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285 lines
8.0 KiB
285 lines
8.0 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// |
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// |
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// Purpose: Dissolve entity to be attached to target entity. Serves two purposes: |
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// |
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// 1) An entity that can be placed by a level designer and triggered |
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// to ignite a target entity. |
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// |
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// 2) An entity that can be created at runtime to ignite a target entity. |
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// |
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//===========================================================================// |
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#include "cbase.h" |
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#include "RagdollBoogie.h" |
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#include "physics_prop_ragdoll.h" |
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#include "effect_dispatch_data.h" |
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#include "te_effect_dispatch.h" |
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#include "IEffects.h" |
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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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//----------------------------------------------------------------------------- |
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// Make electriciy every so often |
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//----------------------------------------------------------------------------- |
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static const char *s_pZapContext = "ZapContext"; |
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//----------------------------------------------------------------------------- |
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// Save/load |
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//----------------------------------------------------------------------------- |
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BEGIN_DATADESC( CRagdollBoogie ) |
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DEFINE_FIELD( m_flStartTime, FIELD_TIME ), |
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DEFINE_FIELD( m_flBoogieLength, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flMagnitude, FIELD_FLOAT ), |
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// Think this should be handled by StartTouch/etc. |
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// DEFINE_FIELD( m_nSuppressionCount, FIELD_INTEGER ), |
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DEFINE_FUNCTION( BoogieThink ), |
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DEFINE_FUNCTION( ZapThink ), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS( env_ragdoll_boogie, CRagdollBoogie ); |
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//----------------------------------------------------------------------------- |
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// Purpose: Creates a flame and attaches it to a target entity. |
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// Input : pTarget - |
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//----------------------------------------------------------------------------- |
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CRagdollBoogie *CRagdollBoogie::Create( CBaseEntity *pTarget, float flMagnitude, |
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float flStartTime, float flLengthTime, int nSpawnFlags ) |
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{ |
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CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( pTarget ); |
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if ( !pRagdoll ) |
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return NULL; |
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CRagdollBoogie *pBoogie = (CRagdollBoogie *)CreateEntityByName( "env_ragdoll_boogie" ); |
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if ( pBoogie == NULL ) |
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return NULL; |
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pBoogie->AddSpawnFlags( nSpawnFlags ); |
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pBoogie->AttachToEntity( pTarget ); |
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pBoogie->SetBoogieTime( flStartTime, flLengthTime ); |
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pBoogie->SetMagnitude( flMagnitude ); |
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pBoogie->Spawn(); |
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return pBoogie; |
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} |
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//----------------------------------------------------------------------------- |
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// Spawn |
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//----------------------------------------------------------------------------- |
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void CRagdollBoogie::Precache() |
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{ |
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BaseClass::Precache(); |
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PrecacheEffect( "TeslaHitboxes" ); |
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#ifdef HL2_EPISODIC |
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PrecacheScriptSound( "RagdollBoogie.Zap" ); |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Spawn |
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//----------------------------------------------------------------------------- |
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void CRagdollBoogie::Spawn() |
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{ |
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Precache(); |
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BaseClass::Spawn(); |
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SetThink( &CRagdollBoogie::BoogieThink ); |
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SetNextThink( gpGlobals->curtime + 0.01f ); |
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if ( HasSpawnFlags( SF_RAGDOLL_BOOGIE_ELECTRICAL ) ) |
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{ |
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SetContextThink( &CRagdollBoogie::ZapThink, gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ), s_pZapContext ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Zap! |
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//----------------------------------------------------------------------------- |
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void CRagdollBoogie::ZapThink() |
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{ |
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if ( !GetMoveParent() ) |
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return; |
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CBaseAnimating *pRagdoll = GetMoveParent()->GetBaseAnimating(); |
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if ( !pRagdoll ) |
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return; |
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// Make electricity on the client |
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CStudioHdr *pStudioHdr = pRagdoll->GetModelPtr( ); |
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if (!pStudioHdr) |
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return; |
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mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pRagdoll->GetHitboxSet() ); |
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if ( set->numhitboxes == 0 ) |
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return; |
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if ( m_nSuppressionCount == 0 ) |
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{ |
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CEffectData data; |
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data.m_nEntIndex = GetMoveParent()->entindex(); |
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data.m_flMagnitude = 4; |
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data.m_flScale = HasSpawnFlags(SF_RAGDOLL_BOOGIE_ELECTRICAL_NARROW_BEAM) ? 1.0f : 2.0f; |
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DispatchEffect( "TeslaHitboxes", data ); |
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} |
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#ifdef HL2_EPISODIC |
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EmitSound( "RagdollBoogie.Zap" ); |
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#endif |
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SetContextThink( &CRagdollBoogie::ZapThink, gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ), s_pZapContext ); |
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} |
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//----------------------------------------------------------------------------- |
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// Suppression count |
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//----------------------------------------------------------------------------- |
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void CRagdollBoogie::IncrementSuppressionCount( CBaseEntity *pTarget ) |
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{ |
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// Look for other boogies on the ragdoll + kill them |
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for ( CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pChild->NextMovePeer() ) |
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{ |
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CRagdollBoogie *pBoogie = dynamic_cast<CRagdollBoogie*>(pChild); |
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if ( !pBoogie ) |
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continue; |
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++pBoogie->m_nSuppressionCount; |
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} |
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} |
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void CRagdollBoogie::DecrementSuppressionCount( CBaseEntity *pTarget ) |
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{ |
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// Look for other boogies on the ragdoll + kill them |
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CBaseEntity *pNext; |
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for ( CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pNext ) |
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{ |
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pNext = pChild->NextMovePeer(); |
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CRagdollBoogie *pBoogie = dynamic_cast<CRagdollBoogie*>(pChild); |
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if ( !pBoogie ) |
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continue; |
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if ( --pBoogie->m_nSuppressionCount <= 0 ) |
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{ |
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pBoogie->m_nSuppressionCount = 0; |
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float dt = gpGlobals->curtime - pBoogie->m_flStartTime; |
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if ( dt >= pBoogie->m_flBoogieLength ) |
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{ |
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PhysCallbackRemove( pBoogie->NetworkProp() ); |
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} |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Attach to an entity |
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//----------------------------------------------------------------------------- |
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void CRagdollBoogie::AttachToEntity( CBaseEntity *pTarget ) |
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{ |
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m_nSuppressionCount = 0; |
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// Look for other boogies on the ragdoll + kill them |
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CBaseEntity *pNext; |
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for ( CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pNext ) |
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{ |
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pNext = pChild->NextMovePeer(); |
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CRagdollBoogie *pBoogie = dynamic_cast<CRagdollBoogie*>(pChild); |
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if ( !pBoogie ) |
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continue; |
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m_nSuppressionCount = pBoogie->m_nSuppressionCount; |
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UTIL_Remove( pChild ); |
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} |
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FollowEntity( pTarget ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : lifetime - |
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//----------------------------------------------------------------------------- |
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void CRagdollBoogie::SetBoogieTime( float flStartTime, float flLengthTime ) |
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{ |
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m_flStartTime = flStartTime; |
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m_flBoogieLength = flLengthTime; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Burn targets around us |
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//----------------------------------------------------------------------------- |
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void CRagdollBoogie::SetMagnitude( float flMagnitude ) |
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{ |
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m_flMagnitude = flMagnitude; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Burn targets around us |
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//----------------------------------------------------------------------------- |
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void CRagdollBoogie::BoogieThink( void ) |
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{ |
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CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( GetMoveParent() ); |
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if ( !pRagdoll ) |
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{ |
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UTIL_Remove( this ); |
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return; |
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} |
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float flMagnitude = m_flMagnitude; |
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if ( m_flBoogieLength != 0 ) |
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{ |
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float dt = gpGlobals->curtime - m_flStartTime; |
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if ( dt >= m_flBoogieLength ) |
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{ |
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// Don't remove while suppressed... this helps if we try to start another boogie |
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if ( m_nSuppressionCount == 0 ) |
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{ |
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UTIL_Remove( this ); |
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} |
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SetThink( NULL ); |
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return; |
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} |
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if ( dt < 0 ) |
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{ |
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SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1, 0.2f ) ); |
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return; |
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} |
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flMagnitude = SimpleSplineRemapVal( dt, 0.0f, m_flBoogieLength, m_flMagnitude, 0.0f ); |
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} |
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#ifndef _XBOX |
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if ( m_nSuppressionCount == 0 ) |
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{ |
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ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll( ); |
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for ( int j = 0; j < pRagdollPhys->listCount; ++j ) |
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{ |
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float flMass = pRagdollPhys->list[j].pObject->GetMass(); |
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float flForce = m_flMagnitude * flMass; |
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Vector vecForce; |
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vecForce = RandomVector( -flForce, flForce ); |
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pRagdollPhys->list[j].pObject->ApplyForceCenter( vecForce ); |
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} |
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} |
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#endif // !_XBOX |
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SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1, 0.2f ) ); |
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}
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