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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Flaming bottle thrown from the hand
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "ammodef.h"
#include "gamerules.h"
#include "grenade_molotov.h"
#include "weapon_brickbat.h"
#include "soundent.h"
#include "decals.h"
#include "fire.h"
#include "shake.h"
#include "ndebugoverlay.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern short g_sModelIndexFireball;
extern ConVar sk_plr_dmg_molotov; extern ConVar sk_npc_dmg_molotov; ConVar sk_molotov_radius ( "sk_molotov_radius","0");
#define MOLOTOV_EXPLOSION_VOLUME 1024
BEGIN_DATADESC( CGrenade_Molotov )
DEFINE_FIELD( m_pFireTrail, FIELD_CLASSPTR ),
// Function Pointers
DEFINE_FUNCTION( MolotovTouch ), DEFINE_FUNCTION( MolotovThink ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( grenade_molotov, CGrenade_Molotov );
void CGrenade_Molotov::Spawn( void ) { SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); SetSolid( SOLID_BBOX ); SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
SetModel( "models/weapons/w_molotov.mdl");
UTIL_SetSize(this, Vector( -6, -6, -2), Vector(6, 6, 2));
SetTouch( MolotovTouch ); SetThink( MolotovThink ); SetNextThink( gpGlobals->curtime + 0.1f );
m_flDamage = sk_plr_dmg_molotov.GetFloat(); m_DmgRadius = sk_molotov_radius.GetFloat();
m_takedamage = DAMAGE_YES; m_iHealth = 1;
SetGravity( 1.0 ); SetFriction( 0.8 ); // Give a little bounce so can flatten
SetSequence( 1 );
m_pFireTrail = SmokeTrail::CreateSmokeTrail();
if( m_pFireTrail ) { m_pFireTrail->m_SpawnRate = 48; m_pFireTrail->m_ParticleLifetime = 1.0f; m_pFireTrail->m_StartColor.Init( 0.2f, 0.2f, 0.2f ); m_pFireTrail->m_EndColor.Init( 0.0, 0.0, 0.0 ); m_pFireTrail->m_StartSize = 8; m_pFireTrail->m_EndSize = 32; m_pFireTrail->m_SpawnRadius = 4; m_pFireTrail->m_MinSpeed = 8; m_pFireTrail->m_MaxSpeed = 16; m_pFireTrail->m_Opacity = 0.25f;
m_pFireTrail->SetLifetime( 20.0f ); m_pFireTrail->FollowEntity( this, "0" ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CGrenade_Molotov::MolotovTouch( CBaseEntity *pOther ) { Detonate(); }
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CGrenade_Molotov::Detonate( void ) { SetModelName( NULL_STRING ); //invisible
AddSolidFlags( FSOLID_NOT_SOLID ); // intangible
m_takedamage = DAMAGE_NO;
trace_t trace; UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + Vector ( 0, 0, -128 ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &trace);
// Pull out of the wall a bit
if ( trace.fraction != 1.0 ) { SetLocalOrigin( trace.endpos + (trace.plane.normal * (m_flDamage - 24) * 0.6) ); }
int contents = UTIL_PointContents ( GetAbsOrigin() ); if ( (contents & MASK_WATER) ) { UTIL_Remove( this ); return; }
EmitSound( "Grenade_Molotov.Detonate");
// Start some fires
int i; QAngle vecTraceAngles; Vector vecTraceDir; trace_t firetrace;
for( i = 0 ; i < 16 ; i++ ) { // build a little ray
vecTraceAngles[PITCH] = random->RandomFloat(45, 135); vecTraceAngles[YAW] = random->RandomFloat(0, 360); vecTraceAngles[ROLL] = 0.0f;
AngleVectors( vecTraceAngles, &vecTraceDir );
Vector vecStart, vecEnd;
vecStart = GetAbsOrigin() + ( trace.plane.normal * 128 ); vecEnd = vecStart + vecTraceDir * 512;
UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &firetrace );
Vector ofsDir = ( firetrace.endpos - GetAbsOrigin() ); float offset = VectorNormalize( ofsDir );
if ( offset > 128 ) offset = 128;
//Get our scale based on distance
float scale = 0.1f + ( 0.75f * ( 1.0f - ( offset / 128.0f ) ) ); float growth = 0.1f + ( 0.75f * ( offset / 128.0f ) );
if( firetrace.fraction != 1.0 ) { FireSystem_StartFire( firetrace.endpos, scale, growth, 30.0f, (SF_FIRE_START_ON|SF_FIRE_SMOKELESS|SF_FIRE_NO_GLOW), (CBaseEntity*) this, FIRE_NATURAL ); } } // End Start some fires
CPASFilter filter2( trace.endpos );
te->Explosion( filter2, 0.0, &trace.endpos, g_sModelIndexFireball, 2.0, 15, TE_EXPLFLAG_NOPARTICLES, m_DmgRadius, m_flDamage );
CBaseEntity *pOwner; pOwner = GetOwnerEntity(); SetOwnerEntity( NULL ); // can't traceline attack owner if this is set
UTIL_DecalTrace( &trace, "Scorch" );
UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START ); CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 );
RadiusDamage( CTakeDamageInfo( this, pOwner, m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
AddEffects( EF_NODRAW ); SetAbsVelocity( vec3_origin ); SetNextThink( gpGlobals->curtime + 0.2 );
if ( m_pFireTrail ) { UTIL_Remove( m_pFireTrail ); }
UTIL_Remove(this); }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CGrenade_Molotov::MolotovThink( void ) { // See if I can lose my owner (has dropper moved out of way?)
// Want do this so owner can throw the brickbat
if (GetOwnerEntity()) { trace_t tr; Vector vUpABit = GetAbsOrigin(); vUpABit.z += 5.0;
CBaseEntity* saveOwner = GetOwnerEntity(); SetOwnerEntity( NULL ); UTIL_TraceEntity( this, GetAbsOrigin(), vUpABit, MASK_SOLID, &tr ); if ( tr.startsolid || tr.fraction != 1.0 ) { SetOwnerEntity( saveOwner ); } } SetNextThink( gpGlobals->curtime + 0.1f ); }
void CGrenade_Molotov::Precache( void ) { BaseClass::Precache();
PrecacheModel("models/weapons/w_bb_bottle.mdl");
UTIL_PrecacheOther("_firesmoke");
PrecacheScriptSound( "Grenade_Molotov.Detonate" ); }
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