Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "basecsgrenade_projectile.h"
extern ConVar sv_gravity;
#ifdef CLIENT_DLL
#include "c_cs_player.h"
#include "hltvcamera.h"
#include "in_buttons.h"
#include <vgui/IInput.h>
#include "vgui_controls/Controls.h"
#else
#include "bot_manager.h"
#include "cs_player.h"
#include "soundent.h"
#include "te_effect_dispatch.h"
#include "keyvalues.h"
#include "cs_gamestats.h"
#include "cs_simple_hostage.h"
#include "Effects/chicken.h"
BEGIN_DATADESC( CBaseCSGrenadeProjectile )
DEFINE_THINKFUNC( DangerSoundThink ),
END_DATADESC()
#define GRENADE_FAILSAFE_MAX_BOUNCES 20
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
#ifdef CLIENT_DLL
extern ConVar spec_show_xray;
extern ConVar sv_grenade_trajectory;
extern ConVar sv_grenade_trajectory_time_spectator;
extern ConVar sv_grenade_trajectory_thickness;
extern ConVar sv_grenade_trajectory_dash;
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( BaseCSGrenadeProjectile, DT_BaseCSGrenadeProjectile )
BEGIN_NETWORK_TABLE( CBaseCSGrenadeProjectile, DT_BaseCSGrenadeProjectile )
#ifdef CLIENT_DLL
RecvPropVector( RECVINFO( m_vInitialVelocity ) ),
RecvPropInt( RECVINFO( m_nBounces ) )
#else
SendPropVector( SENDINFO( m_vInitialVelocity ),
20, // nbits
0, // flags
-3000, // low value
3000 // high value
),
SendPropInt( SENDINFO( m_nBounces ) )
#endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseCSGrenadeProjectile::~CBaseCSGrenadeProjectile()
{
flNextTrailLineTime = gpGlobals->curtime;
CreateGrenadeTrail();
}
void CBaseCSGrenadeProjectile::PostDataUpdate( DataUpdateType_t type )
{
BaseClass::PostDataUpdate( type );
//C_CSPlayer *pLocalPlayer = C_CSPlayer::GetLocalCSPlayer();
if ( type == DATA_UPDATE_CREATED )
{
SetNextClientThink( gpGlobals->curtime );
vecLastTrailLinePos = GetLocalOrigin();
flNextTrailLineTime = gpGlobals->curtime + 0.1;
// Now stick our initial velocity into the interpolation history
CInterpolatedVar< Vector > &interpolator = GetOriginInterpolator();
interpolator.ClearHistory();
float changeTime = GetLastChangeTime( LATCH_SIMULATION_VAR );
// Add a sample 1 second back.
Vector vCurOrigin = GetLocalOrigin() - m_vInitialVelocity;
interpolator.AddToHead( changeTime - 1.0, &vCurOrigin, false );
// Add the current sample.
vCurOrigin = GetLocalOrigin();
interpolator.AddToHead( changeTime, &vCurOrigin, false );
// IGameEvent * event = gameeventmanager->CreateEvent( "grenade_projectile_created" );
// C_CSPlayer *pPlayer = dynamic_cast<C_CSPlayer*>( GetThrower() );
// if( event && pPlayer )
// {
// event->SetInt( "owneruserid", pPlayer ? pPlayer->GetUserID() : 0 );
// event->SetInt( "grenade", GetGrenadeType() );
// gameeventmanager->FireEvent( event );
// }
//if ( pLocalPlayer )
// pLocalPlayer->NotifyPlayerOfThrownGrenade( this, GetThrower(), GetGrenadeType() );
}
else
{
}
}
void CBaseCSGrenadeProjectile::ClientThink( void )
{
BaseClass::ClientThink();
SetNextClientThink( gpGlobals->curtime );
if ( flNextTrailLineTime <= gpGlobals->curtime )
{
CreateGrenadeTrail();
}
}
void CBaseCSGrenadeProjectile::CreateGrenadeTrail( void )
{
C_CSPlayer *pLocalPlayer = C_CSPlayer::GetLocalCSPlayer();
if ( !pLocalPlayer )
return;
if ( flNextTrailLineTime <= gpGlobals->curtime )
{
bool bRenderForSpectator = CanSeeSpectatorOnlyTools() && spec_show_xray.GetInt();
if ( sv_grenade_trajectory_time_spectator.GetFloat() > 0.0f && sv_grenade_trajectory.GetInt() == 0 && pLocalPlayer && ( bRenderForSpectator || ( !pLocalPlayer->IsAlive() && ( pLocalPlayer->GetObserverMode() > OBS_MODE_FREEZECAM ) ) ) )
{
bool bRender = false;
if ( ( GetTeamNumber() == TEAM_CT ) && ( bRenderForSpectator || ( pLocalPlayer->GetTeamNumber() == TEAM_CT ) ) )
bRender = true;
else if ( ( GetTeamNumber() == TEAM_TERRORIST ) && ( bRenderForSpectator || ( pLocalPlayer->GetTeamNumber() == TEAM_TERRORIST ) ) )
bRender = true;
if ( bRender )
{
// Grenade trails for spectators
//CInterpolatedVar< Vector > &interpolator = GetOriginInterpolator();
QAngle angGrTrajAngles;
Vector vec3tempOrientation = ( vecLastTrailLinePos - GetLocalOrigin() );
VectorAngles( vec3tempOrientation, angGrTrajAngles );
float flGrTraThickness = sv_grenade_trajectory_thickness.GetFloat();
Vector vec3_GrTrajMin = Vector( 0, -flGrTraThickness, -flGrTraThickness );
Vector vec3_GrTrajMax = Vector( vec3tempOrientation.Length(), flGrTraThickness, flGrTraThickness );
bool bDotted = ( sv_grenade_trajectory_dash.GetInt() && ( fmod( gpGlobals->curtime, 0.1f ) < 0.05f ) );
Color traceColor;
if ( GetTeamNumber() == TEAM_CT )
{
traceColor[0] = 114;
traceColor[1] = 155;
traceColor[2] = 221;
}
else
{
traceColor[0] = 224;
traceColor[1] = 175;
traceColor[2] = 86;
}
if ( bDotted )
{
traceColor[0] /= 10;
traceColor[1] /= 10;
traceColor[2] /= 10;
}
//Add extruded box shapes to glow pass to build the arc
GlowObjectManager().AddGlowBox( GetLocalOrigin(), angGrTrajAngles, vec3_GrTrajMin, vec3_GrTrajMax, traceColor, sv_grenade_trajectory_time_spectator.GetFloat() );
//Make the grenade projectile itself glow
if ( !m_GlowObject.IsRendering() )
{
m_GlowObject.SetColor( Vector( traceColor[0] / 255.0f, traceColor[1] / 255.0f, traceColor[2] / 255.0f ) );
m_GlowObject.SetAlpha( 0.3f );
m_GlowObject.SetGlowAlphaCappedByRenderAlpha( true );
m_GlowObject.SetGlowAlphaFunctionOfMaxVelocity( 50.0f );
m_GlowObject.SetGlowAlphaMax( 0.3f );
m_GlowObject.SetRenderFlags( true, true );
}
}
}
vecLastTrailLinePos = GetLocalOrigin();
flNextTrailLineTime = gpGlobals->curtime + 0.05;
}
}
int CBaseCSGrenadeProjectile::DrawModel( int flags, const RenderableInstance_t &instance )
{
// During the first half-second of our life, don't draw ourselves if he's
// still playing his throw animation.
// (better yet, we could draw ourselves in his hand).
if ( GetThrower() != C_BasePlayer::GetLocalPlayer() )
{
if ( gpGlobals->curtime - m_flSpawnTime < 0.5 )
{
C_CSPlayer *pPlayer = dynamic_cast<C_CSPlayer*>( GetThrower() );
if ( pPlayer && pPlayer->m_PlayerAnimState->IsThrowingGrenade() )
{
return 0;
}
}
}
return BaseClass::DrawModel( flags, instance );
}
void CBaseCSGrenadeProjectile::Spawn()
{
m_flSpawnTime = gpGlobals->curtime;
BaseClass::Spawn();
}
#else
void CBaseCSGrenadeProjectile::PostConstructor( const char *className )
{
BaseClass::PostConstructor( className );
TheBots->AddGrenade( this );
}
CBaseCSGrenadeProjectile::~CBaseCSGrenadeProjectile()
{
TheBots->RemoveGrenade( this );
}
void CBaseCSGrenadeProjectile::Precache()
{
BaseClass::Precache();
PrecacheEffect( "gunshotsplash" );
}
void CBaseCSGrenadeProjectile::Spawn( void )
{
Precache();
BaseClass::Spawn();
SetSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
SetSolid( SOLID_BBOX ); // So it will collide with physics props!
AddFlag( FL_GRENADE );
m_lastHitPlayer = NULL;
// smaller, cube bounding box so we rest on the ground
Vector min = Vector( -GRENADE_DEFAULT_SIZE, -GRENADE_DEFAULT_SIZE, -GRENADE_DEFAULT_SIZE );
Vector max = Vector( GRENADE_DEFAULT_SIZE, GRENADE_DEFAULT_SIZE, GRENADE_DEFAULT_SIZE );
SetSize( min, max );
if ( CollisionProp( ) )
CollisionProp( )->SetCollisionBounds( min, max );
m_nBounces = 0;
}
int CBaseCSGrenadeProjectile::UpdateTransmitState()
{
// always call ShouldTransmit() for grenades
return SetTransmitState( FL_EDICT_FULLCHECK );
}
int CBaseCSGrenadeProjectile::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
CBaseEntity *pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt );
if ( pRecipientEntity->IsPlayer() )
{
CBasePlayer *pRecipientPlayer = static_cast<CBasePlayer*>( pRecipientEntity );
// always transmit to the thrower of the grenade
if ( pRecipientPlayer && ( (GetThrower() && pRecipientPlayer == GetThrower()) ||
pRecipientPlayer->GetTeamNumber() == TEAM_SPECTATOR) )
{
return FL_EDICT_ALWAYS;
}
}
return FL_EDICT_PVSCHECK;
}
void CBaseCSGrenadeProjectile::DangerSoundThink( void )
{
if (!IsInWorld())
{
Remove( );
return;
}
if( gpGlobals->curtime > m_flDetonateTime )
{
Detonate();
return;
}
CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin() + GetAbsVelocity() * 0.5, GetAbsVelocity().Length( ), 0.2 );
SetNextThink( gpGlobals->curtime + 0.2 );
if (GetWaterLevel() != WL_NotInWater)
{
SetAbsVelocity( GetAbsVelocity() * 0.5 );
}
}
//Sets the time at which the grenade will explode
void CBaseCSGrenadeProjectile::SetDetonateTimerLength( float timer )
{
m_flDetonateTime = gpGlobals->curtime + timer;
}
unsigned int CBaseCSGrenadeProjectile::PhysicsSolidMaskForEntity( void ) const
{
if ( GetCollisionGroup() == COLLISION_GROUP_DEBRIS )
{
return ((CONTENTS_GRENADECLIP | MASK_SOLID) & ~CONTENTS_MONSTER);
}
else
{
return (CONTENTS_GRENADECLIP|MASK_SOLID|MASK_VISIBLE_AND_NPCS|CONTENTS_HITBOX) & ~(CONTENTS_DEBRIS);
}
}
void CBaseCSGrenadeProjectile::ResolveFlyCollisionCustom( trace_t &trace, Vector &vecMove )
{
const float kSleepVelocity = 20.0f;
const float kSleepVelocitySquared = kSleepVelocity * kSleepVelocity;
// Verify that we have an entity.
CBaseEntity *pEntity = trace.m_pEnt;
Assert( pEntity );
if ( pEntity )
{
CChicken *pChicken = dynamic_cast< CChicken* >( pEntity );
if (pChicken)
{
// hurt the chicken
CTakeDamageInfo info( this, this, 10, DMG_CLUB );
pChicken->DispatchTraceAttack( info, GetAbsVelocity().Normalized(), &trace );
ApplyMultiDamage();
return;
}
}
// if its breakable glass and we kill it, don't bounce.
// give some damage to the glass, and if it breaks, pass
// through it.
bool breakthrough = false;
if( pEntity && FClassnameIs( pEntity, "func_breakable" ) )
{
breakthrough = true;
}
if( pEntity && FClassnameIs( pEntity, "func_breakable_surf" ) )
{
breakthrough = true;
}
if( pEntity && FClassnameIs( pEntity, "prop_physics_multiplayer" ) && pEntity->GetMaxHealth() > 0 && pEntity->m_takedamage == DAMAGE_YES )
{
breakthrough = true;
}
// this one is tricky because BounceTouch hits breakable propers before we hit this function and the damage is already applied there (CBaseGrenade::BounceTouch( CBaseEntity *pOther ))
// by the time we hit this, the prop hasn't been removed yet, but it broke, is set to not take anymore damage and is marked for deletion - we have to cover this case here
if( pEntity && FClassnameIs( pEntity, "prop_dynamic" ) && pEntity->GetMaxHealth() > 0 && (pEntity->m_takedamage == DAMAGE_YES || (pEntity->m_takedamage == DAMAGE_NO && pEntity->IsEFlagSet( EFL_KILLME ))) )
{
breakthrough = true;
}
if ( breakthrough )
{
CTakeDamageInfo info( this, this, 10, DMG_CLUB );
pEntity->DispatchTraceAttack( info, GetAbsVelocity().Normalized(), &trace );
ApplyMultiDamage();
if( pEntity->m_iHealth <= 0 )
{
// slow our flight a little bit
Vector vel = GetAbsVelocity();
vel *= 0.4;
SetAbsVelocity( vel );
return;
}
}
//Assume all surfaces have the same elasticity
float flSurfaceElasticity = 1.0;
//Don't bounce off of players with perfect elasticity
if ( pEntity && pEntity->IsPlayer() )
{
flSurfaceElasticity = 0.3f;
// and do slight damage to players on the opposite team
if ( GetTeamNumber() != pEntity->GetTeamNumber() )
{
CTakeDamageInfo info( this, GetThrower(), 2, DMG_GENERIC );
pEntity->TakeDamage( info );
}
}
//Don't bounce twice on a selection of problematic entities
bool bIsProjectile = dynamic_cast< CBaseCSGrenadeProjectile* >( pEntity ) != NULL;
if ( pEntity && !pEntity->IsWorld() && m_lastHitPlayer.Get() == pEntity )
{
bool bIsHostage = dynamic_cast< CHostage* >( pEntity ) != NULL;
if ( pEntity->IsPlayer() || bIsHostage || bIsProjectile )
{
//DevMsg( "Setting %s to DEBRIS, it is in group %i, it hit %s in group %i\n", this->GetClassname(), this->GetCollisionGroup(), pEntity->GetClassname(), pEntity->GetCollisionGroup() );
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
if ( bIsProjectile )
{
//DevMsg( "Setting %s to DEBRIS, it is in group %i.\n", pEntity->GetClassname(), pEntity->GetCollisionGroup() );
pEntity->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
}
return;
}
}
if ( pEntity )
{
m_lastHitPlayer = pEntity;
}
float flTotalElasticity = GetElasticity() * flSurfaceElasticity;
flTotalElasticity = clamp( flTotalElasticity, 0.0f, 0.9f );
// NOTE: A backoff of 2.0f is a reflection
Vector vecAbsVelocity;
PhysicsClipVelocity( GetAbsVelocity(), trace.plane.normal, vecAbsVelocity, 2.0f );
vecAbsVelocity *= flTotalElasticity;
// Get the total velocity (player + conveyors, etc.)
VectorAdd( vecAbsVelocity, GetBaseVelocity(), vecMove );
float flSpeedSqr = DotProduct( vecMove, vecMove );
bool bIsWeapon = dynamic_cast< CBaseCombatWeapon* >( pEntity ) != NULL;
// Stop if on ground or if we bounce and our velocity is really low (keeps it from bouncing infinitely)
if ( pEntity &&
( ( trace.plane.normal.z > 0.7f ) || (trace.plane.normal.z > 0.1f && flSpeedSqr < kSleepVelocitySquared) ) &&
( pEntity->IsStandable() || bIsProjectile || bIsWeapon || pEntity->IsWorld() )
)
{
// clip it again to emulate old behavior and keep it from bouncing up like crazy when you throw it at the ground on the first toss
if ( flSpeedSqr > 96000 )
{
float alongDist = DotProduct( vecAbsVelocity.Normalized(), trace.plane.normal );
if ( alongDist > 0.5f )
{
float flBouncePadding = (1.0f - alongDist) + 0.5f;
vecAbsVelocity *= flBouncePadding;
}
}
SetAbsVelocity( vecAbsVelocity );
if ( flSpeedSqr < kSleepVelocitySquared )
{
SetGroundEntity( pEntity );
// Reset velocities.
SetAbsVelocity( vec3_origin );
SetLocalAngularVelocity( vec3_angle );
//align to the ground so we're not standing on end
QAngle angle;
VectorAngles( trace.plane.normal, angle );
// rotate randomly in yaw
angle[1] = random->RandomFloat( 0, 360 );
// TODO: rotate around trace.plane.normal
SetAbsAngles( angle );
}
else
{
Vector vecBaseDir = GetBaseVelocity();
if ( !vecBaseDir.IsZero() )
{
VectorNormalize( vecBaseDir );
Vector vecDelta = GetBaseVelocity() - vecAbsVelocity;
float flScale = vecDelta.Dot( vecBaseDir );
vecAbsVelocity += GetBaseVelocity() * flScale;
}
VectorScale( vecAbsVelocity, ( 1.0f - trace.fraction ) * gpGlobals->frametime, vecMove );
PhysicsPushEntity( vecMove, &trace );
}
}
else
{
SetAbsVelocity( vecAbsVelocity );
VectorScale( vecAbsVelocity, ( 1.0f - trace.fraction ) * gpGlobals->frametime, vecMove );
PhysicsPushEntity( vecMove, &trace );
}
BounceSound();
// tell the bots a grenade has bounced
CCSPlayer *player = ToCSPlayer(GetThrower());
if ( player )
{
IGameEvent * event = gameeventmanager->CreateEvent( "grenade_bounce" );
if ( event )
{
event->SetInt( "userid", player->GetUserID() );
event->SetFloat( "x", GetAbsOrigin().x );
event->SetFloat( "y", GetAbsOrigin().y );
event->SetFloat( "z", GetAbsOrigin().z );
gameeventmanager->FireEvent( event );
}
}
OnBounced();
if (m_nBounces > GRENADE_FAILSAFE_MAX_BOUNCES )
{
//failsafe detonate after 20 bounces
SetAbsVelocity( vec3_origin );
DetonateOnNextThink();
SetNextThink( gpGlobals->curtime );
SetMoveType( MOVETYPE_NONE );
}
else
{
m_nBounces++;
}
}
void CBaseCSGrenadeProjectile::SetupInitialTransmittedGrenadeVelocity( const Vector &velocity )
{
m_vInitialVelocity = velocity;
}
#define MAX_WATER_SURFACE_DISTANCE 512
void CBaseCSGrenadeProjectile::Splash()
{
Vector centerPoint = GetAbsOrigin();
Vector normal( 0, 0, 1 );
// 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( centerPoint, centerPoint + 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( centerPoint, centerPoint + vecTrace, MASK_WATER, NULL, COLLISION_GROUP_NONE, &tr );
// If we hit it, setup the explosion
if ( tr.fraction < 1.0f )
{
centerPoint = tr.endpos;
}
else
{
//NOTENOTE: We somehow got into a splash without being near water?
Assert( 0 );
}
}
else if ( tr.fractionleftsolid )
{
// Otherwise we came out of the water at this point
centerPoint = centerPoint + (vecTrace * tr.fractionleftsolid);
}
else
{
// Use default values, we're really deep
}
CEffectData data;
data.m_vOrigin = centerPoint;
data.m_vNormal = normal;
data.m_flScale = random->RandomFloat( 1.0f, 2.0f );
if ( GetWaterType() & CONTENTS_SLIME )
{
data.m_fFlags |= FX_WATER_IN_SLIME;
}
DispatchEffect( "gunshotsplash", data );
}
// Add a row to ogs for the explosion of this grenade. Damage instances are recorded separately.
void CBaseCSGrenadeProjectile::RecordDetonation( void )
{
// I hate having to call this from so many places since half the grenades override the standard detonate and the rest dont...
// If this triggers, it's because either somebody changed the way some grenade code chains to base methods or it's taking an uncommon code path
// that needs to be investigated.
if ( m_bDetonationRecorded )
{
Warning( "Detonation of grenade '%s' attempted to record twice!\n", GetDebugName() );
Assert( 0 );
return;
}
CCSPlayer::StartNewBulletGroup();
SWeaponHitData *pHitData = new SWeaponHitData;
if ( pHitData->InitAsGrenadeDetonation( this, CCSPlayer::GetBulletGroup() ) )
{
CCS_GameStats.RecordWeaponHit( pHitData ); // submission deletes the struct.
m_bDetonationRecorded = true;
}
else
{
delete pHitData;
}
}
void CBaseCSGrenadeProjectile::Explode( trace_t *pTrace, int bitsDamageType )
{
RecordDetonation();
BaseClass::Explode( pTrace, bitsDamageType );
}
#endif // !CLIENT_DLL