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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/hl2/grenade_brickbat.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/hl2/grenade_brickbat.cpp')
-rw-r--r--mp/src/game/server/hl2/grenade_brickbat.cpp548
1 files changed, 274 insertions, 274 deletions
diff --git a/mp/src/game/server/hl2/grenade_brickbat.cpp b/mp/src/game/server/hl2/grenade_brickbat.cpp
index 0ebca881..65b29976 100644
--- a/mp/src/game/server/hl2/grenade_brickbat.cpp
+++ b/mp/src/game/server/hl2/grenade_brickbat.cpp
@@ -1,274 +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);
-
-
+//========= 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);
+
+