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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/hl2/grenade_brickbat.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/hl2/grenade_brickbat.cpp')
| -rw-r--r-- | game/server/hl2/grenade_brickbat.cpp | 274 |
1 files changed, 274 insertions, 0 deletions
diff --git a/game/server/hl2/grenade_brickbat.cpp b/game/server/hl2/grenade_brickbat.cpp new file mode 100644 index 0000000..65b2997 --- /dev/null +++ b/game/server/hl2/grenade_brickbat.cpp @@ -0,0 +1,274 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Things thrown from the hand +// +//=============================================================================// + +#include "cbase.h" +#include "player.h" +#include "ammodef.h" +#include "gamerules.h" +#include "grenade_brickbat.h" +#include "weapon_brickbat.h" +#include "soundent.h" +#include "decals.h" +#include "IEffects.h" +#include "engine/IEngineSound.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +// Global Savedata for changelevel trigger +BEGIN_DATADESC( CGrenade_Brickbat ) + + DEFINE_FIELD( m_nType, FIELD_INTEGER ), + DEFINE_FIELD( m_bExplodes, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bBounceToFlat, FIELD_BOOLEAN ), + + // Function Pointers + DEFINE_FUNCTION( BrickbatTouch ), + DEFINE_FUNCTION( BrickbatThink ), + +END_DATADESC() + +LINK_ENTITY_TO_CLASS( brickbat, CGrenade_Brickbat ); + +void CGrenade_Brickbat::Spawn( void ) +{ + SetCollisionGroup( COLLISION_GROUP_PROJECTILE ); + SetTouch( BrickbatTouch ); + SetThink( BrickbatThink ); + SetNextThink( gpGlobals->curtime + 0.1f ); + + m_takedamage = DAMAGE_YES; + m_iHealth = 1; + + SetGravity( 1.0 ); + SetSequence( 1 ); + + CreateVPhysics(); +} + +bool CGrenade_Brickbat::CreateVPhysics() +{ + VPhysicsInitNormal( SOLID_VPHYSICS, 0, false ); + IPhysicsObject *pPhysics = VPhysicsGetObject(); + if ( pPhysics ) + { + // we want world touches + unsigned int flags = pPhysics->GetCallbackFlags(); + pPhysics->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC ); + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CGrenade_Brickbat::BrickbatTouch( CBaseEntity *pOther ) +{ + // ----------------------------------------------------------- + // Might be physically simulated so get my velocity manually + // ----------------------------------------------------------- + Vector vVelocity; + GetVelocity(&vVelocity,NULL); + + // ----------------------------------- + // Do damage if we moving fairly fast + // ----------------------------------- + if (vVelocity.Length() > 100) + { + if (GetThrower()) + { + trace_t tr; + tr = CBaseEntity::GetTouchTrace( ); + ClearMultiDamage( ); + Vector forward; + AngleVectors( GetLocalAngles(), &forward ); + + CTakeDamageInfo info( this, GetThrower(), m_flDamage, DMG_CRUSH ); + CalculateMeleeDamageForce( &info, forward, tr.endpos ); + pOther->DispatchTraceAttack( info, forward, &tr ); + ApplyMultiDamage(); + } + // If this thrown item explodes, blow it up + if (m_bExplodes) + { + Detonate(); + return; + } + } + else if (pOther->GetFlags() & FL_CLIENT) + { + SpawnBrickbatWeapon(); + return; + } +} + +//------------------------------------------------------------------------------ +// Purpose : Brickbat grenade turns back into a brickbat weapon +// Input : +// Output : +//------------------------------------------------------------------------------ +void CGrenade_Brickbat::SpawnBrickbatWeapon( void ) +{ + CWeaponBrickbat *pBrickbat = (CWeaponBrickbat*)CBaseEntity::CreateNoSpawn( + "weapon_brickbat", GetLocalOrigin(), GetLocalAngles(), NULL ); + // Spawn after we set the ammo type so the correct model is used + if (pBrickbat) + { + pBrickbat->m_iCurrentAmmoType = m_nType; + pBrickbat->Spawn(); + VPhysicsDestroyObject(); + SetThink(NULL); + UTIL_Remove(this); + } +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CGrenade_Brickbat::BrickbatThink( void ) +{ + // ----------------------------------------------------------- + // Might be physically simulated so get my velocity manually + // ----------------------------------------------------------- + Vector vVelocity; + AngularImpulse vAngVel; + GetVelocity(&vVelocity,&vAngVel); + + // See if I can lose my owner (has dropper moved out of way?) + // Want do this so owner can throw the brickbat + if (GetOwnerEntity()) + { + trace_t tr; + Vector vUpABit = GetAbsOrigin(); + vUpABit.z += 5.0; + + CBaseEntity* saveOwner = GetOwnerEntity(); + SetOwnerEntity( NULL ); + UTIL_TraceEntity( this, GetAbsOrigin(), vUpABit, MASK_SOLID, &tr ); + if ( tr.startsolid || tr.fraction != 1.0 ) + { + SetOwnerEntity( saveOwner ); + } + } + + // --------------------------------------------------------------- + // Make sure we're not resting on a living thing's bounding box + // --------------------------------------------------------------- + if (vVelocity.Length() < 0.01) + { + trace_t tr; + UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,10), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); + + if ( tr.fraction < 1.0 && tr.m_pEnt) + { + CBaseEntity *pEntity = tr.m_pEnt; + if (pEntity->GetFlags() & (FL_CLIENT | FL_NPC)) + { + // -------------------- + // Bounce me off + // -------------------- + Vector vNewVel; + vNewVel.y = 100; + vNewVel.x = random->RandomInt(-100,100); + vNewVel.z = random->RandomInt(-100,100); + + // If physically simulated + IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); + if ( pPhysicsObject ) + { + pPhysicsObject->AddVelocity( &vNewVel, &vAngVel ); + } + // Otherwise + else + { + SetAbsVelocity( vNewVel ); + } + } + } + } + + if (vVelocity.Length() < 0.01) + { + SpawnBrickbatWeapon(); + } + SetNextThink( gpGlobals->curtime + 0.1f ); +} + +//===================================================================== +// > Rock +//===================================================================== +class CGrenadeRockBB : public CGrenade_Brickbat +{ +public: + DECLARE_CLASS( CGrenadeRockBB, CGrenade_Brickbat ); + + void Spawn(void) + { + m_nType = BRICKBAT_ROCK; + SetModel( "models/props_junk/Rock001a.mdl" ); + BaseClass::Spawn(); + } + void Precache( void ) + { + PrecacheModel("models/props_junk/Rock001a.mdl"); + BaseClass::Precache(); + } +}; +LINK_ENTITY_TO_CLASS( grenade_rockbb, CGrenadeRockBB ); +PRECACHE_REGISTER(grenade_rockbb); + + +//===================================================================== +// > BeerBottle +//===================================================================== +class CGrenadeBottle : public CGrenade_Brickbat +{ +public: + DECLARE_CLASS( CGrenadeBottle, CGrenade_Brickbat ); + + void Spawn(void) + { + m_nType = BRICKBAT_BOTTLE; + m_bExplodes = true; + SetModel( "models/weapons/w_bb_bottle.mdl" ); + BaseClass::Spawn(); + } + void Precache( void ); + void Detonate( void ); +}; + +void CGrenadeBottle::Precache( void ) +{ + PrecacheModel("models/weapons/w_bb_bottle.mdl"); + + PrecacheScriptSound( "GrenadeBottle.Detonate" ); + + BaseClass::Precache(); +} + +void CGrenadeBottle::Detonate( void ) +{ + trace_t trace; + + UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity(), MASK_SOLID, this, COLLISION_GROUP_NONE, &trace); + UTIL_DecalTrace( &trace, "BeerSplash" ); + + EmitSound( "GrenadeBottle.Detonate" ); + + CSoundEnt::InsertSound(SOUND_COMBAT, GetAbsOrigin(), 400, 0.5); + + UTIL_Remove( this ); +} + +LINK_ENTITY_TO_CLASS( grenade_beerbottle, CGrenadeBottle ); +PRECACHE_REGISTER(grenade_beerbottle); + + |