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/hl2/grenade_pathfollower.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/hl2/grenade_pathfollower.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/grenade_pathfollower.cpp | 660 |
1 files changed, 330 insertions, 330 deletions
diff --git a/mp/src/game/server/hl2/grenade_pathfollower.cpp b/mp/src/game/server/hl2/grenade_pathfollower.cpp index 44665cb0..71fa8bf0 100644 --- a/mp/src/game/server/hl2/grenade_pathfollower.cpp +++ b/mp/src/game/server/hl2/grenade_pathfollower.cpp @@ -1,330 +1,330 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: This is the brickbat weapon
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "grenade_pathfollower.h"
-#include "soundent.h"
-#include "decals.h"
-#include "shake.h"
-#include "smoke_trail.h"
-#include "entitylist.h"
-#include "vstdlib/random.h"
-#include "engine/IEngineSound.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-#define GRENADE_PF_TURN_RATE 30
-#define GRENADE_PF_TOLERANCE 300
-#define GRENADE_PF_MODEL "models/Weapons/w_missile.mdl"
-
-extern short g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud
-
-ConVar sk_dmg_pathfollower_grenade ( "sk_dmg_pathfollower_grenade","0");
-ConVar sk_pathfollower_grenade_radius ( "sk_pathfollower_grenade_radius","0");
-
-BEGIN_DATADESC( CGrenadePathfollower )
-
- DEFINE_FIELD( m_pPathTarget, FIELD_CLASSPTR ),
- DEFINE_FIELD( m_flFlySpeed, FIELD_FLOAT ),
- DEFINE_FIELD( m_sFlySound, FIELD_SOUNDNAME ),
- DEFINE_FIELD( m_flNextFlySoundTime, FIELD_TIME),
- DEFINE_FIELD( m_hRocketTrail, FIELD_EHANDLE),
-
- DEFINE_THINKFUNC( AimThink ),
-
- // Function pointers
- DEFINE_ENTITYFUNC( GrenadeTouch ),
-
-END_DATADESC()
-
-LINK_ENTITY_TO_CLASS( grenade_pathfollower, CGrenadePathfollower );
-
-void CGrenadePathfollower::Precache()
-{
- BaseClass::Precache();
-
- PrecacheScriptSound( "GrenadePathfollower.StopSounds" );
-}
-
-void CGrenadePathfollower::Spawn( void )
-{
- Precache( );
-
- // -------------------------
- // Inert when first spawned
- // -------------------------
- SetSolid( SOLID_BBOX );
- AddSolidFlags( FSOLID_NOT_SOLID );
-
- SetMoveType( MOVETYPE_NONE );
- AddFlag( FL_OBJECT ); // So can be shot down
- AddEffects( EF_NODRAW );
-
- UTIL_SetSize(this, Vector(0, 0, 0), Vector(0, 0, 0));
-
- m_flDamage = sk_dmg_pathfollower_grenade.GetFloat();
- m_DmgRadius = sk_pathfollower_grenade_radius.GetFloat();
- m_takedamage = DAMAGE_YES;
- m_iHealth = 200;
-
- SetGravity( 0.00001 );
- SetFriction( 0.8 );
- SetSequence( 1 );
-}
-
-void CGrenadePathfollower::Event_Killed( const CTakeDamageInfo &info )
-{
- Detonate( );
-}
-
-void CGrenadePathfollower::GrenadeTouch( CBaseEntity *pOther )
-{
- // ----------------------------------
- // If I hit the sky, don't explode
- // ----------------------------------
- trace_t tr;
- UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity(), MASK_SOLID_BRUSHONLY,
- this, COLLISION_GROUP_NONE, &tr);
-
- if (tr.surface.flags & SURF_SKY)
- {
- if(m_hRocketTrail)
- {
- UTIL_Remove(m_hRocketTrail);
- m_hRocketTrail = NULL;
- }
- UTIL_Remove( this );
- }
- Detonate();
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CGrenadePathfollower::Detonate(void)
-{
- StopSound(entindex(), CHAN_BODY, STRING(m_sFlySound));
-
- m_takedamage = DAMAGE_NO;
-
- if(m_hRocketTrail)
- {
- UTIL_Remove(m_hRocketTrail);
- m_hRocketTrail = NULL;
- }
-
- CPASFilter filter( GetAbsOrigin() );
-
- te->Explosion( filter, 0.0,
- &GetAbsOrigin(),
- g_sModelIndexFireball,
- 0.5,
- 15,
- TE_EXPLFLAG_NONE,
- m_DmgRadius,
- m_flDamage );
-
- Vector vecForward = GetAbsVelocity();
- VectorNormalize(vecForward);
- trace_t tr;
- UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + 60*vecForward, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, & tr);
-
- UTIL_DecalTrace( &tr, "Scorch" );
-
- UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START );
- CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), 400, 0.2 );
-
- RadiusDamage ( CTakeDamageInfo( this, GetThrower(), m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
- CPASAttenuationFilter filter2( this, "GrenadePathfollower.StopSounds" );
- EmitSound( filter2, entindex(), "GrenadePathfollower.StopSounds" );
- UTIL_Remove( this );
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CGrenadePathfollower::Launch( float flLaunchSpeed, string_t sPathCornerName)
-{
- m_pPathTarget = gEntList.FindEntityByName( NULL, sPathCornerName );
- if (m_pPathTarget)
- {
- m_flFlySpeed = flLaunchSpeed;
- Vector vTargetDir = (m_pPathTarget->GetAbsOrigin() - GetAbsOrigin());
- VectorNormalize(vTargetDir);
- SetAbsVelocity( m_flFlySpeed * vTargetDir );
- QAngle angles;
- VectorAngles( GetAbsVelocity(), angles );
- SetLocalAngles( angles );
- }
- else
- {
- Warning( "ERROR: Grenade_Pathfollower (%s) with no pathcorner!\n",GetDebugName());
- return;
- }
-
- // Make this thing come to life
- RemoveSolidFlags( FSOLID_NOT_SOLID );
- SetMoveType( MOVETYPE_FLYGRAVITY );
- RemoveEffects( EF_NODRAW );
-
- SetUse( &CGrenadePathfollower::DetonateUse );
- SetTouch( &CGrenadePathfollower::GrenadeTouch );
- SetThink( &CGrenadePathfollower::AimThink );
-
- SetNextThink( gpGlobals->curtime + 0.1f );
-
- // Make the trail
- m_hRocketTrail = RocketTrail::CreateRocketTrail();
-
- if ( m_hRocketTrail )
- {
- m_hRocketTrail->m_Opacity = 0.2f;
- m_hRocketTrail->m_SpawnRate = 100;
- m_hRocketTrail->m_ParticleLifetime = 0.5f;
- m_hRocketTrail->m_StartColor.Init( 0.65f, 0.65f , 0.65f );
- m_hRocketTrail->m_EndColor.Init( 0.0, 0.0, 0.0 );
- m_hRocketTrail->m_StartSize = 8;
- m_hRocketTrail->m_EndSize = 16;
- m_hRocketTrail->m_SpawnRadius = 4;
- m_hRocketTrail->m_MinSpeed = 2;
- m_hRocketTrail->m_MaxSpeed = 16;
-
- m_hRocketTrail->SetLifetime( 999 );
- m_hRocketTrail->FollowEntity( this, "0" );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-void CGrenadePathfollower::PlayFlySound(void)
-{
- if (gpGlobals->curtime > m_flNextFlySoundTime)
- {
- CPASAttenuationFilter filter( this, 0.8 );
-
- EmitSound_t ep;
- ep.m_nChannel = CHAN_BODY;
- ep.m_pSoundName = STRING(m_sFlySound);
- ep.m_flVolume = 1.0f;
- ep.m_SoundLevel = SNDLVL_NORM;
-
- EmitSound( filter, entindex(), ep );
- m_flNextFlySoundTime = gpGlobals->curtime + 1.0;
- }
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CGrenadePathfollower::AimThink( void )
-{
- PlayFlySound();
-
- // ---------------------------------------------------
- // Check if it's time to skip to the next path corner
- // ---------------------------------------------------
- if (m_pPathTarget)
- {
- float flLength = (GetAbsOrigin() - m_pPathTarget->GetAbsOrigin()).Length();
- if (flLength < GRENADE_PF_TOLERANCE)
- {
- m_pPathTarget = gEntList.FindEntityByName( NULL, m_pPathTarget->m_target );
- if (!m_pPathTarget)
- {
- SetGravity( 1.0 );
- }
- }
- }
-
- // --------------------------------------------------
- // If I have a pathcorner, aim towards it
- // --------------------------------------------------
- if (m_pPathTarget)
- {
- Vector vTargetDir = (m_pPathTarget->GetAbsOrigin() - GetAbsOrigin());
- VectorNormalize(vTargetDir);
-
- Vector vecNewVelocity = GetAbsVelocity();
- VectorNormalize(vecNewVelocity);
-
- float flTimeToUse = gpGlobals->frametime;
- while (flTimeToUse > 0)
- {
- vecNewVelocity += vTargetDir;
- flTimeToUse = -0.1;
- }
- vecNewVelocity *= m_flFlySpeed;
- SetAbsVelocity( vecNewVelocity );
- }
-
- QAngle angles;
- VectorAngles( GetAbsVelocity(), angles );
- SetLocalAngles( angles );
- SetNextThink( gpGlobals->curtime + 0.1f );
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-Class_T CGrenadePathfollower::Classify( void)
-{
- return CLASS_MISSILE;
-};
-
-CGrenadePathfollower::CGrenadePathfollower(void)
-{
- m_hRocketTrail = NULL;
-}
-
-//------------------------------------------------------------------------------
-// Purpose : In case somehow we get removed w/o detonating, make sure
-// we stop making sounds
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-CGrenadePathfollower::~CGrenadePathfollower(void)
-{
- StopSound(entindex(), CHAN_BODY, STRING(m_sFlySound));
-}
-
-///------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-CGrenadePathfollower* CGrenadePathfollower::CreateGrenadePathfollower( string_t sModelName, string_t sFlySound, const Vector &vecOrigin, const QAngle &vecAngles, edict_t *pentOwner )
-{
- CGrenadePathfollower *pGrenade = (CGrenadePathfollower*)CreateEntityByName( "grenade_pathfollower" );
- if ( !pGrenade )
- {
- Warning( "NULL Ent in CGrenadePathfollower!\n" );
- return NULL;
- }
-
- if ( pGrenade->edict() )
- {
- pGrenade->m_sFlySound = sFlySound;
- pGrenade->SetOwnerEntity( Instance( pentOwner ) );
- pGrenade->SetLocalOrigin( vecOrigin );
- pGrenade->SetLocalAngles( vecAngles );
- pGrenade->SetModel( STRING(sModelName) );
- pGrenade->Spawn();
- }
- return pGrenade;
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: This is the brickbat weapon +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "grenade_pathfollower.h" +#include "soundent.h" +#include "decals.h" +#include "shake.h" +#include "smoke_trail.h" +#include "entitylist.h" +#include "vstdlib/random.h" +#include "engine/IEngineSound.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define GRENADE_PF_TURN_RATE 30 +#define GRENADE_PF_TOLERANCE 300 +#define GRENADE_PF_MODEL "models/Weapons/w_missile.mdl" + +extern short g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud + +ConVar sk_dmg_pathfollower_grenade ( "sk_dmg_pathfollower_grenade","0"); +ConVar sk_pathfollower_grenade_radius ( "sk_pathfollower_grenade_radius","0"); + +BEGIN_DATADESC( CGrenadePathfollower ) + + DEFINE_FIELD( m_pPathTarget, FIELD_CLASSPTR ), + DEFINE_FIELD( m_flFlySpeed, FIELD_FLOAT ), + DEFINE_FIELD( m_sFlySound, FIELD_SOUNDNAME ), + DEFINE_FIELD( m_flNextFlySoundTime, FIELD_TIME), + DEFINE_FIELD( m_hRocketTrail, FIELD_EHANDLE), + + DEFINE_THINKFUNC( AimThink ), + + // Function pointers + DEFINE_ENTITYFUNC( GrenadeTouch ), + +END_DATADESC() + +LINK_ENTITY_TO_CLASS( grenade_pathfollower, CGrenadePathfollower ); + +void CGrenadePathfollower::Precache() +{ + BaseClass::Precache(); + + PrecacheScriptSound( "GrenadePathfollower.StopSounds" ); +} + +void CGrenadePathfollower::Spawn( void ) +{ + Precache( ); + + // ------------------------- + // Inert when first spawned + // ------------------------- + SetSolid( SOLID_BBOX ); + AddSolidFlags( FSOLID_NOT_SOLID ); + + SetMoveType( MOVETYPE_NONE ); + AddFlag( FL_OBJECT ); // So can be shot down + AddEffects( EF_NODRAW ); + + UTIL_SetSize(this, Vector(0, 0, 0), Vector(0, 0, 0)); + + m_flDamage = sk_dmg_pathfollower_grenade.GetFloat(); + m_DmgRadius = sk_pathfollower_grenade_radius.GetFloat(); + m_takedamage = DAMAGE_YES; + m_iHealth = 200; + + SetGravity( 0.00001 ); + SetFriction( 0.8 ); + SetSequence( 1 ); +} + +void CGrenadePathfollower::Event_Killed( const CTakeDamageInfo &info ) +{ + Detonate( ); +} + +void CGrenadePathfollower::GrenadeTouch( CBaseEntity *pOther ) +{ + // ---------------------------------- + // If I hit the sky, don't explode + // ---------------------------------- + trace_t tr; + UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity(), MASK_SOLID_BRUSHONLY, + this, COLLISION_GROUP_NONE, &tr); + + if (tr.surface.flags & SURF_SKY) + { + if(m_hRocketTrail) + { + UTIL_Remove(m_hRocketTrail); + m_hRocketTrail = NULL; + } + UTIL_Remove( this ); + } + Detonate(); +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CGrenadePathfollower::Detonate(void) +{ + StopSound(entindex(), CHAN_BODY, STRING(m_sFlySound)); + + m_takedamage = DAMAGE_NO; + + if(m_hRocketTrail) + { + UTIL_Remove(m_hRocketTrail); + m_hRocketTrail = NULL; + } + + CPASFilter filter( GetAbsOrigin() ); + + te->Explosion( filter, 0.0, + &GetAbsOrigin(), + g_sModelIndexFireball, + 0.5, + 15, + TE_EXPLFLAG_NONE, + m_DmgRadius, + m_flDamage ); + + Vector vecForward = GetAbsVelocity(); + VectorNormalize(vecForward); + trace_t tr; + UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + 60*vecForward, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, & tr); + + UTIL_DecalTrace( &tr, "Scorch" ); + + UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START ); + CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), 400, 0.2 ); + + RadiusDamage ( CTakeDamageInfo( this, GetThrower(), m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL ); + CPASAttenuationFilter filter2( this, "GrenadePathfollower.StopSounds" ); + EmitSound( filter2, entindex(), "GrenadePathfollower.StopSounds" ); + UTIL_Remove( this ); +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CGrenadePathfollower::Launch( float flLaunchSpeed, string_t sPathCornerName) +{ + m_pPathTarget = gEntList.FindEntityByName( NULL, sPathCornerName ); + if (m_pPathTarget) + { + m_flFlySpeed = flLaunchSpeed; + Vector vTargetDir = (m_pPathTarget->GetAbsOrigin() - GetAbsOrigin()); + VectorNormalize(vTargetDir); + SetAbsVelocity( m_flFlySpeed * vTargetDir ); + QAngle angles; + VectorAngles( GetAbsVelocity(), angles ); + SetLocalAngles( angles ); + } + else + { + Warning( "ERROR: Grenade_Pathfollower (%s) with no pathcorner!\n",GetDebugName()); + return; + } + + // Make this thing come to life + RemoveSolidFlags( FSOLID_NOT_SOLID ); + SetMoveType( MOVETYPE_FLYGRAVITY ); + RemoveEffects( EF_NODRAW ); + + SetUse( &CGrenadePathfollower::DetonateUse ); + SetTouch( &CGrenadePathfollower::GrenadeTouch ); + SetThink( &CGrenadePathfollower::AimThink ); + + SetNextThink( gpGlobals->curtime + 0.1f ); + + // Make the trail + m_hRocketTrail = RocketTrail::CreateRocketTrail(); + + if ( m_hRocketTrail ) + { + m_hRocketTrail->m_Opacity = 0.2f; + m_hRocketTrail->m_SpawnRate = 100; + m_hRocketTrail->m_ParticleLifetime = 0.5f; + m_hRocketTrail->m_StartColor.Init( 0.65f, 0.65f , 0.65f ); + m_hRocketTrail->m_EndColor.Init( 0.0, 0.0, 0.0 ); + m_hRocketTrail->m_StartSize = 8; + m_hRocketTrail->m_EndSize = 16; + m_hRocketTrail->m_SpawnRadius = 4; + m_hRocketTrail->m_MinSpeed = 2; + m_hRocketTrail->m_MaxSpeed = 16; + + m_hRocketTrail->SetLifetime( 999 ); + m_hRocketTrail->FollowEntity( this, "0" ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CGrenadePathfollower::PlayFlySound(void) +{ + if (gpGlobals->curtime > m_flNextFlySoundTime) + { + CPASAttenuationFilter filter( this, 0.8 ); + + EmitSound_t ep; + ep.m_nChannel = CHAN_BODY; + ep.m_pSoundName = STRING(m_sFlySound); + ep.m_flVolume = 1.0f; + ep.m_SoundLevel = SNDLVL_NORM; + + EmitSound( filter, entindex(), ep ); + m_flNextFlySoundTime = gpGlobals->curtime + 1.0; + } +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CGrenadePathfollower::AimThink( void ) +{ + PlayFlySound(); + + // --------------------------------------------------- + // Check if it's time to skip to the next path corner + // --------------------------------------------------- + if (m_pPathTarget) + { + float flLength = (GetAbsOrigin() - m_pPathTarget->GetAbsOrigin()).Length(); + if (flLength < GRENADE_PF_TOLERANCE) + { + m_pPathTarget = gEntList.FindEntityByName( NULL, m_pPathTarget->m_target ); + if (!m_pPathTarget) + { + SetGravity( 1.0 ); + } + } + } + + // -------------------------------------------------- + // If I have a pathcorner, aim towards it + // -------------------------------------------------- + if (m_pPathTarget) + { + Vector vTargetDir = (m_pPathTarget->GetAbsOrigin() - GetAbsOrigin()); + VectorNormalize(vTargetDir); + + Vector vecNewVelocity = GetAbsVelocity(); + VectorNormalize(vecNewVelocity); + + float flTimeToUse = gpGlobals->frametime; + while (flTimeToUse > 0) + { + vecNewVelocity += vTargetDir; + flTimeToUse = -0.1; + } + vecNewVelocity *= m_flFlySpeed; + SetAbsVelocity( vecNewVelocity ); + } + + QAngle angles; + VectorAngles( GetAbsVelocity(), angles ); + SetLocalAngles( angles ); + SetNextThink( gpGlobals->curtime + 0.1f ); +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +Class_T CGrenadePathfollower::Classify( void) +{ + return CLASS_MISSILE; +}; + +CGrenadePathfollower::CGrenadePathfollower(void) +{ + m_hRocketTrail = NULL; +} + +//------------------------------------------------------------------------------ +// Purpose : In case somehow we get removed w/o detonating, make sure +// we stop making sounds +// Input : +// Output : +//------------------------------------------------------------------------------ +CGrenadePathfollower::~CGrenadePathfollower(void) +{ + StopSound(entindex(), CHAN_BODY, STRING(m_sFlySound)); +} + +///------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +CGrenadePathfollower* CGrenadePathfollower::CreateGrenadePathfollower( string_t sModelName, string_t sFlySound, const Vector &vecOrigin, const QAngle &vecAngles, edict_t *pentOwner ) +{ + CGrenadePathfollower *pGrenade = (CGrenadePathfollower*)CreateEntityByName( "grenade_pathfollower" ); + if ( !pGrenade ) + { + Warning( "NULL Ent in CGrenadePathfollower!\n" ); + return NULL; + } + + if ( pGrenade->edict() ) + { + pGrenade->m_sFlySound = sFlySound; + pGrenade->SetOwnerEntity( Instance( pentOwner ) ); + pGrenade->SetLocalOrigin( vecOrigin ); + pGrenade->SetLocalAngles( vecAngles ); + pGrenade->SetModel( STRING(sModelName) ); + pGrenade->Spawn(); + } + return pGrenade; +} |