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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "decals.h"
#include "basegrenade_shared.h"
#include "shake.h"
#include "engine/IEngineSound.h"
#include "particle_parse.h"
#if !defined( CLIENT_DLL )
#include "soundent.h"
#include "entitylist.h"
#include "GameStats.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern int g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the fireball
extern int g_sModelIndexWExplosion; // (in combatweapon.cpp) holds the index for the underwater explosion
extern int g_sModelIndexSmoke; // (in combatweapon.cpp) holds the index for the smoke cloud
extern ConVar sk_plr_dmg_grenade;
#if !defined( CLIENT_DLL )
// Global Savedata for friction modifier
BEGIN_DATADESC( CBaseGrenade ) // nextGrenade
DEFINE_FIELD( m_hThrower, FIELD_EHANDLE ), // m_fRegisteredSound ???
DEFINE_FIELD( m_bIsLive, FIELD_BOOLEAN ), DEFINE_FIELD( m_DmgRadius, FIELD_FLOAT ), DEFINE_FIELD( m_flDetonateTime, FIELD_TIME ), DEFINE_FIELD( m_flWarnAITime, FIELD_TIME ), DEFINE_FIELD( m_flDamage, FIELD_FLOAT ), DEFINE_FIELD( m_iszBounceSound, FIELD_STRING ), DEFINE_FIELD( m_bHasWarnedAI, FIELD_BOOLEAN ),
// Function Pointers
DEFINE_THINKFUNC( Smoke ), DEFINE_ENTITYFUNC( BounceTouch ), DEFINE_ENTITYFUNC( SlideTouch ), DEFINE_ENTITYFUNC( ExplodeTouch ), DEFINE_USEFUNC( DetonateUse ), DEFINE_THINKFUNC( DangerSoundThink ), DEFINE_THINKFUNC( PreDetonate ), DEFINE_THINKFUNC( Detonate ), DEFINE_THINKFUNC( TumbleThink ),
END_DATADESC()
void SendProxy_CropFlagsToPlayerFlagBitsLength( const SendProp *pProp, const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID);
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( BaseGrenade, DT_BaseGrenade )
BEGIN_NETWORK_TABLE( CBaseGrenade, DT_BaseGrenade ) #if !defined( CLIENT_DLL )
SendPropFloat( SENDINFO( m_flDamage ), 10, SPROP_ROUNDDOWN, 0.0, 256.0f ), SendPropFloat( SENDINFO( m_DmgRadius ), 10, SPROP_ROUNDDOWN, 0.0, 1024.0f ), SendPropInt( SENDINFO( m_bIsLive ), 1, SPROP_UNSIGNED ), // SendPropTime( SENDINFO( m_flDetonateTime ) ),
SendPropEHandle( SENDINFO( m_hThrower ) ),
SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ), SendPropVector( SENDINFO( m_vecVelocity ), 0, SPROP_NOSCALE ), // HACK: Use same flag bits as player for now
SendPropInt ( SENDINFO(m_fFlags), PLAYER_FLAG_BITS, SPROP_UNSIGNED, SendProxy_CropFlagsToPlayerFlagBitsLength ), #else
RecvPropFloat( RECVINFO( m_flDamage ) ), RecvPropFloat( RECVINFO( m_DmgRadius ) ), RecvPropInt( RECVINFO( m_bIsLive ) ), // RecvPropTime( RECVINFO( m_flDetonateTime ) ),
RecvPropEHandle( RECVINFO( m_hThrower ) ),
// Need velocity from grenades to make animation system work correctly when running
RecvPropVector( RECVINFO(m_vecVelocity), 0, RecvProxy_LocalVelocity ),
RecvPropInt( RECVINFO( m_fFlags ) ), #endif
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS_ALIASED( grenade, BaseGrenade );
#if defined( CLIENT_DLL )
BEGIN_PREDICTION_DATA( CBaseGrenade )
DEFINE_PRED_FIELD( m_hThrower, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_bIsLive, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_DmgRadius, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), // DEFINE_PRED_FIELD_TOL( m_flDetonateTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
DEFINE_PRED_FIELD( m_flDamage, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD_TOL( m_vecVelocity, FIELD_VECTOR, FTYPEDESC_INSENDTABLE, 0.5f ), DEFINE_PRED_FIELD_TOL( m_flNextAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
// DEFINE_FIELD( m_fRegisteredSound, FIELD_BOOLEAN ),
// DEFINE_FIELD( m_iszBounceSound, FIELD_STRING ),
END_PREDICTION_DATA()
#endif
// Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges
#define SF_DETONATE 0x0001
#define MAX_WATER_SURFACE_DISTANCE 512
// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution.
void CBaseGrenade::Explode( trace_t *pTrace, int bitsDamageType ) { #if !defined( CLIENT_DLL )
SetModelName( NULL_STRING );//invisible
AddSolidFlags( FSOLID_NOT_SOLID );
m_takedamage = DAMAGE_NO;
// Pull out of the wall a bit
if ( pTrace->fraction != 1.0 ) { SetAbsOrigin( pTrace->endpos + (pTrace->plane.normal * 0.6) ); }
Vector vecAbsOrigin = GetAbsOrigin(); int contents = UTIL_PointContents ( vecAbsOrigin, MASK_ALL );
#if defined( TF_DLL )
// Since this code only runs on the server, make sure it shows the tempents it creates.
// This solves a problem with remote detonating the pipebombs (client wasn't seeing the explosion effect)
CDisablePredictionFiltering disabler; #endif
// Try using the new particle system instead of temp ents
surfacedata_t *pSurfaceData = physprops->GetSurfaceData( pTrace->surface.surfaceProps ); const char *pEffectName = GetParticleSystemName( contents, pSurfaceData ); if ( pEffectName != NULL ) { Vector vecParticleOrigin = vecAbsOrigin;
if ( contents & MASK_WATER ) { // Find our water surface by tracing up till we're out of the water
trace_t tr; Vector vecTrace( 0, 0, MAX_WATER_SURFACE_DISTANCE ); UTIL_TraceLine( vecParticleOrigin, vecParticleOrigin + vecTrace, MASK_WATER, NULL, COLLISION_GROUP_NONE, &tr );
// If we didn't start in water, we're above it
if ( tr.startsolid == false ) { // Look downward to find the surface
vecTrace.Init( 0, 0, -MAX_WATER_SURFACE_DISTANCE ); UTIL_TraceLine( vecParticleOrigin, vecParticleOrigin + vecTrace, MASK_WATER, NULL, COLLISION_GROUP_NONE, &tr );
// If we hit it, setup the explosion
if ( tr.fraction < 1.0f ) { vecParticleOrigin = tr.endpos; } } else if ( tr.fractionleftsolid ) { // Otherwise we came out of the water at this point
vecParticleOrigin = vecParticleOrigin + (vecTrace * tr.fractionleftsolid); } }
QAngle vecAngles; DispatchParticleEffect( pEffectName, vecParticleOrigin, vecAngles ); } else { if ( pTrace->fraction != 1.0 ) { Vector vecNormal = pTrace->plane.normal; surfacedata_t *pdata = physprops->GetSurfaceData( pTrace->surface.surfaceProps ); CPASFilter filter( vecAbsOrigin );
te->Explosion( filter, -1.0, // don't apply cl_interp delay
vecAbsOrigin, !( contents & MASK_WATER ) ? g_sModelIndexFireball : g_sModelIndexWExplosion, m_DmgRadius * .03, 25, TE_EXPLFLAG_NONE, m_DmgRadius, m_flDamage, &vecNormal, (char) pdata->game.material ); } else { CPASFilter filter( vecAbsOrigin ); te->Explosion( filter, -1.0, // don't apply cl_interp delay
vecAbsOrigin, !( contents & MASK_WATER ) ? g_sModelIndexFireball : g_sModelIndexWExplosion, m_DmgRadius * .03, 25, TE_EXPLFLAG_NONE, m_DmgRadius, m_flDamage ); } }
#if !defined( CLIENT_DLL )
CSoundEnt::InsertSound ( SOUND_COMBAT, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 ); #endif
// Use the thrower's position as the reported position
Vector vecReported = m_hThrower ? m_hThrower->GetAbsOrigin() : vec3_origin; EmitSound( "BaseGrenade.Explode" ); CTakeDamageInfo info( this, m_hThrower, GetBlastForce(), GetAbsOrigin(), m_flDamage, bitsDamageType, 0, &vecReported );
RadiusDamage( info, GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
UTIL_DecalTrace( pTrace, "Scorch" );
SetThink( &CBaseGrenade::SUB_Remove ); SetTouch( NULL ); SetSolid( SOLID_NONE ); AddEffects( EF_NODRAW ); SetAbsVelocity( vec3_origin );
#if HL2_EPISODIC
// Because the grenade is zipped out of the world instantly, the EXPLOSION sound that it makes for
// the AI is also immediately destroyed. For this reason, we now make the grenade entity inert and
// throw it away in 1/10th of a second instead of right away. Removing the grenade instantly causes
// intermittent bugs with env_microphones who are listening for explosions. They will 'randomly' not
// hear explosion sounds when the grenade is removed and the SoundEnt thinks (and removes the sound)
// before the env_microphone thinks and hears the sound.
SetNextThink( gpGlobals->curtime + 0.1 ); #else
SetNextThink( gpGlobals->curtime ); #endif//HL2_EPISODIC
#if defined( HL2_DLL )
CBasePlayer *pPlayer = ToBasePlayer( m_hThrower.Get() ); if ( pPlayer ) { gamestats->Event_WeaponHit( pPlayer, true, "weapon_frag", info ); } #endif
#endif
}
void CBaseGrenade::Smoke( void ) { Vector vecAbsOrigin = GetAbsOrigin(); if ( UTIL_PointContents ( vecAbsOrigin, MASK_WATER ) & MASK_WATER ) { UTIL_Bubbles( vecAbsOrigin - Vector( 64, 64, 64 ), vecAbsOrigin + Vector( 64, 64, 64 ), 100 ); } else { CPVSFilter filter( vecAbsOrigin );
te->Smoke( filter, 0.0, &vecAbsOrigin, g_sModelIndexSmoke, m_DmgRadius * 0.03, 24 ); } #if !defined( CLIENT_DLL )
SetThink ( &CBaseGrenade::SUB_Remove ); #endif
SetNextThink( gpGlobals->curtime ); }
void CBaseGrenade::Event_Killed( const CTakeDamageInfo &info ) { Detonate( ); }
#if !defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseGrenade::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // Support player pickup
if ( useType == USE_TOGGLE ) { CBasePlayer *pPlayer = ToBasePlayer( pActivator ); if ( pPlayer ) { pPlayer->PickupObject( this ); return; } }
// Pass up so we still call any custom Use function
BaseClass::Use( pActivator, pCaller, useType, value ); } #endif
//-----------------------------------------------------------------------------
// Purpose: Timed grenade, this think is called when time runs out.
//-----------------------------------------------------------------------------
void CBaseGrenade::DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { SetThink( &CBaseGrenade::Detonate ); SetNextThink( gpGlobals->curtime ); }
void CBaseGrenade::PreDetonate( void ) { #if !defined( CLIENT_DLL )
CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), 400, 1.5, this ); #endif
SetThink( &CBaseGrenade::Detonate ); SetNextThink( gpGlobals->curtime + 1.5 ); }
void CBaseGrenade::Detonate( void ) { trace_t tr; Vector vecSpot;// trace starts here!
SetThink( NULL );
vecSpot = GetAbsOrigin() + Vector ( 0 , 0 , 8 ); UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -32 ), MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, & tr);
if( tr.startsolid ) { // Since we blindly moved the explosion origin vertically, we may have inadvertently moved the explosion into a solid,
// in which case nothing is going to be harmed by the grenade's explosion because all subsequent traces will startsolid.
// If this is the case, we do the downward trace again from the actual origin of the grenade. (sjb) 3/8/2007 (for ep2_outland_09)
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, -32), MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr ); }
Explode( &tr, DMG_BLAST );
if ( GetShakeAmplitude() ) { UTIL_ScreenShake( GetAbsOrigin(), GetShakeAmplitude(), 150.0, 1.0, GetShakeRadius(), SHAKE_START ); } }
//
// Contact grenade, explode when it touches something
//
void CBaseGrenade::ExplodeTouch( CBaseEntity *pOther ) { trace_t tr; Vector vecSpot;// trace starts here!
Assert( pOther ); if ( !pOther->IsSolid() ) return;
Vector velDir = GetAbsVelocity(); VectorNormalize( velDir ); vecSpot = GetAbsOrigin() - velDir * 32; UTIL_TraceLine( vecSpot, vecSpot + velDir * 64, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
Explode( &tr, DMG_BLAST ); }
void CBaseGrenade::DangerSoundThink( void ) { if (!IsInWorld()) { Remove( ); return; }
#if !defined( CLIENT_DLL )
CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin() + GetAbsVelocity() * 0.5, GetAbsVelocity().Length( ), 0.2, this ); #endif
SetNextThink( gpGlobals->curtime + 0.2 );
if (GetWaterLevel() != WL_NotInWater) { SetAbsVelocity( GetAbsVelocity() * 0.5 ); } }
void CBaseGrenade::BounceTouch( CBaseEntity *pOther ) { if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) ) return;
// don't hit the guy that launched this grenade
if ( pOther == GetThrower() ) return;
// only do damage if we're moving fairly fast
if ( (pOther->m_takedamage != DAMAGE_NO) && (m_flNextAttack < gpGlobals->curtime && GetAbsVelocity().Length() > 100)) { if (m_hThrower) { #if !defined( CLIENT_DLL )
trace_t tr; tr = CBaseEntity::GetTouchTrace( ); ClearMultiDamage( ); Vector forward; AngleVectors( GetLocalAngles(), &forward, NULL, NULL ); CTakeDamageInfo info( this, m_hThrower, 1, DMG_CLUB ); CalculateMeleeDamageForce( &info, GetAbsVelocity(), GetAbsOrigin() ); pOther->DispatchTraceAttack( info, forward, &tr ); ApplyMultiDamage(); #endif
} m_flNextAttack = gpGlobals->curtime + 1.0; // debounce
}
Vector vecTestVelocity; // m_vecAngVelocity = Vector (300, 300, 300);
// this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical
// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity.
// trimming the Z velocity a bit seems to help quite a bit.
vecTestVelocity = GetAbsVelocity(); vecTestVelocity.z *= 0.45;
if ( !m_bHasWarnedAI && vecTestVelocity.Length() <= 60 ) { // grenade is moving really slow. It's probably very close to where it will ultimately stop moving.
// emit the danger sound.
// register a radius louder than the explosion, so we make sure everyone gets out of the way
#if !defined( CLIENT_DLL )
CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), m_flDamage / 0.4, 0.3, this ); #endif
m_bHasWarnedAI = true; }
if (GetFlags() & FL_ONGROUND) { // add a bit of static friction
// SetAbsVelocity( GetAbsVelocity() * 0.8 );
// SetSequence( random->RandomInt( 1, 1 ) ); // FIXME: missing tumble animations
} else { // play bounce sound
BounceSound(); } m_flPlaybackRate = GetAbsVelocity().Length() / 200.0; if (GetPlaybackRate() > 1.0) m_flPlaybackRate = 1; else if (GetPlaybackRate() < 0.5) m_flPlaybackRate = 0;
}
void CBaseGrenade::SlideTouch( CBaseEntity *pOther ) { // don't hit the guy that launched this grenade
if ( pOther == GetThrower() ) return;
// m_vecAngVelocity = Vector (300, 300, 300);
if (GetFlags() & FL_ONGROUND) { // add a bit of static friction
// SetAbsVelocity( GetAbsVelocity() * 0.95 );
if (GetAbsVelocity().x != 0 || GetAbsVelocity().y != 0) { // maintain sliding sound
} } else { BounceSound(); } }
void CBaseGrenade ::BounceSound( void ) { // Doesn't need to do anything anymore! Physics makes the sound.
}
void CBaseGrenade ::TumbleThink( void ) { if (!IsInWorld()) { Remove( ); return; }
StudioFrameAdvance( ); SetNextThink( gpGlobals->curtime + 0.1f );
//
// Emit a danger sound one second before exploding.
//
if (m_flDetonateTime - 1 < gpGlobals->curtime) { #if !defined( CLIENT_DLL )
CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin() + GetAbsVelocity() * (m_flDetonateTime - gpGlobals->curtime), 400, 0.1, this ); #endif
}
if (m_flDetonateTime <= gpGlobals->curtime) { SetThink( &CBaseGrenade::Detonate ); }
if (GetWaterLevel() != WL_NotInWater) { SetAbsVelocity( GetAbsVelocity() * 0.5 ); m_flPlaybackRate = 0.2; } }
void CBaseGrenade::Precache( void ) { BaseClass::Precache( );
PrecacheScriptSound( "BaseGrenade.Explode" ); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : CBaseCombatCharacter
//-----------------------------------------------------------------------------
CBaseCombatCharacter *CBaseGrenade::GetThrower( void ) { CBaseCombatCharacter *pResult = ToBaseCombatCharacter( m_hThrower ); if ( !pResult && GetOwnerEntity() != NULL ) { pResult = ToBaseCombatCharacter( GetOwnerEntity() ); } return pResult; }
//-----------------------------------------------------------------------------
void CBaseGrenade::SetThrower( CBaseCombatCharacter *pThrower ) { m_hThrower = pThrower;
// if this is the first thrower, set it as the original thrower
if ( NULL == m_hOriginalThrower ) { m_hOriginalThrower = pThrower; } }
//-----------------------------------------------------------------------------
// Purpose: Destructor
// Input :
// Output :
//-----------------------------------------------------------------------------
CBaseGrenade::~CBaseGrenade(void) { };
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input :
// Output :
//-----------------------------------------------------------------------------
CBaseGrenade::CBaseGrenade(void) #ifdef CLIENT_DLL
:m_GlowObject( this, Vector( 1.0f, 1.0f, 1.0f ), 0.0f, false, false ) #endif
{ m_hThrower = NULL; m_hOriginalThrower = NULL; m_bIsLive = false; m_DmgRadius = 100; m_flDetonateTime = 0; m_bHasWarnedAI = false;
SetSimulatedEveryTick( true ); };
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