnOn(); |
|
void TurnOff(); |
|
void InputEnable( inputdata_t &inputdata ); |
|
void InputDisable( inputdata_t &inputdata ); |
|
|
|
DECLARE_DATADESC(); |
|
|
|
private: |
|
bool m_bEnabled; |
|
float m_radius; |
|
float m_damage; |
|
}; |
|
|
|
BEGIN_DATADESC( CEnvFireSource ) |
|
|
|
DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ), |
|
DEFINE_KEYFIELD( m_radius, FIELD_FLOAT, "fireradius" ), |
|
DEFINE_KEYFIELD( m_damage,FIELD_FLOAT, "firedamage" ), |
|
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), |
|
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), |
|
|
|
|
|
END_DATADESC() |
|
|
|
LINK_ENTITY_TO_CLASS( env_firesource, CEnvFireSource ); |
|
|
|
void CEnvFireSource::Spawn() |
|
{ |
|
if ( m_spawnflags & SF_FIRESOURCE_START_ON ) |
|
{ |
|
TurnOn(); |
|
} |
|
else |
|
{ |
|
TurnOff(); |
|
} |
|
} |
|
|
|
void CEnvFireSource::Think() |
|
{ |
|
if ( !m_bEnabled ) |
|
return; |
|
SetNextThink( gpGlobals->curtime + FIRESOURCE_THINK_TIME ); |
|
|
|
CFire *pFires[128]; |
|
int fireCount = FireSystem_GetFiresInSphere( pFires, ARRAYSIZE(pFires), false, GetAbsOrigin(), m_radius ); |
|
|
|
for ( int i = 0; i < fireCount; i++ ) |
|
{ |
|
pFires[i]->AddHeat( m_damage * FIRESOURCE_THINK_TIME ); |
|
} |
|
} |
|
|
|
void CEnvFireSource::TurnOn() |
|
{ |
|
if ( m_bEnabled ) |
|
return; |
|
|
|
m_bEnabled = true; |
|
SetNextThink( gpGlobals->curtime ); |
|
} |
|
|
|
void CEnvFireSource::TurnOff() |
|
{ |
|
if ( !m_bEnabled ) |
|
return; |
|
|
|
m_bEnabled = false; |
|
SetNextThink( TICK_NEVER_THINK ); |
|
} |
|
void CEnvFireSource::InputEnable( inputdata_t &inputdata ) |
|
{ |
|
TurnOn(); |
|
} |
|
void CEnvFireSource::InputDisable( inputdata_t &inputdata ) |
|
{ |
|
TurnOff(); |
|
} |
|
|
|
//================================================== |
|
// CEnvFireSensor detects changes in heat |
|
//================================================== |
|
#define SF_FIRESENSOR_START_ON 1 |
|
|
|
class CEnvFireSensor : public CBaseEntity |
|
{ |
|
DECLARE_CLASS( CEnvFireSensor, CBaseEntity ); |
|
public: |
|
void Spawn(); |
|
void Think(); |
|
void TurnOn(); |
|
void TurnOff(); |
|
void InputEnable( inputdata_t &inputdata ); |
|
void InputDisable( inputdata_t &inputdata ); |
|
|
|
DECLARE_DATADESC(); |
|
|
|
private: |
|
bool m_bEnabled; |
|
bool m_bHeatAtLevel; |
|
float m_radius; |
|
float m_targetLevel; |
|
float m_targetTime; |
|
float m_levelTime; |
|
|
|
COutputEvent m_OnHeatLevelStart; |
|
COutputEvent m_OnHeatLevelEnd; |
|
}; |
|
|
|
BEGIN_DATADESC( CEnvFireSensor ) |
|
|
|
DEFINE_KEYFIELD( m_radius, FIELD_FLOAT, "fireradius" ), |
|
DEFINE_KEYFIELD( m_targetLevel, FIELD_FLOAT, "heatlevel" ), |
|
DEFINE_KEYFIELD( m_targetTime, FIELD_FLOAT, "heattime" ), |
|
|
|
DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( m_bHeatAtLevel, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( m_levelTime, FIELD_FLOAT ), |
|
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), |
|
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), |
|
|
|
DEFINE_OUTPUT( m_OnHeatLevelStart, "OnHeatLevelStart"), |
|
DEFINE_OUTPUT( m_OnHeatLevelEnd, "OnHeatLevelEnd"), |
|
|
|
END_DATADESC() |
|
|
|
LINK_ENTITY_TO_CLASS( env_firesensor, CEnvFireSensor ); |
|
|
|
void CEnvFireSensor::Spawn() |
|
{ |
|
if ( m_spawnflags & SF_FIRESENSOR_START_ON ) |
|
{ |
|
TurnOn(); |
|
} |
|
else |
|
{ |
|
TurnOff(); |
|
} |
|
} |
|
|
|
void CEnvFireSensor::Think() |
|
{ |
|
if ( !m_bEnabled ) |
|
return; |
|
|
|
float time = m_targetTime * 0.25; |
|
if ( time < 0.1 ) |
|
{ |
|
time = 0.1; |
|
} |
|
SetNextThink( gpGlobals->curtime + time ); |
|
|
|
float heat = 0; |
|
CFire *pFires[128]; |
|
int fireCount = FireSystem_GetFiresInSphere( pFires, ARRAYSIZE(pFires), true, GetAbsOrigin(), m_radius ); |
|
for ( int i = 0; i < fireCount; i++ ) |
|
{ |
|
heat += pFires[i]->GetHeatLevel(); |
|
} |
|
|
|
if ( heat >= m_targetLevel ) |
|
{ |
|
m_levelTime += time; |
|
if ( m_levelTime >= m_targetTime ) |
|
{ |
|
if ( !m_bHeatAtLevel ) |
|
{ |
|
m_bHeatAtLevel = true; |
|
m_OnHeatLevelStart.FireOutput( this, this ); |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
m_levelTime = 0; |
|
if ( m_bHeatAtLevel ) |
|
{ |
|
m_bHeatAtLevel = false; |
|
m_OnHeatLevelEnd.FireOutput( this, this ); |
|
} |
|
} |
|
} |
|
|
|
void CEnvFireSensor::TurnOn() |
|
{ |
|
if ( m_bEnabled ) |
|
return; |
|
|
|
m_bEnabled = true; |
|
SetNextThink( gpGlobals->curtime ); |
|
m_bHeatAtLevel = false; |
|
m_levelTime = 0; |
|
} |
|
|
|
void CEnvFireSensor::TurnOff() |
|
{ |
|
if ( !m_bEnabled ) |
|
return; |
|
|
|
m_bEnabled = false; |
|
SetNextThink( TICK_NEVER_THINK ); |
|
if ( m_bHeatAtLevel ) |
|
{ |
|
m_bHeatAtLevel = false; |
|
m_OnHeatLevelEnd.FireOutput( this, this ); |
|
} |
|
|
|
} |
|
void CEnvFireSensor::InputEnable( inputdata_t &inputdata ) |
|
{ |
|
TurnOn(); |
|
} |
|
void CEnvFireSensor::InputDisable( inputdata_t &inputdata ) |
|
{ |
|
TurnOff(); |
|
} |
|
|
|
#ifdef INFESTED_DLL |
|
void CFire::FastBurnThink( void ) |
|
{ |
|
SetNextThink( gpGlobals->curtime + FIRE_THINK_INTERVAL * 0.5f ); |
|
|
|
Update( FIRE_THINK_INTERVAL * 0.5f ); |
|
} |
|
|
|
// ASW |
|
void CFire::ASWFireTouch( CBaseEntity *pOther ) |
|
{ |
|
//Msg("fire touched by %s\n", pOther->GetClassname()); |
|
if (!m_bEnabled || !pOther) |
|
return; |
|
|
|
//Msg("Fire touched by %s %d\n", pOther->GetClassname(), pOther->entindex()); |
|
|
|
if (IsBurning()) |
|
{ |
|
if (m_flFuel > 0 || (m_spawnflags & SF_FIRE_INFINITE)) |
|
{ |
|
CBaseAnimating *pAnim = dynamic_cast<CBaseAnimating*>(pOther); |
|
if ( !pAnim || ( m_nFireType != FIRE_WALL_MINE && pAnim->IsOnFire() ) ) // already on fire |
|
{ |
|
//Msg("but it's already on fire\n"); |
|
return; |
|
} |
|
|
|
CASW_Marine *pMarine = CASW_Marine::AsMarine( pOther ); |
|
if ( pMarine ) |
|
{ |
|
// Burn for 1/3rd the time decided by difficulty |
|
pMarine->ASW_Ignite( ( m_nFireType == FIRE_WALL_MINE ) ? 0.5f : 1.0f, 0, m_hOwner.Get() ? m_hOwner.Get() : this, m_hCreatorWeapon ); |
|
//Msg("OUCH OUCH BURNING MARINE\n"); |
|
} |
|
|
|
IASW_Spawnable_NPC *pSpawnable = dynamic_cast< IASW_Spawnable_NPC* >(pOther); |
|
if ( pSpawnable ) |
|
{ |
|
//Msg(" it's a spawnable alien\n"); |
|
//if (m_hOwner.Get()) |
|
//Msg(" our owner is %d\n", m_hOwner->entindex()); |
|
//else |
|
//Msg(" our owner is null\n"); |
|
if ( pSpawnable->GetNPC() && !pSpawnable->GetNPC()->IsOnFire() && m_nFireType == FIRE_WALL_MINE ) |
|
{ |
|
CASW_Marine *pFireStarterMarine = dynamic_cast< CASW_Marine* >( m_hOwner.Get() ); |
|
if ( pFireStarterMarine && pFireStarterMarine->GetMarineResource() ) |
|
{ |
|
pFireStarterMarine->GetMarineResource()->m_iMineKills++; |
|
} |
|
} |
|
pSpawnable->ASW_Ignite( 10.0f, 0, m_hOwner.Get() ? m_hOwner.Get() : this, m_hCreatorWeapon ); |
|
|
|
if ( m_nFireType == FIRE_WALL_MINE && pSpawnable->GetNPC() ) |
|
{ |
|
int damageFlags = (m_nFireType == FIRE_NATURAL || m_nFireType == FIRE_WALL_MINE) ? DMG_BURN : DMG_PLASMA; |
|
float flDamage = 7.0f; |
|
if ( ASWGameRules() ) |
|
{ |
|
ASWGameRules()->ModifyAlienHealthBySkillLevel( flDamage ); |
|
} |
|
|
|
CTakeDamageInfo info( m_hOwner.Get() ? m_hOwner.Get() : this, this, flDamage, damageFlags ); |
|
info.SetWeapon( m_hCreatorWeapon ); |
|
pSpawnable->GetNPC()->TakeDamage( info ); |
|
} |
|
} |
|
|
|
CASW_Extinguisher_Projectile *pExt = dynamic_cast< CASW_Extinguisher_Projectile* >(pOther); |
|
if ( pExt ) |
|
{ |
|
Extinguish( 3 ); |
|
if (!m_bFirefighterCounted && m_flHeatLevel <= 0) |
|
{ |
|
CASW_Marine *pExtMarine = dynamic_cast< CASW_Marine* >(pExt->GetFirer()); |
|
if ( pExtMarine && pExtMarine->GetMarineResource() ) |
|
{ |
|
pExtMarine->GetMarineResource()->m_iFiresPutOut++; |
|
m_bFirefighterCounted++; |
|
} |
|
} |
|
pExt->TouchedEnvFire(); |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
CASW_Flamer_Projectile* pFlame = dynamic_cast<CASW_Flamer_Projectile*>(pOther); |
|
if (pFlame) |
|
{ |
|
// ignite! |
|
StartFire(); |
|
} |
|
} |
|
} |
|
#endif // INFESTED_DLL |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Draw any debug text overlays |
|
// Output : Current text offset from the top |
|
//----------------------------------------------------------------------------- |
|
int CFire::DrawDebugTextOverlays( void ) |
|
{ |
|
int text_offset = BaseClass::DrawDebugTextOverlays(); |
|
|
|
if (m_debugOverlays & OVERLAY_TEXT_BIT) |
|
{ |
|
char tempstr[512]; |
|
|
|
// print flame size |
|
Q_snprintf(tempstr,sizeof(tempstr)," size: %f", m_flFireSize); |
|
EntityText(text_offset,tempstr,0); |
|
text_offset++; |
|
} |
|
return text_offset; |
|
} |