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_spit.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_spit.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/grenade_spit.cpp | 568 |
1 files changed, 284 insertions, 284 deletions
diff --git a/mp/src/game/server/hl2/grenade_spit.cpp b/mp/src/game/server/hl2/grenade_spit.cpp index de9e928d..4b713e6d 100644 --- a/mp/src/game/server/hl2/grenade_spit.cpp +++ b/mp/src/game/server/hl2/grenade_spit.cpp @@ -1,284 +1,284 @@ -//========= 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" );
-}
+//========= 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" ); +} |