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553 lines
15 KiB
553 lines
15 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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#include "cbase.h" |
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#include "decals.h" |
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#include "basegrenade_shared.h" |
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#include "shake.h" |
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#include "engine/IEngineSound.h" |
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#if !defined( CLIENT_DLL ) |
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#include "soundent.h" |
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#include "entitylist.h" |
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#include "GameStats.h" |
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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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extern int g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the fireball |
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extern int g_sModelIndexWExplosion; // (in combatweapon.cpp) holds the index for the underwater explosion |
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extern int g_sModelIndexSmoke; // (in combatweapon.cpp) holds the index for the smoke cloud |
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extern ConVar sk_plr_dmg_grenade; |
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#if !defined( CLIENT_DLL ) |
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// Global Savedata for friction modifier |
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BEGIN_DATADESC( CBaseGrenade ) |
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// nextGrenade |
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DEFINE_FIELD( m_hThrower, FIELD_EHANDLE ), |
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// m_fRegisteredSound ??? |
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DEFINE_FIELD( m_bIsLive, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_DmgRadius, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flDetonateTime, FIELD_TIME ), |
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DEFINE_FIELD( m_flWarnAITime, FIELD_TIME ), |
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DEFINE_FIELD( m_flDamage, FIELD_FLOAT ), |
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DEFINE_FIELD( m_iszBounceSound, FIELD_STRING ), |
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DEFINE_FIELD( m_bHasWarnedAI, FIELD_BOOLEAN ), |
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// Function Pointers |
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DEFINE_THINKFUNC( Smoke ), |
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DEFINE_ENTITYFUNC( BounceTouch ), |
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DEFINE_ENTITYFUNC( SlideTouch ), |
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DEFINE_ENTITYFUNC( ExplodeTouch ), |
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DEFINE_USEFUNC( DetonateUse ), |
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DEFINE_THINKFUNC( DangerSoundThink ), |
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DEFINE_THINKFUNC( PreDetonate ), |
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DEFINE_THINKFUNC( Detonate ), |
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DEFINE_THINKFUNC( TumbleThink ), |
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END_DATADESC() |
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void SendProxy_CropFlagsToPlayerFlagBitsLength( const SendProp *pProp, const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID); |
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#endif |
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IMPLEMENT_NETWORKCLASS_ALIASED( BaseGrenade, DT_BaseGrenade ) |
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BEGIN_NETWORK_TABLE( CBaseGrenade, DT_BaseGrenade ) |
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#if !defined( CLIENT_DLL ) |
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SendPropFloat( SENDINFO( m_flDamage ), 10, SPROP_ROUNDDOWN, 0.0, 256.0f ), |
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SendPropFloat( SENDINFO( m_DmgRadius ), 10, SPROP_ROUNDDOWN, 0.0, 1024.0f ), |
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SendPropInt( SENDINFO( m_bIsLive ), 1, SPROP_UNSIGNED ), |
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// SendPropTime( SENDINFO( m_flDetonateTime ) ), |
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SendPropEHandle( SENDINFO( m_hThrower ) ), |
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SendPropVector( SENDINFO( m_vecVelocity ), 0, SPROP_NOSCALE ), |
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// HACK: Use same flag bits as player for now |
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SendPropInt ( SENDINFO(m_fFlags), PLAYER_FLAG_BITS, SPROP_UNSIGNED, SendProxy_CropFlagsToPlayerFlagBitsLength ), |
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#else |
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RecvPropFloat( RECVINFO( m_flDamage ) ), |
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RecvPropFloat( RECVINFO( m_DmgRadius ) ), |
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RecvPropInt( RECVINFO( m_bIsLive ) ), |
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// RecvPropTime( RECVINFO( m_flDetonateTime ) ), |
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RecvPropEHandle( RECVINFO( m_hThrower ) ), |
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// Need velocity from grenades to make animation system work correctly when running |
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RecvPropVector( RECVINFO(m_vecVelocity), 0, RecvProxy_LocalVelocity ), |
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RecvPropInt( RECVINFO( m_fFlags ) ), |
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#endif |
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END_NETWORK_TABLE() |
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LINK_ENTITY_TO_CLASS( grenade, CBaseGrenade ); |
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#if defined( CLIENT_DLL ) |
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BEGIN_PREDICTION_DATA( CBaseGrenade ) |
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DEFINE_PRED_FIELD( m_hThrower, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ), |
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DEFINE_PRED_FIELD( m_bIsLive, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), |
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DEFINE_PRED_FIELD( m_DmgRadius, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), |
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// DEFINE_PRED_FIELD_TOL( m_flDetonateTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ), |
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DEFINE_PRED_FIELD( m_flDamage, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), |
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DEFINE_PRED_FIELD_TOL( m_vecVelocity, FIELD_VECTOR, FTYPEDESC_INSENDTABLE, 0.5f ), |
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DEFINE_PRED_FIELD_TOL( m_flNextAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ), |
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// DEFINE_FIELD( m_fRegisteredSound, FIELD_BOOLEAN ), |
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// DEFINE_FIELD( m_iszBounceSound, FIELD_STRING ), |
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END_PREDICTION_DATA() |
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#endif |
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// Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges |
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#define SF_DETONATE 0x0001 |
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// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution. |
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void CBaseGrenade::Explode( trace_t *pTrace, int bitsDamageType ) |
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{ |
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#if !defined( CLIENT_DLL ) |
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SetModelName( NULL_STRING );//invisible |
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AddSolidFlags( FSOLID_NOT_SOLID ); |
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m_takedamage = DAMAGE_NO; |
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// Pull out of the wall a bit |
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if ( pTrace->fraction != 1.0 ) |
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{ |
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SetAbsOrigin( pTrace->endpos + (pTrace->plane.normal * 0.6) ); |
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} |
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Vector vecAbsOrigin = GetAbsOrigin(); |
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int contents = UTIL_PointContents ( vecAbsOrigin, MASK_ALL ); |
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if ( pTrace->fraction != 1.0 ) |
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{ |
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Vector vecNormal = pTrace->plane.normal; |
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surfacedata_t *pdata = physprops->GetSurfaceData( pTrace->surface.surfaceProps ); |
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CPASFilter filter( vecAbsOrigin ); |
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te->Explosion( filter, -1.0, // don't apply cl_interp delay |
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&vecAbsOrigin, |
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!( contents & MASK_WATER ) ? g_sModelIndexFireball : g_sModelIndexWExplosion, |
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m_DmgRadius * .03, |
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25, |
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TE_EXPLFLAG_NONE, |
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m_DmgRadius, |
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m_flDamage, |
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&vecNormal, |
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(char) pdata->game.material ); |
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} |
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else |
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{ |
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CPASFilter filter( vecAbsOrigin ); |
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te->Explosion( filter, -1.0, // don't apply cl_interp delay |
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&vecAbsOrigin, |
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!( contents & MASK_WATER ) ? g_sModelIndexFireball : g_sModelIndexWExplosion, |
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m_DmgRadius * .03, |
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25, |
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TE_EXPLFLAG_NONE, |
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m_DmgRadius, |
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m_flDamage ); |
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} |
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#if !defined( CLIENT_DLL ) |
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CSoundEnt::InsertSound ( SOUND_COMBAT, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 ); |
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#endif |
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// Use the thrower's position as the reported position |
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Vector vecReported = m_hThrower ? m_hThrower->GetAbsOrigin() : vec3_origin; |
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EmitSound( "BaseGrenade.Explode" ); |
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CTakeDamageInfo info( this, m_hThrower, GetBlastForce(), GetAbsOrigin(), m_flDamage, bitsDamageType, 0, &vecReported ); |
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RadiusDamage( info, GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL ); |
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UTIL_DecalTrace( pTrace, "Scorch" ); |
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SetThink( &CBaseGrenade::SUB_Remove ); |
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SetTouch( NULL ); |
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SetSolid( SOLID_NONE ); |
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AddEffects( EF_NODRAW ); |
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SetAbsVelocity( vec3_origin ); |
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#if HL2_EPISODIC |
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// Because the grenade is zipped out of the world instantly, the EXPLOSION sound that it makes for |
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// the AI is also immediately destroyed. For this reason, we now make the grenade entity inert and |
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// throw it away in 1/10th of a second instead of right away. Removing the grenade instantly causes |
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// intermittent bugs with env_microphones who are listening for explosions. They will 'randomly' not |
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// hear explosion sounds when the grenade is removed and the SoundEnt thinks (and removes the sound) |
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// before the env_microphone thinks and hears the sound. |
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SetNextThink( gpGlobals->curtime + 0.1 ); |
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#else |
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SetNextThink( gpGlobals->curtime ); |
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#endif//HL2_EPISODIC |
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#if defined( HL2_DLL ) |
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CBasePlayer *pPlayer = ToBasePlayer( m_hThrower.Get() ); |
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if ( pPlayer ) |
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{ |
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gamestats->Event_WeaponHit( pPlayer, true, "weapon_frag", info ); |
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} |
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#endif |
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#endif |
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} |
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void CBaseGrenade::Smoke( void ) |
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{ |
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Vector vecAbsOrigin = GetAbsOrigin(); |
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if ( UTIL_PointContents ( vecAbsOrigin, MASK_WATER ) & MASK_WATER ) |
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{ |
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UTIL_Bubbles( vecAbsOrigin - Vector( 64, 64, 64 ), vecAbsOrigin + Vector( 64, 64, 64 ), 100 ); |
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} |
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else |
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{ |
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CPVSFilter filter( vecAbsOrigin ); |
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te->Smoke( filter, 0.0, |
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&vecAbsOrigin, g_sModelIndexSmoke, |
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m_DmgRadius * 0.03, |
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24 ); |
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} |
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#if !defined( CLIENT_DLL ) |
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SetThink ( &CBaseGrenade::SUB_Remove ); |
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#endif |
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SetNextThink( gpGlobals->curtime ); |
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} |
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void CBaseGrenade::Event_Killed( const CTakeDamageInfo &info ) |
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{ |
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Detonate( ); |
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} |
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#if !defined( CLIENT_DLL ) |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CBaseGrenade::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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// Support player pickup |
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if ( useType == USE_TOGGLE ) |
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{ |
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CBasePlayer *pPlayer = ToBasePlayer( pActivator ); |
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if ( pPlayer ) |
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{ |
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pPlayer->PickupObject( this ); |
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return; |
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} |
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} |
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// Pass up so we still call any custom Use function |
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BaseClass::Use( pActivator, pCaller, useType, value ); |
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} |
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#endif |
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//----------------------------------------------------------------------------- |
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// Purpose: Timed grenade, this think is called when time runs out. |
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//----------------------------------------------------------------------------- |
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void CBaseGrenade::DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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SetThink( &CBaseGrenade::Detonate ); |
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SetNextThink( gpGlobals->curtime ); |
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} |
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void CBaseGrenade::PreDetonate( void ) |
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{ |
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#if !defined( CLIENT_DLL ) |
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CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), 400, 1.5, this ); |
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#endif |
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SetThink( &CBaseGrenade::Detonate ); |
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SetNextThink( gpGlobals->curtime + 1.5 ); |
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} |
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void CBaseGrenade::Detonate( void ) |
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{ |
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trace_t tr; |
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Vector vecSpot;// trace starts here! |
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SetThink( NULL ); |
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vecSpot = GetAbsOrigin() + Vector ( 0 , 0 , 8 ); |
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UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -32 ), MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, & tr); |
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if( tr.startsolid ) |
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{ |
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// Since we blindly moved the explosion origin vertically, we may have inadvertently moved the explosion into a solid, |
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// in which case nothing is going to be harmed by the grenade's explosion because all subsequent traces will startsolid. |
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// If this is the case, we do the downward trace again from the actual origin of the grenade. (sjb) 3/8/2007 (for ep2_outland_09) |
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, -32), MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr ); |
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} |
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Explode( &tr, DMG_BLAST ); |
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if ( GetShakeAmplitude() ) |
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{ |
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UTIL_ScreenShake( GetAbsOrigin(), GetShakeAmplitude(), 150.0, 1.0, GetShakeRadius(), SHAKE_START ); |
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} |
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} |
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// |
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// Contact grenade, explode when it touches something |
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// |
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void CBaseGrenade::ExplodeTouch( CBaseEntity *pOther ) |
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{ |
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trace_t tr; |
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Vector vecSpot;// trace starts here! |
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Assert( pOther ); |
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if ( !pOther->IsSolid() ) |
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return; |
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Vector velDir = GetAbsVelocity(); |
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VectorNormalize( velDir ); |
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vecSpot = GetAbsOrigin() - velDir * 32; |
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UTIL_TraceLine( vecSpot, vecSpot + velDir * 64, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); |
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Explode( &tr, DMG_BLAST ); |
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} |
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void CBaseGrenade::DangerSoundThink( void ) |
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{ |
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if (!IsInWorld()) |
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{ |
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Remove( ); |
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return; |
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} |
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#if !defined( CLIENT_DLL ) |
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CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin() + GetAbsVelocity() * 0.5, GetAbsVelocity().Length( ), 0.2, this ); |
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#endif |
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SetNextThink( gpGlobals->curtime + 0.2 ); |
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if (GetWaterLevel() != 0) |
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{ |
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SetAbsVelocity( GetAbsVelocity() * 0.5 ); |
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} |
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} |
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void CBaseGrenade::BounceTouch( CBaseEntity *pOther ) |
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{ |
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if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) ) |
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return; |
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// don't hit the guy that launched this grenade |
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if ( pOther == GetThrower() ) |
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return; |
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// only do damage if we're moving fairly fast |
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if ( (pOther->m_takedamage != DAMAGE_NO) && (m_flNextAttack < gpGlobals->curtime && GetAbsVelocity().Length() > 100)) |
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{ |
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if (m_hThrower) |
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{ |
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#if !defined( CLIENT_DLL ) |
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trace_t tr; |
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tr = CBaseEntity::GetTouchTrace( ); |
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ClearMultiDamage( ); |
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Vector forward; |
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AngleVectors( GetLocalAngles(), &forward, NULL, NULL ); |
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CTakeDamageInfo info( this, m_hThrower, 1, DMG_CLUB ); |
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CalculateMeleeDamageForce( &info, GetAbsVelocity(), GetAbsOrigin() ); |
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pOther->DispatchTraceAttack( info, forward, &tr ); |
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ApplyMultiDamage(); |
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#endif |
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} |
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m_flNextAttack = gpGlobals->curtime + 1.0; // debounce |
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} |
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Vector vecTestVelocity; |
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// m_vecAngVelocity = Vector (300, 300, 300); |
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// this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical |
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// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity. |
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// trimming the Z velocity a bit seems to help quite a bit. |
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vecTestVelocity = GetAbsVelocity(); |
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vecTestVelocity.z *= 0.45; |
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if ( !m_bHasWarnedAI && vecTestVelocity.Length() <= 60 ) |
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{ |
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// grenade is moving really slow. It's probably very close to where it will ultimately stop moving. |
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// emit the danger sound. |
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// register a radius louder than the explosion, so we make sure everyone gets out of the way |
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#if !defined( CLIENT_DLL ) |
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CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), m_flDamage / 0.4, 0.3, this ); |
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#endif |
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m_bHasWarnedAI = true; |
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} |
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if (GetFlags() & FL_ONGROUND) |
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{ |
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// add a bit of static friction |
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// SetAbsVelocity( GetAbsVelocity() * 0.8 ); |
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// SetSequence( random->RandomInt( 1, 1 ) ); // FIXME: missing tumble animations |
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} |
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else |
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{ |
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// play bounce sound |
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BounceSound(); |
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} |
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m_flPlaybackRate = GetAbsVelocity().Length() / 200.0; |
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if (GetPlaybackRate() > 1.0) |
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m_flPlaybackRate = 1; |
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else if (GetPlaybackRate() < 0.5) |
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m_flPlaybackRate = 0; |
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} |
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void CBaseGrenade::SlideTouch( CBaseEntity *pOther ) |
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{ |
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// don't hit the guy that launched this grenade |
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if ( pOther == GetThrower() ) |
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return; |
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// m_vecAngVelocity = Vector (300, 300, 300); |
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if (GetFlags() & FL_ONGROUND) |
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{ |
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// add a bit of static friction |
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// SetAbsVelocity( GetAbsVelocity() * 0.95 ); |
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if (GetAbsVelocity().x != 0 || GetAbsVelocity().y != 0) |
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{ |
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// maintain sliding sound |
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} |
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} |
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else |
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{ |
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BounceSound(); |
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} |
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} |
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void CBaseGrenade ::BounceSound( void ) |
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{ |
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// Doesn't need to do anything anymore! Physics makes the sound. |
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} |
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void CBaseGrenade ::TumbleThink( void ) |
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{ |
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if (!IsInWorld()) |
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{ |
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Remove( ); |
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return; |
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} |
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StudioFrameAdvance( ); |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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// |
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// Emit a danger sound one second before exploding. |
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// |
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if (m_flDetonateTime - 1 < gpGlobals->curtime) |
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{ |
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#if !defined( CLIENT_DLL ) |
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CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin() + GetAbsVelocity() * (m_flDetonateTime - gpGlobals->curtime), 400, 0.1, this ); |
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#endif |
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} |
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if (m_flDetonateTime <= gpGlobals->curtime) |
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{ |
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SetThink( &CBaseGrenade::Detonate ); |
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} |
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if (GetWaterLevel() != 0) |
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{ |
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SetAbsVelocity( GetAbsVelocity() * 0.5 ); |
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m_flPlaybackRate = 0.2; |
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} |
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} |
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void CBaseGrenade::Precache( void ) |
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{ |
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BaseClass::Precache( ); |
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PrecacheScriptSound( "BaseGrenade.Explode" ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : CBaseCombatCharacter |
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//----------------------------------------------------------------------------- |
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CBaseCombatCharacter *CBaseGrenade::GetThrower( void ) |
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{ |
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CBaseCombatCharacter *pResult = ToBaseCombatCharacter( m_hThrower ); |
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if ( !pResult && GetOwnerEntity() != NULL ) |
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{ |
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pResult = ToBaseCombatCharacter( GetOwnerEntity() ); |
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} |
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return pResult; |
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} |
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//----------------------------------------------------------------------------- |
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void CBaseGrenade::SetThrower( CBaseCombatCharacter *pThrower ) |
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{ |
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m_hThrower = pThrower; |
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// if this is the first thrower, set it as the original thrower |
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if ( NULL == m_hOriginalThrower ) |
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{ |
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m_hOriginalThrower = pThrower; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Destructor |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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CBaseGrenade::~CBaseGrenade(void) |
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{ |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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CBaseGrenade::CBaseGrenade(void) |
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{ |
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m_hThrower = NULL; |
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m_hOriginalThrower = NULL; |
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m_bIsLive = false; |
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m_DmgRadius = 100; |
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m_flDetonateTime = 0; |
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m_bHasWarnedAI = false; |
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SetSimulatedEveryTick( true ); |
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}; |
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