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/weapon_flaregun.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/weapon_flaregun.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/weapon_flaregun.cpp | 1510 |
1 files changed, 755 insertions, 755 deletions
diff --git a/mp/src/game/server/hl2/weapon_flaregun.cpp b/mp/src/game/server/hl2/weapon_flaregun.cpp index 793a5e23..d3fd6b15 100644 --- a/mp/src/game/server/hl2/weapon_flaregun.cpp +++ b/mp/src/game/server/hl2/weapon_flaregun.cpp @@ -1,755 +1,755 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Flare gun (fffsssssssssss!!)
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "player.h"
-#include "gamerules.h"
-#include "basehlcombatweapon.h"
-#include "decals.h"
-#include "soundenvelope.h"
-#include "IEffects.h"
-#include "engine/IEngineSound.h"
-#include "weapon_flaregun.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-
-/********************************************************************
- NOTE: if you are looking at this file becase you would like flares
- to be considered as fires (and thereby trigger gas traps), be aware
- that the env_flare class is actually found in weapon_flaregun.cpp
- and is really a repurposed piece of ammunition. (env_flare isn't the
- rod-like safety flare prop, but rather the bit of flame on the end.)
-
- You will have some difficulty making it work here, because CFlare
- does not inherit from CFire and will thus not be enumerated by
- CFireSphere::EnumElement(). In order to have flares be detected and
- used by this system, you will need to promote certain member functions
- of CFire into an interface class from which both CFire and CFlare
- inherit. You will also need to modify CFireSphere::EnumElement so that
- it properly disambiguates between fires and flares.
-
- For some partial work towards this end, see changelist 192474.
-
- ********************************************************************/
-
-
-#define FLARE_LAUNCH_SPEED 1500
-
-LINK_ENTITY_TO_CLASS( env_flare, CFlare );
-
-BEGIN_DATADESC( CFlare )
-
- DEFINE_FIELD( m_pOwner, FIELD_CLASSPTR ),
- DEFINE_FIELD( m_nBounces, FIELD_INTEGER ),
- DEFINE_FIELD( m_flTimeBurnOut, FIELD_TIME ),
- DEFINE_KEYFIELD( m_flScale, FIELD_FLOAT, "scale" ),
- DEFINE_KEYFIELD( m_flDuration, FIELD_FLOAT, "duration" ),
- DEFINE_FIELD( m_flNextDamage, FIELD_TIME ),
- DEFINE_SOUNDPATCH( m_pBurnSound ),
- DEFINE_FIELD( m_bFading, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bLight, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bSmoke, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bPropFlare, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bInActiveList, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_pNextFlare, FIELD_CLASSPTR ),
-
- //Input functions
- DEFINE_INPUTFUNC( FIELD_FLOAT, "Start", InputStart ),
- DEFINE_INPUTFUNC( FIELD_FLOAT, "Die", InputDie ),
- DEFINE_INPUTFUNC( FIELD_FLOAT, "Launch", InputLaunch),
-
- // Function Pointers
- DEFINE_FUNCTION( FlareTouch ),
- DEFINE_FUNCTION( FlareBurnTouch ),
- DEFINE_FUNCTION( FlareThink ),
-
-END_DATADESC()
-
-//Data-tables
-IMPLEMENT_SERVERCLASS_ST( CFlare, DT_Flare )
- SendPropFloat( SENDINFO( m_flTimeBurnOut ), 0, SPROP_NOSCALE ),
- SendPropFloat( SENDINFO( m_flScale ), 0, SPROP_NOSCALE ),
- SendPropInt( SENDINFO( m_bLight ), 1, SPROP_UNSIGNED ),
- SendPropInt( SENDINFO( m_bSmoke ), 1, SPROP_UNSIGNED ),
- SendPropInt( SENDINFO( m_bPropFlare ), 1, SPROP_UNSIGNED ),
-END_SEND_TABLE()
-
-CFlare *CFlare::activeFlares = NULL;
-
-CFlare *CFlare::GetActiveFlares( void )
-{
- return CFlare::activeFlares;
-}
-
-Class_T CFlare::Classify( void )
-{
- return CLASS_FLARE;
-}
-
-CBaseEntity *CreateFlare( Vector vOrigin, QAngle Angles, CBaseEntity *pOwner, float flDuration )
-{
- CFlare *pFlare = CFlare::Create( vOrigin, Angles, pOwner, flDuration );
-
- if ( pFlare )
- {
- pFlare->m_bPropFlare = true;
- }
-
- return pFlare;
-}
-
-void KillFlare( CBaseEntity *pOwnerEntity, CBaseEntity *pEntity, float flKillTime )
-{
- CFlare *pFlare = dynamic_cast< CFlare *>( pEntity );
-
- if ( pFlare )
- {
- float flDieTime = (pFlare->m_flTimeBurnOut - gpGlobals->curtime) - flKillTime;
-
- if ( flDieTime > 1.0f )
- {
- pFlare->Die( flDieTime );
- pOwnerEntity->SetNextThink( gpGlobals->curtime + flDieTime + 3.0f );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CFlare::CFlare( void )
-{
- m_flScale = 1.0f;
- m_nBounces = 0;
- m_bFading = false;
- m_bLight = true;
- m_bSmoke = true;
- m_flNextDamage = gpGlobals->curtime;
- m_lifeState = LIFE_ALIVE;
- m_iHealth = 100;
- m_bPropFlare = false;
- m_bInActiveList = false;
- m_pNextFlare = NULL;
-}
-
-CFlare::~CFlare()
-{
- CSoundEnvelopeController::GetController().SoundDestroy( m_pBurnSound );
- m_pBurnSound = NULL;
-
- RemoveFromActiveFlares();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CFlare::Precache( void )
-{
- PrecacheModel("models/weapons/flare.mdl" );
-
- PrecacheScriptSound( "Weapon_FlareGun.Burn" );
-
- // FIXME: needed to precache the fire model. Shouldn't have to do this.
- UTIL_PrecacheOther( "_firesmoke" );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &restore -
-// Output : int
-//-----------------------------------------------------------------------------
-int CFlare::Restore( IRestore &restore )
-{
- int result = BaseClass::Restore( restore );
-
- if ( m_spawnflags & SF_FLARE_NO_DLIGHT )
- {
- m_bLight = false;
- }
-
- if ( m_spawnflags & SF_FLARE_NO_SMOKE )
- {
- m_bSmoke = false;
- }
-
- return result;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CFlare::Spawn( void )
-{
- Precache();
-
- SetModel( "models/weapons/flare.mdl" );
-
- UTIL_SetSize( this, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ) );
-
- SetSolid( SOLID_BBOX );
- AddSolidFlags( FSOLID_NOT_SOLID );
-
- SetMoveType( MOVETYPE_NONE );
- SetFriction( 0.6f );
- SetGravity( UTIL_ScaleForGravity( 400 ) );
- m_flTimeBurnOut = gpGlobals->curtime + 30;
-
- AddEffects( EF_NOSHADOW|EF_NORECEIVESHADOW );
-
- if ( m_spawnflags & SF_FLARE_NO_DLIGHT )
- {
- m_bLight = false;
- }
-
- if ( m_spawnflags & SF_FLARE_NO_SMOKE )
- {
- m_bSmoke = false;
- }
-
- if ( m_spawnflags & SF_FLARE_INFINITE )
- {
- m_flTimeBurnOut = -1.0f;
- }
-
- if ( m_spawnflags & SF_FLARE_START_OFF )
- {
- AddEffects( EF_NODRAW );
- }
-
- AddFlag( FL_OBJECT );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CFlare::Activate( void )
-{
- BaseClass::Activate();
-
- // Start the burning sound if we're already on
- if ( ( m_spawnflags & SF_FLARE_START_OFF ) == false )
- {
- StartBurnSound();
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CFlare::StartBurnSound( void )
-{
- if ( m_pBurnSound == NULL )
- {
- CPASAttenuationFilter filter( this );
- m_pBurnSound = CSoundEnvelopeController::GetController().SoundCreate(
- filter, entindex(), CHAN_WEAPON, "Weapon_FlareGun.Burn", 3.0f );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : vecOrigin -
-// vecAngles -
-// *pOwner -
-// Output : CFlare
-//-----------------------------------------------------------------------------
-CFlare *CFlare::Create( Vector vecOrigin, QAngle vecAngles, CBaseEntity *pOwner, float lifetime )
-{
- CFlare *pFlare = (CFlare *) CreateEntityByName( "env_flare" );
-
- if ( pFlare == NULL )
- return NULL;
-
- UTIL_SetOrigin( pFlare, vecOrigin );
-
- pFlare->SetLocalAngles( vecAngles );
- pFlare->Spawn();
- pFlare->SetTouch( &CFlare::FlareTouch );
- pFlare->SetThink( &CFlare::FlareThink );
-
- //Start up the flare
- pFlare->Start( lifetime );
-
- //Don't start sparking immediately
- pFlare->SetNextThink( gpGlobals->curtime + 0.5f );
-
- //Burn out time
- pFlare->m_flTimeBurnOut = gpGlobals->curtime + lifetime;
-
- pFlare->RemoveSolidFlags( FSOLID_NOT_SOLID );
- pFlare->AddSolidFlags( FSOLID_NOT_STANDABLE );
-
- pFlare->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
-
- pFlare->SetOwnerEntity( pOwner );
- pFlare->m_pOwner = pOwner;
-
- return pFlare;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-unsigned int CFlare::PhysicsSolidMaskForEntity( void ) const
-{
- return MASK_NPCSOLID;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CFlare::FlareThink( void )
-{
- float deltaTime = ( m_flTimeBurnOut - gpGlobals->curtime );
-
- if ( !m_bInActiveList && ( ( deltaTime > FLARE_BLIND_TIME ) || ( m_flTimeBurnOut == -1.0f ) ) )
- {
- AddToActiveFlares();
- }
-
- if ( m_flTimeBurnOut != -1.0f )
- {
- //Fading away
- if ( ( deltaTime <= FLARE_DECAY_TIME ) && ( m_bFading == false ) )
- {
- m_bFading = true;
- CSoundEnvelopeController::GetController().SoundChangePitch( m_pBurnSound, 60, deltaTime );
- CSoundEnvelopeController::GetController().SoundFadeOut( m_pBurnSound, deltaTime );
- }
-
- // if flare is no longer bright, remove it from active flare list
- if ( m_bInActiveList && ( deltaTime <= FLARE_BLIND_TIME ) )
- {
- RemoveFromActiveFlares();
- }
-
- //Burned out
- if ( m_flTimeBurnOut < gpGlobals->curtime )
- {
- UTIL_Remove( this );
- return;
- }
- }
-
- //Act differently underwater
- if ( GetWaterLevel() > 1 )
- {
- UTIL_Bubbles( GetAbsOrigin() + Vector( -2, -2, -2 ), GetAbsOrigin() + Vector( 2, 2, 2 ), 1 );
- m_bSmoke = false;
- }
- else
- {
- //Shoot sparks
- if ( random->RandomInt( 0, 8 ) == 1 )
- {
- g_pEffects->Sparks( GetAbsOrigin() );
- }
- }
-
- //Next update
- SetNextThink( gpGlobals->curtime + 0.1f );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pOther -
-//-----------------------------------------------------------------------------
-void CFlare::FlareBurnTouch( CBaseEntity *pOther )
-{
- if ( pOther && pOther->m_takedamage && ( m_flNextDamage < gpGlobals->curtime ) )
- {
- pOther->TakeDamage( CTakeDamageInfo( this, m_pOwner, 1, (DMG_BULLET|DMG_BURN) ) );
- m_flNextDamage = gpGlobals->curtime + 1.0f;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pOther -
-//-----------------------------------------------------------------------------
-void CFlare::FlareTouch( CBaseEntity *pOther )
-{
- Assert( pOther );
- if ( !pOther->IsSolid() )
- return;
-
- if ( ( m_nBounces < 10 ) && ( GetWaterLevel() < 1 ) )
- {
- // Throw some real chunks here
- g_pEffects->Sparks( GetAbsOrigin() );
- }
-
- //If the flare hit a person or NPC, do damage here.
- if ( pOther && pOther->m_takedamage )
- {
- /*
- The Flare is the iRifle round right now. No damage, just ignite. (sjb)
-
- //Damage is a function of how fast the flare is flying.
- int iDamage = GetAbsVelocity().Length() / 50.0f;
-
- if ( iDamage < 5 )
- {
- //Clamp minimum damage
- iDamage = 5;
- }
-
- //Use m_pOwner, not GetOwnerEntity()
- pOther->TakeDamage( CTakeDamageInfo( this, m_pOwner, iDamage, (DMG_BULLET|DMG_BURN) ) );
- m_flNextDamage = gpGlobals->curtime + 1.0f;
- */
-
- CBaseAnimating *pAnim;
-
- pAnim = dynamic_cast<CBaseAnimating*>(pOther);
- if( pAnim )
- {
- pAnim->Ignite( 30.0f );
- }
-
- Vector vecNewVelocity = GetAbsVelocity();
- vecNewVelocity *= 0.1f;
- SetAbsVelocity( vecNewVelocity );
-
- SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
- SetGravity(1.0f);
-
-
- Die( 0.5 );
-
- return;
- }
- else
- {
- // hit the world, check the material type here, see if the flare should stick.
- trace_t tr;
- tr = CBaseEntity::GetTouchTrace();
-
- //Only do this on the first bounce
- if ( m_nBounces == 0 )
- {
- const surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps );
-
- if ( pdata != NULL )
- {
- //Only embed into concrete and wood (jdw: too obscure for players?)
- //if ( ( pdata->gameMaterial == 'C' ) || ( pdata->gameMaterial == 'W' ) )
- {
- Vector impactDir = ( tr.endpos - tr.startpos );
- VectorNormalize( impactDir );
-
- float surfDot = tr.plane.normal.Dot( impactDir );
-
- //Do not stick to ceilings or on shallow impacts
- if ( ( tr.plane.normal.z > -0.5f ) && ( surfDot < -0.9f ) )
- {
- RemoveSolidFlags( FSOLID_NOT_SOLID );
- AddSolidFlags( FSOLID_TRIGGER );
- UTIL_SetOrigin( this, tr.endpos + ( tr.plane.normal * 2.0f ) );
- SetAbsVelocity( vec3_origin );
- SetMoveType( MOVETYPE_NONE );
-
- SetTouch( &CFlare::FlareBurnTouch );
-
- int index = decalsystem->GetDecalIndexForName( "SmallScorch" );
- if ( index >= 0 )
- {
- CBroadcastRecipientFilter filter;
- te->Decal( filter, 0.0, &tr.endpos, &tr.startpos, ENTINDEX( tr.m_pEnt ), tr.hitbox, index );
- }
-
- CPASAttenuationFilter filter2( this, "Flare.Touch" );
- EmitSound( filter2, entindex(), "Flare.Touch" );
-
- return;
- }
- }
- }
- }
-
- //Scorch decal
- if ( GetAbsVelocity().LengthSqr() > (250*250) )
- {
- int index = decalsystem->GetDecalIndexForName( "FadingScorch" );
- if ( index >= 0 )
- {
- CBroadcastRecipientFilter filter;
- te->Decal( filter, 0.0, &tr.endpos, &tr.startpos, ENTINDEX( tr.m_pEnt ), tr.hitbox, index );
- }
- }
-
- // Change our flight characteristics
- SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
- SetGravity( UTIL_ScaleForGravity( 640 ) );
-
- m_nBounces++;
-
- //After the first bounce, smacking into whoever fired the flare is fair game
- SetOwnerEntity( this );
-
- // Slow down
- Vector vecNewVelocity = GetAbsVelocity();
- vecNewVelocity.x *= 0.8f;
- vecNewVelocity.y *= 0.8f;
- SetAbsVelocity( vecNewVelocity );
-
- //Stopped?
- if ( GetAbsVelocity().Length() < 64.0f )
- {
- SetAbsVelocity( vec3_origin );
- SetMoveType( MOVETYPE_NONE );
- RemoveSolidFlags( FSOLID_NOT_SOLID );
- AddSolidFlags( FSOLID_TRIGGER );
- SetTouch( &CFlare::FlareBurnTouch );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CFlare::Start( float lifeTime )
-{
- StartBurnSound();
-
- if ( m_pBurnSound != NULL )
- {
- CSoundEnvelopeController::GetController().Play( m_pBurnSound, 0.0f, 60 );
- CSoundEnvelopeController::GetController().SoundChangeVolume( m_pBurnSound, 0.8f, 2.0f );
- CSoundEnvelopeController::GetController().SoundChangePitch( m_pBurnSound, 100, 2.0f );
- }
-
- if ( lifeTime > 0 )
- {
- m_flTimeBurnOut = gpGlobals->curtime + lifeTime;
- }
- else
- {
- m_flTimeBurnOut = -1.0f;
- }
-
- RemoveEffects( EF_NODRAW );
-
- SetThink( &CFlare::FlareThink );
- SetNextThink( gpGlobals->curtime + 0.1f );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CFlare::Die( float fadeTime )
-{
- m_flTimeBurnOut = gpGlobals->curtime + fadeTime;
-
- SetThink( &CFlare::FlareThink );
- SetNextThink( gpGlobals->curtime + 0.1f );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CFlare::Launch( const Vector &direction, float speed )
-{
- // Make sure we're visible
- if ( m_spawnflags & SF_FLARE_INFINITE )
- {
- Start( -1 );
- }
- else
- {
- Start( 8.0f );
- }
-
- SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
-
- // Punch our velocity towards our facing
- SetAbsVelocity( direction * speed );
-
- SetGravity( 1.0f );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &inputdata -
-//-----------------------------------------------------------------------------
-void CFlare::InputStart( inputdata_t &inputdata )
-{
- Start( inputdata.value.Float() );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &inputdata -
-//-----------------------------------------------------------------------------
-void CFlare::InputDie( inputdata_t &inputdata )
-{
- Die( inputdata.value.Float() );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &inputdata -
-//-----------------------------------------------------------------------------
-void CFlare::InputLaunch( inputdata_t &inputdata )
-{
- Vector direction;
- AngleVectors( GetAbsAngles(), &direction );
-
- float speed = inputdata.value.Float();
-
- if ( speed == 0 )
- {
- speed = FLARE_LAUNCH_SPEED;
- }
-
- Launch( direction, speed );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Removes flare from active flare list
-//-----------------------------------------------------------------------------
-void CFlare::RemoveFromActiveFlares( void )
-{
- CFlare *pFlare;
- CFlare *pPrevFlare;
-
- if ( !m_bInActiveList )
- return;
-
- pPrevFlare = NULL;
- for( pFlare = CFlare::activeFlares; pFlare != NULL; pFlare = pFlare->m_pNextFlare )
- {
- if ( pFlare == this )
- {
- if ( pPrevFlare )
- {
- pPrevFlare->m_pNextFlare = m_pNextFlare;
- }
- else
- {
- activeFlares = m_pNextFlare;
- }
- break;
- }
- pPrevFlare = pFlare;
- }
-
- m_pNextFlare = NULL;
- m_bInActiveList = false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Adds flare to active flare list
-//-----------------------------------------------------------------------------
-void CFlare::AddToActiveFlares( void )
-{
- if ( !m_bInActiveList )
- {
- m_pNextFlare = CFlare::activeFlares;
- CFlare::activeFlares = this;
- m_bInActiveList = true;
- }
-}
-
-#if 0
-
-IMPLEMENT_SERVERCLASS_ST(CFlaregun, DT_Flaregun)
-END_SEND_TABLE()
-
-LINK_ENTITY_TO_CLASS( weapon_flaregun, CFlaregun );
-PRECACHE_WEAPON_REGISTER( weapon_flaregun );
-
-//-----------------------------------------------------------------------------
-// Purpose: Precache
-//-----------------------------------------------------------------------------
-void CFlaregun::Precache( void )
-{
- BaseClass::Precache();
-
- PrecacheScriptSound( "Flare.Touch" );
-
- PrecacheScriptSound( "Weapon_FlareGun.Burn" );
-
- UTIL_PrecacheOther( "env_flare" );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Main attack
-//-----------------------------------------------------------------------------
-void CFlaregun::PrimaryAttack( void )
-{
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
-
- if ( pOwner == NULL )
- return;
-
- if ( m_iClip1 <= 0 )
- {
- SendWeaponAnim( ACT_VM_DRYFIRE );
- pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
- return;
- }
-
- m_iClip1 = m_iClip1 - 1;
-
- SendWeaponAnim( ACT_VM_PRIMARYATTACK );
- pOwner->m_flNextAttack = gpGlobals->curtime + 1;
-
- CFlare *pFlare = CFlare::Create( pOwner->Weapon_ShootPosition(), pOwner->EyeAngles(), pOwner, FLARE_DURATION );
-
- if ( pFlare == NULL )
- return;
-
- Vector forward;
- pOwner->EyeVectors( &forward );
-
- pFlare->SetAbsVelocity( forward * 1500 );
-
- WeaponSound( SINGLE );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CFlaregun::SecondaryAttack( void )
-{
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
-
- if ( pOwner == NULL )
- return;
-
- if ( m_iClip1 <= 0 )
- {
- SendWeaponAnim( ACT_VM_DRYFIRE );
- pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
- return;
- }
-
- m_iClip1 = m_iClip1 - 1;
-
- SendWeaponAnim( ACT_VM_PRIMARYATTACK );
- pOwner->m_flNextAttack = gpGlobals->curtime + 1;
-
- CFlare *pFlare = CFlare::Create( pOwner->Weapon_ShootPosition(), pOwner->EyeAngles(), pOwner, FLARE_DURATION );
-
- if ( pFlare == NULL )
- return;
-
- Vector forward;
- pOwner->EyeVectors( &forward );
-
- pFlare->SetAbsVelocity( forward * 500 );
- pFlare->SetGravity(1.0f);
- pFlare->SetFriction( 0.85f );
- pFlare->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
-
- WeaponSound( SINGLE );
-}
-
-#endif
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Flare gun (fffsssssssssss!!) +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "player.h" +#include "gamerules.h" +#include "basehlcombatweapon.h" +#include "decals.h" +#include "soundenvelope.h" +#include "IEffects.h" +#include "engine/IEngineSound.h" +#include "weapon_flaregun.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + + +/******************************************************************** + NOTE: if you are looking at this file becase you would like flares + to be considered as fires (and thereby trigger gas traps), be aware + that the env_flare class is actually found in weapon_flaregun.cpp + and is really a repurposed piece of ammunition. (env_flare isn't the + rod-like safety flare prop, but rather the bit of flame on the end.) + + You will have some difficulty making it work here, because CFlare + does not inherit from CFire and will thus not be enumerated by + CFireSphere::EnumElement(). In order to have flares be detected and + used by this system, you will need to promote certain member functions + of CFire into an interface class from which both CFire and CFlare + inherit. You will also need to modify CFireSphere::EnumElement so that + it properly disambiguates between fires and flares. + + For some partial work towards this end, see changelist 192474. + + ********************************************************************/ + + +#define FLARE_LAUNCH_SPEED 1500 + +LINK_ENTITY_TO_CLASS( env_flare, CFlare ); + +BEGIN_DATADESC( CFlare ) + + DEFINE_FIELD( m_pOwner, FIELD_CLASSPTR ), + DEFINE_FIELD( m_nBounces, FIELD_INTEGER ), + DEFINE_FIELD( m_flTimeBurnOut, FIELD_TIME ), + DEFINE_KEYFIELD( m_flScale, FIELD_FLOAT, "scale" ), + DEFINE_KEYFIELD( m_flDuration, FIELD_FLOAT, "duration" ), + DEFINE_FIELD( m_flNextDamage, FIELD_TIME ), + DEFINE_SOUNDPATCH( m_pBurnSound ), + DEFINE_FIELD( m_bFading, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bLight, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bSmoke, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bPropFlare, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bInActiveList, FIELD_BOOLEAN ), + DEFINE_FIELD( m_pNextFlare, FIELD_CLASSPTR ), + + //Input functions + DEFINE_INPUTFUNC( FIELD_FLOAT, "Start", InputStart ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "Die", InputDie ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "Launch", InputLaunch), + + // Function Pointers + DEFINE_FUNCTION( FlareTouch ), + DEFINE_FUNCTION( FlareBurnTouch ), + DEFINE_FUNCTION( FlareThink ), + +END_DATADESC() + +//Data-tables +IMPLEMENT_SERVERCLASS_ST( CFlare, DT_Flare ) + SendPropFloat( SENDINFO( m_flTimeBurnOut ), 0, SPROP_NOSCALE ), + SendPropFloat( SENDINFO( m_flScale ), 0, SPROP_NOSCALE ), + SendPropInt( SENDINFO( m_bLight ), 1, SPROP_UNSIGNED ), + SendPropInt( SENDINFO( m_bSmoke ), 1, SPROP_UNSIGNED ), + SendPropInt( SENDINFO( m_bPropFlare ), 1, SPROP_UNSIGNED ), +END_SEND_TABLE() + +CFlare *CFlare::activeFlares = NULL; + +CFlare *CFlare::GetActiveFlares( void ) +{ + return CFlare::activeFlares; +} + +Class_T CFlare::Classify( void ) +{ + return CLASS_FLARE; +} + +CBaseEntity *CreateFlare( Vector vOrigin, QAngle Angles, CBaseEntity *pOwner, float flDuration ) +{ + CFlare *pFlare = CFlare::Create( vOrigin, Angles, pOwner, flDuration ); + + if ( pFlare ) + { + pFlare->m_bPropFlare = true; + } + + return pFlare; +} + +void KillFlare( CBaseEntity *pOwnerEntity, CBaseEntity *pEntity, float flKillTime ) +{ + CFlare *pFlare = dynamic_cast< CFlare *>( pEntity ); + + if ( pFlare ) + { + float flDieTime = (pFlare->m_flTimeBurnOut - gpGlobals->curtime) - flKillTime; + + if ( flDieTime > 1.0f ) + { + pFlare->Die( flDieTime ); + pOwnerEntity->SetNextThink( gpGlobals->curtime + flDieTime + 3.0f ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CFlare::CFlare( void ) +{ + m_flScale = 1.0f; + m_nBounces = 0; + m_bFading = false; + m_bLight = true; + m_bSmoke = true; + m_flNextDamage = gpGlobals->curtime; + m_lifeState = LIFE_ALIVE; + m_iHealth = 100; + m_bPropFlare = false; + m_bInActiveList = false; + m_pNextFlare = NULL; +} + +CFlare::~CFlare() +{ + CSoundEnvelopeController::GetController().SoundDestroy( m_pBurnSound ); + m_pBurnSound = NULL; + + RemoveFromActiveFlares(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFlare::Precache( void ) +{ + PrecacheModel("models/weapons/flare.mdl" ); + + PrecacheScriptSound( "Weapon_FlareGun.Burn" ); + + // FIXME: needed to precache the fire model. Shouldn't have to do this. + UTIL_PrecacheOther( "_firesmoke" ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &restore - +// Output : int +//----------------------------------------------------------------------------- +int CFlare::Restore( IRestore &restore ) +{ + int result = BaseClass::Restore( restore ); + + if ( m_spawnflags & SF_FLARE_NO_DLIGHT ) + { + m_bLight = false; + } + + if ( m_spawnflags & SF_FLARE_NO_SMOKE ) + { + m_bSmoke = false; + } + + return result; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFlare::Spawn( void ) +{ + Precache(); + + SetModel( "models/weapons/flare.mdl" ); + + UTIL_SetSize( this, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ) ); + + SetSolid( SOLID_BBOX ); + AddSolidFlags( FSOLID_NOT_SOLID ); + + SetMoveType( MOVETYPE_NONE ); + SetFriction( 0.6f ); + SetGravity( UTIL_ScaleForGravity( 400 ) ); + m_flTimeBurnOut = gpGlobals->curtime + 30; + + AddEffects( EF_NOSHADOW|EF_NORECEIVESHADOW ); + + if ( m_spawnflags & SF_FLARE_NO_DLIGHT ) + { + m_bLight = false; + } + + if ( m_spawnflags & SF_FLARE_NO_SMOKE ) + { + m_bSmoke = false; + } + + if ( m_spawnflags & SF_FLARE_INFINITE ) + { + m_flTimeBurnOut = -1.0f; + } + + if ( m_spawnflags & SF_FLARE_START_OFF ) + { + AddEffects( EF_NODRAW ); + } + + AddFlag( FL_OBJECT ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFlare::Activate( void ) +{ + BaseClass::Activate(); + + // Start the burning sound if we're already on + if ( ( m_spawnflags & SF_FLARE_START_OFF ) == false ) + { + StartBurnSound(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFlare::StartBurnSound( void ) +{ + if ( m_pBurnSound == NULL ) + { + CPASAttenuationFilter filter( this ); + m_pBurnSound = CSoundEnvelopeController::GetController().SoundCreate( + filter, entindex(), CHAN_WEAPON, "Weapon_FlareGun.Burn", 3.0f ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : vecOrigin - +// vecAngles - +// *pOwner - +// Output : CFlare +//----------------------------------------------------------------------------- +CFlare *CFlare::Create( Vector vecOrigin, QAngle vecAngles, CBaseEntity *pOwner, float lifetime ) +{ + CFlare *pFlare = (CFlare *) CreateEntityByName( "env_flare" ); + + if ( pFlare == NULL ) + return NULL; + + UTIL_SetOrigin( pFlare, vecOrigin ); + + pFlare->SetLocalAngles( vecAngles ); + pFlare->Spawn(); + pFlare->SetTouch( &CFlare::FlareTouch ); + pFlare->SetThink( &CFlare::FlareThink ); + + //Start up the flare + pFlare->Start( lifetime ); + + //Don't start sparking immediately + pFlare->SetNextThink( gpGlobals->curtime + 0.5f ); + + //Burn out time + pFlare->m_flTimeBurnOut = gpGlobals->curtime + lifetime; + + pFlare->RemoveSolidFlags( FSOLID_NOT_SOLID ); + pFlare->AddSolidFlags( FSOLID_NOT_STANDABLE ); + + pFlare->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); + + pFlare->SetOwnerEntity( pOwner ); + pFlare->m_pOwner = pOwner; + + return pFlare; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +unsigned int CFlare::PhysicsSolidMaskForEntity( void ) const +{ + return MASK_NPCSOLID; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFlare::FlareThink( void ) +{ + float deltaTime = ( m_flTimeBurnOut - gpGlobals->curtime ); + + if ( !m_bInActiveList && ( ( deltaTime > FLARE_BLIND_TIME ) || ( m_flTimeBurnOut == -1.0f ) ) ) + { + AddToActiveFlares(); + } + + if ( m_flTimeBurnOut != -1.0f ) + { + //Fading away + if ( ( deltaTime <= FLARE_DECAY_TIME ) && ( m_bFading == false ) ) + { + m_bFading = true; + CSoundEnvelopeController::GetController().SoundChangePitch( m_pBurnSound, 60, deltaTime ); + CSoundEnvelopeController::GetController().SoundFadeOut( m_pBurnSound, deltaTime ); + } + + // if flare is no longer bright, remove it from active flare list + if ( m_bInActiveList && ( deltaTime <= FLARE_BLIND_TIME ) ) + { + RemoveFromActiveFlares(); + } + + //Burned out + if ( m_flTimeBurnOut < gpGlobals->curtime ) + { + UTIL_Remove( this ); + return; + } + } + + //Act differently underwater + if ( GetWaterLevel() > 1 ) + { + UTIL_Bubbles( GetAbsOrigin() + Vector( -2, -2, -2 ), GetAbsOrigin() + Vector( 2, 2, 2 ), 1 ); + m_bSmoke = false; + } + else + { + //Shoot sparks + if ( random->RandomInt( 0, 8 ) == 1 ) + { + g_pEffects->Sparks( GetAbsOrigin() ); + } + } + + //Next update + SetNextThink( gpGlobals->curtime + 0.1f ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pOther - +//----------------------------------------------------------------------------- +void CFlare::FlareBurnTouch( CBaseEntity *pOther ) +{ + if ( pOther && pOther->m_takedamage && ( m_flNextDamage < gpGlobals->curtime ) ) + { + pOther->TakeDamage( CTakeDamageInfo( this, m_pOwner, 1, (DMG_BULLET|DMG_BURN) ) ); + m_flNextDamage = gpGlobals->curtime + 1.0f; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pOther - +//----------------------------------------------------------------------------- +void CFlare::FlareTouch( CBaseEntity *pOther ) +{ + Assert( pOther ); + if ( !pOther->IsSolid() ) + return; + + if ( ( m_nBounces < 10 ) && ( GetWaterLevel() < 1 ) ) + { + // Throw some real chunks here + g_pEffects->Sparks( GetAbsOrigin() ); + } + + //If the flare hit a person or NPC, do damage here. + if ( pOther && pOther->m_takedamage ) + { + /* + The Flare is the iRifle round right now. No damage, just ignite. (sjb) + + //Damage is a function of how fast the flare is flying. + int iDamage = GetAbsVelocity().Length() / 50.0f; + + if ( iDamage < 5 ) + { + //Clamp minimum damage + iDamage = 5; + } + + //Use m_pOwner, not GetOwnerEntity() + pOther->TakeDamage( CTakeDamageInfo( this, m_pOwner, iDamage, (DMG_BULLET|DMG_BURN) ) ); + m_flNextDamage = gpGlobals->curtime + 1.0f; + */ + + CBaseAnimating *pAnim; + + pAnim = dynamic_cast<CBaseAnimating*>(pOther); + if( pAnim ) + { + pAnim->Ignite( 30.0f ); + } + + Vector vecNewVelocity = GetAbsVelocity(); + vecNewVelocity *= 0.1f; + SetAbsVelocity( vecNewVelocity ); + + SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); + SetGravity(1.0f); + + + Die( 0.5 ); + + return; + } + else + { + // hit the world, check the material type here, see if the flare should stick. + trace_t tr; + tr = CBaseEntity::GetTouchTrace(); + + //Only do this on the first bounce + if ( m_nBounces == 0 ) + { + const surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps ); + + if ( pdata != NULL ) + { + //Only embed into concrete and wood (jdw: too obscure for players?) + //if ( ( pdata->gameMaterial == 'C' ) || ( pdata->gameMaterial == 'W' ) ) + { + Vector impactDir = ( tr.endpos - tr.startpos ); + VectorNormalize( impactDir ); + + float surfDot = tr.plane.normal.Dot( impactDir ); + + //Do not stick to ceilings or on shallow impacts + if ( ( tr.plane.normal.z > -0.5f ) && ( surfDot < -0.9f ) ) + { + RemoveSolidFlags( FSOLID_NOT_SOLID ); + AddSolidFlags( FSOLID_TRIGGER ); + UTIL_SetOrigin( this, tr.endpos + ( tr.plane.normal * 2.0f ) ); + SetAbsVelocity( vec3_origin ); + SetMoveType( MOVETYPE_NONE ); + + SetTouch( &CFlare::FlareBurnTouch ); + + int index = decalsystem->GetDecalIndexForName( "SmallScorch" ); + if ( index >= 0 ) + { + CBroadcastRecipientFilter filter; + te->Decal( filter, 0.0, &tr.endpos, &tr.startpos, ENTINDEX( tr.m_pEnt ), tr.hitbox, index ); + } + + CPASAttenuationFilter filter2( this, "Flare.Touch" ); + EmitSound( filter2, entindex(), "Flare.Touch" ); + + return; + } + } + } + } + + //Scorch decal + if ( GetAbsVelocity().LengthSqr() > (250*250) ) + { + int index = decalsystem->GetDecalIndexForName( "FadingScorch" ); + if ( index >= 0 ) + { + CBroadcastRecipientFilter filter; + te->Decal( filter, 0.0, &tr.endpos, &tr.startpos, ENTINDEX( tr.m_pEnt ), tr.hitbox, index ); + } + } + + // Change our flight characteristics + SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); + SetGravity( UTIL_ScaleForGravity( 640 ) ); + + m_nBounces++; + + //After the first bounce, smacking into whoever fired the flare is fair game + SetOwnerEntity( this ); + + // Slow down + Vector vecNewVelocity = GetAbsVelocity(); + vecNewVelocity.x *= 0.8f; + vecNewVelocity.y *= 0.8f; + SetAbsVelocity( vecNewVelocity ); + + //Stopped? + if ( GetAbsVelocity().Length() < 64.0f ) + { + SetAbsVelocity( vec3_origin ); + SetMoveType( MOVETYPE_NONE ); + RemoveSolidFlags( FSOLID_NOT_SOLID ); + AddSolidFlags( FSOLID_TRIGGER ); + SetTouch( &CFlare::FlareBurnTouch ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFlare::Start( float lifeTime ) +{ + StartBurnSound(); + + if ( m_pBurnSound != NULL ) + { + CSoundEnvelopeController::GetController().Play( m_pBurnSound, 0.0f, 60 ); + CSoundEnvelopeController::GetController().SoundChangeVolume( m_pBurnSound, 0.8f, 2.0f ); + CSoundEnvelopeController::GetController().SoundChangePitch( m_pBurnSound, 100, 2.0f ); + } + + if ( lifeTime > 0 ) + { + m_flTimeBurnOut = gpGlobals->curtime + lifeTime; + } + else + { + m_flTimeBurnOut = -1.0f; + } + + RemoveEffects( EF_NODRAW ); + + SetThink( &CFlare::FlareThink ); + SetNextThink( gpGlobals->curtime + 0.1f ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFlare::Die( float fadeTime ) +{ + m_flTimeBurnOut = gpGlobals->curtime + fadeTime; + + SetThink( &CFlare::FlareThink ); + SetNextThink( gpGlobals->curtime + 0.1f ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFlare::Launch( const Vector &direction, float speed ) +{ + // Make sure we're visible + if ( m_spawnflags & SF_FLARE_INFINITE ) + { + Start( -1 ); + } + else + { + Start( 8.0f ); + } + + SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); + + // Punch our velocity towards our facing + SetAbsVelocity( direction * speed ); + + SetGravity( 1.0f ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CFlare::InputStart( inputdata_t &inputdata ) +{ + Start( inputdata.value.Float() ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CFlare::InputDie( inputdata_t &inputdata ) +{ + Die( inputdata.value.Float() ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CFlare::InputLaunch( inputdata_t &inputdata ) +{ + Vector direction; + AngleVectors( GetAbsAngles(), &direction ); + + float speed = inputdata.value.Float(); + + if ( speed == 0 ) + { + speed = FLARE_LAUNCH_SPEED; + } + + Launch( direction, speed ); +} + +//----------------------------------------------------------------------------- +// Purpose: Removes flare from active flare list +//----------------------------------------------------------------------------- +void CFlare::RemoveFromActiveFlares( void ) +{ + CFlare *pFlare; + CFlare *pPrevFlare; + + if ( !m_bInActiveList ) + return; + + pPrevFlare = NULL; + for( pFlare = CFlare::activeFlares; pFlare != NULL; pFlare = pFlare->m_pNextFlare ) + { + if ( pFlare == this ) + { + if ( pPrevFlare ) + { + pPrevFlare->m_pNextFlare = m_pNextFlare; + } + else + { + activeFlares = m_pNextFlare; + } + break; + } + pPrevFlare = pFlare; + } + + m_pNextFlare = NULL; + m_bInActiveList = false; +} + +//----------------------------------------------------------------------------- +// Purpose: Adds flare to active flare list +//----------------------------------------------------------------------------- +void CFlare::AddToActiveFlares( void ) +{ + if ( !m_bInActiveList ) + { + m_pNextFlare = CFlare::activeFlares; + CFlare::activeFlares = this; + m_bInActiveList = true; + } +} + +#if 0 + +IMPLEMENT_SERVERCLASS_ST(CFlaregun, DT_Flaregun) +END_SEND_TABLE() + +LINK_ENTITY_TO_CLASS( weapon_flaregun, CFlaregun ); +PRECACHE_WEAPON_REGISTER( weapon_flaregun ); + +//----------------------------------------------------------------------------- +// Purpose: Precache +//----------------------------------------------------------------------------- +void CFlaregun::Precache( void ) +{ + BaseClass::Precache(); + + PrecacheScriptSound( "Flare.Touch" ); + + PrecacheScriptSound( "Weapon_FlareGun.Burn" ); + + UTIL_PrecacheOther( "env_flare" ); +} + +//----------------------------------------------------------------------------- +// Purpose: Main attack +//----------------------------------------------------------------------------- +void CFlaregun::PrimaryAttack( void ) +{ + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + if ( m_iClip1 <= 0 ) + { + SendWeaponAnim( ACT_VM_DRYFIRE ); + pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration(); + return; + } + + m_iClip1 = m_iClip1 - 1; + + SendWeaponAnim( ACT_VM_PRIMARYATTACK ); + pOwner->m_flNextAttack = gpGlobals->curtime + 1; + + CFlare *pFlare = CFlare::Create( pOwner->Weapon_ShootPosition(), pOwner->EyeAngles(), pOwner, FLARE_DURATION ); + + if ( pFlare == NULL ) + return; + + Vector forward; + pOwner->EyeVectors( &forward ); + + pFlare->SetAbsVelocity( forward * 1500 ); + + WeaponSound( SINGLE ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CFlaregun::SecondaryAttack( void ) +{ + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + if ( m_iClip1 <= 0 ) + { + SendWeaponAnim( ACT_VM_DRYFIRE ); + pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration(); + return; + } + + m_iClip1 = m_iClip1 - 1; + + SendWeaponAnim( ACT_VM_PRIMARYATTACK ); + pOwner->m_flNextAttack = gpGlobals->curtime + 1; + + CFlare *pFlare = CFlare::Create( pOwner->Weapon_ShootPosition(), pOwner->EyeAngles(), pOwner, FLARE_DURATION ); + + if ( pFlare == NULL ) + return; + + Vector forward; + pOwner->EyeVectors( &forward ); + + pFlare->SetAbsVelocity( forward * 500 ); + pFlare->SetGravity(1.0f); + pFlare->SetFriction( 0.85f ); + pFlare->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); + + WeaponSound( SINGLE ); +} + +#endif |