Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#include "asw_mortar_round.h"
#include "asw_gamerules.h"
#include "world.h"
#include "asw_util_shared.h"
#include "iasw_spawnable_npc.h"
#include "asw_marine.h"
#include "asw_marine_resource.h"
#include "particle_parse.h"
#include "Sprite.h"
#include "SpriteTrail.h"
#include "te_effect_dispatch.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define ASW_MORTAR_ROUND_MODEL "models/swarm/mortarbugprojectile/mortarbugprojectile.mdl"
#define ASW_MORTAR_WARN_DELAY 2.0f
extern ConVar asw_vindicator_grenade_friction;
extern ConVar asw_vindicator_grenade_elasticity;
static ConVar asw_mortar_round_min_detonation_time( "asw_mortar_round_min_detonation_time", "0.9f", FCVAR_CHEAT, "Min. time before cluster grenade can detonate" );
static ConVar asw_mortar_round_fuse( "asw_mortar_round_fuse", "4.0f", FCVAR_CHEAT, "Fuse length of cluster grenade" );
static ConVar asw_mortar_round_radius_check_interval( "asw_mortar_round_radius_check_interval", "0.5f", FCVAR_CHEAT, "How often the cluster grenade checks for nearby drones to explode against" );
static ConVar asw_mortar_round_radius_check_scale( "asw_mortar_round_radius_check_scale", "0.6f", FCVAR_CHEAT, "What fraction of the grenade's damage radius is used for the early detonation check" );
static ConVar asw_mortar_round_child_fuse_min( "asw_mortar_round_child_fuse_min", "0.5", FCVAR_CHEAT, "Cluster grenade child cluster's minimum fuse length" );
static ConVar asw_mortar_round_child_fuse_max( "asw_mortar_round_child_fuse_max", "1.0", FCVAR_CHEAT, "Cluster grenade child cluster's maximum fuse length" );
ConVar asw_mortar_round_gravity( "asw_mortar_round_gravity", "0.8f", FCVAR_CHEAT, "Gravity of mortar bug's mortar" );
LINK_ENTITY_TO_CLASS( asw_mortar_round, CASW_Mortar_Round );
PRECACHE_REGISTER( asw_mortar_round );
BEGIN_DATADESC( CASW_Mortar_Round )
DEFINE_THINKFUNC( CheckNearbyTargets ),
DEFINE_THINKFUNC( Detonate ),
DEFINE_FIELD( m_fDetonateTime, FIELD_TIME ),
DEFINE_FIELD( m_fEarliestAOEDetonationTime, FIELD_TIME ),
DEFINE_FIELD( m_nGrenadeExplosionType, FIELD_INTEGER ),
END_DATADESC()
extern int g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud
void CASW_Mortar_Round::Spawn( void )
{
//d:\dev\main\game\infested\models\swarm\mortarbugprojectile\mortarbugprojectile.mdl
Precache();
SetModel( ASW_MORTAR_ROUND_MODEL );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
m_flDamage = 80.0f;
m_DmgRadius = 220.0f;
m_takedamage = DAMAGE_NO;
m_iHealth = 1;
m_bModelOpening = false;
SetSize( -Vector(4,4,4), Vector(4,4,4) );
SetSolid( SOLID_BBOX );
SetGravity( asw_mortar_round_gravity.GetFloat() );
SetFriction( asw_vindicator_grenade_friction.GetFloat() );
SetElasticity( asw_vindicator_grenade_elasticity.GetFloat() );
SetCollisionGroup( ASW_COLLISION_GROUP_PASSABLE );
SetTouch( &CASW_Mortar_Round::Touch );
//CreateEffects();
m_hFirer = NULL;
// Tumble in air
QAngle vecAngVelocity( random->RandomFloat ( -100, -500 ), 0, 0 );
SetLocalAngularVelocity( vecAngVelocity );
m_fEarliestAOEDetonationTime = GetEarliestAOEDetonationTime();
m_fEarliestTouchDetonationTime = GetEarliestTouchDetonationTime();
m_iClusters = 0;
m_bMaster = true;
ResetSequence( LookupSequence( "MortarBugProjectile_Closed" ) );
//EmitSound( "ASWGrenade.Alarm" );
SetFuseLength( asw_mortar_round_fuse.GetFloat() );
EmitSound( "ASW_Ranger_Projectile.Spawned" );
if ( m_fDetonateTime <= gpGlobals->curtime + asw_mortar_round_radius_check_interval.GetFloat() )
{
SetThink( &CASW_Mortar_Round::Detonate );
SetNextThink( m_fDetonateTime );
}
else
{
SetThink( &CASW_Mortar_Round::CheckNearbyTargets );
SetNextThink( gpGlobals->curtime + asw_mortar_round_radius_check_interval.GetFloat() );
}
}
void CASW_Mortar_Round::Precache( )
{
BaseClass::Precache();
PrecacheModel( ASW_MORTAR_ROUND_MODEL );
PrecacheScriptSound( "ASW_Ranger_Projectile.Spawned" );
PrecacheScriptSound( "ASW_Freeze_Grenade.Explode" );
PrecacheParticleSystem( "mortar_grenade_main_trail" );
PrecacheParticleSystem( "mortar_explosion" );
PrecacheParticleSystem( "mortar_grenade_open" );
PrecacheParticleSystem( "mortar_launch" );
}
void CASW_Mortar_Round::SetFuseLength( float fSeconds )
{
m_fDetonateTime = gpGlobals->curtime + fSeconds;
}
void CASW_Mortar_Round::Touch( CBaseEntity *pOther )
{
if ( !pOther || pOther == GetOwnerEntity() )
{
return;
}
if ( !pOther->IsSolid() || pOther->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) )
{
return;
}
if ( pOther == GetWorldEntity() )
{
// lay flat
QAngle angMortar = GetAbsAngles();
SetAbsAngles( QAngle( 0, angMortar.x, 0 ) );
SetAbsVelocity( vec3_origin );
}
if ( m_bExplodeOnWorldContact )
{
Detonate();
}
// make sure we don't die on things we shouldn't
if ( !ASWGameRules() || !ASWGameRules()->ShouldCollide( GetCollisionGroup(), pOther->GetCollisionGroup() ) )
{
return;
}
if ( pOther->m_takedamage == DAMAGE_NO )
{
if (GetAbsVelocity().Length2D() > 60)
{
EmitSound("Grenade.ImpactHard");
}
}
// can't detonate yet?
if ( gpGlobals->curtime < m_fEarliestTouchDetonationTime )
{
return;
}
// we don't want the mortar grenade to explode on impact of marine's because
// it's more fun to have them avoid the area it landed in than to take blind damage
/*
if ( pOther->m_takedamage != DAMAGE_NO )
{
if ( pOther->IsNPC() && pOther->Classify() != CLASS_PLAYER_ALLY_VITAL )
{
Detonate();
}
}*/
}
void CASW_Mortar_Round::CheckNearbyTargets( )
{
// see if an alien is nearby
if ( gpGlobals->curtime >= m_fEarliestAOEDetonationTime )
{
if ( !m_bModelOpening && gpGlobals->curtime >= (m_fDetonateTime - ASW_MORTAR_WARN_DELAY) )
{
// we are one second from detonating, commit to detonating and start the opening sequence
// regardless of anyone nearby
m_bModelOpening = true;
ResetSequence( LookupSequence( "MortarBugProjectile_Opening" ) );
CEffectData data;
data.m_vOrigin = GetAbsOrigin();
CPASFilter filter( data.m_vOrigin );
filter.SetIgnorePredictionCull(true);
DispatchParticleEffect( "mortar_grenade_open", PATTACH_ABSORIGIN_FOLLOW, this, -1, false, -1, &filter );
}
// if we exceeded the detonation time, just detonate
if ( gpGlobals->curtime >= m_fDetonateTime )
{
Detonate();
return;
}
// if the model is opening, do the animation advance
if ( m_bModelOpening )
{
StudioFrameAdvance();
SetNextThink( gpGlobals->curtime );
return;
}
float flRadius = asw_mortar_round_radius_check_scale.GetFloat() * m_DmgRadius;
Vector vecSrc = GetAbsOrigin();
CBaseEntity *pEntity = NULL;
for ( CEntitySphereQuery sphere( vecSrc, flRadius ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
{
if ( !pEntity || !pEntity->IsPlayer() )
continue;
// give them a 2 second warning before detonation
m_fDetonateTime = MIN( m_fDetonateTime, m_fDetonateTime + ASW_MORTAR_WARN_DELAY );
}
}
if ( m_fDetonateTime <= gpGlobals->curtime + asw_mortar_round_radius_check_interval.GetFloat() )
{
SetThink( &CASW_Mortar_Round::Detonate );
SetNextThink( m_fDetonateTime );
}
else
{
SetThink( &CASW_Mortar_Round::CheckNearbyTargets );
SetNextThink( gpGlobals->curtime + asw_mortar_round_radius_check_interval.GetFloat() );
}
}
CASW_Mortar_Round* CASW_Mortar_Round::Mortar_Round_Create( float flDamage, float fRadius, int iClusters, const Vector &position, const QAngle &angles, const Vector &velocity,
const AngularImpulse &angVelocity, CBaseEntity *pOwner, ASW_Mortar_t nExplosionType )
{
CASW_Mortar_Round *pGrenade = ( CASW_Mortar_Round * )CreateEntityByName( "asw_mortar_round" );
pGrenade->SetAbsAngles( angles );
UTIL_SetOrigin( pGrenade, position );
pGrenade->SetExplosionType( nExplosionType );
pGrenade->Spawn();
pGrenade->m_flDamage = flDamage;
pGrenade->m_DmgRadius = fRadius;
pGrenade->m_hFirer = pOwner;
pGrenade->SetOwnerEntity( pOwner );
pGrenade->SetAbsVelocity( velocity );
pGrenade->SetClusters( iClusters, true );
pGrenade->CreateEffects();
// hack attack! for some reason, grenades refuse to be affect by damage forces until they're actually dead
// so we kill it immediately.
// pGrenade->TakeDamage(CTakeDamageInfo(pGrenade, pGrenade, Vector(0, 0, 1), position, 10, DMG_SLASH));
return pGrenade;
}
void CASW_Mortar_Round::DoExplosion( )
{
// scorch the ground
trace_t tr;
UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, -80 ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
if ( m_bMaster )
{
if ( ( tr.m_pEnt != GetWorldEntity() ) || ( tr.hitbox != 0 ) )
{
// non-world needs smaller decals
if( tr.m_pEnt && !tr.m_pEnt->IsNPC() )
{
UTIL_DecalTrace( &tr, "SmallScorch" );
}
}
else
{
UTIL_DecalTrace( &tr, "Scorch" );
}
UTIL_ASW_ScreenShake( GetAbsOrigin(), 7.0f, 45.0f, 0.5f, 150, SHAKE_START );
}
// explosion effects
DispatchParticleEffect( "mortar_explosion", GetAbsOrigin(), Vector( m_DmgRadius, 0.0f, 0.0f ), QAngle( 0.0f, 0.0f, 0.0f ) );
EmitSound( "ASWGrenade.Explode" );
// damage to nearby things
ASWGameRules()->RadiusDamage( CTakeDamageInfo( this, m_hFirer.Get(), m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
}
void CASW_Mortar_Round::Detonate( )
{
m_takedamage = DAMAGE_NO;
switch( m_nGrenadeExplosionType )
{
case ASW_MORTAR_FREEZE:
{
Assert( 0 );
break;
}
default:
{
DoExplosion();
break;
}
}
while ( m_iClusters > 0 )
{
float fYaw = random->RandomFloat( 0.0f, 360.0f );
QAngle ang( 0.0f, fYaw, 0.0f );
Vector newVel;
AngleVectors( ang, &newVel );
newVel *= random->RandomFloat( 150.0f, 200.0f );
newVel.z = random->RandomFloat( 200.0f, 400.0f );
CASW_Mortar_Round *pGrenade = CASW_Mortar_Round::Mortar_Round_Create( m_flDamage, m_DmgRadius, 0,
GetAbsOrigin(), ang, newVel, AngularImpulse( 0.0f, 0.0f, 0.0f ), m_hFirer.Get() );
if (pGrenade)
{
pGrenade->m_fEarliestAOEDetonationTime = 0; // children can go whenever they want
pGrenade->m_fEarliestTouchDetonationTime = 0;
pGrenade->m_takedamage = DAMAGE_NO;
pGrenade->SetFuseLength( random->RandomFloat( asw_mortar_round_child_fuse_min.GetFloat(), asw_mortar_round_child_fuse_max.GetFloat() ) );
pGrenade->SetClusters( 0, false );
pGrenade->m_bKicked = m_bKicked;
}
m_iClusters--;
}
UTIL_Remove( this );
}
float CASW_Mortar_Round::GetEarliestAOEDetonationTime( )
{
return gpGlobals->curtime + asw_mortar_round_min_detonation_time.GetFloat();
}
void CASW_Mortar_Round::SetClusters( int iClusters, bool bMaster )
{
BaseClass::SetClusters( iClusters, bMaster );
if ( !bMaster )
{
SetThink( &CASW_Mortar_Round::Detonate );
SetNextThink( m_fDetonateTime );
}
}
void CASW_Mortar_Round::CreateEffects()
{
switch ( m_nGrenadeExplosionType )
{
case ASW_MORTAR_FREEZE:
{
Assert( 0 );
break;
}
default:
{
CEffectData data;
data.m_vOrigin = GetAbsOrigin();
CPASFilter filter( data.m_vOrigin );
filter.SetIgnorePredictionCull(true);
DispatchParticleEffect( "mortar_grenade_main_trail", PATTACH_ABSORIGIN_FOLLOW, this, -1, false, -1, &filter );
break;
}
}
}