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:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "grenade_satchel.h"
#include "player.h"
#include "soundenvelope.h"
#include "engine/IEngineSound.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar sk_plr_dmg_satchel ( "sk_plr_dmg_satchel","0");
ConVar sk_npc_dmg_satchel ( "sk_npc_dmg_satchel","0");
ConVar sk_satchel_radius ( "sk_satchel_radius","0");
BEGIN_DATADESC( CSatchelCharge )
DEFINE_SOUNDPATCH( m_soundSlide ),
DEFINE_FIELD( m_flSlideVolume, FIELD_FLOAT ),
DEFINE_FIELD( m_flNextBounceSoundTime, FIELD_TIME ),
DEFINE_FIELD( m_bInAir, FIELD_BOOLEAN ),
DEFINE_FIELD( m_vLastPosition, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_pMyWeaponSLAM, FIELD_CLASSPTR ),
DEFINE_FIELD( m_bIsAttached, FIELD_BOOLEAN ),
// Function Pointers
DEFINE_FUNCTION( SatchelTouch ),
DEFINE_FUNCTION( SatchelThink ),
DEFINE_FUNCTION( SatchelUse ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_satchel, CSatchelCharge );
//=========================================================
// Deactivate - do whatever it is we do to an orphaned
// satchel when we don't want it in the world anymore.
//=========================================================
void CSatchelCharge::Deactivate( void )
{
AddSolidFlags( FSOLID_NOT_SOLID );
UTIL_Remove( this );
}
void CSatchelCharge::Spawn( void )
{
Precache( );
// motor
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
SetSolid( SOLID_BBOX );
SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
SetModel( "models/Weapons/w_slam.mdl" );
UTIL_SetSize(this, Vector( -6, -6, -2), Vector(6, 6, 2));
SetTouch( SatchelTouch );
SetUse( SatchelUse );
SetThink( SatchelThink );
SetNextThink( gpGlobals->curtime + 0.1f );
m_flDamage = sk_plr_dmg_satchel.GetFloat();
m_DmgRadius = sk_satchel_radius.GetFloat();
m_takedamage = DAMAGE_YES;
m_iHealth = 1;
SetGravity( UTIL_ScaleForGravity( 560 ) ); // slightly lower gravity
SetFriction( 1.0 );
SetSequence( 1 );
m_bIsAttached = false;
m_bInAir = true;
m_flSlideVolume = -1.0;
m_flNextBounceSoundTime = 0;
m_vLastPosition = vec3_origin;
InitSlideSound();
}
//-----------------------------------------------------------------------------
void CSatchelCharge::InitSlideSound(void)
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
CPASAttenuationFilter filter( this );
m_soundSlide = controller.SoundCreate( filter, entindex(), CHAN_STATIC, "SatchelCharge.Slide", ATTN_NORM );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CSatchelCharge::KillSlideSound(void)
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
controller.CommandClear( m_soundSlide );
controller.SoundFadeOut( m_soundSlide, 0.0 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CSatchelCharge::SatchelUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
KillSlideSound();
SetThink( Detonate );
SetNextThink( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CSatchelCharge::SatchelTouch( CBaseEntity *pOther )
{
Assert( pOther );
if ( !pOther->IsSolid() )
return;
// If successfully thrown and touching the
// NPC that released this grenade, pick it up
if ( pOther == GetThrower() && GetOwnerEntity() == NULL )
{
CBasePlayer *pPlayer = ToBasePlayer( m_pMyWeaponSLAM->GetOwner() );
if (pPlayer)
{
// Give the player ammo
pPlayer->GiveAmmo(1, m_pMyWeaponSLAM->m_iSecondaryAmmoType);
CPASAttenuationFilter filter( pPlayer, "SatchelCharge.Pickup" );
EmitSound( filter, pPlayer->entindex(), "SatchelCharge.Pickup" );
m_bIsLive = false;
// Take weapon out of detonate mode if necessary
if (!m_pMyWeaponSLAM->AnyUndetonatedCharges())
{
m_pMyWeaponSLAM->m_bDetonatorArmed = false;
m_pMyWeaponSLAM->m_bNeedDetonatorHolster = true;
// Put detonator away right away
m_pMyWeaponSLAM->SetWeaponIdleTime( gpGlobals->curtime );
}
// Kill any sliding sound
KillSlideSound();
// Remove satchel charge from world
UTIL_Remove( this );
return;
}
}
StudioFrameAdvance( );
// Is it attached to a wall?
if (m_bIsAttached)
{
return;
}
SetGravity( 1 );// normal gravity now
// HACKHACK - On ground isn't always set, so look for ground underneath
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,10), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0 )
{
// add a bit of static friction
SetAbsVelocity( GetAbsVelocity() * 0.85 );
SetLocalAngularVelocity( GetLocalAngularVelocity() * 0.8 );
}
UpdateSlideSound();
if (m_bInAir)
{
BounceSound();
m_bInAir = false;
}
}
void CSatchelCharge::UpdateSlideSound( void )
{
if (!m_soundSlide)
{
return;
}
float volume = GetAbsVelocity().Length2D()/1000;
if (volume < 0.01 && m_soundSlide)
{
KillSlideSound();
return;
}
// HACKHACK - On ground isn't always set, so look for ground underneath
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,10), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
if ( tr.fraction < 1.0 )
{
if (m_flSlideVolume == -1.0)
{
controller.CommandClear( m_soundSlide );
controller.Play( m_soundSlide, 1.0, 100 );
m_flSlideVolume = 1.0;
}
else
{
float volume = GetAbsVelocity().Length()/1000;
if ( volume < m_flSlideVolume )
{
m_flSlideVolume = volume;
controller.CommandClear( m_soundSlide );
controller.SoundChangeVolume( m_soundSlide, volume, 0.1 );
}
}
}
else
{
controller.CommandClear( m_soundSlide );
controller.SoundChangeVolume( m_soundSlide, 0.0, 0.01 );
m_flSlideVolume = -1.0;
m_bInAir = true;
return;
}
}
void CSatchelCharge::SatchelThink( void )
{
// If attached resize so player can pick up off wall
if (m_bIsAttached)
{
UTIL_SetSize(this, Vector( -2, -2, -6), Vector(2, 2, 6));
}
UpdateSlideSound();
// See if I can lose my owner (has dropper moved out of way?)
// Want do this so owner can shoot the satchel charge
if (GetOwnerEntity())
{
trace_t tr;
Vector vUpABit = GetAbsOrigin();
vUpABit.z += 5.0;
CBaseEntity* saveOwner = GetOwnerEntity();
SetOwnerEntity( NULL );
UTIL_TraceEntity( this, GetAbsOrigin(), vUpABit, MASK_SOLID, &tr );
if ( tr.startsolid || tr.fraction != 1.0 )
{
SetOwnerEntity( saveOwner );
}
}
// Bounce movement code gets this think stuck occasionally so check if I've
// succeeded in moving, otherwise kill my motions.
else if ((GetAbsOrigin() - m_vLastPosition).LengthSqr()<1)
{
SetAbsVelocity( vec3_origin );
QAngle angVel = GetLocalAngularVelocity();
angVel.y = 0;
SetLocalAngularVelocity( angVel );
// Kill any remaining sound
KillSlideSound();
// Clear think function
SetThink(NULL);
return;
}
m_vLastPosition= GetAbsOrigin();
StudioFrameAdvance( );
SetNextThink( gpGlobals->curtime + 0.1f );
if (!IsInWorld())
{
// Kill any remaining sound
KillSlideSound();
UTIL_Remove( this );
return;
}
// Is it attached to a wall?
if (m_bIsAttached)
{
return;
}
Vector vecNewVel = GetAbsVelocity();
if (GetWaterLevel() == 3)
{
SetMoveType( MOVETYPE_FLY );
vecNewVel *= 0.8;
vecNewVel.z += 8;
SetLocalAngularVelocity( GetLocalAngularVelocity() * 0.9 );
}
else if (GetWaterLevel() == 0)
{
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
}
else
{
vecNewVel.z -= 8;
}
SetAbsVelocity( vecNewVel );
}
void CSatchelCharge::Precache( void )
{
PrecacheModel("models/Weapons/w_slam.mdl");
PrecacheScriptSound( "SatchelCharge.Pickup" );
PrecacheScriptSound( "SatchelCharge.Bounce" );
PrecacheScriptSound( "SatchelCharge.Slide" );
}
void CSatchelCharge::BounceSound( void )
{
if (gpGlobals->curtime > m_flNextBounceSoundTime)
{
EmitSound( "SatchelCharge.Bounce" );
m_flNextBounceSoundTime = gpGlobals->curtime + 0.1;
}
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input :
// Output :
//-----------------------------------------------------------------------------
CSatchelCharge::CSatchelCharge(void)
{
m_vLastPosition.Init();
m_pMyWeaponSLAM = NULL;
}
CSatchelCharge::~CSatchelCharge(void)
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
controller.SoundDestroy( m_soundSlide );
}