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380 lines
12 KiB
380 lines
12 KiB
#include "cbase.h" |
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#include "asw_entity_dissolve.h" |
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#include "baseanimating.h" |
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#include "physics_prop_ragdoll.h" |
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#include "ai_basenpc.h" |
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#include "particle_parse.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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static const char *s_pElectroThinkContext = "ElectroThinkContext"; |
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// ASW - Custom version of the entity dissolve effect, used by alien goo when it fades out (doesn't have sparks, etc.) |
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//----------------------------------------------------------------------------- |
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// Lifetime |
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//----------------------------------------------------------------------------- |
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#define ASW_DISSOLVE_FADE_IN_START_TIME 0.0f |
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#define ASW_DISSOLVE_FADE_IN_END_TIME 1.0f |
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#define ASW_DISSOLVE_FADE_OUT_MODEL_START_TIME 1.0f |
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#define ASW_DISSOLVE_FADE_OUT_MODEL_END_TIME 2.5f |
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#define ASW_DISSOLVE_FADE_OUT_START_TIME 1.0f |
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#define ASW_DISSOLVE_FADE_OUT_END_TIME 2.5f |
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//----------------------------------------------------------------------------- |
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// Model |
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//----------------------------------------------------------------------------- |
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#define DISSOLVE_SPRITE_NAME "sprites/blueglow1.vmt" |
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//----------------------------------------------------------------------------- |
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// Save/load |
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//----------------------------------------------------------------------------- |
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BEGIN_DATADESC( CASW_Entity_Dissolve ) |
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DEFINE_FIELD( m_flStartTime, FIELD_TIME ), |
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DEFINE_FIELD( m_flFadeInStart, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flFadeInLength, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flFadeOutModelStart, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flFadeOutModelLength, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flFadeOutStart, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flFadeOutLength, FIELD_FLOAT ), |
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DEFINE_FIELD( m_nDissolveType, FIELD_INTEGER ), |
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DEFINE_FUNCTION( DissolveThink ), |
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DEFINE_FUNCTION( ElectrocuteThink ), |
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DEFINE_INPUTFUNC( FIELD_STRING, "Dissolve", InputDissolve ), |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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// Networking |
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//----------------------------------------------------------------------------- |
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IMPLEMENT_SERVERCLASS_ST( CASW_Entity_Dissolve, DT_ASW_Entity_Dissolve ) |
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SendPropTime( SENDINFO( m_flStartTime ) ), |
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SendPropFloat( SENDINFO( m_flFadeInStart ), 0, SPROP_NOSCALE ), |
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SendPropFloat( SENDINFO( m_flFadeInLength ), 0, SPROP_NOSCALE ), |
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SendPropFloat( SENDINFO( m_flFadeOutModelStart ), 0, SPROP_NOSCALE ), |
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SendPropFloat( SENDINFO( m_flFadeOutModelLength ), 0, SPROP_NOSCALE ), |
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SendPropFloat( SENDINFO( m_flFadeOutStart ), 0, SPROP_NOSCALE ), |
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SendPropFloat( SENDINFO( m_flFadeOutLength ), 0, SPROP_NOSCALE ), |
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SendPropInt( SENDINFO( m_nDissolveType ), ENTITY_DISSOLVE_BITS, SPROP_UNSIGNED ), |
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END_SEND_TABLE() |
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LINK_ENTITY_TO_CLASS( asw_entity_dissolve, CASW_Entity_Dissolve ); |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CASW_Entity_Dissolve::CASW_Entity_Dissolve( void ) |
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{ |
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m_flStartTime = 0.0f; |
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} |
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CASW_Entity_Dissolve::~CASW_Entity_Dissolve( void ) |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Precache |
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//----------------------------------------------------------------------------- |
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void CASW_Entity_Dissolve::Precache() |
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{ |
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if ( NULL_STRING == GetModelName() ) |
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{ |
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PrecacheModel( DISSOLVE_SPRITE_NAME ); |
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} |
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else |
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{ |
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PrecacheModel( STRING( GetModelName() ) ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Spawn |
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//----------------------------------------------------------------------------- |
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void CASW_Entity_Dissolve::Spawn() |
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{ |
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BaseClass::Spawn(); |
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Precache(); |
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if ( NULL_STRING != GetModelName() ) |
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{ |
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UTIL_SetModel( this, STRING( GetModelName() ) ); |
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} |
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if ( (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) ) |
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{ |
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if ( dynamic_cast< CRagdollProp* >( GetMoveParent() ) ) |
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{ |
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SetContextThink( &CASW_Entity_Dissolve::ElectrocuteThink, gpGlobals->curtime + 0.01f, s_pElectroThinkContext ); |
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} |
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} |
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// Setup our times |
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m_flFadeInStart = ASW_DISSOLVE_FADE_IN_START_TIME; |
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m_flFadeInLength = ASW_DISSOLVE_FADE_IN_END_TIME - ASW_DISSOLVE_FADE_IN_START_TIME; |
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m_flFadeOutModelStart = ASW_DISSOLVE_FADE_OUT_MODEL_START_TIME; |
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m_flFadeOutModelLength = ASW_DISSOLVE_FADE_OUT_MODEL_END_TIME - ASW_DISSOLVE_FADE_OUT_MODEL_START_TIME; |
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m_flFadeOutStart = ASW_DISSOLVE_FADE_OUT_START_TIME; |
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m_flFadeOutLength = ASW_DISSOLVE_FADE_OUT_END_TIME - ASW_DISSOLVE_FADE_OUT_START_TIME; |
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m_nRenderMode = kRenderTransColor; |
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SetRenderColor( 255, 255, 255 ); |
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SetRenderAlpha( 255 ); |
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m_nRenderFX = kRenderFxNone; |
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// Turn them into debris |
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CBaseAnimating *pTarget = ( GetMoveParent() ) ? GetMoveParent()->GetBaseAnimating() : NULL; |
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if ( pTarget ) |
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{ |
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pTarget->SetCollisionGroup( COLLISION_GROUP_DISSOLVING ); |
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} |
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SetThink( &CASW_Entity_Dissolve::DissolveThink ); |
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if ( gpGlobals->curtime > m_flStartTime ) |
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{ |
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// Necessary for server-side ragdolls |
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DissolveThink(); |
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} |
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else |
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{ |
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SetNextThink( gpGlobals->curtime + 0.01f ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : inputdata - |
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//----------------------------------------------------------------------------- |
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void CASW_Entity_Dissolve::InputDissolve( inputdata_t &inputdata ) |
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{ |
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string_t strTarget = inputdata.value.StringID(); |
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if (strTarget == NULL_STRING) |
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{ |
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strTarget = m_target; |
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} |
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CBaseEntity *pTarget = NULL; |
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while ((pTarget = gEntList.FindEntityGeneric(pTarget, STRING(strTarget), this, inputdata.pActivator)) != NULL) |
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{ |
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// Combat characters know how to catch themselves on fire. |
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CBaseAnimating *pBaseAnim = dynamic_cast<CBaseAnimating*>(pTarget); |
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if (pBaseAnim) |
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{ |
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pBaseAnim->Dissolve( NULL, gpGlobals->curtime, false ); |
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} |
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} |
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} |
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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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CASW_Entity_Dissolve *CASW_Entity_Dissolve::Create( CBaseEntity *pTarget, const char *pMaterialName, |
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float flStartTime, int nDissolveType, bool *pRagdollCreated ) |
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{ |
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if ( pRagdollCreated ) |
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{ |
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*pRagdollCreated = false; |
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} |
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if ( !pMaterialName ) |
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{ |
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pMaterialName = DISSOLVE_SPRITE_NAME; |
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} |
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if ( pTarget->IsPlayer() ) |
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{ |
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// Simply immediately kill the player. |
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CBasePlayer *pPlayer = assert_cast< CBasePlayer* >( pTarget ); |
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pPlayer->SetArmorValue( 0 ); |
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CTakeDamageInfo info( pPlayer, pPlayer, pPlayer->GetHealth(), DMG_GENERIC | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE ); |
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pPlayer->TakeDamage( info ); |
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return NULL; |
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} |
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CASW_Entity_Dissolve *pDissolve = (CASW_Entity_Dissolve *) CreateEntityByName( "asw_entity_dissolve" ); |
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if ( pDissolve == NULL ) |
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return NULL; |
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pDissolve->m_nDissolveType = nDissolveType; |
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if ( (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) ) |
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{ |
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if ( pTarget->IsNPC() && pTarget->MyNPCPointer()->CanBecomeRagdoll() ) |
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{ |
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CTakeDamageInfo info; |
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CBaseEntity *pRagdoll = CreateServerRagdoll( pTarget->MyNPCPointer(), 0, info, COLLISION_GROUP_DEBRIS, true ); |
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pRagdoll->SetCollisionBounds( pTarget->CollisionProp()->OBBMins(), pTarget->CollisionProp()->OBBMaxs() ); |
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// Necessary to cause it to do the appropriate death cleanup |
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if ( pTarget->m_lifeState == LIFE_ALIVE ) |
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{ |
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 ); |
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CTakeDamageInfo ragdollInfo( pPlayer, pPlayer, 10000.0, DMG_SHOCK | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE ); |
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pTarget->TakeDamage( ragdollInfo ); |
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} |
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if ( pRagdollCreated ) |
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{ |
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*pRagdollCreated = true; |
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} |
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UTIL_Remove( pTarget ); |
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pTarget = pRagdoll; |
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} |
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} |
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if ( nDissolveType == ENTITY_DISSOLVE_NORMAL ) // this is used by the biomass |
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{ |
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DispatchParticleEffect( "biomass_dissolve", PATTACH_ABSORIGIN, pTarget ); |
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} |
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//pDissolve->SetModelName( AllocPooledString(pMaterialName) ); |
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pDissolve->AttachToEntity( pTarget ); |
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pDissolve->SetStartTime( flStartTime ); |
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pDissolve->Spawn(); |
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// Send to the client even though we don't have a model |
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pDissolve->AddEFlags( EFL_FORCE_CHECK_TRANSMIT ); |
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// Play any appropriate noises when we start to dissolve |
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if ( (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) ) |
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{ |
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pTarget->DispatchResponse( "TLK_ELECTROCUTESCREAM" ); |
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} |
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else |
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{ |
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pTarget->DispatchResponse( "TLK_DISSOLVESCREAM" ); |
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} |
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return pDissolve; |
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} |
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//----------------------------------------------------------------------------- |
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// What type of dissolve? |
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//----------------------------------------------------------------------------- |
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CASW_Entity_Dissolve *CASW_Entity_Dissolve::Create( CBaseEntity *pTarget, CBaseEntity *pSource ) |
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{ |
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// Look for other boogies on the ragdoll + kill them |
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for ( CBaseEntity *pChild = pSource->FirstMoveChild(); pChild; pChild = pChild->NextMovePeer() ) |
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{ |
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CASW_Entity_Dissolve *pDissolve = dynamic_cast<CASW_Entity_Dissolve*>(pChild); |
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if ( !pDissolve ) |
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continue; |
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return Create( pTarget, STRING( pDissolve->GetModelName() ), pDissolve->m_flStartTime, pDissolve->m_nDissolveType ); |
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} |
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return NULL; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Attaches the flame to an entity and moves with it |
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// Input : pTarget - target entity to attach to |
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//----------------------------------------------------------------------------- |
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void CASW_Entity_Dissolve::AttachToEntity( CBaseEntity *pTarget ) |
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{ |
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// So our dissolver follows the entity around on the server. |
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SetParent( pTarget ); |
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SetLocalOrigin( vec3_origin ); |
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SetLocalAngles( vec3_angle ); |
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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 CASW_Entity_Dissolve::SetStartTime( float flStartTime ) |
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{ |
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m_flStartTime = flStartTime; |
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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 CASW_Entity_Dissolve::DissolveThink( void ) |
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{ |
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CBaseAnimating *pTarget = ( GetMoveParent() ) ? GetMoveParent()->GetBaseAnimating() : NULL; |
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if ( GetModelName() == NULL_STRING && pTarget == NULL ) |
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return; |
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if ( pTarget == NULL ) |
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{ |
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UTIL_Remove( this ); |
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return; |
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} |
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if ( pTarget && pTarget->GetFlags() & FL_TRANSRAGDOLL ) |
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{ |
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SetRenderAlpha( 0 ); |
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} |
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float dt = gpGlobals->curtime - m_flStartTime; |
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if ( dt < m_flFadeInStart ) |
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{ |
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SetNextThink( m_flStartTime + m_flFadeInStart ); |
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return; |
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} |
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// If we're done fading, then kill our target entity and us |
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if ( dt >= m_flFadeOutStart + m_flFadeOutLength ) |
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{ |
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// Necessary to cause it to do the appropriate death cleanup |
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// Yeah, the player may have nothing to do with it, but |
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// passing NULL to TakeDamage causes bad things to happen |
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 ); |
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int iNoPhysicsDamage = g_pGameRules->Damage_GetNoPhysicsForce(); |
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CTakeDamageInfo info( pPlayer, pPlayer, 10000.0, DMG_GENERIC | DMG_REMOVENORAGDOLL | iNoPhysicsDamage ); |
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pTarget->TakeDamage( info ); |
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if ( pTarget != pPlayer ) |
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{ |
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UTIL_Remove( pTarget ); |
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} |
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UTIL_Remove( this ); |
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return; |
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} |
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SetNextThink( gpGlobals->curtime + TICK_INTERVAL ); |
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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 CASW_Entity_Dissolve::ElectrocuteThink( 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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return; |
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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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Vector vecForce; |
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vecForce = RandomVector( -2400.0f, 2400.0f ); |
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pRagdollPhys->list[j].pObject->ApplyForceCenter( vecForce ); |
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} |
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SetContextThink( &CASW_Entity_Dissolve::ElectrocuteThink, gpGlobals->curtime + random->RandomFloat( 0.1, 0.2f ), |
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s_pElectroThinkContext ); |
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}
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