|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements the tripmine grenade.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "beam_shared.h"
#include "shake.h"
#include "grenade_tripmine.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "explode.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern const char* g_pModelNameLaser;
ConVar sk_plr_dmg_tripmine ( "sk_plr_dmg_tripmine","0"); ConVar sk_npc_dmg_tripmine ( "sk_npc_dmg_tripmine","0"); ConVar sk_tripmine_radius ( "sk_tripmine_radius","0");
LINK_ENTITY_TO_CLASS( npc_tripmine, CTripmineGrenade );
BEGIN_DATADESC( CTripmineGrenade )
DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ), DEFINE_FIELD( m_flPowerUp, FIELD_TIME ), DEFINE_FIELD( m_vecDir, FIELD_VECTOR ), DEFINE_FIELD( m_vecEnd, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_flBeamLength, FIELD_FLOAT ), DEFINE_FIELD( m_pBeam, FIELD_CLASSPTR ), DEFINE_FIELD( m_posOwner, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_angleOwner, FIELD_VECTOR ),
// Function Pointers
DEFINE_THINKFUNC( WarningThink ), DEFINE_THINKFUNC( PowerupThink ), DEFINE_THINKFUNC( BeamBreakThink ), DEFINE_THINKFUNC( DelayDeathThink ),
END_DATADESC()
CTripmineGrenade::CTripmineGrenade() { m_vecDir.Init(); m_vecEnd.Init(); m_posOwner.Init(); m_angleOwner.Init(); }
void CTripmineGrenade::Spawn( void ) { Precache( ); // motor
SetMoveType( MOVETYPE_FLY ); SetSolid( SOLID_BBOX ); SetModel( "models/Weapons/w_slam.mdl" );
IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true ); pObject->EnableMotion( false ); SetCollisionGroup( COLLISION_GROUP_WEAPON );
SetCycle( 0.0f ); m_nBody = 3; m_flDamage = sk_plr_dmg_tripmine.GetFloat(); m_DmgRadius = sk_tripmine_radius.GetFloat();
ResetSequenceInfo( ); m_flPlaybackRate = 0; UTIL_SetSize(this, Vector( -4, -4, -2), Vector(4, 4, 2));
m_flPowerUp = gpGlobals->curtime + 2.0; SetThink( &CTripmineGrenade::PowerupThink ); SetNextThink( gpGlobals->curtime + 0.2 );
m_takedamage = DAMAGE_YES;
m_iHealth = 1;
EmitSound( "TripmineGrenade.Place" ); SetDamage ( 200 );
// Tripmine sits at 90 on wall so rotate back to get m_vecDir
QAngle angles = GetAbsAngles(); angles.x -= 90;
AngleVectors( angles, &m_vecDir ); m_vecEnd = GetAbsOrigin() + m_vecDir * 2048;
AddEffects( EF_NOSHADOW ); }
void CTripmineGrenade::Precache( void ) { PrecacheModel("models/Weapons/w_slam.mdl");
PrecacheScriptSound( "TripmineGrenade.Place" ); PrecacheScriptSound( "TripmineGrenade.Activate" ); }
void CTripmineGrenade::WarningThink( void ) { // set to power up
SetThink( &CTripmineGrenade::PowerupThink ); SetNextThink( gpGlobals->curtime + 1.0f ); }
void CTripmineGrenade::PowerupThink( void ) { if (gpGlobals->curtime > m_flPowerUp) { MakeBeam( ); RemoveSolidFlags( FSOLID_NOT_SOLID ); m_bIsLive = true;
// play enabled sound
EmitSound( "TripmineGrenade.Activate" ); } SetNextThink( gpGlobals->curtime + 0.1f ); }
void CTripmineGrenade::KillBeam( void ) { if ( m_pBeam ) { UTIL_Remove( m_pBeam ); m_pBeam = NULL; } }
void CTripmineGrenade::MakeBeam( void ) { trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), m_vecEnd, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
m_flBeamLength = tr.fraction;
// If I hit a living thing, send the beam through me so it turns on briefly
// and then blows the living thing up
CBaseEntity *pEntity = tr.m_pEnt; CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
// Draw length is not the beam length if entity is in the way
float drawLength = tr.fraction; if (pBCC) { SetOwnerEntity( pBCC ); UTIL_TraceLine( GetAbsOrigin(), m_vecEnd, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); m_flBeamLength = tr.fraction; SetOwnerEntity( NULL ); }
// set to follow laser spot
SetThink( &CTripmineGrenade::BeamBreakThink );
// Delay first think slightly so beam has time
// to appear if person right in front of it
SetNextThink( gpGlobals->curtime + 1.0f );
Vector vecTmpEnd = GetLocalOrigin() + m_vecDir * 2048 * drawLength;
m_pBeam = CBeam::BeamCreate( g_pModelNameLaser, 0.35 ); m_pBeam->PointEntInit( vecTmpEnd, this ); m_pBeam->SetColor( 255, 55, 52 ); m_pBeam->SetScrollRate( 25.6 ); m_pBeam->SetBrightness( 64 ); int beamAttach = LookupAttachment("beam_attach"); m_pBeam->SetEndAttachment( beamAttach ); }
void CTripmineGrenade::BeamBreakThink( void ) { // See if I can go solid yet (has dropper moved out of way?)
if (IsSolidFlagSet( FSOLID_NOT_SOLID )) { trace_t tr; Vector vUpBit = GetAbsOrigin(); vUpBit.z += 5.0;
UTIL_TraceEntity( this, GetAbsOrigin(), vUpBit, MASK_SHOT, &tr ); if ( !tr.startsolid && (tr.fraction == 1.0) ) { RemoveSolidFlags( FSOLID_NOT_SOLID ); } }
trace_t tr;
// NOT MASK_SHOT because we want only simple hit boxes
UTIL_TraceLine( GetAbsOrigin(), m_vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
// ALERT( at_console, "%f : %f\n", tr.flFraction, m_flBeamLength );
// respawn detect.
if ( !m_pBeam ) { MakeBeam( ); if ( tr.m_pEnt ) m_hOwner = tr.m_pEnt; // reset owner too
}
CBaseEntity *pEntity = tr.m_pEnt; CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
if (pBCC || fabs( m_flBeamLength - tr.fraction ) > 0.001) { m_iHealth = 0; Event_Killed( CTakeDamageInfo( (CBaseEntity*)m_hOwner, this, 100, GIB_NORMAL ) ); return; }
SetNextThink( gpGlobals->curtime + 0.05f ); }
#if 0 // FIXME: OnTakeDamage_Alive() is no longer called now that base grenade derives from CBaseAnimating
int CTripmineGrenade::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { if (gpGlobals->curtime < m_flPowerUp && info.GetDamage() < m_iHealth) { // disable
// Create( "weapon_tripmine", GetLocalOrigin() + m_vecDir * 24, GetAngles() );
SetThink( &CTripmineGrenade::SUB_Remove ); SetNextThink( gpGlobals->curtime + 0.1f ); KillBeam(); return FALSE; } return BaseClass::OnTakeDamage_Alive( info ); } #endif
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CTripmineGrenade::Event_Killed( const CTakeDamageInfo &info ) { m_takedamage = DAMAGE_NO;
SetThink( &CTripmineGrenade::DelayDeathThink ); SetNextThink( gpGlobals->curtime + 0.25 );
EmitSound( "TripmineGrenade.StopSound" ); }
void CTripmineGrenade::DelayDeathThink( void ) { KillBeam(); trace_t tr; UTIL_TraceLine ( GetAbsOrigin() + m_vecDir * 8, GetAbsOrigin() - m_vecDir * 64, MASK_SOLID, this, COLLISION_GROUP_NONE, & tr); UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START );
ExplosionCreate( GetAbsOrigin() + m_vecDir * 8, GetAbsAngles(), m_hOwner, GetDamage(), 200, SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE, 0.0f, this);
UTIL_Remove( this ); }
|