Counter Strike : Global Offensive Source Code
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//========= 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 );
}