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-rw-r--r--mp/src/game/server/EntityDissolve.cpp388
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diff --git a/mp/src/game/server/EntityDissolve.cpp b/mp/src/game/server/EntityDissolve.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Dissolve entity to be attached to target entity. Serves two purposes:
+//
+// 1) An entity that can be placed by a level designer and triggered
+// to ignite a target entity.
+//
+// 2) An entity that can be created at runtime to ignite a target entity.
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "EntityDissolve.h"
+#include "baseanimating.h"
+#include "physics_prop_ragdoll.h"
+#include "ai_basenpc.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+static const char *s_pElectroThinkContext = "ElectroThinkContext";
+
+
+//-----------------------------------------------------------------------------
+// Lifetime
+//-----------------------------------------------------------------------------
+#define DISSOLVE_FADE_IN_START_TIME 0.0f
+#define DISSOLVE_FADE_IN_END_TIME 1.0f
+#define DISSOLVE_FADE_OUT_MODEL_START_TIME 1.9f
+#define DISSOLVE_FADE_OUT_MODEL_END_TIME 2.0f
+#define DISSOLVE_FADE_OUT_START_TIME 2.0f
+#define DISSOLVE_FADE_OUT_END_TIME 2.0f
+
+//-----------------------------------------------------------------------------
+// Model
+//-----------------------------------------------------------------------------
+#define DISSOLVE_SPRITE_NAME "sprites/blueglow1.vmt"
+
+//-----------------------------------------------------------------------------
+// Save/load
+//-----------------------------------------------------------------------------
+BEGIN_DATADESC( CEntityDissolve )
+
+ DEFINE_FIELD( m_flStartTime, FIELD_TIME ),
+ DEFINE_FIELD( m_flFadeInStart, FIELD_FLOAT ),
+ DEFINE_FIELD( m_flFadeInLength, FIELD_FLOAT ),
+ DEFINE_FIELD( m_flFadeOutModelStart, FIELD_FLOAT ),
+ DEFINE_FIELD( m_flFadeOutModelLength, FIELD_FLOAT ),
+ DEFINE_FIELD( m_flFadeOutStart, FIELD_FLOAT ),
+ DEFINE_FIELD( m_flFadeOutLength, FIELD_FLOAT ),
+ DEFINE_KEYFIELD( m_nDissolveType, FIELD_INTEGER, "dissolvetype" ),
+ DEFINE_FIELD( m_vDissolverOrigin, FIELD_VECTOR ),
+ DEFINE_KEYFIELD( m_nMagnitude, FIELD_INTEGER, "magnitude" ),
+
+ DEFINE_FUNCTION( DissolveThink ),
+ DEFINE_FUNCTION( ElectrocuteThink ),
+
+ DEFINE_INPUTFUNC( FIELD_STRING, "Dissolve", InputDissolve ),
+
+END_DATADESC()
+
+
+//-----------------------------------------------------------------------------
+// Networking
+//-----------------------------------------------------------------------------
+IMPLEMENT_SERVERCLASS_ST( CEntityDissolve, DT_EntityDissolve )
+ SendPropTime( SENDINFO( m_flStartTime ) ),
+ SendPropFloat( SENDINFO( m_flFadeInStart ), 0, SPROP_NOSCALE ),
+ SendPropFloat( SENDINFO( m_flFadeInLength ), 0, SPROP_NOSCALE ),
+ SendPropFloat( SENDINFO( m_flFadeOutModelStart ), 0, SPROP_NOSCALE ),
+ SendPropFloat( SENDINFO( m_flFadeOutModelLength ), 0, SPROP_NOSCALE ),
+ SendPropFloat( SENDINFO( m_flFadeOutStart ), 0, SPROP_NOSCALE ),
+ SendPropFloat( SENDINFO( m_flFadeOutLength ), 0, SPROP_NOSCALE ),
+ SendPropInt( SENDINFO( m_nDissolveType ), ENTITY_DISSOLVE_BITS, SPROP_UNSIGNED ),
+ SendPropVector (SENDINFO(m_vDissolverOrigin), 0, SPROP_NOSCALE ),
+ SendPropInt( SENDINFO( m_nMagnitude ), 8, SPROP_UNSIGNED ),
+END_SEND_TABLE()
+
+LINK_ENTITY_TO_CLASS( env_entity_dissolver, CEntityDissolve );
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CEntityDissolve::CEntityDissolve( void )
+{
+ m_flStartTime = 0.0f;
+ m_nMagnitude = 250;
+}
+
+CEntityDissolve::~CEntityDissolve( void )
+{
+}
+
+
+//-----------------------------------------------------------------------------
+// Precache
+//-----------------------------------------------------------------------------
+void CEntityDissolve::Precache()
+{
+ if ( NULL_STRING == GetModelName() )
+ {
+ PrecacheModel( DISSOLVE_SPRITE_NAME );
+ }
+ else
+ {
+ PrecacheModel( STRING( GetModelName() ) );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Spawn
+//-----------------------------------------------------------------------------
+void CEntityDissolve::Spawn()
+{
+ BaseClass::Spawn();
+ Precache();
+ UTIL_SetModel( this, STRING( GetModelName() ) );
+
+ if ( (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) )
+ {
+ if ( dynamic_cast< CRagdollProp* >( GetMoveParent() ) )
+ {
+ SetContextThink( &CEntityDissolve::ElectrocuteThink, gpGlobals->curtime + 0.01f, s_pElectroThinkContext );
+ }
+ }
+
+ // Setup our times
+ m_flFadeInStart = DISSOLVE_FADE_IN_START_TIME;
+ m_flFadeInLength = DISSOLVE_FADE_IN_END_TIME - DISSOLVE_FADE_IN_START_TIME;
+
+ m_flFadeOutModelStart = DISSOLVE_FADE_OUT_MODEL_START_TIME;
+ m_flFadeOutModelLength = DISSOLVE_FADE_OUT_MODEL_END_TIME - DISSOLVE_FADE_OUT_MODEL_START_TIME;
+
+ m_flFadeOutStart = DISSOLVE_FADE_OUT_START_TIME;
+ m_flFadeOutLength = DISSOLVE_FADE_OUT_END_TIME - DISSOLVE_FADE_OUT_START_TIME;
+
+ if ( m_nDissolveType == ENTITY_DISSOLVE_CORE )
+ {
+ m_flFadeInStart = 0.0f;
+ m_flFadeOutStart = CORE_DISSOLVE_FADE_START;
+ m_flFadeOutModelStart = CORE_DISSOLVE_MODEL_FADE_START;
+ m_flFadeOutModelLength = CORE_DISSOLVE_MODEL_FADE_LENGTH;
+ m_flFadeInLength = CORE_DISSOLVE_FADEIN_LENGTH;
+ }
+
+ m_nRenderMode = kRenderTransColor;
+ SetRenderColor( 255, 255, 255, 255 );
+ m_nRenderFX = kRenderFxNone;
+
+ SetThink( &CEntityDissolve::DissolveThink );
+ if ( gpGlobals->curtime > m_flStartTime )
+ {
+ // Necessary for server-side ragdolls
+ DissolveThink();
+ }
+ else
+ {
+ SetNextThink( gpGlobals->curtime + 0.01f );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : inputdata -
+//-----------------------------------------------------------------------------
+void CEntityDissolve::InputDissolve( inputdata_t &inputdata )
+{
+ string_t strTarget = inputdata.value.StringID();
+
+ if (strTarget == NULL_STRING)
+ {
+ strTarget = m_target;
+ }
+
+ CBaseEntity *pTarget = NULL;
+ while ((pTarget = gEntList.FindEntityGeneric(pTarget, STRING(strTarget), this, inputdata.pActivator)) != NULL)
+ {
+ CBaseAnimating *pBaseAnim = pTarget->GetBaseAnimating();
+ if (pBaseAnim)
+ {
+ pBaseAnim->Dissolve( NULL, gpGlobals->curtime, false, m_nDissolveType, GetAbsOrigin(), m_nMagnitude );
+ }
+ }
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Creates a flame and attaches it to a target entity.
+// Input : pTarget -
+//-----------------------------------------------------------------------------
+CEntityDissolve *CEntityDissolve::Create( CBaseEntity *pTarget, const char *pMaterialName,
+ float flStartTime, int nDissolveType, bool *pRagdollCreated )
+{
+ if ( pRagdollCreated )
+ {
+ *pRagdollCreated = false;
+ }
+
+ if ( !pMaterialName )
+ {
+ pMaterialName = DISSOLVE_SPRITE_NAME;
+ }
+
+ if ( pTarget->IsPlayer() )
+ {
+ // Simply immediately kill the player.
+ CBasePlayer *pPlayer = assert_cast< CBasePlayer* >( pTarget );
+ pPlayer->SetArmorValue( 0 );
+ CTakeDamageInfo info( pPlayer, pPlayer, pPlayer->GetHealth(), DMG_GENERIC | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE );
+ pPlayer->TakeDamage( info );
+ return NULL;
+ }
+
+ CEntityDissolve *pDissolve = (CEntityDissolve *) CreateEntityByName( "env_entity_dissolver" );
+
+ if ( pDissolve == NULL )
+ return NULL;
+
+ pDissolve->m_nDissolveType = nDissolveType;
+ if ( (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) )
+ {
+ if ( pTarget->IsNPC() && pTarget->MyNPCPointer()->CanBecomeRagdoll() )
+ {
+ CTakeDamageInfo info;
+ CBaseEntity *pRagdoll = CreateServerRagdoll( pTarget->MyNPCPointer(), 0, info, COLLISION_GROUP_DEBRIS, true );
+ pRagdoll->SetCollisionBounds( pTarget->CollisionProp()->OBBMins(), pTarget->CollisionProp()->OBBMaxs() );
+
+ // Necessary to cause it to do the appropriate death cleanup
+ if ( pTarget->m_lifeState == LIFE_ALIVE )
+ {
+ CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
+ CTakeDamageInfo ragdollInfo( pPlayer, pPlayer, 10000.0, DMG_SHOCK | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE );
+ pTarget->TakeDamage( ragdollInfo );
+ }
+
+ if ( pRagdollCreated )
+ {
+ *pRagdollCreated = true;
+ }
+
+ UTIL_Remove( pTarget );
+ pTarget = pRagdoll;
+ }
+ }
+
+ pDissolve->SetModelName( AllocPooledString(pMaterialName) );
+ pDissolve->AttachToEntity( pTarget );
+ pDissolve->SetStartTime( flStartTime );
+ pDissolve->Spawn();
+
+ // Send to the client even though we don't have a model
+ pDissolve->AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
+
+ // Play any appropriate noises when we start to dissolve
+ if ( (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) )
+ {
+ pTarget->DispatchResponse( "TLK_ELECTROCUTESCREAM" );
+ }
+ else
+ {
+ pTarget->DispatchResponse( "TLK_DISSOLVESCREAM" );
+ }
+ return pDissolve;
+}
+
+
+//-----------------------------------------------------------------------------
+// What type of dissolve?
+//-----------------------------------------------------------------------------
+CEntityDissolve *CEntityDissolve::Create( CBaseEntity *pTarget, CBaseEntity *pSource )
+{
+ // Look for other boogies on the ragdoll + kill them
+ for ( CBaseEntity *pChild = pSource->FirstMoveChild(); pChild; pChild = pChild->NextMovePeer() )
+ {
+ CEntityDissolve *pDissolve = dynamic_cast<CEntityDissolve*>(pChild);
+ if ( !pDissolve )
+ continue;
+
+ return Create( pTarget, STRING( pDissolve->GetModelName() ), pDissolve->m_flStartTime, pDissolve->m_nDissolveType );
+ }
+
+ return NULL;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Attaches the flame to an entity and moves with it
+// Input : pTarget - target entity to attach to
+//-----------------------------------------------------------------------------
+void CEntityDissolve::AttachToEntity( CBaseEntity *pTarget )
+{
+ // So our dissolver follows the entity around on the server.
+ SetParent( pTarget );
+ SetLocalOrigin( vec3_origin );
+ SetLocalAngles( vec3_angle );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : lifetime -
+//-----------------------------------------------------------------------------
+void CEntityDissolve::SetStartTime( float flStartTime )
+{
+ m_flStartTime = flStartTime;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Burn targets around us
+//-----------------------------------------------------------------------------
+void CEntityDissolve::DissolveThink( void )
+{
+ CBaseAnimating *pTarget = ( GetMoveParent() ) ? GetMoveParent()->GetBaseAnimating() : NULL;
+
+ if ( GetModelName() == NULL_STRING && pTarget == NULL )
+ return;
+
+ if ( pTarget == NULL )
+ {
+ UTIL_Remove( this );
+ return;
+ }
+
+ // Turn them into debris
+ pTarget->SetCollisionGroup( COLLISION_GROUP_DISSOLVING );
+
+ if ( pTarget && pTarget->GetFlags() & FL_TRANSRAGDOLL )
+ {
+ SetRenderColorA( 0 );
+ }
+
+ float dt = gpGlobals->curtime - m_flStartTime;
+
+ if ( dt < m_flFadeInStart )
+ {
+ SetNextThink( m_flStartTime + m_flFadeInStart );
+ return;
+ }
+
+ // If we're done fading, then kill our target entity and us
+ if ( dt >= m_flFadeOutStart + m_flFadeOutLength )
+ {
+ // Necessary to cause it to do the appropriate death cleanup
+ // Yeah, the player may have nothing to do with it, but
+ // passing NULL to TakeDamage causes bad things to happen
+ CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
+ int iNoPhysicsDamage = g_pGameRules->Damage_GetNoPhysicsForce();
+ CTakeDamageInfo info( pPlayer, pPlayer, 10000.0, DMG_GENERIC | DMG_REMOVENORAGDOLL | iNoPhysicsDamage );
+ pTarget->TakeDamage( info );
+
+ if ( pTarget != pPlayer )
+ {
+ UTIL_Remove( pTarget );
+ }
+
+ UTIL_Remove( this );
+
+ return;
+ }
+
+ SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Burn targets around us
+//-----------------------------------------------------------------------------
+void CEntityDissolve::ElectrocuteThink( void )
+{
+ CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( GetMoveParent() );
+ if ( !pRagdoll )
+ return;
+
+ ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll( );
+ for ( int j = 0; j < pRagdollPhys->listCount; ++j )
+ {
+ Vector vecForce;
+ vecForce = RandomVector( -2400.0f, 2400.0f );
+ pRagdollPhys->list[j].pObject->ApplyForceCenter( vecForce );
+ }
+
+ SetContextThink( &CEntityDissolve::ElectrocuteThink, gpGlobals->curtime + random->RandomFloat( 0.1, 0.2f ),
+ s_pElectroThinkContext );
+}