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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "grenade_ar2.h"
#include "weapon_ar2.h"
#include "soundent.h"
#include "decals.h"
#include "shake.h"
#include "smoke_trail.h"
#include "ar2_explosion.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "world.h"
#ifdef PORTAL
#include "portal_util_shared.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define AR2_GRENADE_MAX_DANGER_RADIUS 300
extern short g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud
// Moved to HL2_SharedGameRules because these are referenced by shared AmmoDef functions
extern ConVar sk_plr_dmg_smg1_grenade; extern ConVar sk_npc_dmg_smg1_grenade; extern ConVar sk_max_smg1_grenade;
ConVar sk_smg1_grenade_radius ( "sk_smg1_grenade_radius","0");
ConVar g_CV_SmokeTrail("smoke_trail", "1", 0); // temporary dust explosion switch
BEGIN_DATADESC( CGrenadeAR2 )
DEFINE_FIELD( m_hSmokeTrail, FIELD_EHANDLE ), DEFINE_FIELD( m_fSpawnTime, FIELD_TIME ), DEFINE_FIELD( m_fDangerRadius, FIELD_FLOAT ),
// Function pointers
DEFINE_ENTITYFUNC( GrenadeAR2Touch ), DEFINE_THINKFUNC( GrenadeAR2Think ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( grenade_ar2, CGrenadeAR2 );
void CGrenadeAR2::Spawn( void ) { Precache( ); SetSolid( SOLID_BBOX ); SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
// Hits everything but debris
SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
SetModel( "models/Weapons/ar2_grenade.mdl"); UTIL_SetSize(this, Vector(-3, -3, -3), Vector(3, 3, 3)); // UTIL_SetSize(this, Vector(0, 0, 0), Vector(0, 0, 0));
SetUse( &CGrenadeAR2::DetonateUse ); SetTouch( &CGrenadeAR2::GrenadeAR2Touch ); SetThink( &CGrenadeAR2::GrenadeAR2Think ); SetNextThink( gpGlobals->curtime + 0.1f );
if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() ) { m_flDamage = sk_plr_dmg_smg1_grenade.GetFloat(); } else { m_flDamage = sk_npc_dmg_smg1_grenade.GetFloat(); }
m_DmgRadius = sk_smg1_grenade_radius.GetFloat(); m_takedamage = DAMAGE_YES; m_bIsLive = true; m_iHealth = 1;
SetGravity( UTIL_ScaleForGravity( 400 ) ); // use a lower gravity for grenades to make them easier to see
SetFriction( 0.8 ); SetSequence( 0 );
m_fDangerRadius = 100;
m_fSpawnTime = gpGlobals->curtime;
// -------------
// Smoke trail.
// -------------
if( g_CV_SmokeTrail.GetInt() && !IsXbox() ) { m_hSmokeTrail = SmokeTrail::CreateSmokeTrail(); if( m_hSmokeTrail ) { m_hSmokeTrail->m_SpawnRate = 48; m_hSmokeTrail->m_ParticleLifetime = 1; m_hSmokeTrail->m_StartColor.Init(0.1f, 0.1f, 0.1f); m_hSmokeTrail->m_EndColor.Init(0,0,0); m_hSmokeTrail->m_StartSize = 12; m_hSmokeTrail->m_EndSize = m_hSmokeTrail->m_StartSize * 4; m_hSmokeTrail->m_SpawnRadius = 4; m_hSmokeTrail->m_MinSpeed = 4; m_hSmokeTrail->m_MaxSpeed = 24; m_hSmokeTrail->m_Opacity = 0.2f;
m_hSmokeTrail->SetLifetime(10.0f); m_hSmokeTrail->FollowEntity(this); } } }
//-----------------------------------------------------------------------------
// Purpose: The grenade has a slight delay before it goes live. That way the
// person firing it can bounce it off a nearby wall. However if it
// hits another character it blows up immediately
// Input :
// Output :
//-----------------------------------------------------------------------------
void CGrenadeAR2::GrenadeAR2Think( void ) { SetNextThink( gpGlobals->curtime + 0.05f );
if (!m_bIsLive) { // Go live after a short delay
if (m_fSpawnTime + MAX_AR2_NO_COLLIDE_TIME < gpGlobals->curtime) { m_bIsLive = true; } } // If I just went solid and my velocity is zero, it means I'm resting on
// the floor already when I went solid so blow up
if (m_bIsLive) { if (GetAbsVelocity().Length() == 0.0 || GetGroundEntity() != NULL ) { Detonate(); } }
// The old way of making danger sounds would scare the crap out of EVERYONE between you and where the grenade
// was going to hit. The radius of the danger sound now 'blossoms' over the grenade's lifetime, making it seem
// dangerous to a larger area downrange than it does from where it was fired.
if( m_fDangerRadius <= AR2_GRENADE_MAX_DANGER_RADIUS ) { m_fDangerRadius += ( AR2_GRENADE_MAX_DANGER_RADIUS * 0.05 ); }
CSoundEnt::InsertSound( SOUND_DANGER, GetAbsOrigin() + GetAbsVelocity() * 0.5, m_fDangerRadius, 0.2, this, SOUNDENT_CHANNEL_REPEATED_DANGER ); }
void CGrenadeAR2::Event_Killed( const CTakeDamageInfo &info ) { Detonate( ); }
void CGrenadeAR2::GrenadeAR2Touch( CBaseEntity *pOther ) { Assert( pOther ); if ( !pOther->IsSolid() ) return;
// If I'm live go ahead and blow up
if (m_bIsLive) { Detonate(); } else { // If I'm not live, only blow up if I'm hitting an chacter that
// is not the owner of the weapon
CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pOther ); if (pBCC && GetThrower() != pBCC) { m_bIsLive = true; Detonate(); } } }
void CGrenadeAR2::Detonate(void) { if (!m_bIsLive) { return; } m_bIsLive = false; m_takedamage = DAMAGE_NO;
if(m_hSmokeTrail) { UTIL_Remove(m_hSmokeTrail); m_hSmokeTrail = NULL; }
CPASFilter filter( GetAbsOrigin() );
te->Explosion( filter, 0.0, &GetAbsOrigin(), g_sModelIndexFireball, 2.0, 15, TE_EXPLFLAG_NONE, m_DmgRadius, m_flDamage );
Vector vecForward = GetAbsVelocity(); VectorNormalize(vecForward); trace_t tr; UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + 60*vecForward, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
if ((tr.m_pEnt != GetWorldEntity()) || (tr.hitbox != 0)) { // non-world needs smaller decals
if( tr.m_pEnt && !tr.m_pEnt->IsNPC() ) { UTIL_DecalTrace( &tr, "SmallScorch" ); } } else { UTIL_DecalTrace( &tr, "Scorch" ); }
UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START );
RadiusDamage ( CTakeDamageInfo( this, GetThrower(), m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
UTIL_Remove( this ); }
void CGrenadeAR2::Precache( void ) { PrecacheModel("models/Weapons/ar2_grenade.mdl"); }
CGrenadeAR2::CGrenadeAR2(void) { m_hSmokeTrail = NULL; }
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