mirror of
https://github.com/alliedmodders/hl2sdk.git
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276 lines
7.6 KiB
C++
276 lines
7.6 KiB
C++
#include "cbase.h"
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#include "engine/IEngineSound.h"
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#include "asw_shareddefs.h"
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#include "basegrenade_shared.h"
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#include "Sprite.h"
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#include "asw_bouncing_pellet_shared.h"
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#ifdef CLIENT_DLL
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#include "c_asw_marine.h"
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#include "particles_simple.h"
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#include "c_asw_trail_beam.h"
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#include "idebugoverlaypanel.h"
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#include "engine/IVDebugOverlay.h"
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#define CASW_Marine C_ASW_Marine
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#else
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#include "asw_marine.h"
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#include "iasw_spawnable_npc.h"
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#include "IEffects.h"
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#include "te_effect_dispatch.h"
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#endif
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#include "asw_gamerules.h"
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#include "util_shared.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define PELLET_MODEL "models/swarm/Shotgun/ShotgunPellet.mdl"
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IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Bouncing_Pellet, DT_ASW_Bouncing_Pellet );
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BEGIN_NETWORK_TABLE( CASW_Bouncing_Pellet, DT_ASW_Bouncing_Pellet )
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END_NETWORK_TABLE()
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LINK_ENTITY_TO_CLASS( asw_bouncing_pellet, CASW_Bouncing_Pellet );
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PRECACHE_REGISTER(asw_bouncing_pellet);
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CASW_Bouncing_Pellet::CASW_Bouncing_Pellet()
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{
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m_hLastHit = NULL;
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m_iBounces = 2;
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#ifdef CLIENT_DLL
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m_pTrail = NULL;
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m_bClientPellet = false;
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#endif
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}
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void CASW_Bouncing_Pellet::Precache( void )
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{
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BaseClass::Precache( );
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PrecacheModel( PELLET_MODEL );
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PrecacheModel( "swarm/sprites/whiteglow1.vmt" );
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PrecacheModel( "swarm/sprites/greylaser1.vmt" );
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}
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void CASW_Bouncing_Pellet::Spawn( void )
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{
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Precache();
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
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SetSolid( SOLID_BBOX );
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//m_flGravity = 1.0;
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SetFriction( 0.75 );
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SetModel( PELLET_MODEL );
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SetSize( -Vector(1,1,1), Vector(1,1,1) );
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SetSolid( SOLID_BBOX );
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SetGravity( 0.05f );
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SetCollisionGroup( ASW_COLLISION_GROUP_SHOTGUN_PELLET );
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SetTouch( &CASW_Bouncing_Pellet::PelletTouch );
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SetThink( &CASW_Bouncing_Pellet::SUB_Remove );
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SetNextThink( gpGlobals->curtime + 1.0f );
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m_flDamage = 10;
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m_takedamage = DAMAGE_NO;
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}
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void CASW_Bouncing_Pellet::UpdateOnRemove( void )
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{
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BaseClass::UpdateOnRemove();
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#ifdef CLIENT_DLL
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ReleaseBeamTrail();
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#endif
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}
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CASW_Bouncing_Pellet *CASW_Bouncing_Pellet::CreatePellet( const Vector &vecOrigin, const Vector &vecForward, CBaseEntity *pMarine, float flDamage )
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{
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CASW_Bouncing_Pellet *pProjectile = dynamic_cast<CASW_Bouncing_Pellet*>(CreateEntityByName("asw_bouncing_pellet"));
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//(CASW_Bouncing_Pellet*)CREATE_PREDICTED_ENTITY( "asw_shotgun_pellet_predicted" );
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#ifdef CLIENT_DLL
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if (!pProjectile->InitializeAsClientEntity( PELLET_MODEL, false ))
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{
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Msg("CASW_Bouncing_Pellet Error, couldn't InitializeAsClientEntity\n");
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pProjectile->Release();
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return NULL;
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}
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if (pProjectile)
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pProjectile->m_bClientPellet = true;
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#endif
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if ( pProjectile )
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{
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UTIL_SetOrigin( pProjectile, vecOrigin );
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pProjectile->SetOwnerEntity( pMarine );
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pProjectile->Spawn();
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pProjectile->SetAbsVelocity( vecForward );
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pProjectile->m_flDamage = flDamage;
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QAngle angles;
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VectorAngles( vecForward, angles );
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pProjectile->SetLocalAngles( angles );
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}
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return pProjectile;
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}
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#ifdef CLIENT_DLL
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void CASW_Bouncing_Pellet::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if ( updateType == DATA_UPDATE_CREATED)
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{
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CreateBeamTrail();
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SetNextClientThink(CLIENT_THINK_ALWAYS);
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}
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}
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ConVar asw_pellet_trail_width("asw_pellet_trail_width", "1.5f", FCVAR_CHEAT);
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ConVar asw_pellet_trail_fade("asw_pellet_trail_fade", "0.0f", FCVAR_CHEAT);
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ConVar asw_pellet_trail_life("asw_pellet_trail_life", "1.0f", FCVAR_CHEAT);
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ConVar asw_pellet_trail_r("asw_pellet_trail_r", "255", FCVAR_CHEAT);
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ConVar asw_pellet_trail_g("asw_pellet_trail_g", "255", FCVAR_CHEAT);
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ConVar asw_pellet_trail_b("asw_pellet_trail_b", "255", FCVAR_CHEAT);
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ConVar asw_pellet_trail_a("asw_pellet_trail_a", "40", FCVAR_CHEAT);
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ConVar asw_pellet_trail_material("asw_pellet_trail_material", "sprites/laserbeam.vmt", FCVAR_CHEAT);
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void CASW_Bouncing_Pellet::CreateBeamTrail()
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{
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BeamInfo_t beamInfo;
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beamInfo.m_pStartEnt = this;
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beamInfo.m_nStartAttachment = 0;
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beamInfo.m_nModelIndex = modelinfo->GetModelIndex( asw_pellet_trail_material.GetString() );
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beamInfo.m_nHaloIndex = 0;
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beamInfo.m_flHaloScale = 0;
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beamInfo.m_flLife = asw_pellet_trail_life.GetFloat();
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beamInfo.m_flWidth = asw_pellet_trail_width.GetFloat();
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beamInfo.m_flEndWidth = asw_pellet_trail_width.GetFloat();
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beamInfo.m_flFadeLength = asw_pellet_trail_fade.GetFloat();
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beamInfo.m_flBrightness = asw_pellet_trail_a.GetFloat();
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beamInfo.m_flRed = asw_pellet_trail_r.GetFloat();
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beamInfo.m_flGreen = asw_pellet_trail_g.GetFloat();
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beamInfo.m_flBlue = asw_pellet_trail_b.GetFloat();
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if (!IsClientCreated())
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{
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beamInfo.m_flBlue = 0;
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}
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beamInfo.m_flAmplitude = asw_pellet_trail_life.GetFloat();
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m_pTrail = beams->CreateBeamFollow( beamInfo );
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}
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void CASW_Bouncing_Pellet::ReleaseBeamTrail()
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{
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if (m_pTrail)
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{
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m_pTrail->flags = 0;
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m_pTrail->die = gpGlobals->curtime - 1;
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m_pTrail = NULL;
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}
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}
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void CASW_Bouncing_Pellet::ClientThink()
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{
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if (!m_bClientPellet)
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return;
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// move us forward
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Vector vecForward;
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AngleVectors(GetAbsAngles(), &vecForward);
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Vector vecEndPosition = GetAbsOrigin() + vecForward * 2500 * gpGlobals->frametime; // todo: FIX HARDCODED speed
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trace_t trace;
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CTraceFilterWorldOnly traceFilter;
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UTIL_TraceHull( GetAbsOrigin(), vecEndPosition, -Vector(1,1,1), Vector(1,1,1),
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MASK_SOLID_BRUSHONLY, &traceFilter, &trace );
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if ( trace.fraction < 1.0f )
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{
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PelletTouch(trace.m_pEnt);
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}
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else
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{
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debugoverlay->AddLineOverlay(GetAbsOrigin(), vecEndPosition,
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0, 0, 255, true, 1.0f);
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SetAbsOrigin(vecEndPosition);
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}
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SetNextClientThink(CLIENT_THINK_ALWAYS);
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}
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#endif
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#ifdef GAME_DLL
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void CASW_Bouncing_Pellet::PelletHurt( CBaseEntity *pOther, trace_t &tr )
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{
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if (pOther == m_hLastHit.Get()) // don't damage the same alien twice
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return;
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ClearMultiDamage();
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CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), m_flDamage, DMG_BUCKSHOT );
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Vector vecNormalizedVel = GetAbsVelocity();
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VectorNormalize( vecNormalizedVel );
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CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
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dmgInfo.SetDamagePosition( tr.endpos );
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pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
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ApplyMultiDamage();
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}
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#endif
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void CASW_Bouncing_Pellet::PelletTouch( CBaseEntity *pOther )
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{
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if (!pOther)
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return;
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// make sure we don't die on things we shouldn't
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if (!ASWGameRules() || !ASWGameRules()->ShouldCollide(GetCollisionGroup(), pOther->GetCollisionGroup()))
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return;
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if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
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return;
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trace_t tr;
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tr = BaseClass::GetTouchTrace();
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if ( pOther->m_takedamage != DAMAGE_NO )
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{
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#ifdef GAME_DLL
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PelletHurt(pOther, tr);
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#endif
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}
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// keep going through glass
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if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
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return;
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// keep going through aliens
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if ( pOther->IsNPC() )
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return;
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// todo: impact effects?
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if (m_iBounces > 0)
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{
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// bounce
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Vector vecNewDir = GetAbsVelocity();
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float speed = vecNewDir.NormalizeInPlace();
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float proj = (vecNewDir).Dot( tr.plane.normal );
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VectorMA( vecNewDir, -proj*2, tr.plane.normal, vecNewDir );
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vecNewDir *= speed;
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SetAbsVelocity(Vector(vecNewDir.x, vecNewDir.y, GetAbsVelocity().z)); // don't alter z
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m_iBounces--;
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}
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// hit something with no bounces left, time to die
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SetAbsVelocity( Vector( 0, 0, 0 ) );
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SetTouch( NULL );
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SetThink( &CASW_Bouncing_Pellet::SUB_Remove );
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SetNextThink( gpGlobals->curtime );
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} |