//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Dissolve entity to be attached to target entity. Serves two purposes: // // 1) An entity that can be placed by a level designer and triggered // to ignite a target entity. // // 2) An entity that can be created at runtime to ignite a target entity. // //=============================================================================// #include "cbase.h" #include "EntityFreezing.h" #include "baseanimating.h" #include "ai_basenpc.h" #include "dt_utlvector_send.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" static const char *s_pElectroThinkContext = "ElectroThinkContext"; //----------------------------------------------------------------------------- // Model //----------------------------------------------------------------------------- #define FREEZING_SPRITE_NAME "sprites/blueglow1.vmt" //----------------------------------------------------------------------------- // Save/load //----------------------------------------------------------------------------- BEGIN_DATADESC( CEntityFreezing ) DEFINE_FIELD( m_vFreezingOrigin, FIELD_VECTOR ), DEFINE_AUTO_ARRAY( m_flFrozenPerHitbox, FIELD_FLOAT ), DEFINE_KEYFIELD( m_flFrozen, FIELD_FLOAT, "frozen" ), DEFINE_FIELD( m_bFinishFreezing, FIELD_BOOLEAN ), DEFINE_INPUTFUNC( FIELD_STRING, "Freeze", InputFreeze ), END_DATADESC() //----------------------------------------------------------------------------- // Networking //----------------------------------------------------------------------------- IMPLEMENT_SERVERCLASS_ST( CEntityFreezing, DT_EntityFreezing ) SendPropVector( SENDINFO(m_vFreezingOrigin), 0, SPROP_NOSCALE ), SendPropArray3( SENDINFO_ARRAY3(m_flFrozenPerHitbox), SendPropFloat( SENDINFO_ARRAY(m_flFrozenPerHitbox) ) ), SendPropFloat( SENDINFO( m_flFrozen ) ), SendPropBool( SENDINFO( m_bFinishFreezing ) ), END_SEND_TABLE() LINK_ENTITY_TO_CLASS( env_entity_freezing, CEntityFreezing ); PRECACHE_REGISTER( env_entity_freezing ); //----------------------------------------------------------------------------- // Precache //----------------------------------------------------------------------------- void CEntityFreezing::Precache() { if ( NULL_STRING != GetModelName() ) { PrecacheModel( STRING( GetModelName() ) ); } #ifdef USE_BLOBULATOR PrecacheMaterial( "models/weapons/w_icegun/ice_surface" ); #endif } //----------------------------------------------------------------------------- // Spawn //----------------------------------------------------------------------------- void CEntityFreezing::Spawn() { BaseClass::Spawn(); Precache(); UTIL_SetModel( this, STRING( GetModelName() ) ); } //----------------------------------------------------------------------------- // Purpose: // Input : inputdata - //----------------------------------------------------------------------------- void CEntityFreezing::InputFreeze( inputdata_t &inputdata ) { string_t strTarget = inputdata.value.StringID(); if (strTarget == NULL_STRING) { strTarget = m_target; } CBaseEntity *pTarget = NULL; while ((pTarget = gEntList.FindEntityGeneric(pTarget, STRING(strTarget), this, inputdata.pActivator)) != NULL) { CBaseAnimating *pBaseAnim = pTarget->GetBaseAnimating(); if ( pBaseAnim ) { pBaseAnim->Freeze( m_flFrozen ); } } } //----------------------------------------------------------------------------- // Purpose: Creates a flame and attaches it to a target entity. // Input : pTarget - //----------------------------------------------------------------------------- CEntityFreezing *CEntityFreezing::Create( CBaseAnimating *pTarget ) { if ( pTarget ) { if ( pTarget->IsPlayer() ) { // Simply immediately kill the player. CBasePlayer *pPlayer = assert_cast< CBasePlayer* >( pTarget ); pPlayer->SetArmorValue( 0 ); CTakeDamageInfo info( pPlayer, pPlayer, pPlayer->GetHealth(), DMG_GENERIC | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE ); pPlayer->TakeDamage( info ); return NULL; } } CEntityFreezing *pFreezing = (CEntityFreezing *) CreateEntityByName( "env_entity_freezing" ); if ( pFreezing == NULL ) return NULL; if ( pTarget ) { pFreezing->AttachToEntity( pTarget ); pFreezing->SetModelName( pTarget->GetModelName() ); pFreezing->SetFrozen( pTarget->GetFrozenAmount() ); } DispatchSpawn( pFreezing ); // Send to the client even though we don't have a model pFreezing->AddEFlags( EFL_FORCE_CHECK_TRANSMIT ); return pFreezing; } //----------------------------------------------------------------------------- // Purpose: Attaches the flame to an entity and moves with it // Input : pTarget - target entity to attach to //----------------------------------------------------------------------------- void CEntityFreezing::AttachToEntity( CBaseEntity *pTarget ) { // So our dissolver follows the entity around on the server. SetParent( pTarget ); SetLocalOrigin( vec3_origin ); SetLocalAngles( vec3_angle ); }