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path: root/game/server/hl2mp/grenade_tripmine.cpp
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-rw-r--r--game/server/hl2mp/grenade_tripmine.cpp276
1 files changed, 276 insertions, 0 deletions
diff --git a/game/server/hl2mp/grenade_tripmine.cpp b/game/server/hl2mp/grenade_tripmine.cpp
new file mode 100644
index 0000000..e14a929
--- /dev/null
+++ b/game/server/hl2mp/grenade_tripmine.cpp
@@ -0,0 +1,276 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Implements the tripmine grenade.
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "beam_shared.h"
+#include "shake.h"
+#include "grenade_tripmine.h"
+#include "vstdlib/random.h"
+#include "engine/IEngineSound.h"
+#include "explode.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+extern const char* g_pModelNameLaser;
+
+ConVar sk_plr_dmg_tripmine ( "sk_plr_dmg_tripmine","0");
+ConVar sk_npc_dmg_tripmine ( "sk_npc_dmg_tripmine","0");
+ConVar sk_tripmine_radius ( "sk_tripmine_radius","0");
+
+LINK_ENTITY_TO_CLASS( npc_tripmine, CTripmineGrenade );
+
+BEGIN_DATADESC( CTripmineGrenade )
+
+ DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
+ DEFINE_FIELD( m_flPowerUp, FIELD_TIME ),
+ DEFINE_FIELD( m_vecDir, FIELD_VECTOR ),
+ DEFINE_FIELD( m_vecEnd, FIELD_POSITION_VECTOR ),
+ DEFINE_FIELD( m_flBeamLength, FIELD_FLOAT ),
+ DEFINE_FIELD( m_pBeam, FIELD_CLASSPTR ),
+ DEFINE_FIELD( m_posOwner, FIELD_POSITION_VECTOR ),
+ DEFINE_FIELD( m_angleOwner, FIELD_VECTOR ),
+
+ // Function Pointers
+ DEFINE_THINKFUNC( WarningThink ),
+ DEFINE_THINKFUNC( PowerupThink ),
+ DEFINE_THINKFUNC( BeamBreakThink ),
+ DEFINE_THINKFUNC( DelayDeathThink ),
+
+END_DATADESC()
+
+CTripmineGrenade::CTripmineGrenade()
+{
+ m_vecDir.Init();
+ m_vecEnd.Init();
+ m_posOwner.Init();
+ m_angleOwner.Init();
+}
+
+void CTripmineGrenade::Spawn( void )
+{
+ Precache( );
+ // motor
+ SetMoveType( MOVETYPE_FLY );
+ SetSolid( SOLID_BBOX );
+ SetModel( "models/Weapons/w_slam.mdl" );
+
+ IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true );
+ pObject->EnableMotion( false );
+ SetCollisionGroup( COLLISION_GROUP_WEAPON );
+
+ SetCycle( 0.0f );
+ m_nBody = 3;
+ m_flDamage = sk_plr_dmg_tripmine.GetFloat();
+ m_DmgRadius = sk_tripmine_radius.GetFloat();
+
+ ResetSequenceInfo( );
+ m_flPlaybackRate = 0;
+
+ UTIL_SetSize(this, Vector( -4, -4, -2), Vector(4, 4, 2));
+
+ m_flPowerUp = gpGlobals->curtime + 2.0;
+
+ SetThink( &CTripmineGrenade::PowerupThink );
+ SetNextThink( gpGlobals->curtime + 0.2 );
+
+ m_takedamage = DAMAGE_YES;
+
+ m_iHealth = 1;
+
+ EmitSound( "TripmineGrenade.Place" );
+ SetDamage ( 200 );
+
+ // Tripmine sits at 90 on wall so rotate back to get m_vecDir
+ QAngle angles = GetAbsAngles();
+ angles.x -= 90;
+
+ AngleVectors( angles, &m_vecDir );
+ m_vecEnd = GetAbsOrigin() + m_vecDir * 2048;
+
+ AddEffects( EF_NOSHADOW );
+}
+
+
+void CTripmineGrenade::Precache( void )
+{
+ PrecacheModel("models/Weapons/w_slam.mdl");
+
+ PrecacheScriptSound( "TripmineGrenade.Place" );
+ PrecacheScriptSound( "TripmineGrenade.Activate" );
+}
+
+
+void CTripmineGrenade::WarningThink( void )
+{
+ // set to power up
+ SetThink( &CTripmineGrenade::PowerupThink );
+ SetNextThink( gpGlobals->curtime + 1.0f );
+}
+
+
+void CTripmineGrenade::PowerupThink( void )
+{
+ if (gpGlobals->curtime > m_flPowerUp)
+ {
+ MakeBeam( );
+ RemoveSolidFlags( FSOLID_NOT_SOLID );
+ m_bIsLive = true;
+
+ // play enabled sound
+ EmitSound( "TripmineGrenade.Activate" );
+ }
+ SetNextThink( gpGlobals->curtime + 0.1f );
+}
+
+
+void CTripmineGrenade::KillBeam( void )
+{
+ if ( m_pBeam )
+ {
+ UTIL_Remove( m_pBeam );
+ m_pBeam = NULL;
+ }
+}
+
+
+void CTripmineGrenade::MakeBeam( void )
+{
+ trace_t tr;
+
+ UTIL_TraceLine( GetAbsOrigin(), m_vecEnd, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
+
+ m_flBeamLength = tr.fraction;
+
+
+
+ // If I hit a living thing, send the beam through me so it turns on briefly
+ // and then blows the living thing up
+ CBaseEntity *pEntity = tr.m_pEnt;
+ CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
+
+ // Draw length is not the beam length if entity is in the way
+ float drawLength = tr.fraction;
+ if (pBCC)
+ {
+ SetOwnerEntity( pBCC );
+ UTIL_TraceLine( GetAbsOrigin(), m_vecEnd, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
+ m_flBeamLength = tr.fraction;
+ SetOwnerEntity( NULL );
+
+ }
+
+ // set to follow laser spot
+ SetThink( &CTripmineGrenade::BeamBreakThink );
+
+ // Delay first think slightly so beam has time
+ // to appear if person right in front of it
+ SetNextThink( gpGlobals->curtime + 1.0f );
+
+ Vector vecTmpEnd = GetLocalOrigin() + m_vecDir * 2048 * drawLength;
+
+ m_pBeam = CBeam::BeamCreate( g_pModelNameLaser, 0.35 );
+ m_pBeam->PointEntInit( vecTmpEnd, this );
+ m_pBeam->SetColor( 255, 55, 52 );
+ m_pBeam->SetScrollRate( 25.6 );
+ m_pBeam->SetBrightness( 64 );
+
+ int beamAttach = LookupAttachment("beam_attach");
+ m_pBeam->SetEndAttachment( beamAttach );
+}
+
+
+void CTripmineGrenade::BeamBreakThink( void )
+{
+ // See if I can go solid yet (has dropper moved out of way?)
+ if (IsSolidFlagSet( FSOLID_NOT_SOLID ))
+ {
+ trace_t tr;
+ Vector vUpBit = GetAbsOrigin();
+ vUpBit.z += 5.0;
+
+ UTIL_TraceEntity( this, GetAbsOrigin(), vUpBit, MASK_SHOT, &tr );
+ if ( !tr.startsolid && (tr.fraction == 1.0) )
+ {
+ RemoveSolidFlags( FSOLID_NOT_SOLID );
+ }
+ }
+
+ trace_t tr;
+
+ // NOT MASK_SHOT because we want only simple hit boxes
+ UTIL_TraceLine( GetAbsOrigin(), m_vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
+
+ // ALERT( at_console, "%f : %f\n", tr.flFraction, m_flBeamLength );
+
+ // respawn detect.
+ if ( !m_pBeam )
+ {
+ MakeBeam( );
+ if ( tr.m_pEnt )
+ m_hOwner = tr.m_pEnt; // reset owner too
+ }
+
+
+ CBaseEntity *pEntity = tr.m_pEnt;
+ CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
+
+ if (pBCC || fabs( m_flBeamLength - tr.fraction ) > 0.001)
+ {
+ m_iHealth = 0;
+ Event_Killed( CTakeDamageInfo( (CBaseEntity*)m_hOwner, this, 100, GIB_NORMAL ) );
+ return;
+ }
+
+ SetNextThink( gpGlobals->curtime + 0.05f );
+}
+
+#if 0 // FIXME: OnTakeDamage_Alive() is no longer called now that base grenade derives from CBaseAnimating
+int CTripmineGrenade::OnTakeDamage_Alive( const CTakeDamageInfo &info )
+{
+ if (gpGlobals->curtime < m_flPowerUp && info.GetDamage() < m_iHealth)
+ {
+ // disable
+ // Create( "weapon_tripmine", GetLocalOrigin() + m_vecDir * 24, GetAngles() );
+ SetThink( &CTripmineGrenade::SUB_Remove );
+ SetNextThink( gpGlobals->curtime + 0.1f );
+ KillBeam();
+ return FALSE;
+ }
+ return BaseClass::OnTakeDamage_Alive( info );
+}
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CTripmineGrenade::Event_Killed( const CTakeDamageInfo &info )
+{
+ m_takedamage = DAMAGE_NO;
+
+ SetThink( &CTripmineGrenade::DelayDeathThink );
+ SetNextThink( gpGlobals->curtime + 0.25 );
+
+ EmitSound( "TripmineGrenade.StopSound" );
+}
+
+
+void CTripmineGrenade::DelayDeathThink( void )
+{
+ KillBeam();
+ trace_t tr;
+ UTIL_TraceLine ( GetAbsOrigin() + m_vecDir * 8, GetAbsOrigin() - m_vecDir * 64, MASK_SOLID, this, COLLISION_GROUP_NONE, & tr);
+ UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START );
+
+ ExplosionCreate( GetAbsOrigin() + m_vecDir * 8, GetAbsAngles(), m_hOwner, GetDamage(), 200,
+ SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE, 0.0f, this);
+
+ UTIL_Remove( this );
+}
+