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: Implements the tripmine grenade.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "beam_shared.h"
#include "shake.h"
#include "grenade_tripmine.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern const char* g_pModelNameLaser;
ConVar sk_plr_dmg_tripmine ( "sk_plr_dmg_tripmine","0");
ConVar sk_npc_dmg_tripmine ( "sk_npc_dmg_tripmine","0");
ConVar sk_tripmine_radius ( "sk_tripmine_radius","0");
LINK_ENTITY_TO_CLASS( npc_tripmine, CTripmineGrenade );
BEGIN_DATADESC( CTripmineGrenade )
DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
DEFINE_FIELD( m_flPowerUp, FIELD_TIME ),
DEFINE_FIELD( m_vecDir, FIELD_VECTOR ),
DEFINE_FIELD( m_vecEnd, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_flBeamLength, FIELD_FLOAT ),
DEFINE_FIELD( m_pBeam, FIELD_CLASSPTR ),
DEFINE_FIELD( m_posOwner, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_angleOwner, FIELD_VECTOR ),
// Function Pointers
DEFINE_FUNCTION( WarningThink ),
DEFINE_FUNCTION( PowerupThink ),
DEFINE_FUNCTION( BeamBreakThink ),
DEFINE_FUNCTION( DelayDeathThink ),
END_DATADESC()
CTripmineGrenade::CTripmineGrenade()
{
m_vecDir.Init();
m_vecEnd.Init();
m_posOwner.Init();
m_angleOwner.Init();
}
void CTripmineGrenade::Spawn( void )
{
Precache( );
// motor
SetMoveType( MOVETYPE_FLY );
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_SOLID );
SetModel( "models/Weapons/w_slam.mdl" );
m_flCycle = 0;
m_nBody = 3;
m_flDamage = sk_plr_dmg_tripmine.GetFloat();
m_DmgRadius = sk_tripmine_radius.GetFloat();
ResetSequenceInfo( );
m_flPlaybackRate = 0;
UTIL_SetSize(this, Vector( -4, -4, -2), Vector(4, 4, 2));
m_flPowerUp = gpGlobals->curtime + 2.0;
SetThink( PowerupThink );
SetNextThink( gpGlobals->curtime + 0.2 );
m_takedamage = DAMAGE_YES;
m_iHealth = 1;
EmitSound( "TripmineGrenade.Charge" );
// Tripmine sits at 90 on wall so rotate back to get m_vecDir
QAngle angles = GetLocalAngles();
angles.x -= 90;
AngleVectors( angles, &m_vecDir );
m_vecEnd = GetLocalOrigin() + m_vecDir * 2048;
}
void CTripmineGrenade::Precache( void )
{
PrecacheModel("models/Weapons/w_slam.mdl");
PrecacheScriptSound( "TripmineGrenade.Charge" );
PrecacheScriptSound( "TripmineGrenade.PowerUp" );
PrecacheScriptSound( "TripmineGrenade.StopSound" );
PrecacheScriptSound( "TripmineGrenade.Activate" );
PrecacheScriptSound( "TripmineGrenade.ShootRope" );
PrecacheScriptSound( "TripmineGrenade.Hook" );
}
void CTripmineGrenade::WarningThink( void )
{
// set to power up
SetThink( PowerupThink );
SetNextThink( gpGlobals->curtime + 1.0f );
}
void CTripmineGrenade::PowerupThink( void )
{
if (gpGlobals->curtime > m_flPowerUp)
{
MakeBeam( );
RemoveSolidFlags( FSOLID_NOT_SOLID );
m_bIsLive = true;
// play enabled sound
EmitSound( "TripmineGrenade.PowerUp" );;
}
SetNextThink( gpGlobals->curtime + 0.1f );
}
void CTripmineGrenade::KillBeam( void )
{
if ( m_pBeam )
{
UTIL_Remove( m_pBeam );
m_pBeam = NULL;
}
}
void CTripmineGrenade::MakeBeam( void )
{
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), m_vecEnd, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
m_flBeamLength = tr.fraction;
// If I hit a living thing, send the beam through me so it turns on briefly
// and then blows the living thing up
CBaseEntity *pEntity = tr.m_pEnt;
CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
// Draw length is not the beam length if entity is in the way
float drawLength = tr.fraction;
if (pBCC)
{
SetOwnerEntity( pBCC );
UTIL_TraceLine( GetAbsOrigin(), m_vecEnd, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
m_flBeamLength = tr.fraction;
SetOwnerEntity( NULL );
}
// set to follow laser spot
SetThink( BeamBreakThink );
// Delay first think slightly so beam has time
// to appear if person right in front of it
SetNextThink( gpGlobals->curtime + 1.0f );
Vector vecTmpEnd = GetLocalOrigin() + m_vecDir * 2048 * drawLength;
m_pBeam = CBeam::BeamCreate( g_pModelNameLaser, 1.0 );
m_pBeam->PointEntInit( vecTmpEnd, this );
m_pBeam->SetColor( 0, 214, 198 );
m_pBeam->SetScrollRate( 25.6 );
m_pBeam->SetBrightness( 64 );
}
void CTripmineGrenade::BeamBreakThink( void )
{
// See if I can go solid yet (has dropper moved out of way?)
if (IsSolidFlagSet( FSOLID_NOT_SOLID ))
{
trace_t tr;
Vector vUpBit = GetAbsOrigin();
vUpBit.z += 5.0;
UTIL_TraceEntity( this, GetAbsOrigin(), vUpBit, MASK_SHOT, &tr );
if ( !tr.startsolid && (tr.fraction == 1.0) )
{
RemoveSolidFlags( FSOLID_NOT_SOLID );
}
}
trace_t tr;
// NOT MASK_SHOT because we want only simple hit boxes
UTIL_TraceLine( GetAbsOrigin(), m_vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
// ALERT( at_console, "%f : %f\n", tr.flFraction, m_flBeamLength );
// respawn detect.
if ( !m_pBeam )
{
MakeBeam( );
if ( tr.m_pEnt )
m_hOwner = tr.m_pEnt; // reset owner too
}
CBaseEntity *pEntity = tr.m_pEnt;
CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
if (pBCC || fabs( m_flBeamLength - tr.fraction ) > 0.001)
{
m_iHealth = 0;
Event_Killed( CTakeDamageInfo( (CBaseEntity*)m_hOwner, this, 100, GIB_NORMAL ) );
return;
}
SetNextThink( gpGlobals->curtime + 0.1f );
}
int CTripmineGrenade::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
if (gpGlobals->curtime < m_flPowerUp && info.GetDamage() < m_iHealth)
{
// disable
// Create( "weapon_tripmine", GetLocalOrigin() + m_vecDir * 24, GetAngles() );
SetThink( SUB_Remove );
SetNextThink( gpGlobals->curtime + 0.1f );
KillBeam();
return FALSE;
}
return BaseClass::OnTakeDamage_Alive( info );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CTripmineGrenade::Event_Killed( const CTakeDamageInfo &info )
{
m_takedamage = DAMAGE_NO;
SetThink( DelayDeathThink );
SetNextThink( gpGlobals->curtime + 0.5 );
EmitSound( "TripmineGrenade.StopSound" );
}
void CTripmineGrenade::DelayDeathThink( void )
{
KillBeam();
trace_t tr;
UTIL_TraceLine ( GetAbsOrigin() + m_vecDir * 8, GetAbsOrigin() - m_vecDir * 64, MASK_SOLID, this, COLLISION_GROUP_NONE, & tr);
UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START );
Explode( &tr, DMG_BLAST );
}