Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#include "props.h"
#include "asw_firewall_piece.h"
#include "asw_marine.h"
#include "asw_alien.h"
#include "asw_fire.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( asw_firewall_piece, CASW_Firewall_Piece );
PRECACHE_REGISTER( asw_firewall_piece );
//---------------------------------------------------------
//
//---------------------------------------------------------
IMPLEMENT_SERVERCLASS_ST(CASW_Firewall_Piece, DT_ASW_Firewall_Piece)
END_SEND_TABLE()
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CASW_Firewall_Piece )
DEFINE_THINKFUNC( FireThink ),
DEFINE_ENTITYFUNC( FireTouch ),
DEFINE_FIELD( m_iLeftFire, FIELD_INTEGER ),
DEFINE_FIELD( m_iRightFire, FIELD_INTEGER ),
DEFINE_FIELD( m_fSpawnTime, FIELD_TIME ),
DEFINE_FIELD( m_fFireDuration, FIELD_FLOAT ),
END_DATADESC()
CASW_Firewall_Piece::CASW_Firewall_Piece()
{
m_iLeftFire = 0;
m_iRightFire = 0;
m_fFireDuration = 30.0f;
m_hCreatorWeapon = NULL;
}
CASW_Firewall_Piece::~CASW_Firewall_Piece()
{
m_hCreatorWeapon = NULL;
}
#define ASW_FIREWALL_SPREAD_TIME 0.2f
#define ASW_FIREWALL_SPACING 38.0f
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Firewall_Piece::Spawn( void )
{
Precache();
SetSolid( SOLID_BBOX );
SetCollisionBounds( Vector(-12,-12,0), Vector(12,12,60));
//SetCollisionGroup( COLLISION_GROUP_WEAPON );
SetCollisionGroup( ASW_COLLISION_GROUP_PASSABLE );
CollisionProp()->UseTriggerBounds( true, 16 );
//SetCollisionGroup( ASW_COLLISION_GROUP_PASSABLE );
AddSolidFlags( FSOLID_TRIGGER); // FSOLID_NOT_SOLID ||
//SetMoveType( MOVETYPE_FLYGRAVITY );
//BaseClass::Spawn();
AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
AddEffects( EF_NODRAW );
SetThink( &CASW_Firewall_Piece::FireThink );
SetNextThink( gpGlobals->curtime + ASW_FIREWALL_SPREAD_TIME );
m_fSpawnTime = gpGlobals->curtime;
SetTouch( &CASW_Firewall_Piece::FireTouch );
// spawn our env fire
//CFire *pFire = (CFire *)CreateEntityByName( "env_fire" );
//pFire->SetAbsAngles( GetAbsAngles() );
//UTIL_SetOrigin( pFire, GetAbsOrigin() );
//pFire->Spawn();
//pFire->SetAbsVelocity( vec3_origin );
trace_t tr;
UTIL_TraceHull( GetAbsOrigin() + Vector( 0.0f,0.0f, 5.0f), GetAbsOrigin() + Vector( 0.0f, 0.0f, -100.0f ),
Vector( -30.0f, -30.0f, 0.0f ), Vector( 30.0f, 30.0f, 30.0f ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
int nFlags = ( SF_FIRE_START_ON | SF_FIRE_SMOKELESS );
if ( m_iLeftFire <= 0 || m_iRightFire <= 0 )
{
nFlags |= SF_FIRE_NO_SOUND;
}
FireSystem_StartFire(tr.endpos, 64, 4, m_fFireDuration, nFlags, GetOwnerEntity(), FIRE_WALL_MINE, GetAbsAngles().y, m_hCreatorWeapon );
}
void CASW_Firewall_Piece::Precache()
{
BaseClass::Precache();
}
int CASW_Firewall_Piece::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
//return FL_EDICT_ALWAYS;
return FL_EDICT_DONTSEND;
}
int CASW_Firewall_Piece::UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_FULLCHECK );
}
void CASW_Firewall_Piece::FireThink( void )
{
//NDebugOverlay::Box( GetAbsOrigin(), CollisionProp()->OBBMins(), CollisionProp()->OBBMaxs(), 255, 0, 255, 64, 1.0f );
// check for spawning out fire to either side
if (m_iLeftFire > 0 || m_iRightFire> 0)
{
if (gpGlobals->curtime - m_fSpawnTime >= ASW_FIREWALL_SPREAD_TIME)
{
if (m_iLeftFire > 0)
{
// spawn another firewall piece to the left
CASW_Firewall_Piece* pFirewall = CreateAnotherPiece(false);
if (pFirewall)
{
pFirewall->SetSideFire(m_iLeftFire-1, 0);
}
m_iLeftFire = 0;
}
if (m_iRightFire > 0)
{
// spawn another firewall piece to the right
CASW_Firewall_Piece* pFirewall = CreateAnotherPiece(true);
if (pFirewall)
{
pFirewall->SetSideFire(0, m_iRightFire-1);
}
m_iRightFire = 0;
}
}
SetNextThink( gpGlobals->curtime + 0.001f );
}
else
{
// if we're done spawning all our children, remove ourself
SetThink( &CASW_Firewall_Piece::SUB_Remove );
SetNextThink( gpGlobals->curtime );
}
}
CASW_Firewall_Piece* CASW_Firewall_Piece::CreateAnotherPiece(bool bRight)
{
Vector offset;
QAngle ang = GetAbsAngles();
if (bRight)
ang.y+=90;
else
ang.y-=90;
AngleVectors(ang, &offset);
offset *= ASW_FIREWALL_SPACING;
Vector start = GetAbsOrigin() + Vector(0,0,20);
Vector dest = start + offset;
//todo: trace from abs to dest
trace_t tr;
UTIL_TraceLine(start, dest, MASK_SOLID, this, ASW_COLLISION_GROUP_IGNORE_NPCS, &tr);
if (tr.fraction < 1.0f)
{
//Msg("firewall trace got %f startsolid=%d allsolid=%d\n", tr.fraction, tr.startsolid, tr.allsolid);
//if (tr.m_pEnt)
//Msg("firewall trace hit %s\n", tr.m_pEnt->GetClassname());
return NULL;
}
//else if (tr.fraction < 1.0f)
//dest = GetAbsOrigin() + (offset * tr.fraction);
CASW_Firewall_Piece* pFirewall = (CASW_Firewall_Piece *)CreateEntityByName( "asw_firewall_piece" );
if (pFirewall)
{
pFirewall->SetAbsAngles( GetAbsAngles() );
pFirewall->SetOwnerEntity(GetOwnerEntity());
//if (GetOwnerEntity())
//Msg("Creating another firewall piece with owner %s\n", GetOwnerEntity()->GetClassname());
//UTIL_SetOrigin( pFirewall, GetAbsOrigin() + offset );
pFirewall->SetAbsOrigin( dest - Vector(0,0,20) );
pFirewall->SetDuration(m_fFireDuration);
pFirewall->m_hCreatorWeapon = m_hCreatorWeapon;
pFirewall->Spawn();
pFirewall->SetAbsVelocity( vec3_origin );
}
else
{
//Msg("Failed to create firewall piece!");
}
return pFirewall;
}
// redundant now, just let the env_fires set people alight
void CASW_Firewall_Piece::FireTouch(CBaseEntity* pOther)
{
/*
//Msg("fire touched by %s\n", pOther->GetClassname());
//todo: set other on fire
CASW_Marine* pMarine = CASW_Marine::AsMarine( pOther );
if (pMarine)
{
pMarine->Ignite(30.0f);
//Msg("OUCH OUCH BURNING MARINE\n");
}
CASW_Alien* pAlien = dynamic_cast<CASW_Alien*>(pOther);
if (pAlien)
{
pAlien->Ignite(30.0f);
}
*/
}