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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "c_plantedc4.h"
#include "c_te_legacytempents.h"
#include "tempent.h"
#include "engine/IEngineSound.h"
#include "dlight.h"
#include "iefx.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include <bitbuf.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define PLANTEDC4_MSG_JUSTBLEW 1
ConVar cl_c4dynamiclight( "cl_c4dynamiclight", "0", 0, "Draw dynamic light when planted c4 flashes" );
IMPLEMENT_CLIENTCLASS_DT(C_PlantedC4, DT_PlantedC4, CPlantedC4) RecvPropBool( RECVINFO(m_bBombTicking) ), RecvPropFloat( RECVINFO(m_flC4Blow) ), RecvPropFloat( RECVINFO(m_flTimerLength) ), RecvPropFloat( RECVINFO(m_flDefuseLength) ), RecvPropFloat( RECVINFO(m_flDefuseCountDown) ), END_RECV_TABLE()
CUtlVector< C_PlantedC4* > g_PlantedC4s;
C_PlantedC4::C_PlantedC4() { g_PlantedC4s.AddToTail( this );
m_flNextRadarFlashTime = gpGlobals->curtime; m_bRadarFlash = true; m_pC4Explosion = NULL;
// Don't beep right away, leave time for the planting sound
m_flNextGlow = gpGlobals->curtime + 1.0; m_flNextBeep = gpGlobals->curtime + 1.0; }
C_PlantedC4::~C_PlantedC4() { g_PlantedC4s.FindAndRemove( this ); //=============================================================================
// HPE_BEGIN:
// [menglish] Upon the new round remove the remaining bomb explosion particle effect
//=============================================================================
if (m_pC4Explosion) { m_pC4Explosion->SetRemoveFlag(); } //=============================================================================
// HPE_END
//=============================================================================
}
void C_PlantedC4::SetDormant( bool bDormant ) { BaseClass::SetDormant( bDormant ); // Remove us from the list of planted C4s.
if ( bDormant ) { g_PlantedC4s.FindAndRemove( this ); } else { if ( g_PlantedC4s.Find( this ) == -1 ) g_PlantedC4s.AddToTail( this ); } }
void C_PlantedC4::Spawn( void ) { BaseClass::Spawn();
SetNextClientThink( CLIENT_THINK_ALWAYS ); }
void C_PlantedC4::ClientThink( void ) { BaseClass::ClientThink();
// If it's dormant, don't beep or anything..
if ( IsDormant() ) return;
if ( !m_bBombTicking ) { // disable C4 thinking if not armed
SetNextClientThink( CLIENT_THINK_NEVER ); return; }
if( gpGlobals->curtime > m_flNextBeep ) { // as it gets closer to going off, increase the radius
CLocalPlayerFilter filter; float attenuation; float freq;
//the percent complete of the bomb timer
float fComplete = ( ( m_flC4Blow - gpGlobals->curtime ) / m_flTimerLength ); fComplete = clamp( fComplete, 0.0f, 1.0f );
attenuation = MIN( 0.3 + 0.6 * fComplete, 1.0 ); CSoundParameters params;
if ( GetParametersForSound( "C4.PlantSound", params, NULL ) ) { EmitSound_t ep( params ); ep.m_SoundLevel = ATTN_TO_SNDLVL( attenuation ); ep.m_pOrigin = &GetAbsOrigin();
EmitSound( filter, SOUND_FROM_WORLD, ep ); }
freq = MAX( 0.1 + 0.9 * fComplete, 0.15 );
m_flNextBeep = gpGlobals->curtime + freq; }
if( gpGlobals->curtime > m_flNextGlow ) { int modelindex = modelinfo->GetModelIndex( "sprites/ledglow.vmt" );
float scale = 0.8f; Vector vPos = GetAbsOrigin(); const Vector offset( 0, 0, 4 );
// See if the c4 ended up underwater - we need to pull the flash up, or it won't get seen
if ( enginetrace->GetPointContents( vPos ) & (CONTENTS_WATER|CONTENTS_SLIME) ) { C_CSPlayer *player = GetLocalOrInEyeCSPlayer(); if ( player ) { const Vector& eyes = player->EyePosition();
if ( ( enginetrace->GetPointContents( eyes ) & (CONTENTS_WATER|CONTENTS_SLIME) ) == 0 ) { // trace from the player to the water
trace_t waterTrace; UTIL_TraceLine( eyes, vPos, (CONTENTS_WATER|CONTENTS_SLIME), player, COLLISION_GROUP_NONE, &waterTrace );
if( waterTrace.allsolid != 1 ) { // now trace from the C4 to the edge of the water (in case there was something solid in the water)
trace_t solidTrace; UTIL_TraceLine( vPos, waterTrace.endpos, MASK_SOLID, this, COLLISION_GROUP_NONE, &solidTrace );
if( solidTrace.allsolid != 1 ) { float waterDist = (solidTrace.endpos - vPos).Length(); float remainingDist = (solidTrace.endpos - eyes).Length();
scale = scale * remainingDist / ( remainingDist + waterDist ); vPos = solidTrace.endpos; } } } } }
vPos += offset;
tempents->TempSprite( vPos, vec3_origin, scale, modelindex, kRenderTransAdd, 0, 1.0, 0.05, FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP );
if( cl_c4dynamiclight.GetBool() ) { dlight_t *dl;
dl = effects->CL_AllocDlight( entindex() );
if( dl ) { dl->origin = GetAbsOrigin() + offset; // can't use vPos because it might have been moved
dl->color.r = 255; dl->color.g = 0; dl->color.b = 0; dl->radius = 64; dl->die = gpGlobals->curtime + 0.01; } }
float freq = 0.1 + 0.9 * ( ( m_flC4Blow - gpGlobals->curtime ) / m_flTimerLength );
if( freq < 0.15 ) freq = 0.15;
m_flNextGlow = gpGlobals->curtime + freq; } }
//=============================================================================
// HPE_BEGIN:
// [menglish] Create the client side explosion particle effect for when the bomb explodes and hide the bomb
//=============================================================================
void C_PlantedC4::Explode( void ) { m_pC4Explosion = ParticleProp()->Create( "bomb_explosion_huge", PATTACH_ABSORIGIN ); AddEffects( EF_NODRAW ); SetDormant( true ); } //=============================================================================
// HPE_END
//=============================================================================
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