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239 lines
6.8 KiB
239 lines
6.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "tf_obj_barbed_wire.h" |
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#include "tf_player.h" |
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#include "basetfvehicle.h" |
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#include "engine/IEngineSound.h" |
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#include "te_effect_dispatch.h" |
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#include "ndebugoverlay.h" |
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#define BARBED_WIRE_MINS Vector(-5, -5, 0) |
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#define BARBED_WIRE_MAXS Vector( 5, 5, 40) |
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#define BARBED_WIRE_MODEL "models/objects/obj_barbed_wire.mdl" |
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#define MAX_BARBED_WIRE_DISTANCE 768 |
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#define BARBED_WIRE_THINK_CONTEXT "BarbedWireThinkContext" |
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#define BARBED_WIRE_THINK_INTERVAL 0.2 |
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ConVar obj_barbed_wire_damage( "obj_barbed_wire_damage", "80" ); |
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ConVar obj_barbed_wire_health( "obj_barbed_wire_health", "100" ); |
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IMPLEMENT_SERVERCLASS_ST( CObjectBarbedWire, DT_ObjectBarbedWire ) |
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SendPropEHandle( SENDINFO( m_hConnectedTo ) ) |
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END_SEND_TABLE() |
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LINK_ENTITY_TO_CLASS( obj_barbed_wire, CObjectBarbedWire ); |
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PRECACHE_REGISTER( obj_barbed_wire ); |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CObjectBarbedWire::CObjectBarbedWire() |
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{ |
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m_iHealth = obj_barbed_wire_health.GetInt(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CObjectBarbedWire::Precache() |
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{ |
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PrecacheModel( BARBED_WIRE_MODEL ); |
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BaseClass::Precache(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CObjectBarbedWire::Spawn() |
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{ |
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Precache(); |
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SetModel( BARBED_WIRE_MODEL ); |
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SetSolid( SOLID_BBOX ); |
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SetType( OBJ_BARBED_WIRE ); |
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UTIL_SetSize(this, BARBED_WIRE_MINS, BARBED_WIRE_MAXS ); |
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// Set our flags. |
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m_fObjectFlags |= OF_DOESNT_NEED_POWER | OF_SUPPRESS_APPEAR_ON_MINIMAP | OF_SUPPRESS_NOTIFY_UNDER_ATTACK | OF_ALLOW_REPEAT_PLACEMENT; |
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// Get the ball rolling here. |
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BarbedWireThink(); |
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BaseClass::Spawn(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Enumerator |
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//----------------------------------------------------------------------------- |
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class CBarbedWireEnumerator : public IEntityEnumerator |
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{ |
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public: |
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CBarbedWireEnumerator( CObjectBarbedWire *pWire, Ray_t *pRay, int contentsMask ) |
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{ |
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m_pWire = pWire; |
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m_pRay = pRay; |
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m_ContentsMask = contentsMask; |
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m_aDamagedEntities.Purge(); |
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} |
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virtual bool EnumEntity( IHandleEntity *pHandleEntity ) |
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{ |
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CBaseEntity *pEntity = gEntList.GetBaseEntity( pHandleEntity->GetRefEHandle() ); |
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if ( pEntity && !m_pWire->InSameTeam( pEntity ) ) |
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{ |
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trace_t tr; |
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enginetrace->ClipRayToEntity( *m_pRay, m_ContentsMask, pHandleEntity, &tr ); |
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if ( tr.fraction < 1.0f ) |
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{ |
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// Add them to the list & damage them later. |
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// Done this way so entities don't remove themselves from leaves while we're tracing |
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if ( m_aDamagedEntities.Find( pEntity ) == m_aDamagedEntities.InvalidIndex() ) |
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{ |
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m_aDamagedEntities.AddToTail( pEntity ); |
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} |
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} |
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} |
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return true; |
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} |
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void DamageEntities( void ) |
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{ |
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int iSize = m_aDamagedEntities.Count(); |
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for ( int i = iSize-1; i >= 0; i-- ) |
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{ |
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CBaseEntity *pEntity = m_aDamagedEntities[i].Get(); |
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if ( pEntity ) |
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{ |
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// DMG_CRUSH added so there's no physics force generated |
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CTakeDamageInfo info( m_pWire, m_pWire->GetBuilder(), obj_barbed_wire_damage.GetFloat() * BARBED_WIRE_THINK_INTERVAL, DMG_SLASH | DMG_CRUSH ); |
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pEntity->TakeDamage( info ); |
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// Bloodspray |
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CEffectData data; |
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data.m_vOrigin = pEntity->WorldSpaceCenter(); |
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data.m_vNormal = Vector(0,0,1); |
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data.m_flScale = 4; |
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data.m_fFlags = FX_BLOODSPRAY_ALL; |
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data.m_nEntIndex = pEntity->entindex(); |
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DispatchEffect( "tf2blood", data ); |
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} |
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} |
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} |
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private: |
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CObjectBarbedWire *m_pWire; |
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int m_ContentsMask; |
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Ray_t |
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*m_pRay; |
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CUtlVector< EHANDLE > m_aDamagedEntities; |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CObjectBarbedWire::BarbedWireThink( void ) |
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{ |
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// Cut the rope if we're too far from the entity it's attached to. |
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if ( m_hConnectedTo.Get() ) |
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{ |
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if ( (WorldSpaceCenter() - m_hConnectedTo->WorldSpaceCenter()).Length() > MAX_BARBED_WIRE_DISTANCE ) |
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{ |
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m_hConnectedTo = NULL; |
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} |
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if ( m_hConnectedTo ) |
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{ |
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Ray_t ray; |
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ray.Init( WorldSpaceCenter(), m_hConnectedTo->WorldSpaceCenter() ); |
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//NDebugOverlay::Line( WorldSpaceCenter(), m_hConnectedTo->WorldSpaceCenter(), 255,255,255, false, 0.1 ); |
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//NDebugOverlay::Box( WorldSpaceCenter(), -Vector(5,5,5), Vector(5,5,5), 0,255,0,8, 0.1 ); |
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//NDebugOverlay::Box( m_hConnectedTo->WorldSpaceCenter(), -Vector(6,6,6), Vector(6,6,6), 255,255,255,8, 0.1 ); |
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CBarbedWireEnumerator bwEnum( this, &ray, MASK_SHOT_HULL ); |
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enginetrace->EnumerateEntities( ray, false, &bwEnum ); |
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bwEnum.DamageEntities(); |
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} |
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} |
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SetContextThink( BarbedWireThink, gpGlobals->curtime + BARBED_WIRE_THINK_INTERVAL, BARBED_WIRE_THINK_CONTEXT ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CObjectBarbedWire::StartPlacement( CBaseTFPlayer *pPlayer ) |
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{ |
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if ( pPlayer && !m_hConnectedTo ) |
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{ |
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// Automatically connect to the nearest barbed wire on our team. |
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float flClosest = 1e24; |
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CObjectBarbedWire *pClosest = NULL; |
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CBaseEntity *pCur = gEntList.FirstEnt(); |
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while ( pCur ) |
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{ |
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CObjectBarbedWire *pWire = dynamic_cast< CObjectBarbedWire* >( pCur ); |
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if ( pWire ) |
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{ |
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if ( pWire->GetTeamNumber() == pPlayer->GetTeamNumber() ) |
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{ |
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float flDist = (pWire->WorldSpaceCenter() - pPlayer->WorldSpaceCenter()).Length(); |
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if ( flDist < flClosest ) |
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{ |
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flClosest = flDist; |
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pClosest = pWire; |
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} |
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} |
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} |
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pCur = gEntList.NextEnt( pCur ); |
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} |
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if ( pClosest ) |
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{ |
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m_hConnectedTo = pClosest; |
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} |
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} |
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BaseClass::StartPlacement( pPlayer ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool CObjectBarbedWire::PreStartBuilding() |
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{ |
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const CObjectBarbedWire *pWire = dynamic_cast< const CObjectBarbedWire* >( m_hBuiltOnEntity.Get() ); |
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if ( pWire ) |
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{ |
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// Reconnect the wire to this entity and don't build yet. |
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m_hConnectedTo = pWire; |
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return false; |
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} |
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else |
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{ |
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// Go ahead and build. |
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return true; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CObjectBarbedWire::FinishedBuilding() |
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{ |
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BaseClass::FinishedBuilding(); |
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} |
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