Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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6.6 KiB

#include "cbase.h"
#include "asw_extinguisher_projectile.h"
#include "Sprite.h"
#include "soundent.h"
#include "te_effect_dispatch.h"
#include "IEffects.h"
#include "EntityFlame.h"
#include "asw_fire.h"
#include "asw_marine.h"
#include "asw_weapon_flamer_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar sk_plr_dmg_asw_f;
extern ConVar sk_npc_dmg_asw_f;
extern ConVar asw_flamer_debug;
#define PELLET_MODEL "models/swarm/Shotgun/ShotgunPellet.mdl"
LINK_ENTITY_TO_CLASS( asw_extinguisher_projectile, CASW_Extinguisher_Projectile );
IMPLEMENT_SERVERCLASS_ST(CASW_Extinguisher_Projectile, DT_ASW_Extinguisher_Projectile)
END_SEND_TABLE()
BEGIN_DATADESC( CASW_Extinguisher_Projectile )
DEFINE_FUNCTION( ProjectileTouch ),
DEFINE_FIELD( m_flDamage, FIELD_FLOAT ),
DEFINE_FIELD( m_inSolid, FIELD_BOOLEAN ),
DEFINE_FIELD( m_hFirer, FIELD_EHANDLE ),
DEFINE_FIELD( m_flFreezeAmount, FIELD_FLOAT ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CASW_Extinguisher_Projectile::~CASW_Extinguisher_Projectile( void )
{
m_flFreezeAmount = 0.001f;
}
void CASW_Extinguisher_Projectile::Spawn( void )
{
Precache( );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
m_flDamage = sk_plr_dmg_asw_f.GetFloat();
m_takedamage = DAMAGE_NO;
SetSize( -Vector(4,4,4), Vector(4,4,4) );
SetSolid( SOLID_BBOX );
SetGravity( 0.05f );
SetCollisionGroup( ASW_COLLISION_GROUP_EXTINGUISHER_PELLETS );
SetTouch( &CASW_Extinguisher_Projectile::ProjectileTouch );
// flamer projectile only lasts 1 second
SetThink( &CASW_Extinguisher_Projectile::SUB_Remove );
SetNextThink( gpGlobals->curtime + 1.0f );
}
bool CASW_Extinguisher_Projectile::CreateVPhysics()
{
// Create the object in the physics system
VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false );
return true;
}
unsigned int CASW_Extinguisher_Projectile::PhysicsSolidMaskForEntity() const
{
return ( BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX ) & ~CONTENTS_GRATE;
}
void CASW_Extinguisher_Projectile::ProjectileTouch( CBaseEntity *pOther )
{
// can't do this here, since CFire isn't declared in a .h >_<
//CFire* pFire = dynamic_cast<CFire*>(pOther);
//if (pFire)
//{
//pFire->Extinguish(5);
//TouchedEnvFire();
//}
if ( !g_pGameRules || !g_pGameRules->ShouldCollide( GetCollisionGroup(), pOther->GetCollisionGroup() ) )
return;
if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
return;
if ( pOther->m_takedamage != DAMAGE_NO )
{
CASW_Marine *pMarine = CASW_Marine::AsMarine( pOther );
if (pMarine && pMarine->m_bOnFire)
{
pMarine->Extinguish();
}
else
{
CBaseAnimating* pAnim = dynamic_cast<CBaseAnimating*>(pOther);
if (pAnim && pAnim->IsOnFire())
{
CEntityFlame *pFireChild = dynamic_cast<CEntityFlame *>( pAnim->GetEffectEntity() );
if ( pFireChild )
{
pAnim->SetEffectEntity( NULL );
UTIL_Remove( pFireChild );
}
pAnim->Extinguish();
}
}
//FireSystem_ExtinguishInRadius( GetAbsOrigin(), 100, 100 );
// todo: keep going through normal entities?
//if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
//return;
CAI_BaseNPC * RESTRICT pNPC = dynamic_cast<CAI_BaseNPC*>( pOther );
if ( pNPC )
{
// Freeze faster the more frozen the object is
//flFreeze = (0.5f * pNPC->GetFrozenAmount()) + flFreeze;
if ( m_flFreezeAmount > 0 )
{
pNPC->Freeze( m_flFreezeAmount, this );
if ( pNPC->GetFrozenAmount() >= 0.9f )
return;
}
}
SetAbsVelocity( Vector( 0, 0, 0 ) );
SetTouch( NULL );
SetThink( NULL );
UTIL_Remove( this );
}
else
{
trace_t tr;
tr = BaseClass::GetTouchTrace();
// See if we struck the world
if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) )
{
Vector vel = GetAbsVelocity();
if ( tr.startsolid )
{
if ( !m_inSolid )
{
// UNDONE: Do a better contact solution that uses relative velocity?
vel *= -1.0f; // bounce backwards
SetAbsVelocity(vel);
}
m_inSolid = true;
return;
}
m_inSolid = false;
if ( tr.DidHit() )
{
Vector dir = vel;
VectorNormalize(dir);
// 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;
SetAbsVelocity( vel );
}
return;
}
else
{
UTIL_Remove( this );
}
}
}
CASW_Extinguisher_Projectile* CASW_Extinguisher_Projectile::Extinguisher_Projectile_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner )
{
CASW_Extinguisher_Projectile *pPellet = (CASW_Extinguisher_Projectile *)CreateEntityByName( "asw_extinguisher_projectile" );
pPellet->SetAbsAngles( angles );
pPellet->Spawn();
pPellet->SetOwnerEntity( pOwner );
pPellet->m_hFirer = pOwner;
UTIL_SetOrigin( pPellet, position );
pPellet->SetAbsVelocity( velocity );
if (asw_flamer_debug.GetBool())
pPellet->m_debugOverlays |= OVERLAY_BBOX_BIT;
return pPellet;
}
#define ASW_EXTINGUISHER_PROJECTILE_ACCN 250.0f
void CASW_Extinguisher_Projectile::PhysicsSimulate()
{
// Make sure not to simulate this guy twice per frame
if (m_nSimulationTick == gpGlobals->tickcount)
return;
// slow down the projectile's velocity
/*
Vector dir = GetAbsVelocity();
VectorNormalize(dir);
SetAbsVelocity(GetAbsVelocity() - (dir * gpGlobals->frametime * ASW_EXTINGUISHER_PROJECTILE_ACCN));
dir = GetAbsVelocity();
*/
SetAbsVelocity( GetAbsVelocity() *
( 1 - gpGlobals->frametime * ASW_EXTINGUISHER_PROJECTILE_ACCN / CASW_Weapon_Flamer::EXTINGUISHER_PROJECTILE_AIR_VELOCITY ) );
if (asw_flamer_debug.GetBool())
{
NDebugOverlay::Box( GetAbsOrigin(), -Vector(4,4,4), Vector(4,4,4), 255, 0, 0, 255, 0.2f );
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity() ,
255, 255, 0, true, 0.3f );
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity() * gpGlobals->interval_per_tick,
128, 255, 0, true, 0.3f );
}
BaseClass::PhysicsSimulate();
}
// need to force send as it has no model
int CASW_Extinguisher_Projectile::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
return FL_EDICT_ALWAYS;
}
void CASW_Extinguisher_Projectile::TouchedEnvFire()
{
SetThink( &CASW_Extinguisher_Projectile::SUB_Remove );
SetNextThink( gpGlobals->curtime );
}
CBaseEntity* CASW_Extinguisher_Projectile::GetFirer()
{
return m_hFirer.Get();
}