Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "c_plantedc4.h"
#include "c_te_legacytempents.h"
#include "tempent.h"
#include "engine/IEngineSound.h"
#include "dlight.h"
#include "iefx.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include <bitbuf.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define PLANTEDC4_MSG_JUSTBLEW 1
ConVar cl_c4dynamiclight( "cl_c4dynamiclight", "0", 0, "Draw dynamic light when planted c4 flashes" );
IMPLEMENT_CLIENTCLASS_DT(C_PlantedC4, DT_PlantedC4, CPlantedC4)
RecvPropBool( RECVINFO(m_bBombTicking) ),
RecvPropFloat( RECVINFO(m_flC4Blow) ),
RecvPropFloat( RECVINFO(m_flTimerLength) ),
RecvPropFloat( RECVINFO(m_flDefuseLength) ),
RecvPropFloat( RECVINFO(m_flDefuseCountDown) ),
END_RECV_TABLE()
CUtlVector< C_PlantedC4* > g_PlantedC4s;
C_PlantedC4::C_PlantedC4()
{
g_PlantedC4s.AddToTail( this );
m_flNextRadarFlashTime = gpGlobals->curtime;
m_bRadarFlash = true;
m_pC4Explosion = NULL;
// Don't beep right away, leave time for the planting sound
m_flNextGlow = gpGlobals->curtime + 1.0;
m_flNextBeep = gpGlobals->curtime + 1.0;
}
C_PlantedC4::~C_PlantedC4()
{
g_PlantedC4s.FindAndRemove( this );
//=============================================================================
// HPE_BEGIN:
// [menglish] Upon the new round remove the remaining bomb explosion particle effect
//=============================================================================
if (m_pC4Explosion)
{
m_pC4Explosion->SetRemoveFlag();
}
//=============================================================================
// HPE_END
//=============================================================================
}
void C_PlantedC4::SetDormant( bool bDormant )
{
BaseClass::SetDormant( bDormant );
// Remove us from the list of planted C4s.
if ( bDormant )
{
g_PlantedC4s.FindAndRemove( this );
}
else
{
if ( g_PlantedC4s.Find( this ) == -1 )
g_PlantedC4s.AddToTail( this );
}
}
void C_PlantedC4::Spawn( void )
{
BaseClass::Spawn();
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
void C_PlantedC4::ClientThink( void )
{
BaseClass::ClientThink();
// If it's dormant, don't beep or anything..
if ( IsDormant() )
return;
if ( !m_bBombTicking )
{
// disable C4 thinking if not armed
SetNextClientThink( CLIENT_THINK_NEVER );
return;
}
if( gpGlobals->curtime > m_flNextBeep )
{
// as it gets closer to going off, increase the radius
CLocalPlayerFilter filter;
float attenuation;
float freq;
//the percent complete of the bomb timer
float fComplete = ( ( m_flC4Blow - gpGlobals->curtime ) / m_flTimerLength );
fComplete = clamp( fComplete, 0.0f, 1.0f );
attenuation = MIN( 0.3 + 0.6 * fComplete, 1.0 );
CSoundParameters params;
if ( GetParametersForSound( "C4.PlantSound", params, NULL ) )
{
EmitSound_t ep( params );
ep.m_SoundLevel = ATTN_TO_SNDLVL( attenuation );
ep.m_pOrigin = &GetAbsOrigin();
EmitSound( filter, SOUND_FROM_WORLD, ep );
}
freq = MAX( 0.1 + 0.9 * fComplete, 0.15 );
m_flNextBeep = gpGlobals->curtime + freq;
}
if( gpGlobals->curtime > m_flNextGlow )
{
int modelindex = modelinfo->GetModelIndex( "sprites/ledglow.vmt" );
float scale = 0.8f;
Vector vPos = GetAbsOrigin();
const Vector offset( 0, 0, 4 );
// See if the c4 ended up underwater - we need to pull the flash up, or it won't get seen
if ( enginetrace->GetPointContents( vPos ) & (CONTENTS_WATER|CONTENTS_SLIME) )
{
C_CSPlayer *player = GetLocalOrInEyeCSPlayer();
if ( player )
{
const Vector& eyes = player->EyePosition();
if ( ( enginetrace->GetPointContents( eyes ) & (CONTENTS_WATER|CONTENTS_SLIME) ) == 0 )
{
// trace from the player to the water
trace_t waterTrace;
UTIL_TraceLine( eyes, vPos, (CONTENTS_WATER|CONTENTS_SLIME), player, COLLISION_GROUP_NONE, &waterTrace );
if( waterTrace.allsolid != 1 )
{
// now trace from the C4 to the edge of the water (in case there was something solid in the water)
trace_t solidTrace;
UTIL_TraceLine( vPos, waterTrace.endpos, MASK_SOLID, this, COLLISION_GROUP_NONE, &solidTrace );
if( solidTrace.allsolid != 1 )
{
float waterDist = (solidTrace.endpos - vPos).Length();
float remainingDist = (solidTrace.endpos - eyes).Length();
scale = scale * remainingDist / ( remainingDist + waterDist );
vPos = solidTrace.endpos;
}
}
}
}
}
vPos += offset;
tempents->TempSprite( vPos, vec3_origin, scale, modelindex, kRenderTransAdd, 0, 1.0, 0.05, FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP );
if( cl_c4dynamiclight.GetBool() )
{
dlight_t *dl;
dl = effects->CL_AllocDlight( entindex() );
if( dl )
{
dl->origin = GetAbsOrigin() + offset; // can't use vPos because it might have been moved
dl->color.r = 255;
dl->color.g = 0;
dl->color.b = 0;
dl->radius = 64;
dl->die = gpGlobals->curtime + 0.01;
}
}
float freq = 0.1 + 0.9 * ( ( m_flC4Blow - gpGlobals->curtime ) / m_flTimerLength );
if( freq < 0.15 ) freq = 0.15;
m_flNextGlow = gpGlobals->curtime + freq;
}
}
//=============================================================================
// HPE_BEGIN:
// [menglish] Create the client side explosion particle effect for when the bomb explodes and hide the bomb
//=============================================================================
void C_PlantedC4::Explode( void )
{
m_pC4Explosion = ParticleProp()->Create( "bomb_explosion_huge", PATTACH_ABSORIGIN );
AddEffects( EF_NODRAW );
SetDormant( true );
}
//=============================================================================
// HPE_END
//=============================================================================