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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/tf2/fire_damage_mgr.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/tf2/fire_damage_mgr.h')
| -rw-r--r-- | game/server/tf2/fire_damage_mgr.h | 121 |
1 files changed, 121 insertions, 0 deletions
diff --git a/game/server/tf2/fire_damage_mgr.h b/game/server/tf2/fire_damage_mgr.h new file mode 100644 index 0000000..0f0df10 --- /dev/null +++ b/game/server/tf2/fire_damage_mgr.h @@ -0,0 +1,121 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef FIRE_DAMAGE_MGR_H +#define FIRE_DAMAGE_MGR_H +#ifdef _WIN32 +#pragma once +#endif + + +#include "igamesystem.h" +#include "utllinkedlist.h" +#include "ehandle.h" + + +class CEntityBurnEffect; + + +// ------------------------------------------------------------------------------------------ // +// CFireDamageMgr. +// +// This class manages fire damage being applied to entities. It uses velocity, acceleration, +// and decay to model fire damage building up, and it puts a cap on the maximum amount of damage +// an entity can take from fire during a given frame. +// ------------------------------------------------------------------------------------------ // + +class CFireDamageMgr : public CAutoGameSystem +{ +// Overrides. +public: + + virtual bool Init(); + virtual void FrameUpdatePostEntityThink(); + + +public: + // Apply fire damage to an entity. flDamageAccel is in units per second, so in the absence of + // decay, it equals velocity increase per second. + // + // NOTE: the damage acceleration should always be greater than the decay per second, or no damage + // will be applied since it will decay faster than + void AddDamage( CBaseEntity *pTarget, CBaseEntity *pAttacker, float flDamageAccel, bool bMakeBurnEffect ); + + +private: + class CDamageAttacker + { + public: + void Init( CBaseEntity *pAttacker, float flVelocity ) + { + m_hAttacker = pAttacker; + m_flVelocity = flVelocity; + m_flDamageSum = 0; + } + + EHANDLE m_hAttacker; + float m_flVelocity; // Current damage velocity. + + float m_flDamageSum; // Damage is summed up and applied a couple times per second instead of + // each frame since fractional damage is rounded to 1. + }; + + class CDamageEnt + { + public: + enum + { + MAX_ATTACKERS = 4 + }; + + bool m_bWasAlive; + + EHANDLE m_hEnt; + CHandle<CEntityBurnEffect> m_pBurnEffect; + + // Each attacker gets credit for a portion of + CDamageAttacker m_Attackers[MAX_ATTACKERS]; + int m_nAttackers; + }; + + +private: + + void ApplyCollectedDamage( CFireDamageMgr::CDamageEnt *pEnt, int iAttacker ); + void RemoveDamageEnt( int iEnt ); + + +private: + + CUtlLinkedList<CDamageEnt,int> m_DamageEnts; + + float m_flMaxDamagePerSecond; + float m_flDecayConstant; + + // This counts down to zero so we only apply fire damage every so often. + float m_flApplyDamageCountdown; +}; + + +// Returns true if the entity is burnable by the specified team. +bool IsBurnableEnt( CBaseEntity *pEntity, int iTeam ); + + +// This is used by the flamethrower and the burning gasoline blobs to find entities to burn. +int FindBurnableEntsInSphere( + CBaseEntity **ents, + float *dists, + int nMaxEnts, + const Vector &vecCenter, + float flSearchRadius, + CBaseEntity *pOwner ); + + +CFireDamageMgr* GetFireDamageMgr(); + + +#endif // FIRE_DAMAGE_MGR_H |