diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/RagdollBoogie.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/RagdollBoogie.cpp')
| -rw-r--r-- | mp/src/game/server/RagdollBoogie.cpp | 536 |
1 files changed, 268 insertions, 268 deletions
diff --git a/mp/src/game/server/RagdollBoogie.cpp b/mp/src/game/server/RagdollBoogie.cpp index a45b0866..6344b74a 100644 --- a/mp/src/game/server/RagdollBoogie.cpp +++ b/mp/src/game/server/RagdollBoogie.cpp @@ -1,268 +1,268 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Dissolve entity to be attached to target entity. Serves two purposes:
-//
-// 1) An entity that can be placed by a level designer and triggered
-// to ignite a target entity.
-//
-// 2) An entity that can be created at runtime to ignite a target entity.
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "RagdollBoogie.h"
-#include "physics_prop_ragdoll.h"
-#include "effect_dispatch_data.h"
-#include "te_effect_dispatch.h"
-#include "IEffects.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-//-----------------------------------------------------------------------------
-// Make electriciy every so often
-//-----------------------------------------------------------------------------
-static const char *s_pZapContext = "ZapContext";
-
-
-//-----------------------------------------------------------------------------
-// Save/load
-//-----------------------------------------------------------------------------
-BEGIN_DATADESC( CRagdollBoogie )
-
- DEFINE_FIELD( m_flStartTime, FIELD_TIME ),
- DEFINE_FIELD( m_flBoogieLength, FIELD_FLOAT ),
- DEFINE_FIELD( m_flMagnitude, FIELD_FLOAT ),
-
- // Think this should be handled by StartTouch/etc.
-// DEFINE_FIELD( m_nSuppressionCount, FIELD_INTEGER ),
-
- DEFINE_FUNCTION( BoogieThink ),
- DEFINE_FUNCTION( ZapThink ),
-
-END_DATADESC()
-
-LINK_ENTITY_TO_CLASS( env_ragdoll_boogie, CRagdollBoogie );
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Creates a flame and attaches it to a target entity.
-// Input : pTarget -
-//-----------------------------------------------------------------------------
-CRagdollBoogie *CRagdollBoogie::Create( CBaseEntity *pTarget, float flMagnitude,
- float flStartTime, float flLengthTime, int nSpawnFlags )
-{
- CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( pTarget );
- if ( !pRagdoll )
- return NULL;
-
- CRagdollBoogie *pBoogie = (CRagdollBoogie *)CreateEntityByName( "env_ragdoll_boogie" );
- if ( pBoogie == NULL )
- return NULL;
-
- pBoogie->AddSpawnFlags( nSpawnFlags );
- pBoogie->AttachToEntity( pTarget );
- pBoogie->SetBoogieTime( flStartTime, flLengthTime );
- pBoogie->SetMagnitude( flMagnitude );
- pBoogie->Spawn();
- return pBoogie;
-}
-
-
-//-----------------------------------------------------------------------------
-// Spawn
-//-----------------------------------------------------------------------------
-void CRagdollBoogie::Spawn()
-{
- BaseClass::Spawn();
-
- SetThink( &CRagdollBoogie::BoogieThink );
- SetNextThink( gpGlobals->curtime + 0.01f );
-
- if ( HasSpawnFlags( SF_RAGDOLL_BOOGIE_ELECTRICAL ) )
- {
- SetContextThink( &CRagdollBoogie::ZapThink, gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ), s_pZapContext );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Zap!
-//-----------------------------------------------------------------------------
-void CRagdollBoogie::ZapThink()
-{
- if ( !GetMoveParent() )
- return;
-
- CBaseAnimating *pRagdoll = GetMoveParent()->GetBaseAnimating();
- if ( !pRagdoll )
- return;
-
- // Make electricity on the client
- CStudioHdr *pStudioHdr = pRagdoll->GetModelPtr( );
- if (!pStudioHdr)
- return;
-
- mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pRagdoll->GetHitboxSet() );
-
- if ( set->numhitboxes == 0 )
- return;
-
- if ( m_nSuppressionCount == 0 )
- {
- CEffectData data;
-
- data.m_nEntIndex = GetMoveParent()->entindex();
- data.m_flMagnitude = 4;
- data.m_flScale = HasSpawnFlags(SF_RAGDOLL_BOOGIE_ELECTRICAL_NARROW_BEAM) ? 1.0f : 2.0f;
-
- DispatchEffect( "TeslaHitboxes", data );
- }
-
-#ifdef HL2_EPISODIC
- EmitSound( "RagdollBoogie.Zap" );
-#endif
-
- SetContextThink( &CRagdollBoogie::ZapThink, gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ), s_pZapContext );
-}
-
-
-//-----------------------------------------------------------------------------
-// Suppression count
-//-----------------------------------------------------------------------------
-void CRagdollBoogie::IncrementSuppressionCount( CBaseEntity *pTarget )
-{
- // Look for other boogies on the ragdoll + kill them
- for ( CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pChild->NextMovePeer() )
- {
- CRagdollBoogie *pBoogie = dynamic_cast<CRagdollBoogie*>(pChild);
- if ( !pBoogie )
- continue;
-
- ++pBoogie->m_nSuppressionCount;
- }
-}
-
-void CRagdollBoogie::DecrementSuppressionCount( CBaseEntity *pTarget )
-{
- // Look for other boogies on the ragdoll + kill them
- CBaseEntity *pNext;
- for ( CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pNext )
- {
- pNext = pChild->NextMovePeer();
- CRagdollBoogie *pBoogie = dynamic_cast<CRagdollBoogie*>(pChild);
- if ( !pBoogie )
- continue;
-
- if ( --pBoogie->m_nSuppressionCount <= 0 )
- {
- pBoogie->m_nSuppressionCount = 0;
-
- float dt = gpGlobals->curtime - pBoogie->m_flStartTime;
- if ( dt >= pBoogie->m_flBoogieLength )
- {
- PhysCallbackRemove( pBoogie->NetworkProp() );
- }
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Attach to an entity
-//-----------------------------------------------------------------------------
-void CRagdollBoogie::AttachToEntity( CBaseEntity *pTarget )
-{
- m_nSuppressionCount = 0;
-
- // Look for other boogies on the ragdoll + kill them
- CBaseEntity *pNext;
- for ( CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pNext )
- {
- pNext = pChild->NextMovePeer();
- CRagdollBoogie *pBoogie = dynamic_cast<CRagdollBoogie*>(pChild);
- if ( !pBoogie )
- continue;
-
- m_nSuppressionCount = pBoogie->m_nSuppressionCount;
- UTIL_Remove( pChild );
- }
-
- FollowEntity( pTarget );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : lifetime -
-//-----------------------------------------------------------------------------
-void CRagdollBoogie::SetBoogieTime( float flStartTime, float flLengthTime )
-{
- m_flStartTime = flStartTime;
- m_flBoogieLength = flLengthTime;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Burn targets around us
-//-----------------------------------------------------------------------------
-void CRagdollBoogie::SetMagnitude( float flMagnitude )
-{
- m_flMagnitude = flMagnitude;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Burn targets around us
-//-----------------------------------------------------------------------------
-void CRagdollBoogie::BoogieThink( void )
-{
- CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( GetMoveParent() );
- if ( !pRagdoll )
- {
- UTIL_Remove( this );
- return;
- }
-
- float flMagnitude = m_flMagnitude;
- if ( m_flBoogieLength != 0 )
- {
- float dt = gpGlobals->curtime - m_flStartTime;
- if ( dt >= m_flBoogieLength )
- {
- // Don't remove while suppressed... this helps if we try to start another boogie
- if ( m_nSuppressionCount == 0 )
- {
- UTIL_Remove( this );
- }
- SetThink( NULL );
- return;
- }
-
- if ( dt < 0 )
- {
- SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1, 0.2f ) );
- return;
- }
-
- flMagnitude = SimpleSplineRemapVal( dt, 0.0f, m_flBoogieLength, m_flMagnitude, 0.0f );
- }
-
-#ifndef _XBOX
- if ( m_nSuppressionCount == 0 )
- {
- ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll( );
- for ( int j = 0; j < pRagdollPhys->listCount; ++j )
- {
- float flMass = pRagdollPhys->list[j].pObject->GetMass();
- float flForce = m_flMagnitude * flMass;
-
- Vector vecForce;
- vecForce = RandomVector( -flForce, flForce );
- pRagdollPhys->list[j].pObject->ApplyForceCenter( vecForce );
- }
- }
-#endif // !_XBOX
-
- SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1, 0.2f ) );
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Dissolve entity to be attached to target entity. Serves two purposes: +// +// 1) An entity that can be placed by a level designer and triggered +// to ignite a target entity. +// +// 2) An entity that can be created at runtime to ignite a target entity. +// +//=============================================================================// + +#include "cbase.h" +#include "RagdollBoogie.h" +#include "physics_prop_ragdoll.h" +#include "effect_dispatch_data.h" +#include "te_effect_dispatch.h" +#include "IEffects.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//----------------------------------------------------------------------------- +// Make electriciy every so often +//----------------------------------------------------------------------------- +static const char *s_pZapContext = "ZapContext"; + + +//----------------------------------------------------------------------------- +// Save/load +//----------------------------------------------------------------------------- +BEGIN_DATADESC( CRagdollBoogie ) + + DEFINE_FIELD( m_flStartTime, FIELD_TIME ), + DEFINE_FIELD( m_flBoogieLength, FIELD_FLOAT ), + DEFINE_FIELD( m_flMagnitude, FIELD_FLOAT ), + + // Think this should be handled by StartTouch/etc. +// DEFINE_FIELD( m_nSuppressionCount, FIELD_INTEGER ), + + DEFINE_FUNCTION( BoogieThink ), + DEFINE_FUNCTION( ZapThink ), + +END_DATADESC() + +LINK_ENTITY_TO_CLASS( env_ragdoll_boogie, CRagdollBoogie ); + + +//----------------------------------------------------------------------------- +// Purpose: Creates a flame and attaches it to a target entity. +// Input : pTarget - +//----------------------------------------------------------------------------- +CRagdollBoogie *CRagdollBoogie::Create( CBaseEntity *pTarget, float flMagnitude, + float flStartTime, float flLengthTime, int nSpawnFlags ) +{ + CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( pTarget ); + if ( !pRagdoll ) + return NULL; + + CRagdollBoogie *pBoogie = (CRagdollBoogie *)CreateEntityByName( "env_ragdoll_boogie" ); + if ( pBoogie == NULL ) + return NULL; + + pBoogie->AddSpawnFlags( nSpawnFlags ); + pBoogie->AttachToEntity( pTarget ); + pBoogie->SetBoogieTime( flStartTime, flLengthTime ); + pBoogie->SetMagnitude( flMagnitude ); + pBoogie->Spawn(); + return pBoogie; +} + + +//----------------------------------------------------------------------------- +// Spawn +//----------------------------------------------------------------------------- +void CRagdollBoogie::Spawn() +{ + BaseClass::Spawn(); + + SetThink( &CRagdollBoogie::BoogieThink ); + SetNextThink( gpGlobals->curtime + 0.01f ); + + if ( HasSpawnFlags( SF_RAGDOLL_BOOGIE_ELECTRICAL ) ) + { + SetContextThink( &CRagdollBoogie::ZapThink, gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ), s_pZapContext ); + } +} + + +//----------------------------------------------------------------------------- +// Zap! +//----------------------------------------------------------------------------- +void CRagdollBoogie::ZapThink() +{ + if ( !GetMoveParent() ) + return; + + CBaseAnimating *pRagdoll = GetMoveParent()->GetBaseAnimating(); + if ( !pRagdoll ) + return; + + // Make electricity on the client + CStudioHdr *pStudioHdr = pRagdoll->GetModelPtr( ); + if (!pStudioHdr) + return; + + mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pRagdoll->GetHitboxSet() ); + + if ( set->numhitboxes == 0 ) + return; + + if ( m_nSuppressionCount == 0 ) + { + CEffectData data; + + data.m_nEntIndex = GetMoveParent()->entindex(); + data.m_flMagnitude = 4; + data.m_flScale = HasSpawnFlags(SF_RAGDOLL_BOOGIE_ELECTRICAL_NARROW_BEAM) ? 1.0f : 2.0f; + + DispatchEffect( "TeslaHitboxes", data ); + } + +#ifdef HL2_EPISODIC + EmitSound( "RagdollBoogie.Zap" ); +#endif + + SetContextThink( &CRagdollBoogie::ZapThink, gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ), s_pZapContext ); +} + + +//----------------------------------------------------------------------------- +// Suppression count +//----------------------------------------------------------------------------- +void CRagdollBoogie::IncrementSuppressionCount( CBaseEntity *pTarget ) +{ + // Look for other boogies on the ragdoll + kill them + for ( CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pChild->NextMovePeer() ) + { + CRagdollBoogie *pBoogie = dynamic_cast<CRagdollBoogie*>(pChild); + if ( !pBoogie ) + continue; + + ++pBoogie->m_nSuppressionCount; + } +} + +void CRagdollBoogie::DecrementSuppressionCount( CBaseEntity *pTarget ) +{ + // Look for other boogies on the ragdoll + kill them + CBaseEntity *pNext; + for ( CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pNext ) + { + pNext = pChild->NextMovePeer(); + CRagdollBoogie *pBoogie = dynamic_cast<CRagdollBoogie*>(pChild); + if ( !pBoogie ) + continue; + + if ( --pBoogie->m_nSuppressionCount <= 0 ) + { + pBoogie->m_nSuppressionCount = 0; + + float dt = gpGlobals->curtime - pBoogie->m_flStartTime; + if ( dt >= pBoogie->m_flBoogieLength ) + { + PhysCallbackRemove( pBoogie->NetworkProp() ); + } + } + } +} + + +//----------------------------------------------------------------------------- +// Attach to an entity +//----------------------------------------------------------------------------- +void CRagdollBoogie::AttachToEntity( CBaseEntity *pTarget ) +{ + m_nSuppressionCount = 0; + + // Look for other boogies on the ragdoll + kill them + CBaseEntity *pNext; + for ( CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pNext ) + { + pNext = pChild->NextMovePeer(); + CRagdollBoogie *pBoogie = dynamic_cast<CRagdollBoogie*>(pChild); + if ( !pBoogie ) + continue; + + m_nSuppressionCount = pBoogie->m_nSuppressionCount; + UTIL_Remove( pChild ); + } + + FollowEntity( pTarget ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : lifetime - +//----------------------------------------------------------------------------- +void CRagdollBoogie::SetBoogieTime( float flStartTime, float flLengthTime ) +{ + m_flStartTime = flStartTime; + m_flBoogieLength = flLengthTime; +} + + +//----------------------------------------------------------------------------- +// Purpose: Burn targets around us +//----------------------------------------------------------------------------- +void CRagdollBoogie::SetMagnitude( float flMagnitude ) +{ + m_flMagnitude = flMagnitude; +} + + +//----------------------------------------------------------------------------- +// Purpose: Burn targets around us +//----------------------------------------------------------------------------- +void CRagdollBoogie::BoogieThink( void ) +{ + CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( GetMoveParent() ); + if ( !pRagdoll ) + { + UTIL_Remove( this ); + return; + } + + float flMagnitude = m_flMagnitude; + if ( m_flBoogieLength != 0 ) + { + float dt = gpGlobals->curtime - m_flStartTime; + if ( dt >= m_flBoogieLength ) + { + // Don't remove while suppressed... this helps if we try to start another boogie + if ( m_nSuppressionCount == 0 ) + { + UTIL_Remove( this ); + } + SetThink( NULL ); + return; + } + + if ( dt < 0 ) + { + SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1, 0.2f ) ); + return; + } + + flMagnitude = SimpleSplineRemapVal( dt, 0.0f, m_flBoogieLength, m_flMagnitude, 0.0f ); + } + +#ifndef _XBOX + if ( m_nSuppressionCount == 0 ) + { + ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll( ); + for ( int j = 0; j < pRagdollPhys->listCount; ++j ) + { + float flMass = pRagdollPhys->list[j].pObject->GetMass(); + float flForce = m_flMagnitude * flMass; + + Vector vecForce; + vecForce = RandomVector( -flForce, flForce ); + pRagdollPhys->list[j].pObject->ApplyForceCenter( vecForce ); + } + } +#endif // !_XBOX + + SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1, 0.2f ) ); +} |