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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: combine ball - can be held by the super physcannon and launched
// by the AR2's alt-fire
//
//=============================================================================//
#include "cbase.h"
#include "prop_combine_ball.h"
#include "props.h"
#include "explode.h"
#include "saverestore_utlvector.h"
#include "hl2_shareddefs.h"
#include "materialsystem/imaterial.h"
#include "beam_flags.h"
#include "physics_prop_ragdoll.h"
#include "soundent.h"
#include "soundenvelope.h"
#include "te_effect_dispatch.h"
#include "ai_basenpc.h"
#include "npc_bullseye.h"
#include "filters.h"
#include "SpriteTrail.h"
#include "decals.h"
#include "hl2_player.h"
#include "eventqueue.h"
#include "physics_collisionevent.h"
#include "gamestats.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define PROP_COMBINE_BALL_MODEL "models/effects/combineball.mdl"
#define PROP_COMBINE_BALL_SPRITE_TRAIL "sprites/combineball_trail_black_1.vmt"
#define PROP_COMBINE_BALL_LIFETIME 4.0f // Seconds
#define PROP_COMBINE_BALL_HOLD_DISSOLVE_TIME 8.0f
#define SF_COMBINE_BALL_BOUNCING_IN_SPAWNER 0x10000
#define MAX_COMBINEBALL_RADIUS 12
ConVar sk_npc_dmg_combineball( "sk_npc_dmg_combineball","15", FCVAR_REPLICATED); ConVar sk_combineball_guidefactor( "sk_combineball_guidefactor","0.5", FCVAR_REPLICATED); ConVar sk_combine_ball_search_radius( "sk_combine_ball_search_radius", "512", FCVAR_REPLICATED); ConVar sk_combineball_seek_angle( "sk_combineball_seek_angle","15.0", FCVAR_REPLICATED); ConVar sk_combineball_seek_kill( "sk_combineball_seek_kill","0", FCVAR_REPLICATED);
// For our ring explosion
int s_nExplosionTexture = -1;
//-----------------------------------------------------------------------------
// Context think
//-----------------------------------------------------------------------------
static const char *s_pWhizThinkContext = "WhizThinkContext"; static const char *s_pHoldDissolveContext = "HoldDissolveContext"; static const char *s_pExplodeTimerContext = "ExplodeTimerContext"; static const char *s_pAnimThinkContext = "AnimThinkContext"; static const char *s_pCaptureContext = "CaptureContext"; static const char *s_pRemoveContext = "RemoveContext";
//-----------------------------------------------------------------------------
// Purpose:
// Input : radius -
// Output : CBaseEntity
//-----------------------------------------------------------------------------
CBaseEntity *CreateCombineBall( const Vector &origin, const Vector &velocity, float radius, float mass, float lifetime, CBaseEntity *pOwner ) { CPropCombineBall *pBall = static_cast<CPropCombineBall*>( CreateEntityByName( "prop_combine_ball" ) ); pBall->SetRadius( radius );
pBall->SetAbsOrigin( origin ); pBall->SetOwnerEntity( pOwner ); pBall->SetOriginalOwner( pOwner );
pBall->SetAbsVelocity( velocity ); pBall->Spawn();
pBall->SetState( CPropCombineBall::STATE_THROWN ); pBall->SetSpeed( velocity.Length() );
pBall->EmitSound( "NPC_CombineBall.Launch" );
PhysSetGameFlags( pBall->VPhysicsGetObject(), FVPHYSICS_WAS_THROWN );
pBall->StartWhizSoundThink();
pBall->SetMass( mass ); pBall->StartLifetime( lifetime ); pBall->SetWeaponLaunched( true );
return pBall; }
//-----------------------------------------------------------------------------
// Purpose: Allows game to know if the physics object should kill allies or not
//-----------------------------------------------------------------------------
CBasePlayer *CPropCombineBall::HasPhysicsAttacker( float dt ) { // Must have an owner
if ( GetOwnerEntity() == NULL ) return NULL;
// Must be a player
if ( GetOwnerEntity()->IsPlayer() == false ) return NULL;
// We don't care about the time passed in
return static_cast<CBasePlayer *>(GetOwnerEntity()); }
//-----------------------------------------------------------------------------
// Purpose: Determines whether a physics object is a combine ball or not
// Input : *pObj - Object to test
// Output : Returns true on success, false on failure.
// Notes : This function cannot identify a combine ball that is held by
// the physcannon because any object held by the physcannon is
// COLLISIONGROUP_DEBRIS.
//-----------------------------------------------------------------------------
bool UTIL_IsCombineBall( CBaseEntity *pEntity ) { // Must be the correct collision group
if ( pEntity->GetCollisionGroup() != HL2COLLISION_GROUP_COMBINE_BALL ) return false;
//NOTENOTE: This allows ANY combine ball to pass the test
/*
CPropCombineBall *pBall = dynamic_cast<CPropCombineBall *>(pEntity);
if ( pBall && pBall->WasWeaponLaunched() ) return false; */
return true; }
//-----------------------------------------------------------------------------
// Purpose: Determines whether a physics object is an AR2 combine ball or not
// Input : *pEntity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool UTIL_IsAR2CombineBall( CBaseEntity *pEntity ) { // Must be the correct collision group
if ( pEntity->GetCollisionGroup() != HL2COLLISION_GROUP_COMBINE_BALL ) return false;
CPropCombineBall *pBall = dynamic_cast<CPropCombineBall *>(pEntity);
if ( pBall && pBall->WasWeaponLaunched() ) return true;
return false; }
//-----------------------------------------------------------------------------
// Purpose: Uses a deeper casting check to determine if pEntity is a combine
// ball. This function exists because the normal (much faster) check
// in UTIL_IsCombineBall() can never identify a combine ball held by
// the physcannon because the physcannon changes the held entity's
// collision group.
// Input : *pEntity - Entity to check
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool UTIL_IsCombineBallDefinite( CBaseEntity *pEntity ) { CPropCombineBall *pBall = dynamic_cast<CPropCombineBall *>(pEntity);
return pBall != NULL; }
//-----------------------------------------------------------------------------
//
// Spawns combine balls
//
//-----------------------------------------------------------------------------
#define SF_SPAWNER_START_DISABLED 0x1000
#define SF_SPAWNER_POWER_SUPPLY 0x2000
//-----------------------------------------------------------------------------
// Implementation of CPropCombineBall
//-----------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( prop_combine_ball, CPropCombineBall );
//-----------------------------------------------------------------------------
// Save/load:
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CPropCombineBall )
DEFINE_FIELD( m_flLastBounceTime, FIELD_TIME ), DEFINE_FIELD( m_flRadius, FIELD_FLOAT ), DEFINE_FIELD( m_nState, FIELD_CHARACTER ), DEFINE_FIELD( m_pGlowTrail, FIELD_CLASSPTR ), DEFINE_SOUNDPATCH( m_pHoldingSound ), DEFINE_FIELD( m_bFiredGrabbedOutput, FIELD_BOOLEAN ), DEFINE_FIELD( m_bEmit, FIELD_BOOLEAN ), DEFINE_FIELD( m_bHeld, FIELD_BOOLEAN ), DEFINE_FIELD( m_bLaunched, FIELD_BOOLEAN ), DEFINE_FIELD( m_bStruckEntity, FIELD_BOOLEAN ), DEFINE_FIELD( m_bWeaponLaunched, FIELD_BOOLEAN ), DEFINE_FIELD( m_bForward, FIELD_BOOLEAN ), DEFINE_FIELD( m_flSpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_flNextDamageTime, FIELD_TIME ), DEFINE_FIELD( m_flLastCaptureTime, FIELD_TIME ), DEFINE_FIELD( m_bCaptureInProgress, FIELD_BOOLEAN ), DEFINE_FIELD( m_nBounceCount, FIELD_INTEGER ), DEFINE_FIELD( m_nMaxBounces, FIELD_INTEGER ), DEFINE_FIELD( m_bBounceDie, FIELD_BOOLEAN ), DEFINE_FIELD( m_hSpawner, FIELD_EHANDLE ),
DEFINE_THINKFUNC( ExplodeThink ), DEFINE_THINKFUNC( WhizSoundThink ), DEFINE_THINKFUNC( DieThink ), DEFINE_THINKFUNC( DissolveThink ), DEFINE_THINKFUNC( DissolveRampSoundThink ), DEFINE_THINKFUNC( AnimThink ), DEFINE_THINKFUNC( CaptureBySpawner ),
DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode ), DEFINE_INPUTFUNC( FIELD_VOID, "FadeAndRespawn", InputFadeAndRespawn ), DEFINE_INPUTFUNC( FIELD_VOID, "Kill", InputKill ), DEFINE_INPUTFUNC( FIELD_VOID, "Socketed", InputSocketed ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CPropCombineBall, DT_PropCombineBall ) SendPropBool( SENDINFO( m_bEmit ) ), SendPropFloat( SENDINFO( m_flRadius ), 0, SPROP_NOSCALE ), SendPropBool( SENDINFO( m_bHeld ) ), SendPropBool( SENDINFO( m_bLaunched ) ), END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Gets at the spawner
//-----------------------------------------------------------------------------
CFuncCombineBallSpawner *CPropCombineBall::GetSpawner() { return m_hSpawner; }
//-----------------------------------------------------------------------------
// Precache
//-----------------------------------------------------------------------------
void CPropCombineBall::Precache( void ) { //NOTENOTE: We don't call into the base class because it chains multiple
// precaches we don't need to incur
PrecacheModel( PROP_COMBINE_BALL_MODEL ); PrecacheModel( PROP_COMBINE_BALL_SPRITE_TRAIL );
s_nExplosionTexture = PrecacheModel( "sprites/lgtning.vmt" );
PrecacheScriptSound( "NPC_CombineBall.Launch" ); PrecacheScriptSound( "NPC_CombineBall.KillImpact" );
if ( hl2_episodic.GetBool() ) { PrecacheScriptSound( "NPC_CombineBall_Episodic.Explosion" ); PrecacheScriptSound( "NPC_CombineBall_Episodic.WhizFlyby" ); PrecacheScriptSound( "NPC_CombineBall_Episodic.Impact" ); } else { PrecacheScriptSound( "NPC_CombineBall.Explosion" ); PrecacheScriptSound( "NPC_CombineBall.WhizFlyby" ); PrecacheScriptSound( "NPC_CombineBall.Impact" ); }
PrecacheScriptSound( "NPC_CombineBall.HoldingInPhysCannon" ); }
//-----------------------------------------------------------------------------
// Spherical vphysics
//-----------------------------------------------------------------------------
bool CPropCombineBall::OverridePropdata() { return true; }
//-----------------------------------------------------------------------------
// Spherical vphysics
//-----------------------------------------------------------------------------
void CPropCombineBall::SetState( int state ) { if ( m_nState != state ) { if ( m_nState == STATE_NOT_THROWN ) { m_flLastCaptureTime = gpGlobals->curtime; }
m_nState = state; } }
bool CPropCombineBall::IsInField() const { return (m_nState == STATE_NOT_THROWN); }
//-----------------------------------------------------------------------------
// Sets the radius
//-----------------------------------------------------------------------------
void CPropCombineBall::SetRadius( float flRadius ) { m_flRadius = clamp( flRadius, 1, MAX_COMBINEBALL_RADIUS ); }
//-----------------------------------------------------------------------------
// Create vphysics
//-----------------------------------------------------------------------------
bool CPropCombineBall::CreateVPhysics() { SetSolid( SOLID_BBOX );
float flSize = m_flRadius;
SetCollisionBounds( Vector(-flSize, -flSize, -flSize), Vector(flSize, flSize, flSize) ); objectparams_t params = g_PhysDefaultObjectParams; params.pGameData = static_cast<void *>(this); int nMaterialIndex = physprops->GetSurfaceIndex("metal_bouncy"); IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( flSize, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false ); if ( !pPhysicsObject ) return false;
VPhysicsSetObject( pPhysicsObject ); SetMoveType( MOVETYPE_VPHYSICS ); pPhysicsObject->Wake();
pPhysicsObject->SetMass( 750.0f ); pPhysicsObject->EnableGravity( false ); pPhysicsObject->EnableDrag( false );
float flDamping = 0.0f; float flAngDamping = 0.5f; pPhysicsObject->SetDamping( &flDamping, &flAngDamping ); pPhysicsObject->SetInertia( Vector( 1e30, 1e30, 1e30 ) );
if( WasFiredByNPC() ) { // Don't do impact damage. Just touch them and do your dissolve damage and move on.
PhysSetGameFlags( pPhysicsObject, FVPHYSICS_NO_NPC_IMPACT_DMG ); } else { PhysSetGameFlags( pPhysicsObject, FVPHYSICS_DMG_DISSOLVE | FVPHYSICS_HEAVY_OBJECT ); }
return true; }
//-----------------------------------------------------------------------------
// Spawn:
//-----------------------------------------------------------------------------
void CPropCombineBall::Spawn( void ) { BaseClass::Spawn();
SetModel( PROP_COMBINE_BALL_MODEL );
if( ShouldHitPlayer() ) { // This allows the combine ball to hit the player.
SetCollisionGroup( HL2COLLISION_GROUP_COMBINE_BALL_NPC ); } else { SetCollisionGroup( HL2COLLISION_GROUP_COMBINE_BALL ); }
CreateVPhysics();
Vector vecAbsVelocity = GetAbsVelocity(); VPhysicsGetObject()->SetVelocity( &vecAbsVelocity, NULL );
m_nState = STATE_NOT_THROWN; m_flLastBounceTime = -1.0f; m_bFiredGrabbedOutput = false; m_bForward = true; m_bCaptureInProgress = false;
// No shadow!
AddEffects( EF_NOSHADOW );
// Start up the eye trail
m_pGlowTrail = CSpriteTrail::SpriteTrailCreate( PROP_COMBINE_BALL_SPRITE_TRAIL, GetAbsOrigin(), false ); if ( m_pGlowTrail != NULL ) { m_pGlowTrail->FollowEntity( this ); m_pGlowTrail->SetTransparency( kRenderTransAdd, 0, 0, 0, 255, kRenderFxNone ); m_pGlowTrail->SetStartWidth( m_flRadius ); m_pGlowTrail->SetEndWidth( 0 ); m_pGlowTrail->SetLifeTime( 0.1f ); m_pGlowTrail->TurnOff(); }
m_bEmit = true; m_bHeld = false; m_bLaunched = false; m_bStruckEntity = false; m_bWeaponLaunched = false;
m_flNextDamageTime = gpGlobals->curtime; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCombineBall::StartAnimating( void ) { // Start our animation cycle. Use the random to avoid everything thinking the same frame
SetContextThink( &CPropCombineBall::AnimThink, gpGlobals->curtime + random->RandomFloat( 0.0f, 0.1f), s_pAnimThinkContext );
int nSequence = LookupSequence( "idle" );
SetCycle( 0 ); m_flAnimTime = gpGlobals->curtime; ResetSequence( nSequence ); ResetClientsideFrame(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCombineBall::StopAnimating( void ) { SetContextThink( NULL, gpGlobals->curtime, s_pAnimThinkContext ); }
//-----------------------------------------------------------------------------
// Put it into the spawner
//-----------------------------------------------------------------------------
void CPropCombineBall::CaptureBySpawner( ) { m_bCaptureInProgress = true; m_bFiredGrabbedOutput = false;
// Slow down the ball
Vector vecVelocity; VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL ); float flSpeed = VectorNormalize( vecVelocity ); if ( flSpeed > 25.0f ) { vecVelocity *= flSpeed * 0.4f; VPhysicsGetObject()->SetVelocity( &vecVelocity, NULL );
// Slow it down until we can set its velocity ok
SetContextThink( &CPropCombineBall::CaptureBySpawner, gpGlobals->curtime + 0.01f, s_pCaptureContext ); return; }
// Ok, we're captured
SetContextThink( NULL, gpGlobals->curtime, s_pCaptureContext ); ReplaceInSpawner( GetSpawner()->GetBallSpeed() ); m_bCaptureInProgress = false; }
//-----------------------------------------------------------------------------
// Put it into the spawner
//-----------------------------------------------------------------------------
void CPropCombineBall::ReplaceInSpawner( float flSpeed ) { m_bForward = true; m_nState = STATE_NOT_THROWN;
// Prevent it from exploding
ClearLifetime( );
// Stop whiz noises
SetContextThink( NULL, gpGlobals->curtime, s_pWhizThinkContext );
// Slam velocity to what the field wants
Vector vecTarget, vecVelocity; GetSpawner()->GetTargetEndpoint( m_bForward, &vecTarget ); VectorSubtract( vecTarget, GetAbsOrigin(), vecVelocity ); VectorNormalize( vecVelocity ); vecVelocity *= flSpeed; VPhysicsGetObject()->SetVelocity( &vecVelocity, NULL ); // Set our desired speed to the spawner's speed. This will be
// our speed on our first bounce in the field.
SetSpeed( flSpeed ); }
float CPropCombineBall::LastCaptureTime() const { if ( IsInField() || IsBeingCaptured() ) return gpGlobals->curtime;
return m_flLastCaptureTime; }
//-----------------------------------------------------------------------------
// Purpose: Starts the lifetime countdown on the ball
// Input : flDuration - number of seconds to live before exploding
//-----------------------------------------------------------------------------
void CPropCombineBall::StartLifetime( float flDuration ) { SetContextThink( &CPropCombineBall::ExplodeThink, gpGlobals->curtime + flDuration, s_pExplodeTimerContext ); }
//-----------------------------------------------------------------------------
// Purpose: Stops the lifetime on the ball from expiring
//-----------------------------------------------------------------------------
void CPropCombineBall::ClearLifetime( void ) { // Prevent it from exploding
SetContextThink( NULL, gpGlobals->curtime, s_pExplodeTimerContext ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : mass -
//-----------------------------------------------------------------------------
void CPropCombineBall::SetMass( float mass ) { IPhysicsObject *pObj = VPhysicsGetObject();
if ( pObj != NULL ) { pObj->SetMass( mass ); pObj->SetInertia( Vector( 500, 500, 500 ) ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CPropCombineBall::ShouldHitPlayer() const { if ( GetOwnerEntity() ) { CAI_BaseNPC *pNPC = GetOwnerEntity()->MyNPCPointer(); if ( pNPC && !pNPC->IsPlayerAlly() ) { return true; } } return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCombineBall::InputKill( inputdata_t &inputdata ) { // tell owner ( if any ) that we're dead.This is mostly for NPCMaker functionality.
CBaseEntity *pOwner = GetOwnerEntity(); if ( pOwner ) { pOwner->DeathNotice( this ); SetOwnerEntity( NULL ); }
UTIL_Remove( this );
NotifySpawnerOfRemoval(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCombineBall::InputSocketed( inputdata_t &inputdata ) { // tell owner ( if any ) that we're dead.This is mostly for NPCMaker functionality.
CBaseEntity *pOwner = GetOwnerEntity(); if ( pOwner ) { pOwner->DeathNotice( this ); SetOwnerEntity( NULL ); }
// if our owner is a player, tell them we were socketed
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player *>( pOwner ); if ( pPlayer ) { pPlayer->CombineBallSocketed( this ); }
UTIL_Remove( this );
NotifySpawnerOfRemoval(); }
//-----------------------------------------------------------------------------
// Cleanup.
//-----------------------------------------------------------------------------
void CPropCombineBall::UpdateOnRemove() { if ( m_pGlowTrail != NULL ) { UTIL_Remove( m_pGlowTrail ); m_pGlowTrail = NULL; }
//Sigh... this is the only place where I can get a message after the ball is done dissolving.
if ( hl2_episodic.GetBool() ) { if ( IsDissolving() ) { if ( GetSpawner() ) { GetSpawner()->BallGrabbed( this ); NotifySpawnerOfRemoval(); } } }
BaseClass::UpdateOnRemove(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCombineBall::ExplodeThink( void ) { DoExplosion(); }
//-----------------------------------------------------------------------------
// Purpose: Tell the respawner to make a new one
//-----------------------------------------------------------------------------
void CPropCombineBall::NotifySpawnerOfRemoval( void ) { if ( GetSpawner() ) { GetSpawner()->RespawnBallPostExplosion(); } }
//-----------------------------------------------------------------------------
// Fade out.
//-----------------------------------------------------------------------------
void CPropCombineBall::DieThink() { if ( GetSpawner() ) { //Let the spawner know we died so it does it's thing
if( hl2_episodic.GetBool() && IsInField() ) { GetSpawner()->BallGrabbed( this ); }
GetSpawner()->RespawnBall( 0.1 ); }
UTIL_Remove( this ); }
//-----------------------------------------------------------------------------
// Fade out.
//-----------------------------------------------------------------------------
void CPropCombineBall::FadeOut( float flDuration ) { AddSolidFlags( FSOLID_NOT_SOLID );
// Start up the eye trail
if ( m_pGlowTrail != NULL ) { m_pGlowTrail->SetBrightness( 0, flDuration ); }
SetThink( &CPropCombineBall::DieThink ); SetNextThink( gpGlobals->curtime + flDuration ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCombineBall::StartWhizSoundThink( void ) { SetContextThink( &CPropCombineBall::WhizSoundThink, gpGlobals->curtime + 2.0f * TICK_INTERVAL, s_pWhizThinkContext ); }
//-----------------------------------------------------------------------------
// Danger sounds.
//-----------------------------------------------------------------------------
void CPropCombineBall::WhizSoundThink() { Vector vecPosition, vecVelocity; IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); if ( pPhysicsObject == NULL ) { //NOTENOTE: We should always have been created at this point
Assert( 0 ); SetContextThink( &CPropCombineBall::WhizSoundThink, gpGlobals->curtime + 2.0f * TICK_INTERVAL, s_pWhizThinkContext ); return; }
pPhysicsObject->GetPosition( &vecPosition, NULL ); pPhysicsObject->GetVelocity( &vecVelocity, NULL ); if ( gpGlobals->maxClients == 1 ) { CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); if ( pPlayer ) { Vector vecDelta; VectorSubtract( pPlayer->GetAbsOrigin(), vecPosition, vecDelta ); VectorNormalize( vecDelta ); if ( DotProduct( vecDelta, vecVelocity ) > 0.5f ) { Vector vecEndPoint; VectorMA( vecPosition, 2.0f * TICK_INTERVAL, vecVelocity, vecEndPoint ); float flDist = CalcDistanceToLineSegment( pPlayer->GetAbsOrigin(), vecPosition, vecEndPoint ); if ( flDist < 200.0f ) { CPASAttenuationFilter filter( vecPosition, ATTN_NORM );
EmitSound_t ep; ep.m_nChannel = CHAN_STATIC; if ( hl2_episodic.GetBool() ) { ep.m_pSoundName = "NPC_CombineBall_Episodic.WhizFlyby"; } else { ep.m_pSoundName = "NPC_CombineBall.WhizFlyby"; } ep.m_flVolume = 1.0f; ep.m_SoundLevel = SNDLVL_NORM;
EmitSound( filter, entindex(), ep );
SetContextThink( &CPropCombineBall::WhizSoundThink, gpGlobals->curtime + 0.5f, s_pWhizThinkContext ); return; } } } }
SetContextThink( &CPropCombineBall::WhizSoundThink, gpGlobals->curtime + 2.0f * TICK_INTERVAL, s_pWhizThinkContext ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCombineBall::SetBallAsLaunched( void ) { // Give the ball a duration
StartLifetime( PROP_COMBINE_BALL_LIFETIME );
m_bHeld = false; m_bLaunched = true; SetState( STATE_THROWN );
VPhysicsGetObject()->SetMass( 750.0f ); VPhysicsGetObject()->SetInertia( Vector( 1e30, 1e30, 1e30 ) );
StopLoopingSounds(); EmitSound( "NPC_CombineBall.Launch" ); WhizSoundThink(); }
//-----------------------------------------------------------------------------
// Lighten the mass so it's zippy toget to the gun
//-----------------------------------------------------------------------------
void CPropCombineBall::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) { CDefaultPlayerPickupVPhysics::OnPhysGunPickup( pPhysGunUser, reason );
if ( m_nMaxBounces == -1 ) { m_nMaxBounces = 0; }
if ( !m_bFiredGrabbedOutput ) { if ( GetSpawner() ) { GetSpawner()->BallGrabbed( this ); }
m_bFiredGrabbedOutput = true; }
if ( m_pGlowTrail ) { m_pGlowTrail->TurnOff(); m_pGlowTrail->SetRenderColor( 0, 0, 0, 0 ); }
if ( reason != PUNTED_BY_CANNON ) { SetState( STATE_HOLDING ); CPASAttenuationFilter filter( GetAbsOrigin(), ATTN_NORM ); filter.MakeReliable(); EmitSound_t ep; ep.m_nChannel = CHAN_STATIC;
if( hl2_episodic.GetBool() ) { ep.m_pSoundName = "NPC_CombineBall_Episodic.HoldingInPhysCannon"; } else { ep.m_pSoundName = "NPC_CombineBall.HoldingInPhysCannon"; }
ep.m_flVolume = 1.0f; ep.m_SoundLevel = SNDLVL_NORM;
// Now we own this ball
SetPlayerLaunched( pPhysGunUser );
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); m_pHoldingSound = controller.SoundCreate( filter, entindex(), ep ); controller.Play( m_pHoldingSound, 1.0f, 100 );
// Don't collide with anything we may have to pull the ball through
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
VPhysicsGetObject()->SetMass( 20.0f ); VPhysicsGetObject()->SetInertia( Vector( 100, 100, 100 ) );
// Make it not explode
ClearLifetime( );
m_bHeld = true; m_bLaunched = false;
//Let the ball know is not being captured by one of those ball fields anymore.
//
m_bCaptureInProgress = false;
SetContextThink( &CPropCombineBall::DissolveRampSoundThink, gpGlobals->curtime + GetBallHoldSoundRampTime(), s_pHoldDissolveContext );
StartAnimating(); } else { Vector vecVelocity; VPhysicsGetObject()->GetVelocity( &vecVelocity, NULL );
SetSpeed( vecVelocity.Length() );
// Set us as being launched by the player
SetPlayerLaunched( pPhysGunUser );
SetBallAsLaunched();
StopAnimating(); } }
//-----------------------------------------------------------------------------
// Purpose: Reset the ball to be deadly to NPCs after we've picked it up
//-----------------------------------------------------------------------------
void CPropCombineBall::SetPlayerLaunched( CBasePlayer *pOwner ) { // Now we own this ball
SetOwnerEntity( pOwner ); SetWeaponLaunched( false ); if( VPhysicsGetObject() ) { PhysClearGameFlags( VPhysicsGetObject(), FVPHYSICS_NO_NPC_IMPACT_DMG ); PhysSetGameFlags( VPhysicsGetObject(), FVPHYSICS_DMG_DISSOLVE | FVPHYSICS_HEAVY_OBJECT ); } }
//-----------------------------------------------------------------------------
// Activate death-spin!
//-----------------------------------------------------------------------------
void CPropCombineBall::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) { CDefaultPlayerPickupVPhysics::OnPhysGunDrop( pPhysGunUser, Reason );
SetState( STATE_THROWN ); WhizSoundThink();
m_bHeld = false; m_bLaunched = true;
// Stop with the dissolving
SetContextThink( NULL, gpGlobals->curtime, s_pHoldDissolveContext );
// We're ready to start colliding again.
SetCollisionGroup( HL2COLLISION_GROUP_COMBINE_BALL );
if ( m_pGlowTrail ) { m_pGlowTrail->TurnOn(); m_pGlowTrail->SetRenderColor( 255, 255, 255, 255 ); }
// Set our desired speed to be launched at
SetSpeed( 1500.0f ); SetPlayerLaunched( pPhysGunUser );
if ( Reason != LAUNCHED_BY_CANNON ) { // Choose a random direction (forward facing)
Vector vecForward; pPhysGunUser->GetVectors( &vecForward, NULL, NULL );
QAngle shotAng; VectorAngles( vecForward, shotAng );
// Offset by some small cone
shotAng[PITCH] += random->RandomInt( -55, 55 ); shotAng[YAW] += random->RandomInt( -55, 55 );
AngleVectors( shotAng, &vecForward, NULL, NULL );
vecForward *= GetSpeed();
VPhysicsGetObject()->SetVelocity( &vecForward, &vec3_origin ); } else { // This will have the consequence of making it so that the
// ball is launched directly down the crosshair even if the player is moving.
VPhysicsGetObject()->SetVelocity( &vec3_origin, &vec3_origin ); }
SetBallAsLaunched(); StopAnimating(); }
//------------------------------------------------------------------------------
// Stop looping sounds
//------------------------------------------------------------------------------
void CPropCombineBall::StopLoopingSounds() { if ( m_pHoldingSound ) { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); controller.Shutdown( m_pHoldingSound ); controller.SoundDestroy( m_pHoldingSound ); m_pHoldingSound = NULL; } }
//------------------------------------------------------------------------------
// Pow!
//------------------------------------------------------------------------------
void CPropCombineBall::DissolveRampSoundThink( ) { float dt = GetBallHoldDissolveTime() - GetBallHoldSoundRampTime(); if ( m_pHoldingSound ) { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); controller.SoundChangePitch( m_pHoldingSound, 150, dt ); } SetContextThink( &CPropCombineBall::DissolveThink, gpGlobals->curtime + dt, s_pHoldDissolveContext ); }
//------------------------------------------------------------------------------
// Pow!
//------------------------------------------------------------------------------
void CPropCombineBall::DissolveThink( ) { DoExplosion(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CPropCombineBall::GetBallHoldDissolveTime() { float flDissolveTime = PROP_COMBINE_BALL_HOLD_DISSOLVE_TIME;
if( g_pGameRules->IsSkillLevel( 1 ) && hl2_episodic.GetBool() ) { // Give players more time to handle/aim combine balls on Easy.
flDissolveTime *= 1.5f; }
return flDissolveTime; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CPropCombineBall::GetBallHoldSoundRampTime() { return GetBallHoldDissolveTime() - 1.0f; }
//------------------------------------------------------------------------------
// Pow!
//------------------------------------------------------------------------------
void CPropCombineBall::DoExplosion( ) { // don't do this twice
if ( GetMoveType() == MOVETYPE_NONE ) return;
if ( PhysIsInCallback() ) { g_PostSimulationQueue.QueueCall( this, &CPropCombineBall::DoExplosion ); return; } // Tell the respawner to make a new one
if ( GetSpawner() ) { GetSpawner()->RespawnBallPostExplosion(); }
//Shockring
CBroadcastRecipientFilter filter2;
if ( OutOfBounces() == false ) { if ( hl2_episodic.GetBool() ) { EmitSound( "NPC_CombineBall_Episodic.Explosion" ); } else { EmitSound( "NPC_CombineBall.Explosion" ); }
UTIL_ScreenShake( GetAbsOrigin(), 20.0f, 150.0, 1.0, 1250.0f, SHAKE_START );
CEffectData data;
data.m_vOrigin = GetAbsOrigin();
DispatchEffect( "cball_explode", data );
te->BeamRingPoint( filter2, 0, GetAbsOrigin(), //origin
m_flRadius, //start radius
1024, //end radius
s_nExplosionTexture, //texture
0, //halo index
0, //start frame
2, //framerate
0.2f, //life
64, //width
0, //spread
0, //amplitude
255, //r
255, //g
225, //b
32, //a
0, //speed
FBEAM_FADEOUT );
//Shockring
te->BeamRingPoint( filter2, 0, GetAbsOrigin(), //origin
m_flRadius, //start radius
1024, //end radius
s_nExplosionTexture, //texture
0, //halo index
0, //start frame
2, //framerate
0.5f, //life
64, //width
0, //spread
0, //amplitude
255, //r
255, //g
225, //b
64, //a
0, //speed
FBEAM_FADEOUT ); } else { //Shockring
te->BeamRingPoint( filter2, 0, GetAbsOrigin(), //origin
128, //start radius
384, //end radius
s_nExplosionTexture, //texture
0, //halo index
0, //start frame
2, //framerate
0.25f, //life
48, //width
0, //spread
0, //amplitude
255, //r
255, //g
225, //b
64, //a
0, //speed
FBEAM_FADEOUT ); }
if( hl2_episodic.GetBool() ) { CSoundEnt::InsertSound( SOUND_COMBAT | SOUND_CONTEXT_EXPLOSION, WorldSpaceCenter(), 180.0f, 0.25, this ); }
// Turn us off and wait because we need our trails to finish up properly
SetAbsVelocity( vec3_origin ); SetMoveType( MOVETYPE_NONE ); AddSolidFlags( FSOLID_NOT_SOLID );
m_bEmit = false;
if( !m_bStruckEntity && hl2_episodic.GetBool() && GetOwnerEntity() != NULL ) { // Notify the player proxy that this combine ball missed so that it can fire an output.
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player *>( GetOwnerEntity() ); if ( pPlayer ) { pPlayer->MissedAR2AltFire(); } }
SetContextThink( &CPropCombineBall::SUB_Remove, gpGlobals->curtime + 0.5f, s_pRemoveContext ); StopLoopingSounds(); }
//-----------------------------------------------------------------------------
// Enable/disable
//-----------------------------------------------------------------------------
void CPropCombineBall::InputExplode( inputdata_t &inputdata ) { DoExplosion(); }
//-----------------------------------------------------------------------------
// Enable/disable
//-----------------------------------------------------------------------------
void CPropCombineBall::InputFadeAndRespawn( inputdata_t &inputdata ) { FadeOut( 0.1f ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCombineBall::CollisionEventToTrace( int index, gamevcollisionevent_t *pEvent, trace_t &tr ) { UTIL_ClearTrace( tr ); pEvent->pInternalData->GetSurfaceNormal( tr.plane.normal ); pEvent->pInternalData->GetContactPoint( tr.endpos ); tr.plane.dist = DotProduct( tr.plane.normal, tr.endpos ); VectorMA( tr.endpos, -1.0f, pEvent->preVelocity[index], tr.startpos ); tr.m_pEnt = pEvent->pEntities[!index]; tr.fraction = 0.01f; // spoof!
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CPropCombineBall::DissolveEntity( CBaseEntity *pEntity ) { if( pEntity->IsEFlagSet( EFL_NO_DISSOLVE ) ) return false;
#ifdef HL2MP
if ( pEntity->IsPlayer() ) { m_bStruckEntity = true; return false; } #endif
if( !pEntity->IsNPC() && !(dynamic_cast<CRagdollProp*>(pEntity)) ) return false;
pEntity->GetBaseAnimating()->Dissolve( "", gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL ); // Note that we've struck an entity
m_bStruckEntity = true; // Force an NPC to not drop their weapon if dissolved
// CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
// if ( pBCC != NULL )
// {
// pEntity->AddSpawnFlags( SF_NPC_NO_WEAPON_DROP );
// }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCombineBall::OnHitEntity( CBaseEntity *pHitEntity, float flSpeed, int index, gamevcollisionevent_t *pEvent ) { // Detonate on the strider + the bone followers in the strider
if ( FClassnameIs( pHitEntity, "npc_strider" ) || (pHitEntity->GetOwnerEntity() && FClassnameIs( pHitEntity->GetOwnerEntity(), "npc_strider" )) ) { DoExplosion(); return; }
CTakeDamageInfo info( this, GetOwnerEntity(), GetAbsVelocity(), GetAbsOrigin(), sk_npc_dmg_combineball.GetFloat(), DMG_DISSOLVE );
bool bIsDissolving = (pHitEntity->GetFlags() & FL_DISSOLVING) != 0; bool bShouldHit = pHitEntity->PassesDamageFilter( info );
//One more check
//Combine soldiers are not allowed to hurt their friends with combine balls (they can still shoot and hurt each other with grenades).
CBaseCombatCharacter *pBCC = pHitEntity->MyCombatCharacterPointer();
if ( pBCC ) { bShouldHit = pBCC->IRelationType( GetOwnerEntity() ) != D_LI; }
if ( !bIsDissolving && bShouldHit == true ) { if ( pHitEntity->PassesDamageFilter( info ) ) { if( WasFiredByNPC() || m_nMaxBounces == -1 ) { // Since Combine balls fired by NPCs do a metered dose of damage per impact, we have to ignore touches
// for a little while after we hit someone, or the ball will immediately touch them again and do more
// damage.
if( gpGlobals->curtime >= m_flNextDamageTime ) { EmitSound( "NPC_CombineBall.KillImpact" );
if ( pHitEntity->IsNPC() && pHitEntity->Classify() != CLASS_PLAYER_ALLY_VITAL && hl2_episodic.GetBool() == true ) { if ( pHitEntity->Classify() != CLASS_PLAYER_ALLY || ( pHitEntity->Classify() == CLASS_PLAYER_ALLY && m_bStruckEntity == false ) ) { info.SetDamage( pHitEntity->GetMaxHealth() ); m_bStruckEntity = true; } } else { // Ignore touches briefly.
m_flNextDamageTime = gpGlobals->curtime + 0.1f; }
pHitEntity->TakeDamage( info ); } } else { if ( (m_nState == STATE_THROWN) && (pHitEntity->IsNPC() || dynamic_cast<CRagdollProp*>(pHitEntity) )) { EmitSound( "NPC_CombineBall.KillImpact" ); } if ( (m_nState != STATE_HOLDING) ) {
CBasePlayer *pPlayer = ToBasePlayer( GetOwnerEntity() ); if ( pPlayer && UTIL_IsAR2CombineBall( this ) && ToBaseCombatCharacter( pHitEntity ) ) { gamestats->Event_WeaponHit( pPlayer, false, "weapon_ar2", info ); }
DissolveEntity( pHitEntity ); if ( pHitEntity->ClassMatches( "npc_hunter" ) ) { DoExplosion(); return; } } } } }
Vector vecFinalVelocity; if ( IsInField() ) { // Don't deflect when in a spawner field
vecFinalVelocity = pEvent->preVelocity[index]; } else { // Don't slow down when hitting other entities.
vecFinalVelocity = pEvent->postVelocity[index]; VectorNormalize( vecFinalVelocity ); vecFinalVelocity *= GetSpeed(); } PhysCallbackSetVelocity( pEvent->pObjects[index], vecFinalVelocity ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCombineBall::DoImpactEffect( const Vector &preVelocity, int index, gamevcollisionevent_t *pEvent ) { // Do that crazy impact effect!
trace_t tr; CollisionEventToTrace( !index, pEvent, tr ); CBaseEntity *pTraceEntity = pEvent->pEntities[index]; UTIL_TraceLine( tr.startpos - preVelocity * 2.0f, tr.startpos + preVelocity * 2.0f, MASK_SOLID, pTraceEntity, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0f ) { // See if we hit the sky
if ( tr.surface.flags & SURF_SKY ) { DoExplosion(); return; }
// Send the effect over
CEffectData data;
data.m_flRadius = 16; data.m_vNormal = tr.plane.normal; data.m_vOrigin = tr.endpos + tr.plane.normal * 1.0f;
DispatchEffect( "cball_bounce", data ); }
if ( hl2_episodic.GetBool() ) { EmitSound( "NPC_CombineBall_Episodic.Impact" ); } else { EmitSound( "NPC_CombineBall.Impact" ); } }
//-----------------------------------------------------------------------------
// Tells whether this combine ball should consider deflecting towards this entity.
//-----------------------------------------------------------------------------
bool CPropCombineBall::IsAttractiveTarget( CBaseEntity *pEntity ) { if ( !pEntity->IsAlive() ) return false;
if ( pEntity->GetFlags() & EF_NODRAW ) return false;
// Don't guide toward striders
if ( FClassnameIs( pEntity, "npc_strider" ) ) return false;
if( WasFiredByNPC() ) { // Fired by an NPC
if( !pEntity->IsNPC() && !pEntity->IsPlayer() ) return false;
// Don't seek entities of the same class.
if ( pEntity->m_iClassname == GetOwnerEntity()->m_iClassname ) return false; } else { #ifndef HL2MP
if ( GetOwnerEntity() ) { // Things we check if this ball has an owner that's not an NPC.
if( GetOwnerEntity()->IsPlayer() ) { if( pEntity->Classify() == CLASS_PLAYER || pEntity->Classify() == CLASS_PLAYER_ALLY || pEntity->Classify() == CLASS_PLAYER_ALLY_VITAL ) { // Not attracted to other players or allies.
return false; } } }
// The default case.
if ( !pEntity->IsNPC() ) return false;
if( pEntity->Classify() == CLASS_BULLSEYE ) return false;
#else
if ( pEntity->IsPlayer() == false ) return false;
if ( pEntity == GetOwnerEntity() ) return false; //No tracking teammates in teammode!
if ( g_pGameRules->IsTeamplay() ) { if ( g_pGameRules->PlayerRelationship( GetOwnerEntity(), pEntity ) == GR_TEAMMATE ) return false; } #endif
// We must be able to hit them
trace_t tr; UTIL_TraceLine( WorldSpaceCenter(), pEntity->BodyTarget( WorldSpaceCenter() ), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0f && tr.m_pEnt != pEntity ) return false; }
return true; }
//-----------------------------------------------------------------------------
// Deflects the ball toward enemies in case of a collision
//-----------------------------------------------------------------------------
void CPropCombineBall::DeflectTowardEnemy( float flSpeed, int index, gamevcollisionevent_t *pEvent ) { // Bounce toward a particular enemy; choose one that's closest to my new velocity.
Vector vecVelDir = pEvent->postVelocity[index]; VectorNormalize( vecVelDir );
CBaseEntity *pBestTarget = NULL;
Vector vecStartPoint; pEvent->pInternalData->GetContactPoint( vecStartPoint );
float flBestDist = MAX_COORD_FLOAT;
CBaseEntity *list[1024];
Vector vecDelta; float distance, flDot;
// If we've already hit something, get accurate
bool bSeekKill = m_bStruckEntity && (WasWeaponLaunched() || sk_combineball_seek_kill.GetInt() );
if ( bSeekKill ) { int nCount = UTIL_EntitiesInSphere( list, 1024, GetAbsOrigin(), sk_combine_ball_search_radius.GetFloat(), FL_NPC | FL_CLIENT ); for ( int i = 0; i < nCount; i++ ) { if ( !IsAttractiveTarget( list[i] ) ) continue;
VectorSubtract( list[i]->WorldSpaceCenter(), vecStartPoint, vecDelta ); distance = VectorNormalize( vecDelta );
if ( distance < flBestDist ) { // Check our direction
if ( DotProduct( vecDelta, vecVelDir ) > 0.0f ) { pBestTarget = list[i]; flBestDist = distance; } } } } else { float flMaxDot = 0.966f; if ( !WasWeaponLaunched() ) { float flMaxDot = sk_combineball_seek_angle.GetFloat(); float flGuideFactor = sk_combineball_guidefactor.GetFloat(); for ( int i = m_nBounceCount; --i >= 0; ) { flMaxDot *= flGuideFactor; } flMaxDot = cos( flMaxDot * M_PI / 180.0f );
if ( flMaxDot > 1.0f ) { flMaxDot = 1.0f; } }
// Otherwise only help out a little
Vector extents = Vector(256, 256, 256); Ray_t ray; ray.Init( vecStartPoint, vecStartPoint + 2048 * vecVelDir, -extents, extents ); int nCount = UTIL_EntitiesAlongRay( list, 1024, ray, FL_NPC | FL_CLIENT ); for ( int i = 0; i < nCount; i++ ) { if ( !IsAttractiveTarget( list[i] ) ) continue;
VectorSubtract( list[i]->WorldSpaceCenter(), vecStartPoint, vecDelta ); distance = VectorNormalize( vecDelta ); flDot = DotProduct( vecDelta, vecVelDir ); if ( flDot > flMaxDot ) { if ( distance < flBestDist ) { pBestTarget = list[i]; flBestDist = distance; } } } }
if ( pBestTarget ) { Vector vecDelta; VectorSubtract( pBestTarget->WorldSpaceCenter(), vecStartPoint, vecDelta ); VectorNormalize( vecDelta ); vecDelta *= GetSpeed(); PhysCallbackSetVelocity( pEvent->pObjects[index], vecDelta ); } }
//-----------------------------------------------------------------------------
// Bounce inside the spawner:
//-----------------------------------------------------------------------------
void CPropCombineBall::BounceInSpawner( float flSpeed, int index, gamevcollisionevent_t *pEvent ) { GetSpawner()->RegisterReflection( this, m_bForward );
m_bForward = !m_bForward;
Vector vecTarget; GetSpawner()->GetTargetEndpoint( m_bForward, &vecTarget );
Vector vecVelocity; VectorSubtract( vecTarget, GetAbsOrigin(), vecVelocity ); VectorNormalize( vecVelocity ); vecVelocity *= flSpeed;
PhysCallbackSetVelocity( pEvent->pObjects[index], vecVelocity ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CPropCombineBall::IsHittableEntity( CBaseEntity *pHitEntity ) { if ( pHitEntity->IsWorld() ) return false;
if ( pHitEntity->GetMoveType() == MOVETYPE_PUSH ) { if( pHitEntity->GetOwnerEntity() && FClassnameIs(pHitEntity->GetOwnerEntity(), "npc_strider") ) { // The Strider's Bone Followers are MOVETYPE_PUSH, and we want the combine ball to hit these.
return true; }
// If the entity we hit can take damage, we're good
if ( pHitEntity->m_takedamage == DAMAGE_YES ) return true;
return false; }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCombineBall::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) { Vector preVelocity = pEvent->preVelocity[index]; float flSpeed = VectorNormalize( preVelocity );
if ( m_nMaxBounces == -1 ) { const surfacedata_t *pHit = physprops->GetSurfaceData( pEvent->surfaceProps[!index] );
if( pHit->game.material != CHAR_TEX_FLESH || !hl2_episodic.GetBool() ) { CBaseEntity *pHitEntity = pEvent->pEntities[!index]; if ( pHitEntity && IsHittableEntity( pHitEntity ) ) { OnHitEntity( pHitEntity, flSpeed, index, pEvent ); }
// Remove self without affecting the object that was hit. (Unless it was flesh)
NotifySpawnerOfRemoval(); PhysCallbackRemove( this->NetworkProp() );
// disable dissolve damage so we don't kill off the player when he's the one we hit
PhysClearGameFlags( VPhysicsGetObject(), FVPHYSICS_DMG_DISSOLVE ); return; } }
// Prevents impact sounds, effects, etc. when it's in the field
if ( !IsInField() ) { BaseClass::VPhysicsCollision( index, pEvent ); }
if ( m_nState == STATE_HOLDING ) return;
// If we've collided going faster than our desired, then up our desired
if ( flSpeed > GetSpeed() ) { SetSpeed( flSpeed ); }
// Make sure we don't slow down
Vector vecFinalVelocity = pEvent->postVelocity[index]; VectorNormalize( vecFinalVelocity ); vecFinalVelocity *= GetSpeed(); PhysCallbackSetVelocity( pEvent->pObjects[index], vecFinalVelocity );
CBaseEntity *pHitEntity = pEvent->pEntities[!index]; if ( pHitEntity && IsHittableEntity( pHitEntity ) ) { OnHitEntity( pHitEntity, flSpeed, index, pEvent ); return; }
if ( IsInField() ) { if ( HasSpawnFlags( SF_COMBINE_BALL_BOUNCING_IN_SPAWNER ) && GetSpawner() ) { BounceInSpawner( GetSpeed(), index, pEvent ); return; }
PhysCallbackSetVelocity( pEvent->pObjects[index], vec3_origin );
// Delay the fade out so that we don't change our
// collision rules inside a vphysics callback.
variant_t emptyVariant; g_EventQueue.AddEvent( this, "FadeAndRespawn", 0.01, NULL, NULL ); return; }
if ( IsBeingCaptured() ) return;
// Do that crazy impact effect!
DoImpactEffect( preVelocity, index, pEvent );
// Only do the bounce so often
if ( gpGlobals->curtime - m_flLastBounceTime < 0.25f ) return;
// Save off our last bounce time
m_flLastBounceTime = gpGlobals->curtime;
// Reset the sound timer
SetContextThink( &CPropCombineBall::WhizSoundThink, gpGlobals->curtime + 0.01, s_pWhizThinkContext );
// Deflect towards nearby enemies
DeflectTowardEnemy( flSpeed, index, pEvent );
// Once more bounce
++m_nBounceCount;
if ( OutOfBounces() && m_bBounceDie == false ) { StartLifetime( 0.5 ); //Hack: Stop this from being called by doing this.
m_bBounceDie = true; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropCombineBall::AnimThink( void ) { StudioFrameAdvance(); SetContextThink( &CPropCombineBall::AnimThink, gpGlobals->curtime + 0.1f, s_pAnimThinkContext ); }
//-----------------------------------------------------------------------------
//
// Implementation of CPropCombineBall
//
//-----------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( func_combine_ball_spawner, CFuncCombineBallSpawner );
//-----------------------------------------------------------------------------
// Save/load:
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CFuncCombineBallSpawner )
DEFINE_KEYFIELD( m_nBallCount, FIELD_INTEGER, "ballcount" ), DEFINE_KEYFIELD( m_flMinSpeed, FIELD_FLOAT, "minspeed" ), DEFINE_KEYFIELD( m_flMaxSpeed, FIELD_FLOAT, "maxspeed" ), DEFINE_KEYFIELD( m_flBallRadius, FIELD_FLOAT, "ballradius" ), DEFINE_KEYFIELD( m_flBallRespawnTime, FIELD_FLOAT, "ballrespawntime" ), DEFINE_FIELD( m_flRadius, FIELD_FLOAT ), DEFINE_FIELD( m_nBallsRemainingInField, FIELD_INTEGER ), DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ), DEFINE_UTLVECTOR( m_BallRespawnTime, FIELD_TIME ), DEFINE_FIELD( m_flDisableTime, FIELD_TIME ),
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
DEFINE_OUTPUT( m_OnBallGrabbed, "OnBallGrabbed" ), DEFINE_OUTPUT( m_OnBallReinserted, "OnBallReinserted" ), DEFINE_OUTPUT( m_OnBallHitTopSide, "OnBallHitTopSide" ), DEFINE_OUTPUT( m_OnBallHitBottomSide, "OnBallHitBottomSide" ), DEFINE_OUTPUT( m_OnLastBallGrabbed, "OnLastBallGrabbed" ), DEFINE_OUTPUT( m_OnFirstBallReinserted, "OnFirstBallReinserted" ),
DEFINE_THINKFUNC( BallThink ), DEFINE_ENTITYFUNC( GrabBallTouch ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CFuncCombineBallSpawner::CFuncCombineBallSpawner() { m_flBallRespawnTime = 0.0f; m_flBallRadius = 20.0f; m_flDisableTime = 0.0f; m_bShooter = false; }
//-----------------------------------------------------------------------------
// Spawn a ball
//-----------------------------------------------------------------------------
void CFuncCombineBallSpawner::SpawnBall() { CPropCombineBall *pBall = static_cast<CPropCombineBall*>( CreateEntityByName( "prop_combine_ball" ) );
float flRadius = m_flBallRadius; pBall->SetRadius( flRadius );
Vector vecAbsOrigin; ChoosePointInBox( &vecAbsOrigin ); Vector zaxis; MatrixGetColumn( EntityToWorldTransform(), 2, zaxis ); VectorMA( vecAbsOrigin, flRadius, zaxis, vecAbsOrigin );
pBall->SetAbsOrigin( vecAbsOrigin ); pBall->SetSpawner( this );
float flSpeed = random->RandomFloat( m_flMinSpeed, m_flMaxSpeed );
zaxis *= flSpeed; pBall->SetAbsVelocity( zaxis ); if ( HasSpawnFlags( SF_SPAWNER_POWER_SUPPLY ) ) { pBall->AddSpawnFlags( SF_COMBINE_BALL_BOUNCING_IN_SPAWNER ); }
pBall->Spawn(); }
void CFuncCombineBallSpawner::Precache() { BaseClass::Precache();
UTIL_PrecacheOther( "prop_combine_ball" ); }
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CFuncCombineBallSpawner::Spawn() { BaseClass::Spawn();
Precache();
AddEffects( EF_NODRAW ); SetModel( STRING( GetModelName() ) ); SetSolid( SOLID_BSP ); AddSolidFlags( FSOLID_NOT_SOLID ); m_nBallsRemainingInField = m_nBallCount;
float flWidth = CollisionProp()->OBBSize().x; float flHeight = CollisionProp()->OBBSize().y; m_flRadius = MIN( flWidth, flHeight ) * 0.5f; if ( m_flRadius <= 0.0f && m_bShooter == false ) { Warning("Zero dimension func_combine_ball_spawner! Removing...\n"); UTIL_Remove( this ); return; }
// Compute a respawn time
float flDeltaT = 1.0f; if ( !( m_flMinSpeed == 0 && m_flMaxSpeed == 0 ) ) { flDeltaT = (CollisionProp()->OBBSize().z - 2 * m_flBallRadius) / ((m_flMinSpeed + m_flMaxSpeed) * 0.5f); flDeltaT /= m_nBallCount; }
m_BallRespawnTime.EnsureCapacity( m_nBallCount ); for ( int i = 0; i < m_nBallCount; ++i ) { RespawnBall( (float)i * flDeltaT ); }
m_bEnabled = true; if ( HasSpawnFlags( SF_SPAWNER_START_DISABLED ) ) { inputdata_t inputData; InputDisable( inputData ); } else { SetThink( &CFuncCombineBallSpawner::BallThink ); SetNextThink( gpGlobals->curtime + 0.1f ); } }
//-----------------------------------------------------------------------------
// Enable/disable
//-----------------------------------------------------------------------------
void CFuncCombineBallSpawner::InputEnable( inputdata_t &inputdata ) { if ( m_bEnabled ) return;
m_bEnabled = true; m_flDisableTime = 0.0f;
for ( int i = m_BallRespawnTime.Count(); --i >= 0; ) { m_BallRespawnTime[i] += gpGlobals->curtime; }
SetThink( &CFuncCombineBallSpawner::BallThink ); SetNextThink( gpGlobals->curtime + 0.1f ); }
void CFuncCombineBallSpawner::InputDisable( inputdata_t &inputdata ) { if ( !m_bEnabled ) return;
m_flDisableTime = gpGlobals->curtime; m_bEnabled = false;
for ( int i = m_BallRespawnTime.Count(); --i >= 0; ) { m_BallRespawnTime[i] -= gpGlobals->curtime; }
SetThink( NULL ); }
//-----------------------------------------------------------------------------
// Choose a random point inside the cylinder
//-----------------------------------------------------------------------------
void CFuncCombineBallSpawner::ChoosePointInBox( Vector *pVecPoint ) { float flXBoundary = ( CollisionProp()->OBBSize().x != 0 ) ? m_flBallRadius / CollisionProp()->OBBSize().x : 0.0f; float flYBoundary = ( CollisionProp()->OBBSize().y != 0 ) ? m_flBallRadius / CollisionProp()->OBBSize().y : 0.0f; if ( flXBoundary > 0.5f ) { flXBoundary = 0.5f; } if ( flYBoundary > 0.5f ) { flYBoundary = 0.5f; }
CollisionProp()->RandomPointInBounds( Vector( flXBoundary, flYBoundary, 0.0f ), Vector( 1.0f - flXBoundary, 1.0f - flYBoundary, 0.0f ), pVecPoint ); }
//-----------------------------------------------------------------------------
// Choose a random point inside the cylinder
//-----------------------------------------------------------------------------
void CFuncCombineBallSpawner::ChoosePointInCylinder( Vector *pVecPoint ) { float flXRange = m_flRadius / CollisionProp()->OBBSize().x; float flYRange = m_flRadius / CollisionProp()->OBBSize().y;
Vector vecEndPoint1, vecEndPoint2; CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecEndPoint1 ); CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 1.0f ), &vecEndPoint2 );
// Choose a point inside the cylinder
float flDistSq; do { CollisionProp()->RandomPointInBounds( Vector( 0.5f - flXRange, 0.5f - flYRange, 0.0f ), Vector( 0.5f + flXRange, 0.5f + flYRange, 0.0f ), pVecPoint );
flDistSq = CalcDistanceSqrToLine( *pVecPoint, vecEndPoint1, vecEndPoint2 );
} while ( flDistSq > m_flRadius * m_flRadius ); }
//-----------------------------------------------------------------------------
// Register that a reflection occurred
//-----------------------------------------------------------------------------
void CFuncCombineBallSpawner::RegisterReflection( CPropCombineBall *pBall, bool bForward ) { if ( bForward ) { m_OnBallHitTopSide.FireOutput( pBall, this ); } else { m_OnBallHitBottomSide.FireOutput( pBall, this ); } }
//-----------------------------------------------------------------------------
// Choose a random point on the
//-----------------------------------------------------------------------------
void CFuncCombineBallSpawner::GetTargetEndpoint( bool bForward, Vector *pVecEndPoint ) { float flZValue = bForward ? 1.0f : 0.0f;
CollisionProp()->RandomPointInBounds( Vector( 0.0f, 0.0f, flZValue ), Vector( 1.0f, 1.0f, flZValue ), pVecEndPoint ); }
//-----------------------------------------------------------------------------
// Fire ball grabbed output
//-----------------------------------------------------------------------------
void CFuncCombineBallSpawner::BallGrabbed( CBaseEntity *pCombineBall ) { m_OnBallGrabbed.FireOutput( pCombineBall, this ); --m_nBallsRemainingInField; if ( m_nBallsRemainingInField == 0 ) { m_OnLastBallGrabbed.FireOutput( pCombineBall, this ); }
// Wait for another ball to touch this to re-power it up.
if ( HasSpawnFlags( SF_SPAWNER_POWER_SUPPLY ) ) { AddSolidFlags( FSOLID_TRIGGER ); SetTouch( &CFuncCombineBallSpawner::GrabBallTouch ); }
// Stop the ball thinking in case it was in the middle of being captured (which could re-add incorrectly)
if ( pCombineBall != NULL ) { pCombineBall->SetContextThink( NULL, gpGlobals->curtime, s_pCaptureContext ); } }
//-----------------------------------------------------------------------------
// Fire ball grabbed output
//-----------------------------------------------------------------------------
void CFuncCombineBallSpawner::GrabBallTouch( CBaseEntity *pOther ) { // Safety net for two balls hitting this at once
if ( m_nBallsRemainingInField >= m_nBallCount ) return;
if ( pOther->GetCollisionGroup() != HL2COLLISION_GROUP_COMBINE_BALL ) return;
CPropCombineBall *pBall = dynamic_cast<CPropCombineBall*>( pOther ); Assert( pBall );
// Don't grab AR2 alt-fire
if ( pBall->WasWeaponLaunched() || !pBall->VPhysicsGetObject() ) return;
// Don't grab balls that are already in the field..
if ( pBall->IsInField() ) return;
// Don't grab fading out balls...
if ( !pBall->IsSolid() ) return;
// Don't capture balls that were very recently in the field (breaks punting)
if ( gpGlobals->curtime - pBall->LastCaptureTime() < 0.5f ) return;
// Now we're bouncing in this spawner
pBall->AddSpawnFlags( SF_COMBINE_BALL_BOUNCING_IN_SPAWNER );
// Tell the respawner we're no longer its ball
pBall->NotifySpawnerOfRemoval();
pBall->SetOwnerEntity( NULL ); pBall->SetSpawner( this ); pBall->CaptureBySpawner();
++m_nBallsRemainingInField;
if ( m_nBallsRemainingInField >= m_nBallCount ) { RemoveSolidFlags( FSOLID_TRIGGER ); SetTouch( NULL ); }
m_OnBallReinserted.FireOutput( pBall, this ); if ( m_nBallsRemainingInField == 1 ) { m_OnFirstBallReinserted.FireOutput( pBall, this ); } }
//-----------------------------------------------------------------------------
// Get a speed for the ball to insert
//-----------------------------------------------------------------------------
float CFuncCombineBallSpawner::GetBallSpeed( ) const { return random->RandomFloat( m_flMinSpeed, m_flMaxSpeed ); }
//-----------------------------------------------------------------------------
// Balls call this when they've been removed from the spawner
//-----------------------------------------------------------------------------
void CFuncCombineBallSpawner::RespawnBall( float flRespawnTime ) { // Insert the time in sorted order,
// which by definition means to always insert at the start
m_BallRespawnTime.AddToTail( gpGlobals->curtime + flRespawnTime - m_flDisableTime ); }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CFuncCombineBallSpawner::RespawnBallPostExplosion( void ) { if ( m_flBallRespawnTime < 0 ) return;
if ( m_flBallRespawnTime == 0.0f ) { m_BallRespawnTime.AddToTail( gpGlobals->curtime + 4.0f - m_flDisableTime ); } else { m_BallRespawnTime.AddToTail( gpGlobals->curtime + m_flBallRespawnTime - m_flDisableTime ); } } //-----------------------------------------------------------------------------
// Ball think
//-----------------------------------------------------------------------------
void CFuncCombineBallSpawner::BallThink() { for ( int i = m_BallRespawnTime.Count(); --i >= 0; ) { if ( m_BallRespawnTime[i] < gpGlobals->curtime ) { SpawnBall(); m_BallRespawnTime.FastRemove( i ); } }
// There are no more to respawn
SetNextThink( gpGlobals->curtime + 0.1f ); }
BEGIN_DATADESC( CPointCombineBallLauncher ) DEFINE_KEYFIELD( m_flConeDegrees, FIELD_FLOAT, "launchconenoise" ), DEFINE_KEYFIELD( m_iszBullseyeName, FIELD_STRING, "bullseyename" ), DEFINE_KEYFIELD( m_iBounces, FIELD_INTEGER, "maxballbounces" ), DEFINE_INPUTFUNC( FIELD_VOID, "LaunchBall", InputLaunchBall ), END_DATADESC()
#define SF_COMBINE_BALL_LAUNCHER_ATTACH_BULLSEYE 0x00000001
#define SF_COMBINE_BALL_LAUNCHER_COLLIDE_PLAYER 0x00000002
LINK_ENTITY_TO_CLASS( point_combine_ball_launcher, CPointCombineBallLauncher );
CPointCombineBallLauncher::CPointCombineBallLauncher() { m_bShooter = true; m_flConeDegrees = 0.0f; m_iBounces = 0; }
void CPointCombineBallLauncher::Spawn( void ) { m_bShooter = true;
BaseClass::Spawn(); }
void CPointCombineBallLauncher::InputLaunchBall ( inputdata_t &inputdata ) { SpawnBall(); }
//-----------------------------------------------------------------------------
// Spawn a ball
//-----------------------------------------------------------------------------
void CPointCombineBallLauncher::SpawnBall() { CPropCombineBall *pBall = static_cast<CPropCombineBall*>( CreateEntityByName( "prop_combine_ball" ) );
if ( pBall == NULL ) return;
float flRadius = m_flBallRadius; pBall->SetRadius( flRadius );
Vector vecAbsOrigin = GetAbsOrigin(); Vector zaxis; pBall->SetAbsOrigin( vecAbsOrigin ); pBall->SetSpawner( this );
float flSpeed = random->RandomFloat( m_flMinSpeed, m_flMaxSpeed );
Vector vDirection; QAngle qAngle = GetAbsAngles();
qAngle = qAngle + QAngle ( random->RandomFloat( -m_flConeDegrees, m_flConeDegrees ), random->RandomFloat( -m_flConeDegrees, m_flConeDegrees ), 0 );
AngleVectors( qAngle, &vDirection, NULL, NULL );
vDirection *= flSpeed; pBall->SetAbsVelocity( vDirection );
DispatchSpawn(pBall); pBall->Activate(); pBall->SetState( CPropCombineBall::STATE_LAUNCHED ); pBall->SetMaxBounces( m_iBounces );
if ( HasSpawnFlags( SF_COMBINE_BALL_LAUNCHER_COLLIDE_PLAYER ) ) { pBall->SetCollisionGroup( HL2COLLISION_GROUP_COMBINE_BALL_NPC ); }
if( GetSpawnFlags() & SF_COMBINE_BALL_LAUNCHER_ATTACH_BULLSEYE ) { CNPC_Bullseye *pBullseye = static_cast<CNPC_Bullseye*>( CreateEntityByName( "npc_bullseye" ) );
if( pBullseye ) { pBullseye->SetAbsOrigin( pBall->GetAbsOrigin() ); pBullseye->SetAbsAngles( QAngle( 0, 0, 0 ) ); pBullseye->KeyValue( "solid", "6" ); pBullseye->KeyValue( "targetname", STRING(m_iszBullseyeName) ); pBullseye->Spawn();
DispatchSpawn(pBullseye); pBullseye->Activate();
pBullseye->SetParent(pBall); pBullseye->SetHealth(10); } } }
// ###################################################################
// > FilterClass
// ###################################################################
class CFilterCombineBall : public CBaseFilter { DECLARE_CLASS( CFilterCombineBall, CBaseFilter ); DECLARE_DATADESC();
public: int m_iBallType;
bool PassesFilterImpl( CBaseEntity *pCaller, CBaseEntity *pEntity ) { CPropCombineBall *pBall = dynamic_cast<CPropCombineBall*>(pEntity );
if ( pBall ) { //Playtest HACK: If we have an NPC owner then we were shot from an AR2.
if ( pBall->GetOwnerEntity() && pBall->GetOwnerEntity()->IsNPC() ) return false;
return pBall->GetState() == m_iBallType; }
return false; } };
LINK_ENTITY_TO_CLASS( filter_combineball_type, CFilterCombineBall );
BEGIN_DATADESC( CFilterCombineBall ) // Keyfields
DEFINE_KEYFIELD( m_iBallType, FIELD_INTEGER, "balltype" ), END_DATADESC()
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