mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
366 lines
9.2 KiB
C++
366 lines
9.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "grenade_satchel.h"
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#include "player.h"
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#include "soundenvelope.h"
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#include "engine/IEngineSound.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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ConVar sk_plr_dmg_satchel ( "sk_plr_dmg_satchel","0");
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ConVar sk_npc_dmg_satchel ( "sk_npc_dmg_satchel","0");
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ConVar sk_satchel_radius ( "sk_satchel_radius","0");
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BEGIN_DATADESC( CSatchelCharge )
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DEFINE_SOUNDPATCH( m_soundSlide ),
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DEFINE_FIELD( m_flSlideVolume, FIELD_FLOAT ),
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DEFINE_FIELD( m_flNextBounceSoundTime, FIELD_TIME ),
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DEFINE_FIELD( m_bInAir, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_vLastPosition, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_pMyWeaponSLAM, FIELD_CLASSPTR ),
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DEFINE_FIELD( m_bIsAttached, FIELD_BOOLEAN ),
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// Function Pointers
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DEFINE_FUNCTION( SatchelTouch ),
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DEFINE_FUNCTION( SatchelThink ),
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DEFINE_FUNCTION( SatchelUse ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( npc_satchel, CSatchelCharge );
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//=========================================================
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// Deactivate - do whatever it is we do to an orphaned
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// satchel when we don't want it in the world anymore.
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//=========================================================
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void CSatchelCharge::Deactivate( void )
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{
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AddSolidFlags( FSOLID_NOT_SOLID );
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UTIL_Remove( this );
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}
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void CSatchelCharge::Spawn( void )
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{
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Precache( );
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// motor
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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SetSolid( SOLID_BBOX );
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SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
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SetModel( "models/Weapons/w_slam.mdl" );
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UTIL_SetSize(this, Vector( -6, -6, -2), Vector(6, 6, 2));
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SetTouch( SatchelTouch );
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SetUse( SatchelUse );
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SetThink( SatchelThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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m_flDamage = sk_plr_dmg_satchel.GetFloat();
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m_DmgRadius = sk_satchel_radius.GetFloat();
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m_takedamage = DAMAGE_YES;
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m_iHealth = 1;
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SetGravity( UTIL_ScaleForGravity( 560 ) ); // slightly lower gravity
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SetFriction( 1.0 );
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SetSequence( 1 );
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m_bIsAttached = false;
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m_bInAir = true;
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m_flSlideVolume = -1.0;
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m_flNextBounceSoundTime = 0;
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m_vLastPosition = vec3_origin;
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InitSlideSound();
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}
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//-----------------------------------------------------------------------------
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void CSatchelCharge::InitSlideSound(void)
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{
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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CPASAttenuationFilter filter( this );
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m_soundSlide = controller.SoundCreate( filter, entindex(), CHAN_STATIC, "SatchelCharge.Slide", ATTN_NORM );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CSatchelCharge::KillSlideSound(void)
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{
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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controller.CommandClear( m_soundSlide );
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controller.SoundFadeOut( m_soundSlide, 0.0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CSatchelCharge::SatchelUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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KillSlideSound();
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SetThink( Detonate );
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SetNextThink( gpGlobals->curtime );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CSatchelCharge::SatchelTouch( CBaseEntity *pOther )
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{
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Assert( pOther );
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if ( !pOther->IsSolid() )
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return;
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// If successfully thrown and touching the
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// NPC that released this grenade, pick it up
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if ( pOther == GetThrower() && GetOwnerEntity() == NULL )
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{
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CBasePlayer *pPlayer = ToBasePlayer( m_pMyWeaponSLAM->GetOwner() );
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if (pPlayer)
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{
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// Give the player ammo
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pPlayer->GiveAmmo(1, m_pMyWeaponSLAM->m_iSecondaryAmmoType);
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CPASAttenuationFilter filter( pPlayer, "SatchelCharge.Pickup" );
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EmitSound( filter, pPlayer->entindex(), "SatchelCharge.Pickup" );
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m_bIsLive = false;
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// Take weapon out of detonate mode if necessary
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if (!m_pMyWeaponSLAM->AnyUndetonatedCharges())
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{
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m_pMyWeaponSLAM->m_bDetonatorArmed = false;
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m_pMyWeaponSLAM->m_bNeedDetonatorHolster = true;
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// Put detonator away right away
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m_pMyWeaponSLAM->SetWeaponIdleTime( gpGlobals->curtime );
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}
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// Kill any sliding sound
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KillSlideSound();
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// Remove satchel charge from world
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UTIL_Remove( this );
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return;
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}
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}
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StudioFrameAdvance( );
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// Is it attached to a wall?
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if (m_bIsAttached)
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{
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return;
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}
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SetGravity( 1 );// normal gravity now
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// HACKHACK - On ground isn't always set, so look for ground underneath
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trace_t tr;
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,10), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction < 1.0 )
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{
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// add a bit of static friction
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SetAbsVelocity( GetAbsVelocity() * 0.85 );
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SetLocalAngularVelocity( GetLocalAngularVelocity() * 0.8 );
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}
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UpdateSlideSound();
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if (m_bInAir)
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{
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BounceSound();
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m_bInAir = false;
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}
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}
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void CSatchelCharge::UpdateSlideSound( void )
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{
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if (!m_soundSlide)
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{
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return;
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}
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float volume = GetAbsVelocity().Length2D()/1000;
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if (volume < 0.01 && m_soundSlide)
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{
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KillSlideSound();
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return;
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}
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// HACKHACK - On ground isn't always set, so look for ground underneath
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trace_t tr;
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,10), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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if ( tr.fraction < 1.0 )
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{
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if (m_flSlideVolume == -1.0)
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{
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controller.CommandClear( m_soundSlide );
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controller.Play( m_soundSlide, 1.0, 100 );
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m_flSlideVolume = 1.0;
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}
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else
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{
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float volume = GetAbsVelocity().Length()/1000;
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if ( volume < m_flSlideVolume )
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{
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m_flSlideVolume = volume;
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controller.CommandClear( m_soundSlide );
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controller.SoundChangeVolume( m_soundSlide, volume, 0.1 );
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}
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}
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}
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else
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{
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controller.CommandClear( m_soundSlide );
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controller.SoundChangeVolume( m_soundSlide, 0.0, 0.01 );
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m_flSlideVolume = -1.0;
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m_bInAir = true;
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return;
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}
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}
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void CSatchelCharge::SatchelThink( void )
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{
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// If attached resize so player can pick up off wall
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if (m_bIsAttached)
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{
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UTIL_SetSize(this, Vector( -2, -2, -6), Vector(2, 2, 6));
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}
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UpdateSlideSound();
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// See if I can lose my owner (has dropper moved out of way?)
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// Want do this so owner can shoot the satchel charge
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if (GetOwnerEntity())
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{
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trace_t tr;
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Vector vUpABit = GetAbsOrigin();
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vUpABit.z += 5.0;
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CBaseEntity* saveOwner = GetOwnerEntity();
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SetOwnerEntity( NULL );
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UTIL_TraceEntity( this, GetAbsOrigin(), vUpABit, MASK_SOLID, &tr );
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if ( tr.startsolid || tr.fraction != 1.0 )
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{
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SetOwnerEntity( saveOwner );
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}
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}
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// Bounce movement code gets this think stuck occasionally so check if I've
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// succeeded in moving, otherwise kill my motions.
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else if ((GetAbsOrigin() - m_vLastPosition).LengthSqr()<1)
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{
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SetAbsVelocity( vec3_origin );
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QAngle angVel = GetLocalAngularVelocity();
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angVel.y = 0;
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SetLocalAngularVelocity( angVel );
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// Kill any remaining sound
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KillSlideSound();
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// Clear think function
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SetThink(NULL);
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return;
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}
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m_vLastPosition= GetAbsOrigin();
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StudioFrameAdvance( );
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SetNextThink( gpGlobals->curtime + 0.1f );
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if (!IsInWorld())
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{
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// Kill any remaining sound
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KillSlideSound();
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UTIL_Remove( this );
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return;
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}
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// Is it attached to a wall?
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if (m_bIsAttached)
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{
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return;
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}
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Vector vecNewVel = GetAbsVelocity();
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if (GetWaterLevel() == 3)
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{
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SetMoveType( MOVETYPE_FLY );
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vecNewVel *= 0.8;
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vecNewVel.z += 8;
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SetLocalAngularVelocity( GetLocalAngularVelocity() * 0.9 );
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}
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else if (GetWaterLevel() == 0)
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{
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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}
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else
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{
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vecNewVel.z -= 8;
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}
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SetAbsVelocity( vecNewVel );
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}
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void CSatchelCharge::Precache( void )
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{
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PrecacheModel("models/Weapons/w_slam.mdl");
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PrecacheScriptSound( "SatchelCharge.Pickup" );
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PrecacheScriptSound( "SatchelCharge.Bounce" );
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PrecacheScriptSound( "SatchelCharge.Slide" );
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}
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void CSatchelCharge::BounceSound( void )
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{
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if (gpGlobals->curtime > m_flNextBounceSoundTime)
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{
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EmitSound( "SatchelCharge.Bounce" );
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m_flNextBounceSoundTime = gpGlobals->curtime + 0.1;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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CSatchelCharge::CSatchelCharge(void)
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{
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m_vLastPosition.Init();
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m_pMyWeaponSLAM = NULL;
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}
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CSatchelCharge::~CSatchelCharge(void)
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{
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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controller.SoundDestroy( m_soundSlide );
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}
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