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: This is the brickbat weapon
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "grenade_pathfollower.h"
#include "soundent.h"
#include "decals.h"
#include "shake.h"
#include "smoke_trail.h"
#include "entitylist.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define GRENADE_PF_TURN_RATE 30
#define GRENADE_PF_TOLERANCE 300
#define GRENADE_PF_MODEL "models/Weapons/w_missile.mdl"
extern short g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud
ConVar sk_dmg_pathfollower_grenade ( "sk_dmg_pathfollower_grenade","0");
ConVar sk_pathfollower_grenade_radius ( "sk_pathfollower_grenade_radius","0");
BEGIN_DATADESC( CGrenadePathfollower )
DEFINE_FIELD( m_pPathTarget, FIELD_CLASSPTR ),
DEFINE_FIELD( m_flFlySpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_sFlySound, FIELD_SOUNDNAME ),
DEFINE_FIELD( m_flNextFlySoundTime, FIELD_TIME),
DEFINE_FIELD( m_hRocketTrail, FIELD_EHANDLE),
DEFINE_THINKFUNC( AimThink ),
// Function pointers
DEFINE_ENTITYFUNC( GrenadeTouch ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( grenade_pathfollower, CGrenadePathfollower );
void CGrenadePathfollower::Precache()
{
BaseClass::Precache();
PrecacheScriptSound( "GrenadePathfollower.StopSounds" );
}
void CGrenadePathfollower::Spawn( void )
{
Precache( );
// -------------------------
// Inert when first spawned
// -------------------------
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_SOLID );
SetMoveType( MOVETYPE_NONE );
AddFlag( FL_OBJECT ); // So can be shot down
AddEffects( EF_NODRAW );
UTIL_SetSize(this, Vector(0, 0, 0), Vector(0, 0, 0));
m_flDamage = sk_dmg_pathfollower_grenade.GetFloat();
m_DmgRadius = sk_pathfollower_grenade_radius.GetFloat();
m_takedamage = DAMAGE_YES;
m_iHealth = 200;
SetGravity( 0.00001 );
SetFriction( 0.8 );
SetSequence( 1 );
}
void CGrenadePathfollower::Event_Killed( const CTakeDamageInfo &info )
{
Detonate( );
}
void CGrenadePathfollower::GrenadeTouch( CBaseEntity *pOther )
{
// ----------------------------------
// If I hit the sky, don't explode
// ----------------------------------
trace_t tr;
UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity(), MASK_SOLID_BRUSHONLY,
this, COLLISION_GROUP_NONE, &tr);
if (tr.surface.flags & SURF_SKY)
{
if(m_hRocketTrail)
{
UTIL_Remove(m_hRocketTrail);
m_hRocketTrail = NULL;
}
UTIL_Remove( this );
}
Detonate();
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadePathfollower::Detonate(void)
{
StopSound(entindex(), CHAN_BODY, STRING(m_sFlySound));
m_takedamage = DAMAGE_NO;
if(m_hRocketTrail)
{
UTIL_Remove(m_hRocketTrail);
m_hRocketTrail = NULL;
}
CPASFilter filter( GetAbsOrigin() );
te->Explosion( filter, 0.0,
&GetAbsOrigin(),
g_sModelIndexFireball,
0.5,
15,
TE_EXPLFLAG_NONE,
m_DmgRadius,
m_flDamage );
Vector vecForward = GetAbsVelocity();
VectorNormalize(vecForward);
trace_t tr;
UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + 60*vecForward, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, & tr);
UTIL_DecalTrace( &tr, "Scorch" );
UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START );
CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), 400, 0.2 );
RadiusDamage ( CTakeDamageInfo( this, GetThrower(), m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
CPASAttenuationFilter filter2( this, "GrenadePathfollower.StopSounds" );
EmitSound( filter2, entindex(), "GrenadePathfollower.StopSounds" );
UTIL_Remove( this );
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadePathfollower::Launch( float flLaunchSpeed, string_t sPathCornerName)
{
m_pPathTarget = gEntList.FindEntityByName( NULL, sPathCornerName );
if (m_pPathTarget)
{
m_flFlySpeed = flLaunchSpeed;
Vector vTargetDir = (m_pPathTarget->GetAbsOrigin() - GetAbsOrigin());
VectorNormalize(vTargetDir);
SetAbsVelocity( m_flFlySpeed * vTargetDir );
QAngle angles;
VectorAngles( GetAbsVelocity(), angles );
SetLocalAngles( angles );
}
else
{
Warning( "ERROR: Grenade_Pathfollower (%s) with no pathcorner!\n",GetDebugName());
return;
}
// Make this thing come to life
RemoveSolidFlags( FSOLID_NOT_SOLID );
SetMoveType( MOVETYPE_FLYGRAVITY );
RemoveEffects( EF_NODRAW );
SetUse( &CGrenadePathfollower::DetonateUse );
SetTouch( &CGrenadePathfollower::GrenadeTouch );
SetThink( &CGrenadePathfollower::AimThink );
SetNextThink( gpGlobals->curtime + 0.1f );
// Make the trail
m_hRocketTrail = RocketTrail::CreateRocketTrail();
if ( m_hRocketTrail )
{
m_hRocketTrail->m_Opacity = 0.2f;
m_hRocketTrail->m_SpawnRate = 100;
m_hRocketTrail->m_ParticleLifetime = 0.5f;
m_hRocketTrail->m_StartColor.Init( 0.65f, 0.65f , 0.65f );
m_hRocketTrail->m_EndColor.Init( 0.0, 0.0, 0.0 );
m_hRocketTrail->m_StartSize = 8;
m_hRocketTrail->m_EndSize = 16;
m_hRocketTrail->m_SpawnRadius = 4;
m_hRocketTrail->m_MinSpeed = 2;
m_hRocketTrail->m_MaxSpeed = 16;
m_hRocketTrail->SetLifetime( 999 );
m_hRocketTrail->FollowEntity( this, "0" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CGrenadePathfollower::PlayFlySound(void)
{
if (gpGlobals->curtime > m_flNextFlySoundTime)
{
CPASAttenuationFilter filter( this, 0.8 );
EmitSound_t ep;
ep.m_nChannel = CHAN_BODY;
ep.m_pSoundName = STRING(m_sFlySound);
ep.m_flVolume = 1.0f;
ep.m_SoundLevel = SNDLVL_NORM;
EmitSound( filter, entindex(), ep );
m_flNextFlySoundTime = gpGlobals->curtime + 1.0;
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadePathfollower::AimThink( void )
{
PlayFlySound();
// ---------------------------------------------------
// Check if it's time to skip to the next path corner
// ---------------------------------------------------
if (m_pPathTarget)
{
float flLength = (GetAbsOrigin() - m_pPathTarget->GetAbsOrigin()).Length();
if (flLength < GRENADE_PF_TOLERANCE)
{
m_pPathTarget = gEntList.FindEntityByName( NULL, m_pPathTarget->m_target );
if (!m_pPathTarget)
{
SetGravity( 1.0 );
}
}
}
// --------------------------------------------------
// If I have a pathcorner, aim towards it
// --------------------------------------------------
if (m_pPathTarget)
{
Vector vTargetDir = (m_pPathTarget->GetAbsOrigin() - GetAbsOrigin());
VectorNormalize(vTargetDir);
Vector vecNewVelocity = GetAbsVelocity();
VectorNormalize(vecNewVelocity);
float flTimeToUse = gpGlobals->frametime;
while (flTimeToUse > 0)
{
vecNewVelocity += vTargetDir;
flTimeToUse = -0.1;
}
vecNewVelocity *= m_flFlySpeed;
SetAbsVelocity( vecNewVelocity );
}
QAngle angles;
VectorAngles( GetAbsVelocity(), angles );
SetLocalAngles( angles );
SetNextThink( gpGlobals->curtime + 0.1f );
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
Class_T CGrenadePathfollower::Classify( void)
{
return CLASS_MISSILE;
};
CGrenadePathfollower::CGrenadePathfollower(void)
{
m_hRocketTrail = NULL;
}
//------------------------------------------------------------------------------
// Purpose : In case somehow we get removed w/o detonating, make sure
// we stop making sounds
// Input :
// Output :
//------------------------------------------------------------------------------
CGrenadePathfollower::~CGrenadePathfollower(void)
{
StopSound(entindex(), CHAN_BODY, STRING(m_sFlySound));
}
///------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
CGrenadePathfollower* CGrenadePathfollower::CreateGrenadePathfollower( string_t sModelName, string_t sFlySound, const Vector &vecOrigin, const QAngle &vecAngles, edict_t *pentOwner )
{
CGrenadePathfollower *pGrenade = (CGrenadePathfollower*)CreateEntityByName( "grenade_pathfollower" );
if ( !pGrenade )
{
Warning( "NULL Ent in CGrenadePathfollower!\n" );
return NULL;
}
if ( pGrenade->edict() )
{
pGrenade->m_sFlySound = sFlySound;
pGrenade->SetOwnerEntity( Instance( pentOwner ) );
pGrenade->SetLocalOrigin( vecOrigin );
pGrenade->SetLocalAngles( vecAngles );
pGrenade->SetModel( STRING(sModelName) );
pGrenade->Spawn();
}
return pGrenade;
}