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217 lines
5.4 KiB
217 lines
5.4 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "player.h" |
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#include "soundenvelope.h" |
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#include "engine/IEngineSound.h" |
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#include "explode.h" |
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#include "Sprite.h" |
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#include "grenade_satchel.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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#define SLAM_SPRITE "sprites/redglow1.vmt" |
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ConVar sk_plr_dmg_satchel ( "sk_plr_dmg_satchel","0"); |
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ConVar sk_npc_dmg_satchel ( "sk_npc_dmg_satchel","0"); |
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ConVar sk_satchel_radius ( "sk_satchel_radius","0"); |
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BEGIN_DATADESC( CSatchelCharge ) |
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DEFINE_FIELD( m_flNextBounceSoundTime, FIELD_TIME ), |
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DEFINE_FIELD( m_bInAir, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_vLastPosition, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_pMyWeaponSLAM, FIELD_CLASSPTR ), |
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DEFINE_FIELD( m_bIsAttached, FIELD_BOOLEAN ), |
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// Function Pointers |
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DEFINE_THINKFUNC( SatchelThink ), |
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// Inputs |
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DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS( npc_satchel, CSatchelCharge ); |
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//========================================================= |
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// Deactivate - do whatever it is we do to an orphaned |
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// satchel when we don't want it in the world anymore. |
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//========================================================= |
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void CSatchelCharge::Deactivate( void ) |
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{ |
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AddSolidFlags( FSOLID_NOT_SOLID ); |
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UTIL_Remove( this ); |
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if ( m_hGlowSprite != NULL ) |
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{ |
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UTIL_Remove( m_hGlowSprite ); |
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m_hGlowSprite = NULL; |
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} |
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} |
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void CSatchelCharge::Spawn( void ) |
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{ |
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Precache( ); |
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SetModel( "models/Weapons/w_slam.mdl" ); |
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VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false ); |
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SetMoveType( MOVETYPE_VPHYSICS ); |
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SetCollisionGroup( COLLISION_GROUP_WEAPON ); |
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UTIL_SetSize(this, Vector( -6, -6, -2), Vector(6, 6, 2)); |
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SetThink( &CSatchelCharge::SatchelThink ); |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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m_flDamage = sk_plr_dmg_satchel.GetFloat(); |
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m_DmgRadius = sk_satchel_radius.GetFloat(); |
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m_takedamage = DAMAGE_YES; |
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m_iHealth = 1; |
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SetGravity( UTIL_ScaleForGravity( 560 ) ); // slightly lower gravity |
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SetFriction( 1.0 ); |
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SetSequence( 1 ); |
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SetDamage( 150 ); |
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m_bIsAttached = false; |
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m_bInAir = true; |
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m_flNextBounceSoundTime = 0; |
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m_vLastPosition = vec3_origin; |
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m_hGlowSprite = NULL; |
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CreateEffects(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Start up any effects for us |
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//----------------------------------------------------------------------------- |
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void CSatchelCharge::CreateEffects( void ) |
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{ |
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// Only do this once |
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if ( m_hGlowSprite != NULL ) |
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return; |
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// Create a blinking light to show we're an active SLAM |
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m_hGlowSprite = CSprite::SpriteCreate( SLAM_SPRITE, GetAbsOrigin(), false ); |
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m_hGlowSprite->SetAttachment( this, 0 ); |
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m_hGlowSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxStrobeFast ); |
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m_hGlowSprite->SetBrightness( 255, 1.0f ); |
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m_hGlowSprite->SetScale( 0.2f, 0.5f ); |
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m_hGlowSprite->TurnOn(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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void CSatchelCharge::InputExplode( inputdata_t &inputdata ) |
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{ |
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ExplosionCreate( GetAbsOrigin() + Vector( 0, 0, 16 ), GetAbsAngles(), GetThrower(), GetDamage(), 200, |
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SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE, 0.0f, this); |
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UTIL_Remove( this ); |
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} |
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void CSatchelCharge::SatchelThink( void ) |
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{ |
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// If attached resize so player can pick up off wall |
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if (m_bIsAttached) |
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{ |
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UTIL_SetSize(this, Vector( -2, -2, -6), Vector(2, 2, 6)); |
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} |
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// See if I can lose my owner (has dropper moved out of way?) |
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// Want do this so owner can shoot the satchel charge |
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if (GetOwnerEntity()) |
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{ |
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trace_t tr; |
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Vector vUpABit = GetAbsOrigin(); |
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vUpABit.z += 5.0; |
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CBaseEntity* saveOwner = GetOwnerEntity(); |
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SetOwnerEntity( NULL ); |
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UTIL_TraceEntity( this, GetAbsOrigin(), vUpABit, MASK_SOLID, &tr ); |
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if ( tr.startsolid || tr.fraction != 1.0 ) |
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{ |
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SetOwnerEntity( saveOwner ); |
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} |
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} |
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// Bounce movement code gets this think stuck occasionally so check if I've |
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// succeeded in moving, otherwise kill my motions. |
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else if ((GetAbsOrigin() - m_vLastPosition).LengthSqr()<1) |
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{ |
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SetAbsVelocity( vec3_origin ); |
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QAngle angVel = GetLocalAngularVelocity(); |
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angVel.y = 0; |
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SetLocalAngularVelocity( angVel ); |
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// Clear think function |
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SetThink(NULL); |
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return; |
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} |
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m_vLastPosition= GetAbsOrigin(); |
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StudioFrameAdvance( ); |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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if (!IsInWorld()) |
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{ |
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UTIL_Remove( this ); |
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return; |
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} |
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// Is it attached to a wall? |
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if (m_bIsAttached) |
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{ |
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return; |
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} |
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} |
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void CSatchelCharge::Precache( void ) |
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{ |
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PrecacheModel("models/Weapons/w_slam.mdl"); |
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PrecacheModel(SLAM_SPRITE); |
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} |
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void CSatchelCharge::BounceSound( void ) |
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{ |
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if (gpGlobals->curtime > m_flNextBounceSoundTime) |
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{ |
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m_flNextBounceSoundTime = gpGlobals->curtime + 0.1; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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CSatchelCharge::CSatchelCharge(void) |
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{ |
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m_vLastPosition.Init(); |
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m_pMyWeaponSLAM = NULL; |
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} |
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CSatchelCharge::~CSatchelCharge(void) |
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{ |
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if ( m_hGlowSprite != NULL ) |
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{ |
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UTIL_Remove( m_hGlowSprite ); |
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m_hGlowSprite = NULL; |
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} |
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}
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