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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is the brickbat weapon
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "grenade_pathfollower.h"
#include "soundent.h"
#include "decals.h"
#include "shake.h"
#include "smoke_trail.h"
#include "entitylist.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define GRENADE_PF_TURN_RATE 30
#define GRENADE_PF_TOLERANCE 300
#define GRENADE_PF_MODEL "models/Weapons/w_missile.mdl"
extern short g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud
ConVar sk_dmg_pathfollower_grenade ( "sk_dmg_pathfollower_grenade","0"); ConVar sk_pathfollower_grenade_radius ( "sk_pathfollower_grenade_radius","0");
BEGIN_DATADESC( CGrenadePathfollower )
DEFINE_FIELD( m_pPathTarget, FIELD_CLASSPTR ), DEFINE_FIELD( m_flFlySpeed, FIELD_FLOAT ), DEFINE_FIELD( m_sFlySound, FIELD_SOUNDNAME ), DEFINE_FIELD( m_flNextFlySoundTime, FIELD_TIME), DEFINE_FIELD( m_hRocketTrail, FIELD_EHANDLE),
DEFINE_THINKFUNC( AimThink ),
// Function pointers
DEFINE_ENTITYFUNC( GrenadeTouch ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( grenade_pathfollower, CGrenadePathfollower );
void CGrenadePathfollower::Precache() { BaseClass::Precache();
PrecacheScriptSound( "GrenadePathfollower.StopSounds" ); }
void CGrenadePathfollower::Spawn( void ) { Precache( );
// -------------------------
// Inert when first spawned
// -------------------------
SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_SOLID );
SetMoveType( MOVETYPE_NONE ); AddFlag( FL_OBJECT ); // So can be shot down
AddEffects( EF_NODRAW );
UTIL_SetSize(this, Vector(0, 0, 0), Vector(0, 0, 0));
m_flDamage = sk_dmg_pathfollower_grenade.GetFloat(); m_DmgRadius = sk_pathfollower_grenade_radius.GetFloat(); m_takedamage = DAMAGE_YES; m_iHealth = 200;
SetGravity( 0.00001 ); SetFriction( 0.8 ); SetSequence( 1 ); }
void CGrenadePathfollower::Event_Killed( const CTakeDamageInfo &info ) { Detonate( ); }
void CGrenadePathfollower::GrenadeTouch( CBaseEntity *pOther ) { // ----------------------------------
// If I hit the sky, don't explode
// ----------------------------------
trace_t tr; UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
if (tr.surface.flags & SURF_SKY) { if(m_hRocketTrail) { UTIL_Remove(m_hRocketTrail); m_hRocketTrail = NULL; } UTIL_Remove( this ); } Detonate(); }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadePathfollower::Detonate(void) { StopSound(entindex(), CHAN_BODY, STRING(m_sFlySound));
m_takedamage = DAMAGE_NO;
if(m_hRocketTrail) { UTIL_Remove(m_hRocketTrail); m_hRocketTrail = NULL; }
CPASFilter filter( GetAbsOrigin() );
te->Explosion( filter, 0.0, &GetAbsOrigin(), g_sModelIndexFireball, 0.5, 15, TE_EXPLFLAG_NONE, m_DmgRadius, m_flDamage );
Vector vecForward = GetAbsVelocity(); VectorNormalize(vecForward); trace_t tr; UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + 60*vecForward, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, & tr);
UTIL_DecalTrace( &tr, "Scorch" );
UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START ); CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), 400, 0.2 );
RadiusDamage ( CTakeDamageInfo( this, GetThrower(), m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL ); CPASAttenuationFilter filter2( this, "GrenadePathfollower.StopSounds" ); EmitSound( filter2, entindex(), "GrenadePathfollower.StopSounds" ); UTIL_Remove( this ); }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadePathfollower::Launch( float flLaunchSpeed, string_t sPathCornerName) { m_pPathTarget = gEntList.FindEntityByName( NULL, sPathCornerName ); if (m_pPathTarget) { m_flFlySpeed = flLaunchSpeed; Vector vTargetDir = (m_pPathTarget->GetAbsOrigin() - GetAbsOrigin()); VectorNormalize(vTargetDir); SetAbsVelocity( m_flFlySpeed * vTargetDir ); QAngle angles; VectorAngles( GetAbsVelocity(), angles ); SetLocalAngles( angles ); } else { Warning( "ERROR: Grenade_Pathfollower (%s) with no pathcorner!\n",GetDebugName()); return; }
// Make this thing come to life
RemoveSolidFlags( FSOLID_NOT_SOLID ); SetMoveType( MOVETYPE_FLYGRAVITY ); RemoveEffects( EF_NODRAW );
SetUse( &CGrenadePathfollower::DetonateUse ); SetTouch( &CGrenadePathfollower::GrenadeTouch ); SetThink( &CGrenadePathfollower::AimThink );
SetNextThink( gpGlobals->curtime + 0.1f );
// Make the trail
m_hRocketTrail = RocketTrail::CreateRocketTrail();
if ( m_hRocketTrail ) { m_hRocketTrail->m_Opacity = 0.2f; m_hRocketTrail->m_SpawnRate = 100; m_hRocketTrail->m_ParticleLifetime = 0.5f; m_hRocketTrail->m_StartColor.Init( 0.65f, 0.65f , 0.65f ); m_hRocketTrail->m_EndColor.Init( 0.0, 0.0, 0.0 ); m_hRocketTrail->m_StartSize = 8; m_hRocketTrail->m_EndSize = 16; m_hRocketTrail->m_SpawnRadius = 4; m_hRocketTrail->m_MinSpeed = 2; m_hRocketTrail->m_MaxSpeed = 16; m_hRocketTrail->SetLifetime( 999 ); m_hRocketTrail->FollowEntity( this, "0" ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CGrenadePathfollower::PlayFlySound(void) { if (gpGlobals->curtime > m_flNextFlySoundTime) { CPASAttenuationFilter filter( this, 0.8 );
EmitSound_t ep; ep.m_nChannel = CHAN_BODY; ep.m_pSoundName = STRING(m_sFlySound); ep.m_flVolume = 1.0f; ep.m_SoundLevel = SNDLVL_NORM;
EmitSound( filter, entindex(), ep ); m_flNextFlySoundTime = gpGlobals->curtime + 1.0; } }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenadePathfollower::AimThink( void ) { PlayFlySound();
// ---------------------------------------------------
// Check if it's time to skip to the next path corner
// ---------------------------------------------------
if (m_pPathTarget) { float flLength = (GetAbsOrigin() - m_pPathTarget->GetAbsOrigin()).Length(); if (flLength < GRENADE_PF_TOLERANCE) { m_pPathTarget = gEntList.FindEntityByName( NULL, m_pPathTarget->m_target ); if (!m_pPathTarget) { SetGravity( 1.0 ); } } }
// --------------------------------------------------
// If I have a pathcorner, aim towards it
// --------------------------------------------------
if (m_pPathTarget) { Vector vTargetDir = (m_pPathTarget->GetAbsOrigin() - GetAbsOrigin()); VectorNormalize(vTargetDir);
Vector vecNewVelocity = GetAbsVelocity(); VectorNormalize(vecNewVelocity);
float flTimeToUse = gpGlobals->frametime; while (flTimeToUse > 0) { vecNewVelocity += vTargetDir; flTimeToUse = -0.1; } vecNewVelocity *= m_flFlySpeed; SetAbsVelocity( vecNewVelocity ); }
QAngle angles; VectorAngles( GetAbsVelocity(), angles ); SetLocalAngles( angles ); SetNextThink( gpGlobals->curtime + 0.1f ); }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
Class_T CGrenadePathfollower::Classify( void) { return CLASS_MISSILE; };
CGrenadePathfollower::CGrenadePathfollower(void) { m_hRocketTrail = NULL; }
//------------------------------------------------------------------------------
// Purpose : In case somehow we get removed w/o detonating, make sure
// we stop making sounds
// Input :
// Output :
//------------------------------------------------------------------------------
CGrenadePathfollower::~CGrenadePathfollower(void) { StopSound(entindex(), CHAN_BODY, STRING(m_sFlySound)); }
///------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
CGrenadePathfollower* CGrenadePathfollower::CreateGrenadePathfollower( string_t sModelName, string_t sFlySound, const Vector &vecOrigin, const QAngle &vecAngles, edict_t *pentOwner ) { CGrenadePathfollower *pGrenade = (CGrenadePathfollower*)CreateEntityByName( "grenade_pathfollower" ); if ( !pGrenade ) { Warning( "NULL Ent in CGrenadePathfollower!\n" ); return NULL; }
if ( pGrenade->edict() ) { pGrenade->m_sFlySound = sFlySound; pGrenade->SetOwnerEntity( Instance( pentOwner ) ); pGrenade->SetLocalOrigin( vecOrigin ); pGrenade->SetLocalAngles( vecAngles ); pGrenade->SetModel( STRING(sModelName) ); pGrenade->Spawn(); } return pGrenade; }
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