Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basegrenade_shared.h"
#include "grenade_frag.h"
#include "Sprite.h"
#include "SpriteTrail.h"
#include "soundent.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define FRAG_GRENADE_BLIP_FREQUENCY 1.0f
#define FRAG_GRENADE_BLIP_FAST_FREQUENCY 0.3f
#define FRAG_GRENADE_GRACE_TIME_AFTER_PICKUP 1.5f
#define FRAG_GRENADE_WARN_TIME 1.5f
const float GRENADE_COEFFICIENT_OF_RESTITUTION = 0.2f;
ConVar sk_plr_dmg_fraggrenade ( "sk_plr_dmg_fraggrenade","0");
ConVar sk_npc_dmg_fraggrenade ( "sk_npc_dmg_fraggrenade","0");
ConVar sk_fraggrenade_radius ( "sk_fraggrenade_radius", "0");
#define GRENADE_MODEL "models/Weapons/w_grenade.mdl"
class CGrenadeFrag : public CBaseGrenade
{
DECLARE_CLASS( CGrenadeFrag, CBaseGrenade );
#if !defined( CLIENT_DLL )
DECLARE_DATADESC();
#endif
~CGrenadeFrag( void );
public:
void Spawn( void );
void OnRestore( void );
void Precache( void );
bool CreateVPhysics( void );
void CreateEffects( void );
void SetTimer( float detonateDelay, float warnDelay );
void SetVelocity( const Vector &velocity, const AngularImpulse &angVelocity );
int OnTakeDamage( const CTakeDamageInfo &inputInfo );
void BlipSound() { EmitSound( "Grenade.Blip" ); }
void DelayThink();
void VPhysicsUpdate( IPhysicsObject *pPhysics );
void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
void SetCombineSpawned( bool combineSpawned ) { m_combineSpawned = combineSpawned; }
bool IsCombineSpawned( void ) const { return m_combineSpawned; }
void SetPunted( bool punt ) { m_punted = punt; }
bool WasPunted( void ) const { return m_punted; }
// this function only used in episodic.
#if defined(HL2_EPISODIC) && 0 // FIXME: HandleInteraction() is no longer called now that base grenade derives from CBaseAnimating
bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
#endif
void InputSetTimer( inputdata_t &inputdata );
protected:
CHandle<CSprite> m_pMainGlow;
CHandle<CSpriteTrail> m_pGlowTrail;
float m_flNextBlipTime;
bool m_inSolid;
bool m_combineSpawned;
bool m_punted;
};
LINK_ENTITY_TO_CLASS( npc_grenade_frag, CGrenadeFrag );
BEGIN_DATADESC( CGrenadeFrag )
// Fields
DEFINE_FIELD( m_pMainGlow, FIELD_EHANDLE ),
DEFINE_FIELD( m_pGlowTrail, FIELD_EHANDLE ),
DEFINE_FIELD( m_flNextBlipTime, FIELD_TIME ),
DEFINE_FIELD( m_inSolid, FIELD_BOOLEAN ),
DEFINE_FIELD( m_combineSpawned, FIELD_BOOLEAN ),
DEFINE_FIELD( m_punted, FIELD_BOOLEAN ),
// Function Pointers
DEFINE_THINKFUNC( DelayThink ),
// Inputs
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetTimer", InputSetTimer ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CGrenadeFrag::~CGrenadeFrag( void )
{
}
void CGrenadeFrag::Spawn( void )
{
Precache( );
SetModel( GRENADE_MODEL );
if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() )
{
m_flDamage = sk_plr_dmg_fraggrenade.GetFloat();
m_DmgRadius = sk_fraggrenade_radius.GetFloat();
}
else
{
m_flDamage = sk_npc_dmg_fraggrenade.GetFloat();
m_DmgRadius = sk_fraggrenade_radius.GetFloat();
}
m_takedamage = DAMAGE_YES;
m_iHealth = 1;
SetSize( -Vector(4,4,4), Vector(4,4,4) );
SetCollisionGroup( COLLISION_GROUP_WEAPON );
CreateVPhysics();
BlipSound();
m_flNextBlipTime = gpGlobals->curtime + FRAG_GRENADE_BLIP_FREQUENCY;
AddSolidFlags( FSOLID_NOT_STANDABLE );
m_combineSpawned = false;
m_punted = false;
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrenadeFrag::OnRestore( void )
{
// If we were primed and ready to detonate, put FX on us.
if (m_flDetonateTime > 0)
CreateEffects();
BaseClass::OnRestore();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrenadeFrag::CreateEffects( void )
{
// Start up the eye glow
if( !m_pMainGlow )
m_pMainGlow = CSprite::SpriteCreate( "sprites/redglow1.vmt", GetLocalOrigin(), false );
int nAttachment = LookupAttachment( "fuse" );
if ( m_pMainGlow != NULL )
{
m_pMainGlow->FollowEntity( this );
m_pMainGlow->SetAttachment( this, nAttachment );
m_pMainGlow->SetTransparency( kRenderGlow, 255, 255, 255, 200, kRenderFxNoDissipation );
m_pMainGlow->SetScale( 0.2f );
m_pMainGlow->SetGlowProxySize( 4.0f );
}
// Start up the eye trail
if( !m_pGlowTrail )
m_pGlowTrail = CSpriteTrail::SpriteTrailCreate( "sprites/bluelaser1.vmt", GetLocalOrigin(), false );
if ( m_pGlowTrail != NULL )
{
m_pGlowTrail->FollowEntity( this );
m_pGlowTrail->SetAttachment( this, nAttachment );
m_pGlowTrail->SetTransparency( kRenderTransAdd, 255, 0, 0, 255, kRenderFxNone );
m_pGlowTrail->SetStartWidth( 8.0f );
m_pGlowTrail->SetEndWidth( 1.0f );
m_pGlowTrail->SetLifeTime( 0.5f );
}
}
bool CGrenadeFrag::CreateVPhysics()
{
// Create the object in the physics system
VPhysicsInitNormal( SOLID_BBOX, 0, false );
return true;
}
// this will hit only things that are in newCollisionGroup, but NOT in collisionGroupAlreadyChecked
class CTraceFilterCollisionGroupDelta : public CTraceFilterEntitiesOnly
{
public:
// It does have a base, but we'll never network anything below here..
DECLARE_CLASS_NOBASE( CTraceFilterCollisionGroupDelta );
CTraceFilterCollisionGroupDelta( const IHandleEntity *passentity, int collisionGroupAlreadyChecked, int newCollisionGroup )
: m_pPassEnt(passentity), m_collisionGroupAlreadyChecked( collisionGroupAlreadyChecked ), m_newCollisionGroup( newCollisionGroup )
{
}
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
{
if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt ) )
return false;
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
if ( pEntity )
{
if ( g_pGameRules->ShouldCollide( m_collisionGroupAlreadyChecked, pEntity->GetCollisionGroup() ) )
return false;
if ( g_pGameRules->ShouldCollide( m_newCollisionGroup, pEntity->GetCollisionGroup() ) )
return true;
}
return false;
}
protected:
const IHandleEntity *m_pPassEnt;
int m_collisionGroupAlreadyChecked;
int m_newCollisionGroup;
};
void CGrenadeFrag::VPhysicsUpdate( IPhysicsObject *pPhysics )
{
BaseClass::VPhysicsUpdate( pPhysics );
Vector vel;
AngularImpulse angVel;
pPhysics->GetVelocity( &vel, &angVel );
Vector start = GetAbsOrigin();
// find all entities that my collision group wouldn't hit, but COLLISION_GROUP_NONE would and bounce off of them as a ray cast
CTraceFilterCollisionGroupDelta filter( this, GetCollisionGroup(), COLLISION_GROUP_NONE );
trace_t tr;
// UNDONE: Hull won't work with hitboxes - hits outer hull. But the whole point of this test is to hit hitboxes.
#if 0
UTIL_TraceHull( start, start + vel * gpGlobals->frametime, CollisionProp()->OBBMins(), CollisionProp()->OBBMaxs(), CONTENTS_HITBOX|CONTENTS_MONSTER|CONTENTS_SOLID, &filter, &tr );
#else
UTIL_TraceLine( start, start + vel * gpGlobals->frametime, CONTENTS_HITBOX|CONTENTS_MONSTER|CONTENTS_SOLID, &filter, &tr );
#endif
if ( tr.startsolid )
{
if ( !m_inSolid )
{
// UNDONE: Do a better contact solution that uses relative velocity?
vel *= -GRENADE_COEFFICIENT_OF_RESTITUTION; // bounce backwards
pPhysics->SetVelocity( &vel, NULL );
}
m_inSolid = true;
return;
}
m_inSolid = false;
if ( tr.DidHit() )
{
Vector dir = vel;
VectorNormalize(dir);
// send a tiny amount of damage so the character will react to getting bonked
CTakeDamageInfo info( this, GetThrower(), pPhysics->GetMass() * vel, GetAbsOrigin(), 0.1f, DMG_CRUSH );
tr.m_pEnt->TakeDamage( info );
// reflect velocity around normal
vel = -2.0f * tr.plane.normal * DotProduct(vel,tr.plane.normal) + vel;
// absorb 80% in impact
vel *= GRENADE_COEFFICIENT_OF_RESTITUTION;
angVel *= -0.5f;
pPhysics->SetVelocity( &vel, &angVel );
}
}
void CGrenadeFrag::Precache( void )
{
PrecacheModel( GRENADE_MODEL );
PrecacheScriptSound( "Grenade.Blip" );
PrecacheModel( "sprites/redglow1.vmt" );
PrecacheModel( "sprites/bluelaser1.vmt" );
BaseClass::Precache();
}
void CGrenadeFrag::SetTimer( float detonateDelay, float warnDelay )
{
m_flDetonateTime = gpGlobals->curtime + detonateDelay;
m_flWarnAITime = gpGlobals->curtime + warnDelay;
SetThink( &CGrenadeFrag::DelayThink );
SetNextThink( gpGlobals->curtime );
CreateEffects();
}
void CGrenadeFrag::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
{
SetThrower( pPhysGunUser );
#ifdef HL2MP
SetTimer( FRAG_GRENADE_GRACE_TIME_AFTER_PICKUP, FRAG_GRENADE_GRACE_TIME_AFTER_PICKUP / 2);
BlipSound();
m_flNextBlipTime = gpGlobals->curtime + FRAG_GRENADE_BLIP_FAST_FREQUENCY;
m_bHasWarnedAI = true;
#else
if( IsX360() )
{
// Give 'em a couple of seconds to aim and throw.
SetTimer( 2.0f, 1.0f);
BlipSound();
m_flNextBlipTime = gpGlobals->curtime + FRAG_GRENADE_BLIP_FAST_FREQUENCY;
}
#endif
#ifdef HL2_EPISODIC
SetPunted( true );
#endif
BaseClass::OnPhysGunPickup( pPhysGunUser, reason );
}
void CGrenadeFrag::DelayThink()
{
if( gpGlobals->curtime > m_flDetonateTime )
{
Detonate();
return;
}
if( !m_bHasWarnedAI && gpGlobals->curtime >= m_flWarnAITime )
{
#if !defined( CLIENT_DLL )
CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), 400, 1.5, this );
#endif
m_bHasWarnedAI = true;
}
if( gpGlobals->curtime > m_flNextBlipTime )
{
BlipSound();
if( m_bHasWarnedAI )
{
m_flNextBlipTime = gpGlobals->curtime + FRAG_GRENADE_BLIP_FAST_FREQUENCY;
}
else
{
m_flNextBlipTime = gpGlobals->curtime + FRAG_GRENADE_BLIP_FREQUENCY;
}
}
SetNextThink( gpGlobals->curtime + 0.1 );
}
void CGrenadeFrag::SetVelocity( const Vector &velocity, const AngularImpulse &angVelocity )
{
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if ( pPhysicsObject )
{
pPhysicsObject->AddVelocity( &velocity, &angVelocity );
}
}
int CGrenadeFrag::OnTakeDamage( const CTakeDamageInfo &inputInfo )
{
// Manually apply vphysics because BaseCombatCharacter takedamage doesn't call back to CBaseEntity OnTakeDamage
VPhysicsTakeDamage( inputInfo );
// Grenades only suffer blast damage and burn damage.
if( !(inputInfo.GetDamageType() & (DMG_BLAST|DMG_BURN) ) )
return 0;
return BaseClass::OnTakeDamage( inputInfo );
}
#if defined(HL2_EPISODIC) && 0 // FIXME: HandleInteraction() is no longer called now that base grenade derives from CBaseAnimating
extern int g_interactionBarnacleVictimGrab; ///< usually declared in ai_interactions.h but no reason to haul all of that in here.
extern int g_interactionBarnacleVictimBite;
extern int g_interactionBarnacleVictimReleased;
bool CGrenadeFrag::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
{
// allow fragnades to be grabbed by barnacles.
if ( interactionType == g_interactionBarnacleVictimGrab )
{
// give the grenade another five seconds seconds so the player can have the satisfaction of blowing up the barnacle with it
float timer = m_flDetonateTime - gpGlobals->curtime + 5.0f;
SetTimer( timer, timer - FRAG_GRENADE_WARN_TIME );
return true;
}
else if ( interactionType == g_interactionBarnacleVictimBite )
{
// detonate the grenade immediately
SetTimer( 0, 0 );
return true;
}
else if ( interactionType == g_interactionBarnacleVictimReleased )
{
// take the five seconds back off the timer.
float timer = MAX(m_flDetonateTime - gpGlobals->curtime - 5.0f,0.0f);
SetTimer( timer, timer - FRAG_GRENADE_WARN_TIME );
return true;
}
else
{
return BaseClass::HandleInteraction( interactionType, data, sourceEnt );
}
}
#endif
void CGrenadeFrag::InputSetTimer( inputdata_t &inputdata )
{
SetTimer( inputdata.value.Float(), inputdata.value.Float() - FRAG_GRENADE_WARN_TIME );
}
CBaseGrenade *Fraggrenade_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, float timer, bool combineSpawned )
{
// Don't set the owner here, or the player can't interact with grenades he's thrown
CGrenadeFrag *pGrenade = (CGrenadeFrag *)CBaseEntity::Create( "npc_grenade_frag", position, angles, pOwner );
pGrenade->SetTimer( timer, timer - FRAG_GRENADE_WARN_TIME );
pGrenade->SetVelocity( velocity, angVelocity );
pGrenade->SetThrower( ToBaseCombatCharacter( pOwner ) );
pGrenade->m_takedamage = DAMAGE_EVENTS_ONLY;
pGrenade->SetCombineSpawned( combineSpawned );
return pGrenade;
}
bool Fraggrenade_WasPunted( const CBaseEntity *pEntity )
{
const CGrenadeFrag *pFrag = dynamic_cast<const CGrenadeFrag *>( pEntity );
if ( pFrag )
{
return pFrag->WasPunted();
}
return false;
}
bool Fraggrenade_WasCreatedByCombine( const CBaseEntity *pEntity )
{
const CGrenadeFrag *pFrag = dynamic_cast<const CGrenadeFrag *>( pEntity );
if ( pFrag )
{
return pFrag->IsCombineSpawned();
}
return false;
}