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: Auto Repair
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_flare.h"
#include "tf_player.h"
#include "tf_team.h"
#include "IEffects.h"
#include "engine/IEngineSound.h"
// Data Description
BEGIN_DATADESC( CSignalFlare )
// Function Pointers
DEFINE_FUNCTION( FlareTouch ),
DEFINE_FUNCTION( FlareThink ),
END_DATADESC()
//Data Table
IMPLEMENT_SERVERCLASS_ST( CSignalFlare, DT_SignalFlare )
SendPropFloat( SENDINFO( m_flDuration ), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO( m_flScale ), 0, SPROP_NOSCALE ),
SendPropInt( SENDINFO( m_bLight ), 1, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_bSmoke ), 1, SPROP_UNSIGNED ),
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( env_flare, CSignalFlare );
PRECACHE_REGISTER( env_flare );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CSignalFlare::CSignalFlare( void )
{
m_nBounces = 0;
m_flScale = 1.0f;
m_bFading = false;
m_bLight = true;
m_bSmoke = true;
m_flNextDamage = gpGlobals->curtime;
m_lifeState = LIFE_ALIVE;
m_iHealth = 100;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSignalFlare::Precache( void )
{
// Precache model(s).
// bug: this model no longer exists:
//PrecacheModel("models/flare.mdl" );
PrecacheScriptSound( "SignalFlare.Impact" );
PrecacheScriptSound( "SignalFlare.BurnLower" );
PrecacheScriptSound( "SignalFlare.Burn" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSignalFlare::Spawn( void )
{
Precache();
SetModel( "models/flare.mdl" );
UTIL_SetSize( this, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ) );
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_SOLID );
SetMoveType( MOVETYPE_NONE );
SetFriction( 0.6f );
SetGravity( UTIL_ScaleForGravity( 400 ) );
m_flDuration = gpGlobals->curtime + 10;
if ( HasSpawnFlags( SIGNALFLARE_NO_DLIGHT ) )
{
m_bLight = false;
}
if ( HasSpawnFlags( SIGNALFLARE_NO_SMOKE ) )
{
m_bSmoke = false;
}
if ( HasSpawnFlags( SIGNALFLARE_INFINITE ) )
{
m_flDuration = -1.0f;
}
AddFlag( FL_OBJECT | FL_NOTARGET );
EmitSound( "SignalFlare.Burn" );
SetThink( FlareThink );
SetNextThink( gpGlobals->curtime + 0.1f );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : vecOrigin -
// vecAngles -
// *pOwner -
// Output : CSignalFlare
//-----------------------------------------------------------------------------
CSignalFlare *CSignalFlare::Create( Vector vecOrigin, QAngle vecAngles, CBaseEntity *pOwner, float lifetime )
{
// Create an instance of a flare.
CSignalFlare *pFlare = ( CSignalFlare* )CreateEntityByName( "env_flare" );
if ( !pFlare )
return NULL;
// Set the initial origin and angle vectors.
UTIL_SetOrigin( pFlare, vecOrigin );
pFlare->SetLocalAngles( vecAngles );
// Spawn the flare.
pFlare->Spawn();
// Set the flare's touch and think functions.
pFlare->SetTouch( FlareTouch );
pFlare->SetThink( FlareThink );
// Don't start sparking immediately.
pFlare->SetNextThink( gpGlobals->curtime + 0.5f );
// Set the burn out time.
pFlare->m_flDuration = gpGlobals->curtime + lifetime;
pFlare->AddSolidFlags( FSOLID_NOT_STANDABLE );
pFlare->RemoveSolidFlags( FSOLID_NOT_SOLID );
pFlare->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
pFlare->SetOwnerEntity( pOwner );
pFlare->m_pOwner = pOwner;
return pFlare;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSignalFlare::FlareThink( void )
{
float deltaTime = ( m_flDuration - gpGlobals->curtime );
if ( m_flDuration != -1.0f )
{
//Fading away
if ( ( deltaTime <= 2.0f ) && ( m_bFading == false ) )
{
m_bFading = true;
// Reduce sound!
EmitSound( "SignalFlare.BurnLower" );
}
//Burned out
if ( m_flDuration < gpGlobals->curtime )
{
StopSound( "SignalFlare.Burn" );
UTIL_Remove( this );
return;
}
}
//Act differently underwater
if ( GetWaterLevel() > 1 )
{
UTIL_Bubbles( GetAbsOrigin() + Vector( -2, -2, -2 ), GetAbsOrigin() + Vector( 2, 2, 2 ), 1 );
m_bSmoke = false;
}
else
{
//Shoot sparks
if ( random->RandomInt( 0, 8 ) == 1 )
{
g_pEffects->Sparks( GetAbsOrigin() );
}
}
//Next update
SetNextThink( gpGlobals->curtime + 0.1f );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CSignalFlare::FlareTouch( CBaseEntity *pOther )
{
Assert( pOther );
if ( !pOther->IsSolid() )
return;
if ( ( m_nBounces < 10 ) && ( GetWaterLevel() < 1 ) )
{
//Throw some real chunks here
g_pEffects->Sparks( GetAbsOrigin() );
}
// hit the world, check the material type here, see if the flare should stick.
// const trace_t &tr = CBaseEntity::GetTouchTrace();
if ( m_nBounces == 0 )
{
// Emit an impact sound.
EmitSound( "SignalFlare.Impact" );
}
// Change our flight characteristics
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
SetGravity( UTIL_ScaleForGravity( 640 ) );
m_nBounces++;
// After the first bounce, smacking into whoever fired the flare is fair game
SetOwnerEntity( this );
//Slow down
Vector newVelocity = GetAbsVelocity();
newVelocity.x *= 0.8f;
newVelocity.y *= 0.8f;
// Stopped?
if ( newVelocity.Length() < 64.0f )
{
newVelocity.Init();
SetMoveType( MOVETYPE_NONE );
RemoveSolidFlags( FSOLID_NOT_SOLID );
AddSolidFlags( FSOLID_TRIGGER );
}
SetAbsVelocity( newVelocity );
}