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: $
//=============================================================================//
#ifndef FIRE_DAMAGE_MGR_H
#define FIRE_DAMAGE_MGR_H
#ifdef _WIN32
#pragma once
#endif
#include "igamesystem.h"
#include "utllinkedlist.h"
#include "ehandle.h"
class CEntityBurnEffect;
// ------------------------------------------------------------------------------------------ //
// CFireDamageMgr.
//
// This class manages fire damage being applied to entities. It uses velocity, acceleration,
// and decay to model fire damage building up, and it puts a cap on the maximum amount of damage
// an entity can take from fire during a given frame.
// ------------------------------------------------------------------------------------------ //
class CFireDamageMgr : public CAutoGameSystem
{
// Overrides.
public:
virtual bool Init();
virtual void FrameUpdatePostEntityThink();
public:
// Apply fire damage to an entity. flDamageAccel is in units per second, so in the absence of
// decay, it equals velocity increase per second.
//
// NOTE: the damage acceleration should always be greater than the decay per second, or no damage
// will be applied since it will decay faster than
void AddDamage( CBaseEntity *pTarget, CBaseEntity *pAttacker, float flDamageAccel, bool bMakeBurnEffect );
private:
class CDamageAttacker
{
public:
void Init( CBaseEntity *pAttacker, float flVelocity )
{
m_hAttacker = pAttacker;
m_flVelocity = flVelocity;
m_flDamageSum = 0;
}
EHANDLE m_hAttacker;
float m_flVelocity; // Current damage velocity.
float m_flDamageSum; // Damage is summed up and applied a couple times per second instead of
// each frame since fractional damage is rounded to 1.
};
class CDamageEnt
{
public:
enum
{
MAX_ATTACKERS = 4
};
bool m_bWasAlive;
EHANDLE m_hEnt;
CHandle<CEntityBurnEffect> m_pBurnEffect;
// Each attacker gets credit for a portion of
CDamageAttacker m_Attackers[MAX_ATTACKERS];
int m_nAttackers;
};
private:
void ApplyCollectedDamage( CFireDamageMgr::CDamageEnt *pEnt, int iAttacker );
void RemoveDamageEnt( int iEnt );
private:
CUtlLinkedList<CDamageEnt,int> m_DamageEnts;
float m_flMaxDamagePerSecond;
float m_flDecayConstant;
// This counts down to zero so we only apply fire damage every so often.
float m_flApplyDamageCountdown;
};
// Returns true if the entity is burnable by the specified team.
bool IsBurnableEnt( CBaseEntity *pEntity, int iTeam );
// This is used by the flamethrower and the burning gasoline blobs to find entities to burn.
int FindBurnableEntsInSphere(
CBaseEntity **ents,
float *dists,
int nMaxEnts,
const Vector &vecCenter,
float flSearchRadius,
CBaseEntity *pOwner );
CFireDamageMgr* GetFireDamageMgr();
#endif // FIRE_DAMAGE_MGR_H