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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/hl2/grenade_spit.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/hl2/grenade_spit.cpp')
-rw-r--r--mp/src/game/server/hl2/grenade_spit.cpp284
1 files changed, 284 insertions, 0 deletions
diff --git a/mp/src/game/server/hl2/grenade_spit.cpp b/mp/src/game/server/hl2/grenade_spit.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $Date: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "grenade_spit.h"
+#include "soundent.h"
+#include "decals.h"
+#include "smoke_trail.h"
+#include "hl2_shareddefs.h"
+#include "vstdlib/random.h"
+#include "engine/IEngineSound.h"
+#include "particle_parse.h"
+#include "particle_system.h"
+#include "soundenvelope.h"
+#include "ai_utils.h"
+#include "te_effect_dispatch.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+ConVar sk_antlion_worker_spit_grenade_dmg ( "sk_antlion_worker_spit_grenade_dmg", "20", FCVAR_NONE, "Total damage done by an individual antlion worker loogie.");
+ConVar sk_antlion_worker_spit_grenade_radius ( "sk_antlion_worker_spit_grenade_radius","40", FCVAR_NONE, "Radius of effect for an antlion worker spit grenade.");
+ConVar sk_antlion_worker_spit_grenade_poison_ratio ( "sk_antlion_worker_spit_grenade_poison_ratio","0.3", FCVAR_NONE, "Percentage of an antlion worker's spit damage done as poison (which regenerates)");
+
+LINK_ENTITY_TO_CLASS( grenade_spit, CGrenadeSpit );
+
+BEGIN_DATADESC( CGrenadeSpit )
+
+ DEFINE_FIELD( m_bPlaySound, FIELD_BOOLEAN ),
+
+ // Function pointers
+ DEFINE_ENTITYFUNC( GrenadeSpitTouch ),
+
+END_DATADESC()
+
+CGrenadeSpit::CGrenadeSpit( void ) : m_bPlaySound( true ), m_pHissSound( NULL )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CGrenadeSpit::Spawn( void )
+{
+ Precache( );
+ SetSolid( SOLID_BBOX );
+ SetMoveType( MOVETYPE_FLYGRAVITY );
+ SetSolidFlags( FSOLID_NOT_STANDABLE );
+
+ SetModel( "models/spitball_large.mdl" );
+ UTIL_SetSize( this, vec3_origin, vec3_origin );
+
+ SetUse( &CBaseGrenade::DetonateUse );
+ SetTouch( &CGrenadeSpit::GrenadeSpitTouch );
+ SetNextThink( gpGlobals->curtime + 0.1f );
+
+ m_flDamage = sk_antlion_worker_spit_grenade_dmg.GetFloat();
+ m_DmgRadius = sk_antlion_worker_spit_grenade_radius.GetFloat();
+ m_takedamage = DAMAGE_NO;
+ m_iHealth = 1;
+
+ SetGravity( UTIL_ScaleForGravity( SPIT_GRAVITY ) );
+ SetFriction( 0.8f );
+
+ SetCollisionGroup( HL2COLLISION_GROUP_SPIT );
+
+ AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
+
+ // We're self-illuminating, so we don't take or give shadows
+ AddEffects( EF_NOSHADOW|EF_NORECEIVESHADOW );
+
+ // Create the dust effect in place
+ m_hSpitEffect = (CParticleSystem *) CreateEntityByName( "info_particle_system" );
+ if ( m_hSpitEffect != NULL )
+ {
+ // Setup our basic parameters
+ m_hSpitEffect->KeyValue( "start_active", "1" );
+ m_hSpitEffect->KeyValue( "effect_name", "antlion_spit_trail" );
+ m_hSpitEffect->SetParent( this );
+ m_hSpitEffect->SetLocalOrigin( vec3_origin );
+ DispatchSpawn( m_hSpitEffect );
+ if ( gpGlobals->curtime > 0.5f )
+ m_hSpitEffect->Activate();
+ }
+}
+
+
+void CGrenadeSpit::SetSpitSize( int nSize )
+{
+ switch (nSize)
+ {
+ case SPIT_LARGE:
+ {
+ m_bPlaySound = true;
+ SetModel( "models/spitball_large.mdl" );
+ break;
+ }
+ case SPIT_MEDIUM:
+ {
+ m_bPlaySound = true;
+ m_flDamage *= 0.5f;
+ SetModel( "models/spitball_medium.mdl" );
+ break;
+ }
+ case SPIT_SMALL:
+ {
+ m_bPlaySound = false;
+ m_flDamage *= 0.25f;
+ SetModel( "models/spitball_small.mdl" );
+ break;
+ }
+ }
+}
+
+void CGrenadeSpit::Event_Killed( const CTakeDamageInfo &info )
+{
+ Detonate( );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Handle spitting
+//-----------------------------------------------------------------------------
+void CGrenadeSpit::GrenadeSpitTouch( CBaseEntity *pOther )
+{
+ if ( pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS | FSOLID_TRIGGER) )
+ {
+ // Some NPCs are triggers that can take damage (like antlion grubs). We should hit them.
+ if ( ( pOther->m_takedamage == DAMAGE_NO ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) )
+ return;
+ }
+
+ // Don't hit other spit
+ if ( pOther->GetCollisionGroup() == HL2COLLISION_GROUP_SPIT )
+ return;
+
+ // We want to collide with water
+ const trace_t *pTrace = &CBaseEntity::GetTouchTrace();
+
+ // copy out some important things about this trace, because the first TakeDamage
+ // call below may cause another trace that overwrites the one global pTrace points
+ // at.
+ bool bHitWater = ( ( pTrace->contents & CONTENTS_WATER ) != 0 );
+ CBaseEntity *const pTraceEnt = pTrace->m_pEnt;
+ const Vector tracePlaneNormal = pTrace->plane.normal;
+
+ if ( bHitWater )
+ {
+ // Splash!
+ CEffectData data;
+ data.m_fFlags = 0;
+ data.m_vOrigin = pTrace->endpos;
+ data.m_vNormal = Vector( 0, 0, 1 );
+ data.m_flScale = 8.0f;
+
+ DispatchEffect( "watersplash", data );
+ }
+ else
+ {
+ // Make a splat decal
+ trace_t *pNewTrace = const_cast<trace_t*>( pTrace );
+ UTIL_DecalTrace( pNewTrace, "BeerSplash" );
+ }
+
+ // Part normal damage, part poison damage
+ float poisonratio = sk_antlion_worker_spit_grenade_poison_ratio.GetFloat();
+
+ // Take direct damage if hit
+ // NOTE: assume that pTrace is invalidated from this line forward!
+ if ( pTraceEnt )
+ {
+ pTraceEnt->TakeDamage( CTakeDamageInfo( this, GetThrower(), m_flDamage * (1.0f-poisonratio), DMG_ACID ) );
+ pTraceEnt->TakeDamage( CTakeDamageInfo( this, GetThrower(), m_flDamage * poisonratio, DMG_POISON ) );
+ }
+
+ CSoundEnt::InsertSound( SOUND_DANGER, GetAbsOrigin(), m_DmgRadius * 2.0f, 0.5f, GetThrower() );
+
+ QAngle vecAngles;
+ VectorAngles( tracePlaneNormal, vecAngles );
+
+ if ( pOther->IsPlayer() || bHitWater )
+ {
+ // Do a lighter-weight effect if we just hit a player
+ DispatchParticleEffect( "antlion_spit_player", GetAbsOrigin(), vecAngles );
+ }
+ else
+ {
+ DispatchParticleEffect( "antlion_spit", GetAbsOrigin(), vecAngles );
+ }
+
+ Detonate();
+}
+
+void CGrenadeSpit::Detonate(void)
+{
+ m_takedamage = DAMAGE_NO;
+
+ EmitSound( "GrenadeSpit.Hit" );
+
+ // Stop our hissing sound
+ if ( m_pHissSound != NULL )
+ {
+ CSoundEnvelopeController::GetController().SoundDestroy( m_pHissSound );
+ m_pHissSound = NULL;
+ }
+
+ if ( m_hSpitEffect )
+ {
+ UTIL_Remove( m_hSpitEffect );
+ }
+
+ UTIL_Remove( this );
+}
+
+void CGrenadeSpit::InitHissSound( void )
+{
+ if ( m_bPlaySound == false )
+ return;
+
+ CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
+ if ( m_pHissSound == NULL )
+ {
+ CPASAttenuationFilter filter( this );
+ m_pHissSound = controller.SoundCreate( filter, entindex(), "NPC_Antlion.PoisonBall" );
+ controller.Play( m_pHissSound, 1.0f, 100 );
+ }
+}
+
+void CGrenadeSpit::Think( void )
+{
+ InitHissSound();
+ if ( m_pHissSound == NULL )
+ return;
+
+ // Add a doppler effect to the balls as they travel
+ CBaseEntity *pPlayer = AI_GetSinglePlayer();
+ if ( pPlayer != NULL )
+ {
+ Vector dir;
+ VectorSubtract( pPlayer->GetAbsOrigin(), GetAbsOrigin(), dir );
+ VectorNormalize(dir);
+
+ float velReceiver = DotProduct( pPlayer->GetAbsVelocity(), dir );
+ float velTransmitter = -DotProduct( GetAbsVelocity(), dir );
+
+ // speed of sound == 13049in/s
+ int iPitch = 100 * ((1 - velReceiver / 13049) / (1 + velTransmitter / 13049));
+
+ // clamp pitch shifts
+ if ( iPitch > 250 )
+ {
+ iPitch = 250;
+ }
+ if ( iPitch < 50 )
+ {
+ iPitch = 50;
+ }
+
+ // Set the pitch we've calculated
+ CSoundEnvelopeController::GetController().SoundChangePitch( m_pHissSound, iPitch, 0.1f );
+ }
+
+ // Set us up to think again shortly
+ SetNextThink( gpGlobals->curtime + 0.05f );
+}
+
+void CGrenadeSpit::Precache( void )
+{
+ // m_nSquidSpitSprite = PrecacheModel("sprites/greenglow1.vmt");// client side spittle.
+
+ PrecacheModel( "models/spitball_large.mdl" );
+ PrecacheModel("models/spitball_medium.mdl");
+ PrecacheModel("models/spitball_small.mdl");
+
+ PrecacheScriptSound( "GrenadeSpit.Hit" );
+
+ PrecacheParticleSystem( "antlion_spit_player" );
+ PrecacheParticleSystem( "antlion_spit" );
+}